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Speaker 1: Hey, everybody. Welcome to Game and Former Show, a weekly

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podcast covering the video game industry. Join us each and

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every week for a discussion of the gaming latest gaming news, reviews,

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and exclusive reveals with Game and Former staff and special

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guests from around the industry. I'm your host, Marcus Stewart.

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I am joined by the news hound Wesley LeBlanc.

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Speaker 2: Hello, Hello, Hello, I'm back from the Eternal Perils of

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review hell for a game we will talk about soon.

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Speaker 1: And also joining us is the GI spy who loved me,

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Brian Shay. How are you.

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Speaker 3: I'll take it. I will take that intro.

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Speaker 1: I'm good.

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Speaker 3: A little under the weather, but good otherwise.

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Speaker 1: Okay, And joining us a special guest, Giant Bomb's own

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Jan o'choa.

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Speaker 4: Hello, sir, Hello, thanks for having me, guys. Very happy

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to be.

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Speaker 1: Here, Yes, first time when the Gi Choubin wanted to

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get you on for a while. Happy to have you.

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How you doing.

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Speaker 4: I'm doing well as well as you can be right now.

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Ready to talk about video games and ready to hang

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out with y'all.

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Speaker 1: Oh yeah, we're gonna talk about video games and video

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game accessories. Maybe I don't know, but listen, I wanted

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to make a King of a Hill reference. I don't

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get to talk about King of Hill as much as

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you guys think that I would like to believe it

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or not.

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Speaker 3: Let's start at King of the Hill podcast side project.

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Speaker 4: Hey, I I started watching King of the Hill for

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the first time recently.

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Speaker 3: Something.

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Speaker 1: Yeah, Okay, do you like it so far? Yes?

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Speaker 4: Yes, I think Bobby Hill is a generational character.

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Speaker 1: Okay, give us all your King of the Hill hot

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takes right here. Bobby Hill, great character. Yes? Are you

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working your way to the new season? That is that

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what's inspired this?

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Speaker 4: Or yes, that is the motivation because I saw, well

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there's obviously a time skip in the new season, right

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and I think I may the bold claim that I

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think Bobby Hill could beat Bobby Flay.

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Speaker 1: I ooh, I yeah, you know what. Yeah, I agree

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with that. Bobby Flay's lost to like quote unquote like

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regular chefs or like not yeh chefs. So why yeah,

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I think so, Brian, you could beat Bobby Flay. You're

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a pretty good cook too. I've seen you post your

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fancy food photos on social media and stuff.

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Speaker 3: I mean, I'm okay.

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Speaker 5: Bobby Flay is a professional culinary artist though, so it

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might be a knockdown, drag out fight in the kitchen,

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but uh yeah, I think I do.

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Speaker 1: Okay. I mean, if I started paying you for your food,

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you'd be a professional chef too. Technically, that's a good point.

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That is a very good point saying. But yes, if

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you too would like to know if you can beat

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Bobby Flay, I probably a good way to do that

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or to find that out. And this is a little

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bit of false advertising, so I'm gonna veer away from this,

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but you know what you can do to support Game

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Informer is get yourself a Game Informer magazine subscription. Yes,

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Game Informer we're a print magazine. I don't know if

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you knew that You've got a magazine right here, our

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warter Warcraft Midnight issue, which is also our twenty twenty

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five Game of the Year issue, our jumbo sized issue.

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We've also gone to our latest cover story that we're

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gonna be talking about on this podcast for Double O

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seven First Light. And if you would like to read

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our Double seven First Light issue, you can go to

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gaminformer dot com slash subscribe and subscribe to get ten

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issues a year sent to you, both physical and digital,

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and you can also go into your local bookstores and

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new stands and get yourself a copy of Game Informer.

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If you're in a US you can go to Books

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a Million, you can go to Barnes and Nobles. You

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can go to your your just your local newsstand next

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to copies of the the you know, New York Post

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and maybe the Daily Bugle for probably in there somewhere too,

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as well as internationally as well. You can find us

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and bookstands in a new stores as well. We still

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don't know exactly what stores we're in and which countries.

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We're still finding that out. I know some people have

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been asking. We're also grateful for any international readers that

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have been sending us pictures of them spotting Game Informer

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in neuro local stores, which has been very helpful.

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Speaker 5: But let us know what stores you're finding them in

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so we can tell everybody else, because right now it's

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treated like some big secret. So yeah, please, if you

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are international and you see Game Informer in a store,

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let us know what the name of the store is.

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Speaker 1: Yes, yes, please please, but yes, either way, whether you

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get yourself a magazine subscription or pick us up in

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your local store, it is the absolute best way to

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support Game Informer ensure that we keep doing what we're doing.

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And of course, five percent of at least every subscription

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fee also helps is donated towards Saint Jude's Children's Hospitals,

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So your subscription also goes to a very worthy cause

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that we're very proud to support. Here once again, Game

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Informer dot com slash subscribe, get yourself a magazine subscription

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two day. And of course, speaking of magazine covers, Brian Shay,

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you have traveled to go to io Interactive over in

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Copenhagen to check out Double O seven First Light, our

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next big cover story game. Tell us all about it.

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How is James Bond's origin story? I guess how was

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that shaping up? Yeah?

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Speaker 5: So this was a game, like I'm assuming, much like

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everybody on this call, a James Bond game has played

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a significant role in my life as a gamer. I

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think for a lot of us it was Golden I

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Double O seven on N sixty four. I think for

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Wes it was Agent Underfire Ones.

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Speaker 3: Twos two right.

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Speaker 5: Yeah, and Marcus, what was your James Bond game of choice?

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Speaker 3: Oh?

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Speaker 1: It was Golden E as a kid, but I will

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shout out I think it was night Fire on PS

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two that had the cool like slingshody grapple hook thing

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that was like stupidly fun.

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Speaker 2: Well, agender Fire had a really good grapple hook too.

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Night Fire came out. It was like the sequel to

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agender Fire, and it was also very good. But it's

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multiplayer sweet not as good as Agender Fire.

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Speaker 3: Jan what about you?

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Speaker 4: Actually, my uncle played a lot. This is one of

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the games he commandeered my PS one four, but he

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played a lot of Tomorrow Never Dies.

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Speaker 1: Oh. I played that one. Yeah. Yeah.

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Speaker 4: Where my friends would be talking about how cool siphon

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filter was, I'd be on the other side of the

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player ground being like, no, guys, Tomorrow Never Dies. It's

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pretty cool too. But it was pretty neat. I mean

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it had all the James Bond trappings for sure.

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Speaker 1: I played that before I saw the moot. Oh I see,

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I played that before I saw the movie, and I

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remember really liking the newspaper, like the printing press like

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section yeah, and then seeing the movie and like legitimately

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kind of marking out because I don't know, maybe I

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didn't think that would be in the movie, but I

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were like, that's the level from the game that I

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really liked, Oh it's happening.

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Speaker 5: But getting back to Double O seven First Light, you know,

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it is a game that I think when it was announced,

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everybody was kind of like, oh, that makes sense. Like

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Io Interactive has been doing this like kind of globe

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trotting agent sandbox style game for like twenty five years now.

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And you know, the Hitman franchise obviously has a different

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flavor than the James Bond franchise, but like a lot

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of the like the core tenants are in the the

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recipe of hit Man and they can just kind of

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transpose that over to Double O seven and in they

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seem like they're doing that a lot with Double O

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seven First Light. And you know, we had a great

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time sitting down and talking with the developers, really diving

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deep into like their way of kind of like developing

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these sandbox situations, which again are different than what you'll

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see in hit Man, but definitely you can see the

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DNA is still there from this this studio and like

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the way they think about these games as like these

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encounters as like puzzles, which is great because like that's

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kind of how I think a lot of us approach

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those situations. In Hitman games is like, okay, here's like

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a you know, it's pattern recognition, it's it's taking opportunities

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that are given to you. It's using your tools and

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skill sets, and then once you have your plan in place,

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you know, executing it with precision. Like that stuff is

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all part of both puzzle solving and also stealth, and

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I think nobody does it as well as Io Interactive

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in terms of like bringing it all together delivering it

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with such consistency, Like every single level in the hit

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Man World of Assassination trilogy capitalizes on all those core tenets.

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And I got to see an extended demo of the

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State of Play that they put out, and it really

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did seem like they are doubling down on what that

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studio is known for.

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Speaker 1: You know.

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Speaker 5: It's like in the State of Play, we see him

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like access this giant hotel by kind of like creating

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a diversion and then climbing up into a window. The

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other way that we saw in the in this this

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behind closed Doors demo that we attended in Copenhagen, was

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he kind of like overheard somebody that he eavesdropped on

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somebody on the call saying that there was a whistleblower

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trying to gain access to this chest tournament, and oh,

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well he has a press pass hidden in like a

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flower pot. So as soon as you got that, it

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highlighted all the flower pots around the courtyard. That was like, oh, like,

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we got a tip that you know, I overheard somebody

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say it. There's a press badge in the flower pot,

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so now I need to go check all the flower pots.

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So it's like all of the intel that James Bond

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has from doing his kind of spy stuff is kind

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of highlighted and surface to the player, so you feel

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like you're inside the head of Bond. And that's a

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really really cool way of surfacing that so you're not

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you know, bouncing between menus being like all right, well,

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I know I got a tip somewhere along the lines,

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and then you have to like dig through like a

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compendium or some sort of like glossary. It's like no,

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it's immediately like surfaced right on the ui of like

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flower pot. Okay, got it, and then you go over

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you find it, and then you just walk right in

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through security, and you know, there's all kinds of different

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gameplay systems that are at play with this title, because

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like you know, we see the early sequence is him

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driving up the mountain and it's like, you know, kind

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of like just cinematic conversation happening, and then you know

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it's it's this stealth sequence where you have to try

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to figure out a way to get into this hotel

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where the chess tournament's happening. Then you've got to sneak

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past all the guards and everything and not get spotted

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by your.

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Speaker 3: Teammates because you're not even supposed to be in the tournament.

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Speaker 5: You're supposed to be out in the parking lot like

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kind of keeping an eye on the perimeter. But James

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Bond is gonna do what James Bond's gonna do, of course,

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so you know, you can't be spotted by your target,

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you can't be spotted by your teammates, so you're kind

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of like trying to maintain a low profile in that regard.

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Then there's conversations that you can have, like you know,

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you go up to the bartender, and you can get

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intel from the bartender because you know, bartenders hear things

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in the process of doing their jobs, so you know,

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you have that conversation aspect. Then there's you know, the

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driving sequence that we saw where Bond is in a

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car chase following his target, and you know, it looks

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like they've done a good job with the driving mechanics.

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Like I didn't get a chance to play the driving

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mechanics or really anything of the game yet, but you know,

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it does look like from watching the developer and like

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watching how they're playing it, it does look like the

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mechanics are responsive, like he was drifting around the corners

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pretty pretty well. It didn't seem like there was any

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stiffness or rigidity to the driving mechanics. And then the

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climax of that demo, if you recall, was a like

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a gunfight on an airstrip, and it's all about like

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the set piece moments and the improvisation and like, okay,

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like you get out into this area and as soon

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as an enemy draws their weapon on you, you're given the

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license to kill because your life is in danger. So

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big words flash across the screen just says license to kill,

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and then you're good to go at that point because

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your life was under threat, because like the whole story

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is this is James Bond becoming Double O seven and

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earning his license to kill. In Her Majesty's Secret Service,

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So you were granted a temporary license to kill if

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you are put in danger in the line of duty,

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and that's what happens at the end of this demo.

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And so like the gunfight looks extremely fun, Like there's

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explosive barrels everywhere that the environment was surprisingly destructible. You

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can go in like hand to hand combat. There's like

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a sequence where Bond runs up and like tackles the

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guy on a ledge and then uses his body as

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a cushion so he can drop down from like the

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ledge down to like the ground level, which was kind

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of cool, and that also acts as a takedown.

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Speaker 3: To the target that you were fighting.

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Speaker 5: And then like a big set piece moment where he

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basically causes a his target's plane to lose altitude and

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crash and he has to skydive out to chase down

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a guy with a parachute. Like it's just so many

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gameplay systems in place, and the thing that we got

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to look at, and this isn't anything that like we

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really talked about in the cover story, but like they

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have their their proprietary engine that they use and it

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allows them to toy around with the different stage elements

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in real time. So it's not even like, all right,

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I got to bounce back and reset everything. It's like, no,

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it all updates in real time. So if there's a

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thing that is not working just the way it needs

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to in the Sandbox and they're like, oh, something's not

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right right here, they can just pause the action, go in,

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tweak that, and then keep going where they were at.

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Speaker 3: It's just it.

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Speaker 5: Seems like it's a really intuitive tool for a game

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that is so built around like sandbox creativity and sandbox

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environments that like encourage experimentation within the player base. Like it,

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it seems like that is such an essential tool for them.

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But then you know, talking to the art director, talking

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to the audio director, the game director, the gameplay and

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narrative designer, like it was a full day of just

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like diving deep into how they decided on doing a

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James Bond origin story, how they decided like what their

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James Bond was going to be like, because the whole

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struggle that they had was they came to the conclusion

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when they started digging into who James Bond really is,

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they were like, this is a guy who's defined by

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his experiences. You know, he always knows what to do

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at every time because he's been through everything, He's seen everything,

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and he's like, so, all right, well, what is that

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character like when you strip away all that experience, because

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you're talking about a guy who's, you know, probably in

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his early twenties and hasn't really done a whole lot

294
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doesn't have a whole lot of life experience, isn't in

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the in six as a double O agent. Yet you know,

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he is just a stubborn, brash, like charming and reckless guy.

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It's like, all right, well, how do we make that

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feel like the James Bond that we've seen depicted by

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like Daniel Craig and Sean Connery and Pierce Brosnan and

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not just feel like some sort of knockoff version of that.

301
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And I will say that, like, from what I've seen

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and what I've talked to the developers about, they've really

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done a great job. And I think Patrick Gibson, who

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is the actor that plays James Bond in this game,

305
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he was also a young Dexter Morgan in Dexter Original Sin,

306
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which is a prequel series to the or the Showtime

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series Dexter.

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Speaker 3: He really does nail it.

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Speaker 5: I had my concerns about him going into this, but

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it really does seem like he's doing a great job

311
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and he's he lays on the charm, but he also

312
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has like kind of that signature coldness that Bond has.

313
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But it's it really does feel like it's a less

314
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controlled Bond. So they've they've nailed that aspect of it.

315
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They've nailed the audio of it. I think the visual

316
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elements of it. The gadgets they told me, like, you know,

317
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you're not going to just get like, all right, well

318
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you're going in you're gonna need like a laser for

319
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this mission. So here you're gonna have a laser in

320
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your load out for this level. It's like, no, they

321
00:16:02,039 --> 00:16:04,879
want you to choose what gadgets you're equipping going into

322
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a mission so you can experiment and see how they

323
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all interact. So there's just a lot of stuff at

324
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play that it's definitely more of a linear, cinematic kind

325
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of like set peace driven experience than the Hitman franchise.

326
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But still, like I said, so much of that IO

327
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and Hitman DNA kind of permeates the experience and allowing

328
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players to experiment and approach things.

329
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Speaker 1: How they want nice. I'm glad I was gonna ask

330
00:16:30,120 --> 00:16:33,240
you about Bond himself, because that was also one of

331
00:16:33,240 --> 00:16:34,879
my concerns when he announced, like, yeah, this is a

332
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young Bond who you know, maybe doesn't always follow the rules.

333
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And I just had like mild flashbacks to like Perfect

334
00:16:42,320 --> 00:16:45,120
Dark Zero, which had a similar premise of like, we're

335
00:16:45,120 --> 00:16:47,759
going to tell you the origin of this really like

336
00:16:47,840 --> 00:16:50,559
capable spy, and she, at least in that gang, kind

337
00:16:50,600 --> 00:16:52,919
of came off as a little like, you know, a

338
00:16:52,919 --> 00:16:55,679
little too much like kind of teenage, like you're not

339
00:16:55,759 --> 00:16:58,000
my real dad kind of eyes, like I'll do what

340
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I want. And I was like, I wouldn't think they

341
00:17:01,000 --> 00:17:02,759
would do that with this Bond, But there's always that

342
00:17:02,799 --> 00:17:04,759
fear of like, we're just gonna make him like almost

343
00:17:04,759 --> 00:17:07,519
two attitude and normal. But it's at least from what

344
00:17:07,599 --> 00:17:10,519
you've seen, it sounds like that's that's not really the case.

345
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Speaker 5: So yeah, and I like there were times where like

346
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you would just absolutely be like, oh, that is James Bond,

347
00:17:17,759 --> 00:17:21,079
Like the way that he responded to this person, you

348
00:17:21,119 --> 00:17:24,599
could see another Bond actor doing that. But the way

349
00:17:24,640 --> 00:17:29,880
that the narrative designer or narrative director told me is like,

350
00:17:30,000 --> 00:17:33,240
you know, he has all that charm, he has all

351
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that coldness, but he doesn't really have the control that

352
00:17:37,480 --> 00:17:40,200
the older version of the character has. So like, you know,

353
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he's an extremely charming guy when he's talking to somebody,

354
00:17:43,519 --> 00:17:45,839
but he doesn't he's not fully aware that he's like

355
00:17:45,880 --> 00:17:48,880
projecting all that charm, and so he doesn't he hasn't

356
00:17:48,880 --> 00:17:52,039
really weaponized it the way that like an older Bond has.

357
00:17:53,000 --> 00:17:55,839
Speaker 2: Do you have any idea what kind of what their

358
00:17:55,880 --> 00:17:58,799
older Bond like, what they're aiming for since there's so

359
00:17:58,799 --> 00:18:01,240
many iterations of Bond, you know, the classic Bond is

360
00:18:01,319 --> 00:18:06,359
very much like a ladies man, you know, suave, sexy,

361
00:18:06,400 --> 00:18:08,519
all that kind of stuff, whereas like Daniel Craig's is

362
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all that but also tackling the mental toll and the

363
00:18:12,559 --> 00:18:14,240
loneliness that comes up being Bond. Do you have any

364
00:18:14,279 --> 00:18:16,079
idea where they're trying to take this Bond.

365
00:18:16,680 --> 00:18:19,640
Speaker 5: Well, they mentioned that, like you know, the narrative director

366
00:18:19,640 --> 00:18:20,799
was like, yeah, the first thing I did when I

367
00:18:20,799 --> 00:18:22,359
found out that because I guess it's been six and

368
00:18:22,359 --> 00:18:24,119
a half years that since they found out that they

369
00:18:24,119 --> 00:18:27,279
were making a James Bond game, And he's like, yeah,

370
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the first thing we did was like I went and

371
00:18:29,119 --> 00:18:31,240
bought the box set of the movies. I went and

372
00:18:31,240 --> 00:18:32,839
bought the box set of the books, and then I

373
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started reading the comics.

374
00:18:34,279 --> 00:18:39,039
Speaker 1: Yeah, and watch.

375
00:18:37,200 --> 00:18:42,079
Speaker 5: James wat Junior played James Pond, and you know he's like,

376
00:18:42,119 --> 00:18:43,799
basically the first thing he did was he read all

377
00:18:43,839 --> 00:18:46,480
that stuff. He watched all the movies, and then he

378
00:18:46,519 --> 00:18:47,920
was he was like, well, I just need to drill

379
00:18:47,960 --> 00:18:51,880
into like the core traits, which you know he's you know,

380
00:18:52,119 --> 00:18:55,480
going to take risks, and he's like, yeah. Basically, like

381
00:18:55,519 --> 00:18:58,440
the younger version of James Bond basically like, hey, here

382
00:18:58,440 --> 00:18:58,720
the verse.

383
00:18:58,880 --> 00:19:00,559
Speaker 3: Here the core rates.

384
00:19:00,400 --> 00:19:04,680
Speaker 5: That James Bond we think he has across all depictions,

385
00:19:05,160 --> 00:19:08,920
and here's how we see a younger version portraying that.

386
00:19:09,039 --> 00:19:13,119
So like whereas like an older James Bond takes risks,

387
00:19:13,240 --> 00:19:16,480
it's usually more of a calculated thing, right where it's like, Okay,

388
00:19:16,720 --> 00:19:20,039
if I jump out of this plane, I could see

389
00:19:20,079 --> 00:19:22,880
I'm gonna go get that guy and take his parachute

390
00:19:22,880 --> 00:19:25,000
and then I'll get safely to the ground, whereas the

391
00:19:25,000 --> 00:19:28,720
younger James Bond is kind of like reckless, like Okay, well,

392
00:19:28,720 --> 00:19:30,720
I guess I'll jump out of this plane because that is,

393
00:19:30,960 --> 00:19:33,440
in my head, the next logical step to take down

394
00:19:33,440 --> 00:19:34,920
this bad guy, and then he has to kind of

395
00:19:34,920 --> 00:19:36,799
think of a solution on his feet.

396
00:19:37,400 --> 00:19:38,440
Speaker 3: So it's kind of like.

397
00:19:38,680 --> 00:19:41,799
Speaker 5: That, and like you know the fact that like he

398
00:19:41,839 --> 00:19:44,519
doesn't quite have the level of coldness that like a

399
00:19:44,559 --> 00:19:48,119
Sean Connery, James Bond has or a Pierce Brosnan, but

400
00:19:48,240 --> 00:19:50,720
he does have flashes of that. Like there's a moment

401
00:19:50,799 --> 00:19:54,839
where when the car chase is beginning, you see him

402
00:19:54,839 --> 00:19:57,839
trying to hot wire a car and this woman who's

403
00:19:57,920 --> 00:20:02,039
with a French secret service secret intelligence gets in the

404
00:20:02,039 --> 00:20:04,200
car and she just holds up the keys like looking

405
00:20:04,279 --> 00:20:06,039
for these like like she has the keys to the

406
00:20:06,039 --> 00:20:08,960
car he's trying to hot wire. He just continues hot

407
00:20:08,960 --> 00:20:11,079
wiring it, immediately gets it to start, and then just

408
00:20:11,160 --> 00:20:13,160
kind of flashes like a steely gaze at her like

409
00:20:13,200 --> 00:20:17,039
I got this, don't worry. Like it's like you can

410
00:20:17,119 --> 00:20:20,839
tell he's not nearly as refined, but he has all

411
00:20:20,880 --> 00:20:23,680
of those flashes where it's like, oh, yeah, this could

412
00:20:23,680 --> 00:20:27,759
be like a Bond that evolves into the version that

413
00:20:27,799 --> 00:20:28,599
we see in.

414
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Speaker 3: Pictures.

415
00:20:30,599 --> 00:20:34,119
Speaker 5: But yeah, they definitely were going for a younger version

416
00:20:34,119 --> 00:20:35,440
because I even brought up like, oh, well, I think

417
00:20:35,480 --> 00:20:39,599
like Daniel Craig is supposed to be the youngest version

418
00:20:39,640 --> 00:20:43,359
of Bond that we've seen on pictures or on motion pictures,

419
00:20:43,359 --> 00:20:47,039
because Casino Royale is originally his the first book in

420
00:20:47,079 --> 00:20:49,920
the timeline, right, And they were like, well, yeah, well,

421
00:20:49,960 --> 00:20:53,200
even Daniel Craig was like way early, way older than

422
00:20:53,240 --> 00:20:55,400
the Bond that we wanted to depict, because he was

423
00:20:55,440 --> 00:20:58,319
like very brash, he was very like, you know, he

424
00:20:58,640 --> 00:21:00,599
does play by his own rules the way that it

425
00:21:00,599 --> 00:21:04,240
seems like Io's is going to. But he's still like

426
00:21:04,400 --> 00:21:06,880
I don't know, it doesn't feel like this, Like he

427
00:21:06,920 --> 00:21:09,119
feels a little bit older than what they were going for.

428
00:21:09,200 --> 00:21:11,920
So they deaged that by i want to say, like

429
00:21:11,960 --> 00:21:15,079
another like five or ten years, and like took away

430
00:21:15,160 --> 00:21:17,680
even more experience than what that version of Bond has.

431
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Speaker 1: Yeah, like Brian over ahead, Joe Brian.

432
00:21:22,960 --> 00:21:24,920
Speaker 4: One of my favorite parts of the James Bond, I

433
00:21:24,920 --> 00:21:28,519
guess the whole franchise is the interplay between Bond and

434
00:21:29,000 --> 00:21:32,799
his allies, whether it's like his tech crew, the fem Fatale.

435
00:21:33,079 --> 00:21:35,400
I don't know if you saw any of that in

436
00:21:35,559 --> 00:21:38,279
the preview you saw, but was there any hint of

437
00:21:38,319 --> 00:21:40,960
that of what those relationships are going to look like.

438
00:21:41,720 --> 00:21:43,480
Speaker 5: It does seem like they are keeping a lot of

439
00:21:43,480 --> 00:21:47,480
those intact, like in terms of like the dynamics. I've

440
00:21:47,519 --> 00:21:50,200
got to bring up the actual list of characters here

441
00:21:50,640 --> 00:21:53,200
because I know, like Q and M and all them

442
00:21:53,200 --> 00:21:58,680
in Moneypenny, but like there are a lot of characters

443
00:21:58,680 --> 00:22:04,079
that they've got like casts, Like sorry, I'm bringing up here,

444
00:22:04,119 --> 00:22:07,240
Like I know that they've announced like Lenny Kravitz's Bauma,

445
00:22:07,440 --> 00:22:11,599
which is kind of cool because you know they needed

446
00:22:11,599 --> 00:22:15,559
a charismatic villain basically, and they're like, can we get

447
00:22:15,599 --> 00:22:17,039
Lenny Kravitz.

448
00:22:16,519 --> 00:22:19,400
Speaker 1: Which is the villain that can play the guitar is

449
00:22:19,440 --> 00:22:20,880
really important to us for some reason.

450
00:22:22,599 --> 00:22:25,200
Speaker 5: I really hope it's like a Jack Black esque like, hey,

451
00:22:25,240 --> 00:22:27,000
we're just gonna have the bad guy sing a song.

452
00:22:27,119 --> 00:22:30,599
Speaker 1: Now he sings his plan to Bond during the Inevitable

453
00:22:30,599 --> 00:22:32,680
Seeing where Bond gets caught and the villain explains what

454
00:22:32,720 --> 00:22:35,359
he's doing. It's just gonna be a concert. Yeah.

455
00:22:35,400 --> 00:22:38,839
Speaker 5: So basically, there's this thing that happens at the beginning

456
00:22:39,319 --> 00:22:42,440
called the Iceland incident, and it happens right before the

457
00:22:43,000 --> 00:22:48,359
sequence that I saw and Basically that gets M's attention,

458
00:22:49,039 --> 00:22:53,960
like it's the loose depiction of the Iceland incident is

459
00:22:54,680 --> 00:22:58,079
on our cover this month Game Informers cover. You can

460
00:22:58,119 --> 00:23:00,720
see the helicopter crash in the background. Something thing happens there.

461
00:23:00,880 --> 00:23:03,480
We don't know exactly what it is, but whatever it is,

462
00:23:03,799 --> 00:23:06,359
Bond emerges as the hero of that incident, and em

463
00:23:06,400 --> 00:23:09,119
gets takes notice like, oh, this is a guy that

464
00:23:09,160 --> 00:23:11,799
maybe we should recruit for I six And what he

465
00:23:11,920 --> 00:23:14,839
ends up what ends up happening is they send Bond

466
00:23:14,960 --> 00:23:20,079
off to this training facility in Malta, and.

467
00:23:21,519 --> 00:23:23,400
Speaker 3: You know it's it.

468
00:23:23,440 --> 00:23:26,240
Speaker 5: Basically, he gets there and all the other Double OH

469
00:23:26,359 --> 00:23:29,319
prospects are already training there. They've been training there for

470
00:23:29,359 --> 00:23:31,319
six months, and this is already like, you know, the

471
00:23:31,319 --> 00:23:33,160
cream of the crop, and they have a six month

472
00:23:33,160 --> 00:23:37,079
head start on him, so early on he kind of

473
00:23:37,119 --> 00:23:39,920
has to play catch up, and you know, a lot

474
00:23:39,960 --> 00:23:44,160
of the other Double O agents kind of seem like

475
00:23:44,200 --> 00:23:46,799
they may look down on him a little bit. I mean,

476
00:23:46,839 --> 00:23:50,920
that wasn't explicitly stated, but it was kind of like

477
00:23:50,920 --> 00:23:53,440
like they were the other Double O agents on this

478
00:23:53,480 --> 00:23:56,279
mission that you get to play that I was describing earlier.

479
00:23:56,680 --> 00:23:58,400
They get to go in and be on the ground

480
00:23:58,480 --> 00:24:01,680
and like pursue Double oh nine is this rogue agent

481
00:24:01,799 --> 00:24:03,359
who you know, used to be one of the best

482
00:24:03,359 --> 00:24:05,880
Double O agents around, but he's kind of gone off

483
00:24:05,880 --> 00:24:09,279
and gone off the books, so they're tracking him, and

484
00:24:10,319 --> 00:24:12,119
like they get to go in on the ground and

485
00:24:12,160 --> 00:24:14,559
they're like, James, just stay in the parking lot, you know,

486
00:24:14,640 --> 00:24:15,559
like watch the perimeter.

487
00:24:15,640 --> 00:24:17,480
Speaker 3: That's an important job. Stay in there.

488
00:24:17,480 --> 00:24:19,880
Speaker 5: And then James notices like a suspicious bell hop and

489
00:24:19,920 --> 00:24:23,319
he takes matters into his own hands. But it seems

490
00:24:23,400 --> 00:24:25,480
like they're kind of like, yeah, this guy's not really

491
00:24:25,519 --> 00:24:27,799
on our level, but like you know, they kind of

492
00:24:27,839 --> 00:24:29,680
like it's almost like when you're you give like your

493
00:24:29,680 --> 00:24:32,359
control the second controller to your little little sibling and

494
00:24:32,359 --> 00:24:34,960
you're like, oh, yeah, playing his tails is just as

495
00:24:35,000 --> 00:24:38,279
cool as playing his sonic and like it almost feels

496
00:24:38,279 --> 00:24:40,000
like that. But I mean maybe there's maybe that was

497
00:24:40,000 --> 00:24:41,400
just me reading between the lines a little bit.

498
00:24:43,720 --> 00:24:48,079
Speaker 4: Actually, sure, you get to see controller, you have to

499
00:24:48,079 --> 00:24:49,920
play tails, Yeah, exactly.

500
00:24:50,079 --> 00:24:52,039
Speaker 3: So m Q moneypenny.

501
00:24:52,160 --> 00:24:54,359
Speaker 5: You know you're gonna get your gadgets from q uh

502
00:24:54,960 --> 00:24:57,960
Moneypenny is kind of like, you know, in communication with

503
00:24:58,039 --> 00:24:59,079
Bond pretty frequently.

504
00:24:59,640 --> 00:25:01,759
Speaker 3: Then there there's a lot of communication.

505
00:25:01,319 --> 00:25:03,640
Speaker 5: Back and forth between the Double O agents in the demo,

506
00:25:03,799 --> 00:25:06,279
like just like like them being.

507
00:25:06,119 --> 00:25:07,680
Speaker 3: Like Bond, what are you doing?

508
00:25:07,759 --> 00:25:09,960
Speaker 5: Stay where you are, Stay where you're supposed to be stationed.

509
00:25:10,279 --> 00:25:12,720
And then there's also a character named John Greenway who

510
00:25:12,759 --> 00:25:15,680
is played by Lenny James, who you may know from

511
00:25:15,720 --> 00:25:19,839
The Walking Dead or Snatch, and he is kind of

512
00:25:19,880 --> 00:25:22,799
like Bond's mentor, and he also seems like he's on

513
00:25:22,880 --> 00:25:29,039
the ground as well for this and I think this

514
00:25:29,079 --> 00:25:32,680
is the character that's like the French intelligent lady, intelligence lady.

515
00:25:32,680 --> 00:25:33,759
Speaker 3: But miss Roth.

516
00:25:35,359 --> 00:25:37,960
Speaker 5: Is the woman that gets into the car with him,

517
00:25:37,960 --> 00:25:40,559
and she seems like she's going to play a pretty significant.

518
00:25:40,160 --> 00:25:40,680
Speaker 3: Role as well.

519
00:25:41,640 --> 00:25:44,440
Speaker 5: She gives me like kind of like the he is

520
00:25:44,680 --> 00:25:47,559
She's like going to emerge as like maybe Bond's like

521
00:25:47,640 --> 00:25:51,000
counterpart on the French side. But we'll have to wait

522
00:25:51,039 --> 00:25:52,400
and see how that plays out. But yeah, I mean

523
00:25:52,400 --> 00:25:54,640
I didn't get like a too grade of a sense,

524
00:25:54,680 --> 00:25:56,680
but it does seem like they are going to fill

525
00:25:56,720 --> 00:25:59,759
a lot of the traditional roles. I've not seen Gemma

526
00:25:59,799 --> 00:26:04,480
Chan's character who is Selena tan is her character's name,

527
00:26:04,480 --> 00:26:07,920
But yeah, I mean, we're gonna have to wait and

528
00:26:07,960 --> 00:26:10,160
see what she is. But all the other characters feel

529
00:26:10,200 --> 00:26:13,440
like they slot into that very traditional like roles that

530
00:26:13,480 --> 00:26:15,640
you would see from them in the movies.

531
00:26:16,079 --> 00:26:16,279
Speaker 1: Right.

532
00:26:16,480 --> 00:26:17,519
Speaker 2: Did you hear a theme song?

533
00:26:18,160 --> 00:26:22,240
Speaker 5: Oh, just kind of like a cinematic like kind of

534
00:26:22,279 --> 00:26:26,599
like orchestral version, like slow and kind of plotting as

535
00:26:26,640 --> 00:26:28,359
he jumps out of the plane at the end of

536
00:26:28,359 --> 00:26:30,200
the demo, And you can hear that in the State

537
00:26:30,240 --> 00:26:32,359
of play as well, like that that that version, but

538
00:26:32,400 --> 00:26:35,160
it's not it doesn't seem like it's the official version.

539
00:26:35,200 --> 00:26:38,279
But then there's also there's all these reports that they're

540
00:26:38,319 --> 00:26:42,000
going to be having like an actual like theme for

541
00:26:42,319 --> 00:26:46,000
First Light, but they were very cagy when I asked about, like, Hey,

542
00:26:46,119 --> 00:26:47,839
is there gonna be like a James.

543
00:26:47,480 --> 00:26:50,799
Speaker 3: Bond song for this game? And I did not get

544
00:26:50,839 --> 00:26:51,319
an answer.

545
00:26:51,599 --> 00:26:53,799
Speaker 1: What do you think that I think.

546
00:26:55,680 --> 00:26:59,200
Speaker 2: Sabrina Carpenter would be that's the twenty twenty sixth choice

547
00:26:59,200 --> 00:27:00,559
for sure, that would be.

548
00:27:00,640 --> 00:27:03,480
Speaker 3: Yeah, I've heard those rumors of Lana del Rey as well, but.

549
00:27:03,519 --> 00:27:05,319
Speaker 2: Yeah, but she'd been trying to make one for like

550
00:27:06,079 --> 00:27:08,000
over a decade. I mean I used to be a

551
00:27:08,000 --> 00:27:10,480
big fan of herson, like twenty fourteen or first two albums,

552
00:27:10,519 --> 00:27:14,000
and I was like, she just is singing James Bond songs.

553
00:27:14,680 --> 00:27:16,240
I don't know where she's at today.

554
00:27:15,920 --> 00:27:18,799
Speaker 3: But yeah, Summertime Sadness definitely a Bond song.

555
00:27:19,759 --> 00:27:23,119
Speaker 4: Oh yeah, yeah for a younger Bond putting that and

556
00:27:23,160 --> 00:27:26,119
there's wired headphones and everything. Yeah, is he sitting in

557
00:27:26,160 --> 00:27:31,079
the car pouting yes, yeah, subtweeting.

558
00:27:33,559 --> 00:27:35,319
Speaker 3: We need a millennial Bond.

559
00:27:35,799 --> 00:27:39,480
Speaker 4: Uh, Brian. I'm curious did the if the dev shared

560
00:27:39,519 --> 00:27:43,599
if there were any other external influences outside of like

561
00:27:43,640 --> 00:27:46,759
the source material, because like you know, we've had movies

562
00:27:46,799 --> 00:27:49,359
like Kingsman, which is like another twist on like the

563
00:27:49,400 --> 00:27:53,000
Bond formula. I'm curious if they shared any other stuff

564
00:27:53,000 --> 00:27:55,240
that they're kind of incorporating into the game.

565
00:27:55,759 --> 00:27:59,160
Speaker 5: Oh man, I don't think they did.

566
00:28:01,200 --> 00:28:01,920
Speaker 3: I did you know?

567
00:28:02,000 --> 00:28:04,759
Speaker 5: I asked like, hey, like you know, Hitman is obviously

568
00:28:04,839 --> 00:28:09,759
like a big, big franchise for you guys, but like

569
00:28:09,799 --> 00:28:13,559
you also have like Canaan Lynch and you have like

570
00:28:13,680 --> 00:28:17,039
mini Ninjas and stuff like, did you pull inspiration from

571
00:28:17,079 --> 00:28:22,119
any of those games for your like your your action

572
00:28:22,240 --> 00:28:24,759
sequences or your driving or anything. And basically it was

573
00:28:24,839 --> 00:28:28,160
like not really like it was basically like Hitman and

574
00:28:28,200 --> 00:28:30,359
then like trying to figure out, how do we make

575
00:28:30,400 --> 00:28:33,279
our gun play better, how do we do driving because like,

576
00:28:33,799 --> 00:28:35,839
basically the way they told me that they approached the

577
00:28:35,920 --> 00:28:38,279
driving was they brought in outside talent, and same thing

578
00:28:38,279 --> 00:28:40,160
for the gun play. They brought in outside talent for

579
00:28:40,200 --> 00:28:42,839
that as well. But then they're like people who have

580
00:28:43,000 --> 00:28:45,559
worked on games with great shooting and people who have

581
00:28:45,680 --> 00:28:49,039
worked on games with great driving mechanics. And but they

582
00:28:49,079 --> 00:28:51,119
also have a history because like they have a lot

583
00:28:51,160 --> 00:28:57,440
of internal like h you know, prototyping and concepting, and

584
00:28:57,559 --> 00:28:59,319
he's like, you know, a lot of the games that

585
00:28:59,359 --> 00:29:02,839
we we concept in prototype do see the light of day, but.

586
00:29:03,319 --> 00:29:04,720
Speaker 3: Some of them don't.

587
00:29:04,920 --> 00:29:07,200
Speaker 5: Also, like we've never announced like a lot of the

588
00:29:07,200 --> 00:29:09,640
games that we've prototyped and we canceled them before they

589
00:29:09,680 --> 00:29:12,559
really got into production. And some of those games had

590
00:29:12,640 --> 00:29:15,079
driving mechanics. So it's like we haven't released a game

591
00:29:15,359 --> 00:29:18,559
or like fully developed a game that had driving mechanics,

592
00:29:18,559 --> 00:29:20,359
but we've we've messed around with it in the past.

593
00:29:20,440 --> 00:29:24,039
Is basically what they told me. So you know, there's

594
00:29:24,079 --> 00:29:26,920
a lot of uh kind of internal influence and then

595
00:29:26,960 --> 00:29:31,200
bringing in people who have experienced at those other areas

596
00:29:31,240 --> 00:29:31,640
as well.

597
00:29:34,400 --> 00:29:36,000
Speaker 1: What was that was it?

598
00:29:36,039 --> 00:29:39,200
Speaker 2: Did you see a live demo? When you yes, did

599
00:29:39,240 --> 00:29:40,880
it see? How did it seem to run? Because I

600
00:29:40,920 --> 00:29:42,960
know one of the bigger things out of the state

601
00:29:43,000 --> 00:29:45,920
of play was like, wow, they'd showed a good bit

602
00:29:45,960 --> 00:29:49,119
of footage with like some choppiness, and it's like the

603
00:29:49,160 --> 00:29:50,960
state of play where you could have chosen otherwise. So

604
00:29:50,960 --> 00:29:53,799
I'm curious, like you've presumably seen a more updated build,

605
00:29:54,200 --> 00:29:55,400
how it looked on screen?

606
00:29:56,200 --> 00:29:58,400
Speaker 5: You know, I think it ran fine, Like I mean,

607
00:29:58,440 --> 00:30:00,559
I'm sure there were still some hiccups. Like my memories

608
00:30:00,640 --> 00:30:03,000
a little bit bluryuse it's been a full month since

609
00:30:03,160 --> 00:30:06,200
I was at Copenhagen or in Copenhagen at the studio,

610
00:30:07,000 --> 00:30:09,960
but I remember it running pretty well. But like, I'm

611
00:30:09,960 --> 00:30:11,599
sure there were a few hiccups here and there, but

612
00:30:11,599 --> 00:30:14,440
that's to be expected of any any indevelopment game. And

613
00:30:14,480 --> 00:30:16,039
you know, we just saw them delay at a couple

614
00:30:16,079 --> 00:30:19,519
of months from March until May. And one of the

615
00:30:19,599 --> 00:30:22,119
last things that a lot of development studios do is

616
00:30:22,160 --> 00:30:25,759
you know, fix bugs and optimize. So I'm assuming that

617
00:30:25,880 --> 00:30:30,359
it will only get better from here, and you know,

618
00:30:30,400 --> 00:30:33,839
get less buggy and presumably that's the reason that they

619
00:30:34,119 --> 00:30:36,759
delayed it, right, Like they didn't explicitly say that, because

620
00:30:36,759 --> 00:30:38,640
the news of the delay came out after I was

621
00:30:38,640 --> 00:30:41,480
in the studio, but like you've got to presume any

622
00:30:41,519 --> 00:30:44,440
time a game a couple months out is delayed, it's

623
00:30:44,519 --> 00:30:47,480
just to allow for extra polish and optimization.

624
00:30:48,799 --> 00:30:50,680
Speaker 1: Yeah, did you get a sense for the weapon where

625
00:30:50,759 --> 00:30:52,599
because it sounds like they're they're trying to hit all

626
00:30:52,599 --> 00:30:54,839
the like classic Bond weapons. Was there any like just

627
00:30:55,000 --> 00:30:57,160
new stuff, like any new weapons that we just have

628
00:30:57,240 --> 00:31:00,319
never seen in any Bond media.

629
00:31:00,640 --> 00:31:03,440
Speaker 5: I don't think I got to see anything that was new.

630
00:31:03,519 --> 00:31:05,799
It was pretty standard because like the mission that I

631
00:31:05,839 --> 00:31:08,920
saw is the mission that's out there. I just saw

632
00:31:09,119 --> 00:31:11,200
like a different route through it basically, and like a

633
00:31:11,240 --> 00:31:13,599
little bit of an extended version. On the front end,

634
00:31:15,359 --> 00:31:18,519
it seems like it's pretty like in that first stage,

635
00:31:18,599 --> 00:31:24,160
it seems pretty standard, like you know, shotguns, automatic rifles, pistols.

636
00:31:24,200 --> 00:31:27,599
I mean, Bond has a pistol. I don't know if

637
00:31:27,599 --> 00:31:31,079
it's like a PP seven or whatever, but like you know,

638
00:31:31,440 --> 00:31:35,599
like it seems like it's it's fairly straightforward reponry at

639
00:31:35,640 --> 00:31:39,640
this point. But I'm assuming the gadgets. I mean, you know,

640
00:31:39,680 --> 00:31:42,799
have you have like smoke bombs, you have lasers. Let

641
00:31:42,799 --> 00:31:44,079
me let me see if I can.

642
00:31:44,319 --> 00:31:46,160
Speaker 4: As long as there's a laser, I'm fine.

643
00:31:46,400 --> 00:31:48,519
Speaker 3: Okay, So let me let me look at my notes here.

644
00:31:48,599 --> 00:31:50,079
Speaker 1: Can you play the slappers only?

645
00:31:51,359 --> 00:31:53,799
Speaker 5: So there's the smoke pods that let him slip away

646
00:31:53,799 --> 00:31:56,960
from detection. There's a laser that can like unlock doors

647
00:31:57,000 --> 00:32:01,680
and blind enemies. His phone can shoot darts at enemies,

648
00:32:01,759 --> 00:32:04,200
like from like if you're like in stealth, you can

649
00:32:04,240 --> 00:32:05,279
like shoot a dart.

650
00:32:05,119 --> 00:32:06,480
Speaker 3: At an enemy from your phone.

651
00:32:06,680 --> 00:32:08,640
Speaker 5: Yeah, and it makes them sick, so like they get

652
00:32:08,720 --> 00:32:11,680
nauseous and they have to like go throw up. And

653
00:32:11,720 --> 00:32:14,880
then his watch can tack devices like he can like

654
00:32:15,119 --> 00:32:18,680
create diversions or shut down like security cameras and stuff

655
00:32:18,680 --> 00:32:20,400
like that. That's only what I've seen so far, So

656
00:32:20,440 --> 00:32:22,759
I'm sure there's more than that, right, This is it's

657
00:32:22,759 --> 00:32:24,920
all about like figuring out like which ones you want

658
00:32:24,960 --> 00:32:27,160
to bring in. So like if you want to bring

659
00:32:27,200 --> 00:32:30,200
in like the darts, then you you're you're planning to

660
00:32:30,240 --> 00:32:32,680
go in with a certain type of approach. If you're

661
00:32:32,680 --> 00:32:35,640
wanting to go with smoke pods, maybe you're like thinking,

662
00:32:35,680 --> 00:32:37,720
like you, you have a higher chance of being spotted,

663
00:32:37,799 --> 00:32:40,519
you might need to slip away, So like you, it's

664
00:32:40,519 --> 00:32:42,519
all gonna be tailored down to like how you want

665
00:32:42,519 --> 00:32:43,480
to approach each level.

666
00:32:43,519 --> 00:32:45,599
Speaker 1: I think cool, right, And for no that don't know this,

667
00:32:45,599 --> 00:32:48,559
this game is set like in modern day. This isn't

668
00:32:48,640 --> 00:32:51,920
like you know, in the sixties or anything like that. Yeah,

669
00:32:52,559 --> 00:32:55,160
so I assume his his like blow Dart phone is

670
00:32:55,240 --> 00:32:58,000
like an iPhone or something right now.

671
00:32:58,039 --> 00:33:00,200
Speaker 5: It has a full rotary phone that he carries with

672
00:33:00,240 --> 00:33:02,440
an that shoots starts. People ask about it, but he's like,

673
00:33:02,480 --> 00:33:03,279
I don't worry about it.

674
00:33:03,559 --> 00:33:07,880
Speaker 1: Yeah, awesome. Anything else you want to share about Double

675
00:33:07,920 --> 00:33:09,079
oh seven First Light.

676
00:33:10,039 --> 00:33:14,359
Speaker 3: No, I think I'm just like overall impressed by how

677
00:33:14,359 --> 00:33:15,319
it's looking so far.

678
00:33:15,519 --> 00:33:22,039
Speaker 5: Like anytime a major studio picks up a license, like

679
00:33:22,200 --> 00:33:25,279
there's always a little bit of hesitance from from my end,

680
00:33:25,319 --> 00:33:28,799
you know, Like I was burned extremely bad by the

681
00:33:28,880 --> 00:33:31,799
Crystal Dynamics Avengers game as Avengers being like, you know,

682
00:33:31,839 --> 00:33:35,079
one of my favorite overall properties or Marvel in general,

683
00:33:35,119 --> 00:33:37,079
I guess just being one of my favorite overall properties,

684
00:33:37,079 --> 00:33:39,559
and like, you know, feeling kind of burned by that

685
00:33:39,680 --> 00:33:42,720
and of several several several other examples of like you know,

686
00:33:42,839 --> 00:33:45,400
major licenses or ip being picked up by like a

687
00:33:45,440 --> 00:33:46,519
well respected studio.

688
00:33:47,279 --> 00:33:48,119
Speaker 3: I think that this.

689
00:33:48,000 --> 00:33:51,119
Speaker 5: One is buoyed a little bit, and at least my

690
00:33:51,160 --> 00:33:53,799
optimism is outside of what I saw by the fact

691
00:33:53,799 --> 00:33:57,240
that this is not some like major publisher dictating or

692
00:33:57,279 --> 00:33:59,359
mandating to the studio that they have to make this

693
00:33:59,440 --> 00:34:02,480
game the way like it maybe it was the way

694
00:34:02,519 --> 00:34:05,079
that like it was with uh, Marvels Avengers, where like

695
00:34:05,079 --> 00:34:07,680
Square Enix was like telling Crystal Dynamics, you've got to

696
00:34:07,720 --> 00:34:10,519
make this a live service game, and like we've got

697
00:34:10,519 --> 00:34:12,360
to make this just a game that people were supposed

698
00:34:12,360 --> 00:34:15,800
to play forever. This is you know, developed by io Interactive,

699
00:34:15,840 --> 00:34:19,440
it's published by io Interactive. The only like major corporation

700
00:34:19,519 --> 00:34:23,280
that seems to be involved is probably Amazon because they

701
00:34:23,280 --> 00:34:25,400
are the rights owners and the owner of MGM. But

702
00:34:25,599 --> 00:34:27,800
it doesn't seem like from my I tried to get

703
00:34:27,840 --> 00:34:31,840
into like how is like the collaboration and like communication

704
00:34:31,960 --> 00:34:34,480
process like and they're like, yeah, it's been the same

705
00:34:34,519 --> 00:34:36,639
as it was when MGM was kind of like an

706
00:34:36,679 --> 00:34:40,039
independent entity and Eon Productions was like, you know, not

707
00:34:40,679 --> 00:34:43,719
under the Amazon Umbrella, and it's like they've they've kind

708
00:34:43,719 --> 00:34:45,840
of allowed them to do what they want to do.

709
00:34:46,159 --> 00:34:48,440
So it doesn't seem like this is going to have

710
00:34:48,480 --> 00:34:52,119
any kind of like noticeable corporate meddling the way that

711
00:34:52,320 --> 00:34:56,239
other major licensed games from respected studios have been. So

712
00:34:56,280 --> 00:34:58,320
I think that that, combined with all the stuff that

713
00:34:58,360 --> 00:35:01,920
I've seen, has me tremely optimistic and excited for this game.

714
00:35:03,320 --> 00:35:05,000
Speaker 4: Oh yeah, I hope this is the case of like

715
00:35:05,039 --> 00:35:08,559
another Indiana Jones, where like Indiana Jones is a massive

716
00:35:08,639 --> 00:35:14,599
hit versus any of the other previous stinkers you mentioned, Brad.

717
00:35:14,920 --> 00:35:16,400
Speaker 5: Yeah, And I mean this is a studio that I

718
00:35:16,400 --> 00:35:19,079
think it's safe to say they are firing on all cylinders.

719
00:35:19,119 --> 00:35:22,320
You know, they had this weird transitional period shortly after

720
00:35:22,360 --> 00:35:24,519
they released the first hit Man game under the World

721
00:35:24,519 --> 00:35:28,199
of Assassination trilogy back in twenty sixteen where Square Knix

722
00:35:28,239 --> 00:35:30,559
just basically was like, this did not meet our expectations.

723
00:35:30,880 --> 00:35:34,599
We are going to withdraw all funding from Io Interactive

724
00:35:35,079 --> 00:35:37,760
and put them up for sale, and then Io bought

725
00:35:37,800 --> 00:35:41,639
their own independence, and then you know, they released hit

726
00:35:41,679 --> 00:35:43,599
Man two and hit Man three, and it's like, Yeah,

727
00:35:43,800 --> 00:35:45,840
this is a studio that has really hit its stride

728
00:35:45,840 --> 00:35:49,079
with its last like two or three games, and I

729
00:35:49,320 --> 00:35:52,480
don't have any reason to believe that like they're going

730
00:35:52,559 --> 00:35:54,599
to stop that momentum with this game.

731
00:35:56,639 --> 00:36:02,000
Speaker 1: Awesome. Well, Yes, our digital issue of Double seven First

732
00:36:02,079 --> 00:36:05,639
Light magazine is available now to read, and it should

733
00:36:05,679 --> 00:36:09,519
be going out to subscribers physical issues to mailboxes and

734
00:36:09,559 --> 00:36:12,920
stores within the next few weeks, so keep an eye

735
00:36:12,920 --> 00:36:13,360
out for that.

736
00:36:14,079 --> 00:36:17,039
Speaker 5: Yes, and also you can go to Gaminformer dot com

737
00:36:17,079 --> 00:36:19,559
slash Double O seven First Light that will if you're

738
00:36:19,559 --> 00:36:22,320
a subscriber, and you'll be able to access the full

739
00:36:22,400 --> 00:36:24,679
issue there if you want to read digitally, and there

740
00:36:24,679 --> 00:36:30,760
will also be some online extras, both written and video

741
00:36:31,199 --> 00:36:33,039
that we are going to be putting in that hub

742
00:36:33,519 --> 00:36:35,960
if you want to keep up with like more in

743
00:36:36,000 --> 00:36:37,880
depth stuff. I should have a thing up by the

744
00:36:37,880 --> 00:36:41,440
time this episode comes out, just talking more about how

745
00:36:41,559 --> 00:36:45,440
Io Interactive settled on like what their version of Young

746
00:36:45,519 --> 00:36:48,519
James Bond is going to be like. So if you

747
00:36:48,519 --> 00:36:51,280
want to hear more directly from the developers, you can

748
00:36:51,320 --> 00:36:53,679
go on game Informer dot com slash Double oh seven

749
00:36:53,719 --> 00:36:56,920
First Light to read that article right now.

750
00:36:57,760 --> 00:37:00,079
Speaker 1: Awesome, Well, we're going to take a quick break and

751
00:37:00,119 --> 00:37:02,400
when we come back, we're going to talk about our

752
00:37:02,559 --> 00:37:06,559
hands on time with Resident Evil Requiem and then discuss

753
00:37:06,719 --> 00:37:10,880
our review of Code Vein two. We'll be right back. Hey,

754
00:37:11,039 --> 00:37:13,559
welcome back to the Game Informer show, and we are

755
00:37:13,559 --> 00:37:16,440
going to be taking a detour to the mean streets

756
00:37:16,960 --> 00:37:20,280
of Raccoon City or what's left of it, because Wesley

757
00:37:20,480 --> 00:37:23,639
and Jan, you both had a chance to go play

758
00:37:23,840 --> 00:37:26,519
what was it like a two three hours of Resident

759
00:37:26,639 --> 00:37:31,599
Evil Requiem at a recent event? Jan, how was that?

760
00:37:31,960 --> 00:37:34,119
How you feeling about this? Are you a big RI fan?

761
00:37:34,280 --> 00:37:36,440
And what are you What is your first impressions of

762
00:37:36,440 --> 00:37:37,039
this game so far?

763
00:37:37,320 --> 00:37:41,760
Speaker 4: So I went into this demo being very scared because

764
00:37:41,840 --> 00:37:45,119
the last time I went to an Ari Requiem preview event,

765
00:37:45,440 --> 00:37:48,039
I played very poorly. I was scared the whole time.

766
00:37:48,159 --> 00:37:52,159
So it was very worried that I'd be wouldn't be

767
00:37:52,159 --> 00:37:56,679
that great the performance? Anxiety sorry kicking in, But thankfully

768
00:37:56,800 --> 00:38:01,760
this session went very well, Very very excited for the game.

769
00:38:01,800 --> 00:38:05,280
I'm excited to hear Wes's thoughts, but I think they're

770
00:38:05,320 --> 00:38:08,440
gonna pull it off in meshing and mashing together these

771
00:38:08,480 --> 00:38:11,599
two different styles of Resident Evil where you have the

772
00:38:11,639 --> 00:38:14,960
more action packed side with Leon, and then you have

773
00:38:15,079 --> 00:38:19,960
more of the plodding, tense gameplay that you have come

774
00:38:20,000 --> 00:38:25,519
to expect from seven in Village with Grace's side. Also, Wes,

775
00:38:25,559 --> 00:38:28,639
I'm curious did this game? Did it seem like they

776
00:38:28,719 --> 00:38:31,239
amped up the blood in this Yes?

777
00:38:31,280 --> 00:38:33,840
Speaker 2: When you play, Yeah, there's yeah, there is. I even

778
00:38:33,840 --> 00:38:36,880
wrote in my previous specifically. So it starts off with

779
00:38:36,960 --> 00:38:40,440
Leon and a bunch of zombies and there's a chainsaw,

780
00:38:40,519 --> 00:38:44,079
and that chainsaw does so much damage, like the walls,

781
00:38:44,159 --> 00:38:47,079
the plants, the office chairs, like I was painting it

782
00:38:47,239 --> 00:38:50,639
red for lack of better cliche, but like, yes, there's

783
00:38:50,719 --> 00:38:55,119
so much blood and gore. There's also a way to explode.

784
00:38:55,440 --> 00:38:57,400
They're not the scarlet heads or whatever they're called in

785
00:38:57,440 --> 00:38:57,800
this game.

786
00:38:57,840 --> 00:38:59,480
Speaker 1: They're different, but crimson heads.

787
00:39:00,039 --> 00:39:02,599
Speaker 2: Crimson heads. Yeah, in this game, there's a similar mechanic

788
00:39:02,639 --> 00:39:06,360
where zombies can come back as a more terrifying, dangerous form. Okay,

789
00:39:06,400 --> 00:39:08,559
but you can pop their heads with like a vaccine

790
00:39:08,639 --> 00:39:11,000
that stops that transformation from happening. And it is so

791
00:39:11,880 --> 00:39:15,400
bloody when you explode the heads. So yes, so much blood.

792
00:39:15,159 --> 00:39:17,960
Speaker 4: Jan Okay, yeah, and I think you can use those

793
00:39:18,079 --> 00:39:22,559
like injector things as like a stealth kill two and

794
00:39:22,599 --> 00:39:24,400
I thought that the zombies would kind of just like

795
00:39:24,480 --> 00:39:27,559
slump over, but no, they explode like a water balloon.

796
00:39:27,880 --> 00:39:31,960
Speaker 1: Yeah, yeah, so much blood. Where did they tell you

797
00:39:32,079 --> 00:39:34,079
or get a sense of like where in the game

798
00:39:34,440 --> 00:39:36,880
the sections you played took place because you played as

799
00:39:36,880 --> 00:39:40,159
both Leon and Grace and like separate demos.

800
00:39:39,840 --> 00:39:44,800
Speaker 2: Right, yeah, well, I don't it takes place early in

801
00:39:44,840 --> 00:39:47,159
the game. It's not the beginning. I did ask about that,

802
00:39:48,400 --> 00:39:50,880
and I don't even think it's separate demos. You start

803
00:39:50,920 --> 00:39:53,679
as Leon, who is in this care facility, and we

804
00:39:53,719 --> 00:39:56,920
can't we can't go too much into like the embargo

805
00:39:57,000 --> 00:39:59,280
is kind of weird with spoilers and like step by step,

806
00:39:59,280 --> 00:40:02,320
but basically Leon in this facility. Something's wrong and he's

807
00:40:02,360 --> 00:40:05,440
trying to get help. All hell breaks loose. Leon has

808
00:40:05,440 --> 00:40:06,760
to do what he does, which is kill a bunch

809
00:40:06,800 --> 00:40:11,079
of zombies. He then runs into Grace in the care

810
00:40:11,159 --> 00:40:15,320
facility and then some stuff happens and you switch perspectives

811
00:40:15,360 --> 00:40:17,239
at that point. So then you play as Grace again

812
00:40:17,360 --> 00:40:20,039
for a much longer like to almost two hours. Yeah,

813
00:40:20,039 --> 00:40:22,239
and then at the end of her section you switch

814
00:40:22,320 --> 00:40:25,320
back to Leon and see what he's doing during this,

815
00:40:25,360 --> 00:40:26,880
So I think it was like an A to B

816
00:40:26,920 --> 00:40:32,039
two C type of story we were following. But yeah,

817
00:40:32,159 --> 00:40:35,880
somewhere in the beginning, it's not the opening, which it

818
00:40:35,920 --> 00:40:38,360
didn't give me opening vibes, Like, it's very clear we

819
00:40:38,360 --> 00:40:41,519
were kind of thrown into some very interesting story stuff happening.

820
00:40:42,000 --> 00:40:45,519
Speaker 4: Yeah, the vibe where Leon is introduced, it feels like

821
00:40:45,599 --> 00:40:49,000
when how he's going to be first introduced into the game.

822
00:40:49,079 --> 00:40:52,039
So I'm assuming it's still close to the beginning of

823
00:40:52,079 --> 00:40:58,239
the story, just the way that the Leon reveal is treated.

824
00:40:58,440 --> 00:41:01,920
When the demo started, it's like, ah, here he is, guys,

825
00:41:01,960 --> 00:41:05,360
we know that, you know he's here, and he does

826
00:41:05,519 --> 00:41:08,400
roll in on his Porsche and then he does check

827
00:41:08,480 --> 00:41:09,440
his Hamilton watch.

828
00:41:10,239 --> 00:41:12,679
Speaker 2: It was like it's like the Arkham Asylum beginning where

829
00:41:13,000 --> 00:41:15,920
it's showing a bunch of stuff and you know it's Leon,

830
00:41:16,079 --> 00:41:17,920
like you know it's Batman, but it's like, here's this

831
00:41:18,360 --> 00:41:21,199
cool car driving by. Oh, someone's boots are stepping out

832
00:41:21,239 --> 00:41:21,639
of this car.

833
00:41:21,760 --> 00:41:22,199
Speaker 1: Pan up.

834
00:41:22,239 --> 00:41:25,079
Speaker 2: Wow, this person's really cool and suave. And then boom,

835
00:41:25,119 --> 00:41:27,719
it's a you know, very it's a it's a more mature,

836
00:41:27,840 --> 00:41:32,480
older uh Leon with a sporting a Hamilton watch, which

837
00:41:32,599 --> 00:41:35,239
the promo placement. I didn't watch the State of Play

838
00:41:35,239 --> 00:41:37,440
because I was busy with work stuff or the showcase,

839
00:41:37,880 --> 00:41:41,000
and I saw in our slack Charles and Kyle were

840
00:41:41,000 --> 00:41:44,000
talking about exclusive limited edition watches, and I was like,

841
00:41:44,039 --> 00:41:46,840
was it a Hamilton because in this preview there is

842
00:41:46,880 --> 00:41:51,639
such a blatant like he's like, what's the time, Oh,

843
00:41:51,760 --> 00:41:55,519
let me check my Hamilton Chronograph edition Blue Sea watch

844
00:41:55,599 --> 00:41:58,719
to see and it's like, yeah, but it's Leon. Yeah,

845
00:41:58,920 --> 00:42:03,800
it's it does feel like his like introduction in the game. Curiously,

846
00:42:04,000 --> 00:42:07,480
this was like a very put together facility and like

847
00:42:07,559 --> 00:42:11,960
what we know of Requiem is it's Raccoon City twenty

848
00:42:12,480 --> 00:42:16,639
twenty five years after Ari two, which got nuked. I

849
00:42:16,639 --> 00:42:18,559
don't I'm I don't know where this is, Like, I

850
00:42:18,559 --> 00:42:20,880
don't know if this facility is in Raccoon City or

851
00:42:21,079 --> 00:42:23,360
maybe we start here and then go into Raccoon City

852
00:42:23,400 --> 00:42:25,920
because it didn't seem to be in the remnants of

853
00:42:25,960 --> 00:42:26,719
a nuked city.

854
00:42:27,159 --> 00:42:30,239
Speaker 4: Yeah, I didn't get the vibe of geographically where this

855
00:42:30,440 --> 00:42:32,599
was supposed to be if this was like on the

856
00:42:32,599 --> 00:42:38,280
outskirts of Raccoon City within it, And also no that

857
00:42:38,320 --> 00:42:43,079
maybe two spoilers actually, but it's interesting I think for

858
00:42:43,159 --> 00:42:45,920
folks that are out there that are a little bit

859
00:42:45,960 --> 00:42:50,000
disappointed that we're going back to the Ari four formula.

860
00:42:51,000 --> 00:42:54,239
And like the third person gameplay with Leon, you can

861
00:42:54,400 --> 00:42:56,719
change the perspective for both characters. So if you want

862
00:42:56,760 --> 00:42:59,199
to play Leon in first person, you can. If you

863
00:42:59,239 --> 00:43:02,159
want to play Graces third person, that is also an option.

864
00:43:02,280 --> 00:43:07,000
Speaker 1: Yeah, first person sounds weird the only as like third

865
00:43:07,000 --> 00:43:10,119
person over the shoulder, and I associated like the recent

866
00:43:10,239 --> 00:43:12,199
number games with first person that you'll be weird to

867
00:43:12,239 --> 00:43:14,119
play those games. Switch like I'm gonna be Grace third

868
00:43:14,159 --> 00:43:15,639
person and Leon first person.

869
00:43:16,000 --> 00:43:20,320
Speaker 2: Yeah, they so, like Jan mentioned Leon's third person Grace's

870
00:43:20,360 --> 00:43:22,679
first person. I asked the devs because I interviewed the

871
00:43:22,679 --> 00:43:27,159
director Koshi Nakanishi after, and I asked, like, is that

872
00:43:27,440 --> 00:43:30,159
on purpose or like are we because you can switch

873
00:43:30,199 --> 00:43:32,079
back and forth, but are they intending for people to

874
00:43:32,119 --> 00:43:34,719
do first person with Grace and third for Leon? And

875
00:43:34,840 --> 00:43:37,000
they said no, they said there really is no preference.

876
00:43:37,039 --> 00:43:38,880
And in fact, when you start the game, before you

877
00:43:38,960 --> 00:43:41,559
even go hands on with a character, it tells you

878
00:43:41,599 --> 00:43:43,199
like do you want to be first or third? For Leon?

879
00:43:43,239 --> 00:43:48,280
First and third for Grace. However, thematically, I do think

880
00:43:48,360 --> 00:43:52,039
Grace as first person feels better and makes more sense

881
00:43:52,199 --> 00:43:55,400
because her sections are way more tense and horror filled,

882
00:43:55,400 --> 00:43:57,320
and I think first person does a better job. But that,

883
00:43:57,800 --> 00:44:02,079
whereas Leon is roundhouse kicking and stabbing chainsaws into zombies,

884
00:44:02,440 --> 00:44:04,480
I didn't get to do a roundhouse kick in first person.

885
00:44:04,519 --> 00:44:08,559
But how that would look like is it just the

886
00:44:08,599 --> 00:44:09,880
screen spins real quick?

887
00:44:09,920 --> 00:44:12,920
Speaker 1: That'd be so sick, it's like swinging across the screen. Yeah.

888
00:44:13,000 --> 00:44:15,400
Speaker 4: I think I switched in the first person for a

889
00:44:15,440 --> 00:44:17,719
little bit, and I think it'll still pull out to

890
00:44:17,800 --> 00:44:20,400
third person when he does the roundhouse or any of

891
00:44:20,400 --> 00:44:23,400
those like contact sensitive stuff. Otherwise I think I'd be

892
00:44:23,480 --> 00:44:24,480
throwing up the whole time.

893
00:44:24,880 --> 00:44:25,960
Speaker 1: Yes, yeah, so.

894
00:44:28,199 --> 00:44:30,320
Speaker 5: You feel like they could just like throw the leg

895
00:44:30,400 --> 00:44:32,159
up and be like, okay, you understand what that is,

896
00:44:32,239 --> 00:44:33,679
rather than having like the camera do.

897
00:44:33,639 --> 00:44:37,480
Speaker 1: A full three sixty him doing a super kick a

898
00:44:37,559 --> 00:44:38,239
spartan kick.

899
00:44:38,400 --> 00:44:39,119
Speaker 4: I'd be okay with that.

900
00:44:39,199 --> 00:44:44,840
Speaker 2: Yeah, yeah, yeah, it's if you haven't picked up on

901
00:44:44,840 --> 00:44:47,360
my tone yet, Like, I'm very, very thrilled with what

902
00:44:47,440 --> 00:44:49,119
I played so far. It was one of those previews

903
00:44:49,159 --> 00:44:52,000
where it was three hours long. Which I typically hate

904
00:44:52,039 --> 00:44:54,400
because it's usually long enough for my brain to be like,

905
00:44:54,559 --> 00:44:57,199
you're playing this whole thing, enjoy and then I get

906
00:44:57,199 --> 00:44:59,400
to like the ending and I'm like, ah, dang it, no,

907
00:44:59,599 --> 00:45:02,119
and now to wait a month or however long until

908
00:45:02,159 --> 00:45:03,679
codes come in. You know, we're a month away from

909
00:45:03,679 --> 00:45:08,559
release now, and yeah, it's just doing all the right things.

910
00:45:09,480 --> 00:45:14,039
That said, I do think as any Resident Evil fan knows,

911
00:45:14,440 --> 00:45:17,480
and I ended my preview with this, like, I'm really

912
00:45:17,559 --> 00:45:21,079
enjoying the narrative things they're doing and setting up. There's

913
00:45:21,079 --> 00:45:24,559
some weird stuff going on. It's a very strange game

914
00:45:24,679 --> 00:45:28,039
so far, which I love. But Resident Evil, what is

915
00:45:28,079 --> 00:45:30,519
awesome and fun and strange and interesting in the first

916
00:45:30,519 --> 00:45:35,079
half can often become too far out there, off the walls,

917
00:45:35,239 --> 00:45:36,880
unenjoyable in the second half.

918
00:45:40,400 --> 00:45:41,960
Speaker 1: Yeah, I feel like, yeah, the first half.

919
00:45:41,840 --> 00:45:44,519
Speaker 2: Of Resident Evil games pretty much are always better than

920
00:45:44,519 --> 00:45:47,920
the second half in my opinion. And so like I'm struggling,

921
00:45:47,960 --> 00:45:52,360
I'm not struggling, I'm just nervous where this might go.

922
00:45:52,559 --> 00:45:54,159
I hope it doesn't go this way because right now

923
00:45:54,199 --> 00:45:57,400
it feels like the best of four two and the

924
00:45:57,719 --> 00:46:00,320
Ethan Winters games put together into one package. Which is

925
00:46:00,360 --> 00:46:02,599
like a dream come true. But what does that mean

926
00:46:02,639 --> 00:46:05,440
for the second half? This could easily who knows where

927
00:46:05,480 --> 00:46:05,840
it goes.

928
00:46:06,400 --> 00:46:08,840
Speaker 4: I'm also curious about how they're going to handle the pacing,

929
00:46:08,960 --> 00:46:12,079
because at least in the preview that we checked out,

930
00:46:12,400 --> 00:46:15,840
I felt like I had kind of reached my stamina

931
00:46:15,920 --> 00:46:18,880
in terms of creepiness that I can and take on

932
00:46:19,119 --> 00:46:22,039
as someone that doesn't like scary games, and then it

933
00:46:22,079 --> 00:46:24,719
felt like the perfect switch when they pivoted over to Leon.

934
00:46:25,039 --> 00:46:27,400
I'm curious as to how they're going to juggle both

935
00:46:27,400 --> 00:46:31,960
of those because they are two very different playing characters, like,

936
00:46:32,039 --> 00:46:36,000
for instance, Leon's whole inventory system and his health meter

937
00:46:36,239 --> 00:46:40,400
at least is very much that Ari four Petra style

938
00:46:41,039 --> 00:46:44,079
type of inventory, while Grace is the Ethan Winter style

939
00:46:44,400 --> 00:46:46,320
like little pips that.

940
00:46:46,239 --> 00:46:50,599
Speaker 2: You get, yeah, and Leon just in general controls he

941
00:46:50,679 --> 00:46:53,039
feels like somebody who's made to kill a bunch of zombies,

942
00:46:53,039 --> 00:46:56,119
whereas Grace feels like she's just trying to survive and

943
00:46:56,159 --> 00:46:59,559
stumbling through this house. And I agree with your point

944
00:46:59,599 --> 00:47:01,880
about the ten and like it was about two is

945
00:47:01,920 --> 00:47:04,119
showers an hour and forty five of Grace and it

946
00:47:04,199 --> 00:47:07,760
is like very tense, methodically going to this station, finding

947
00:47:08,280 --> 00:47:11,280
random crystals and solving puzzles, and like, right when you're

948
00:47:11,280 --> 00:47:13,880
like at your limit, they switch to Leon. There's a

949
00:47:13,880 --> 00:47:16,639
big monster thing. They give you a shotgun and some stuff,

950
00:47:16,679 --> 00:47:18,880
and they're like, just blow this dude's head off and

951
00:47:18,920 --> 00:47:21,679
it feels really good and you can stop being scared

952
00:47:21,719 --> 00:47:25,079
and you can unrelease the controller a little bit. That

953
00:47:25,159 --> 00:47:27,559
is it. They they did a really good job nailing

954
00:47:27,599 --> 00:47:30,599
that balance in this three hour preview. But again, yeah,

955
00:47:30,599 --> 00:47:32,719
if this is a fifteen to twenty hour game, however

956
00:47:32,719 --> 00:47:36,119
long it ends up being, that will be like the

957
00:47:36,159 --> 00:47:39,360
deciding factor I think on how great thish mashup of

958
00:47:39,400 --> 00:47:40,239
gameplay is.

959
00:47:40,239 --> 00:47:42,840
Speaker 1: Is that balance I assumed Leon is. Could you tell

960
00:47:42,920 --> 00:47:45,159
or did you know if he's voiced by the same

961
00:47:45,159 --> 00:47:47,480
performer that played him in like the remake or.

962
00:47:48,360 --> 00:47:51,480
Speaker 4: I want to say it sounded like the same voice

963
00:47:51,480 --> 00:47:52,559
actor as the remake.

964
00:47:52,679 --> 00:47:57,000
Speaker 1: Yeah, okay, did he drop any sick, corny one liners?

965
00:47:57,360 --> 00:48:01,239
Speaker 2: Oh yeah, yeah, that's like exclusive what he does in.

966
00:48:01,119 --> 00:48:04,840
Speaker 4: This Yeah, where where Grace is kind of like awe,

967
00:48:04,880 --> 00:48:07,320
struck of like I can't believe this is happening to me.

968
00:48:07,920 --> 00:48:11,559
Leon just seems to be like a quip machine.

969
00:48:11,440 --> 00:48:11,880
Speaker 1: Yes.

970
00:48:12,280 --> 00:48:17,159
Speaker 2: Yeah. Also in terms of Leon, they open his gameplay

971
00:48:17,159 --> 00:48:19,679
that we played with a zombie that has a chainsaw,

972
00:48:19,960 --> 00:48:22,960
and then you kill that zombie, the chainsaw falls. This

973
00:48:23,079 --> 00:48:26,039
was so sick. It starts spinning violently because it's still going.

974
00:48:26,639 --> 00:48:30,000
A zombie like walks by, it loses a leg, which

975
00:48:30,239 --> 00:48:33,840
just paints that area of blood blood red. They drop

976
00:48:33,920 --> 00:48:35,960
to the ground. I shoot them, and then you get

977
00:48:35,960 --> 00:48:39,840
to pick up the chainsaw. Finally, finally you get to

978
00:48:39,920 --> 00:48:41,559
just destroy and devistrate zombies.

979
00:48:44,559 --> 00:48:47,199
Speaker 1: I hope narratively it's like change or Leon's first time

980
00:48:47,320 --> 00:48:49,480
using a chainsaw, Like he's so used to being chased

981
00:48:49,480 --> 00:48:51,840
by them that when he has like the same moment

982
00:48:51,880 --> 00:48:53,519
of like, oh I finally get to use one of

983
00:48:53,559 --> 00:48:58,519
these things. Is yeah, I thought these.

984
00:48:59,320 --> 00:49:01,079
Speaker 2: He seems pretty pro with it. And even when it's

985
00:49:01,119 --> 00:49:02,880
like out of it's you have like a little gauge

986
00:49:02,880 --> 00:49:05,199
of how much you have left. He jams it into

987
00:49:05,239 --> 00:49:07,480
a zombie and it like continues ripping through them as

988
00:49:07,480 --> 00:49:10,320
he like pushes them away with the kick and stuff.

989
00:49:10,320 --> 00:49:11,920
It's very it's very.

990
00:49:11,960 --> 00:49:14,840
Speaker 5: Leon should the first time you cut into a zombie

991
00:49:14,840 --> 00:49:17,199
should be like, oh so that's what that feels like.

992
00:49:19,880 --> 00:49:21,719
Speaker 4: I'm glad you mentioned it West, because the same thing

993
00:49:21,719 --> 00:49:24,920
happened in mind, but a zombie picked up the chainsaw

994
00:49:24,960 --> 00:49:28,239
a different zombie picked up before I got to it,

995
00:49:28,639 --> 00:49:32,960
and when that zombie was trying to swing at Leon,

996
00:49:33,519 --> 00:49:38,039
she arked back too far that the chainsaw got stuck

997
00:49:38,079 --> 00:49:43,719
in another zombie. Wow, I'm so curious as to the

998
00:49:43,760 --> 00:49:47,840
different context sensitive situations and hilarity that's going to pop up,

999
00:49:48,840 --> 00:49:51,159
asking about like the go ahead.

1000
00:49:50,920 --> 00:49:52,000
Speaker 1: Yeah, I was gonna say.

1001
00:49:52,000 --> 00:49:54,320
Speaker 2: I asked them about the physics of the chainsaw and

1002
00:49:54,440 --> 00:49:58,079
other situations like that, and they said it was really

1003
00:49:58,159 --> 00:50:00,320
cool that I picked up on that and that they

1004
00:50:00,320 --> 00:50:02,199
look forward to me playing the rest of the game.

1005
00:50:02,719 --> 00:50:08,440
So I'm assuming there's more context specific physics interactions that

1006
00:50:08,480 --> 00:50:11,880
I look forward. It was a very cheeky, like smile

1007
00:50:11,960 --> 00:50:14,840
wink type of answer, so we'll see. Yeah, go ahead.

1008
00:50:15,639 --> 00:50:18,480
Speaker 4: Oh, I was marcus to to build off of the

1009
00:50:18,840 --> 00:50:21,360
quippiness I think in the I think we saw it

1010
00:50:21,400 --> 00:50:24,800
in the showcase. But Leon, when he sees a zombie

1011
00:50:24,840 --> 00:50:28,119
fie doctor, he drops the line of like I'm going

1012
00:50:28,199 --> 00:50:33,280
to need a second opinion. Yeah I can't. I can't

1013
00:50:33,320 --> 00:50:35,599
stand you, but let's go.

1014
00:50:37,199 --> 00:50:40,360
Speaker 1: Yes, that's my that's that's my Leon what I like

1015
00:50:40,400 --> 00:50:41,199
to Yeah.

1016
00:50:41,000 --> 00:50:45,239
Speaker 2: It's still the whole thing feels so Resident Evil still

1017
00:50:45,239 --> 00:50:47,360
like it's the twenty is the twenty fifth anniversary or

1018
00:50:47,360 --> 00:50:48,679
the thirtieth this year?

1019
00:50:50,960 --> 00:50:51,800
Speaker 1: Yeah?

1020
00:50:52,159 --> 00:50:55,840
Speaker 2: Yeah, so it feels it feels like the greatest hits,

1021
00:50:55,920 --> 00:50:59,199
like getting the Band, Like it's this is a lot

1022
00:50:59,239 --> 00:51:01,199
of different are you games put into one that you

1023
00:51:01,239 --> 00:51:04,519
know and love? The humor is definitely absolutely still there.

1024
00:51:04,559 --> 00:51:08,119
I think when the zombie outbreak happens, Leon's with like, uh,

1025
00:51:08,519 --> 00:51:13,000
doctor and she sees one stumbling that's very clearly a zombie,

1026
00:51:13,039 --> 00:51:15,880
and she's like talking to him like, hey, what's wrong,

1027
00:51:15,880 --> 00:51:19,239
what's going on? Like what's and it's like, lady, this

1028
00:51:19,360 --> 00:51:21,599
is a zombie, Like let Leon shoot this dude's head

1029
00:51:21,639 --> 00:51:22,159
off please.

1030
00:51:22,599 --> 00:51:25,679
Speaker 1: It feels like because I would say Village felt like that,

1031
00:51:25,760 --> 00:51:29,119
like Village felt like the celebration of all the styles

1032
00:51:29,159 --> 00:51:32,320
of Resident Evil in one game, whereas this one almost

1033
00:51:32,320 --> 00:51:34,719
feels like and forgive me, but I've been on an

1034
00:51:34,760 --> 00:51:37,280
outcast kick lately. It feels like the speaker box leve

1035
00:51:37,320 --> 00:51:39,119
below of actually Evil.

1036
00:51:39,400 --> 00:51:40,280
Speaker 3: Wow, that's.

1037
00:51:42,039 --> 00:51:45,280
Speaker 4: That's brilliant. Yeah that's what this feels like. Yeah.

1038
00:51:45,480 --> 00:51:48,280
Speaker 1: Yeah, like it's even going to like the characters having

1039
00:51:48,280 --> 00:51:51,960
different inventory styles that are evocative two very different resident

1040
00:51:52,039 --> 00:51:55,920
evil like eras. I guess, but it was just like,

1041
00:51:55,920 --> 00:51:57,800
oh yeah, this is just like a just a double

1042
00:51:57,840 --> 00:52:01,920
album of just like here both styles of game or

1043
00:52:01,960 --> 00:52:06,159
present yeah in one box, which is exciting. And I'm

1044
00:52:06,440 --> 00:52:09,880
I'm still a little like a little worry just in

1045
00:52:09,960 --> 00:52:13,400
terms of like cohesion or like total cohesion as someone

1046
00:52:13,400 --> 00:52:16,239
that does love or like I love ARI four, like

1047
00:52:16,239 --> 00:52:19,400
already four is the best one probably for me, but

1048
00:52:19,440 --> 00:52:21,920
I also I adore seven, like I adore the kind

1049
00:52:21,920 --> 00:52:24,360
of like Ethan games and how oppressive they feel, like

1050
00:52:24,400 --> 00:52:27,800
the dollhouse and village. I love this terrifying as terrifying

1051
00:52:27,840 --> 00:52:30,639
as it was, so I hope they find like a

1052
00:52:30,719 --> 00:52:33,960
nice balance between the kind of ARI four like action

1053
00:52:34,159 --> 00:52:37,480
and the just the like helplessness of like the Grace stuff.

1054
00:52:38,440 --> 00:52:40,000
I guess. My last question this is just for me.

1055
00:52:40,800 --> 00:52:45,440
Did you get any any Alyssa Ashcroft stuff in this

1056
00:52:45,559 --> 00:52:48,119
demo that you're allowed to talk about?

1057
00:52:49,199 --> 00:52:53,519
Speaker 4: Uh No, it's pretty contained to just Grace and Leon

1058
00:52:54,280 --> 00:52:57,599
in terms of like people that you're hearing talk and

1059
00:52:57,800 --> 00:52:59,559
just playing as Yeah damn.

1060
00:52:59,280 --> 00:53:03,360
Speaker 2: It, Yeah we did. We did see the Matt Eye

1061
00:53:03,400 --> 00:53:06,800
moody guy, no real context for what's going on with him,

1062
00:53:06,800 --> 00:53:10,320
but like he was there and he was cool as

1063
00:53:10,360 --> 00:53:13,079
a I have no idea what his place in the

1064
00:53:13,119 --> 00:53:15,199
story is good or bad, but like he was a

1065
00:53:15,199 --> 00:53:16,199
fun scenes deealer.

1066
00:53:16,239 --> 00:53:16,440
Speaker 3: He was.

1067
00:53:17,159 --> 00:53:18,119
Speaker 2: He's designed and he's the.

1068
00:53:18,159 --> 00:53:19,760
Speaker 1: Dude in a trailer that's like sitting in front of

1069
00:53:19,960 --> 00:53:21,679
his back turn to the TV or whatever.

1070
00:53:21,960 --> 00:53:25,360
Speaker 2: I think. So, yeah, he's got the Littles look and

1071
00:53:25,559 --> 00:53:26,440
head piece.

1072
00:53:26,480 --> 00:53:29,800
Speaker 4: Right, he's chewing up the scenery a lot. Yeah, the

1073
00:53:29,840 --> 00:53:30,519
scenes that he's in.

1074
00:53:30,800 --> 00:53:33,119
Speaker 1: Yeah, I asked about Alyssa, like, Jan, I don't know

1075
00:53:33,119 --> 00:53:36,880
if you're aware, but I recently streamed the entirety of

1076
00:53:36,920 --> 00:53:40,719
Residuval Outbreak alongside Oh Charles Hart, because that's the game

1077
00:53:40,760 --> 00:53:43,400
that Alyssa is introduced in. So we went into that

1078
00:53:43,480 --> 00:53:45,639
being like, oh, man, they're bringing her back for this game.

1079
00:53:45,719 --> 00:53:48,320
She must suddenly must be an important character. We should

1080
00:53:48,360 --> 00:53:50,800
play this game so that we'll know all about her

1081
00:53:50,800 --> 00:53:53,079
and it will like be like a good setup for Requiem,

1082
00:53:53,480 --> 00:53:57,760
and then three months later realizing that we know maybe

1083
00:53:57,800 --> 00:53:59,760
less about her because the game is not very much

1084
00:53:59,800 --> 00:54:03,119
a character development. She's just kind of there it's like

1085
00:54:03,119 --> 00:54:05,760
a multiplayer game, so she's just like spouting things like

1086
00:54:05,880 --> 00:54:09,000
give me that and I need this to your partners

1087
00:54:09,039 --> 00:54:11,559
for items, and then occasionally get a cut scene where

1088
00:54:11,599 --> 00:54:15,320
she's just like writing for her paper, being like, man,

1089
00:54:15,360 --> 00:54:17,639
it's pretty messed up what's happening here in Racoon City?

1090
00:54:18,480 --> 00:54:20,199
And Charles and I were like, I don't know if

1091
00:54:21,000 --> 00:54:23,800
we probably thought we were gonna get from this character.

1092
00:54:23,960 --> 00:54:26,639
I guess it's interesting that they went through the trouble

1093
00:54:26,679 --> 00:54:28,400
of not only bringing her back, we're giving her a

1094
00:54:28,480 --> 00:54:33,679
daughter and making her the star. Okay, well, I still

1095
00:54:34,239 --> 00:54:36,280
I'm still looking forward to, like Charles and I being

1096
00:54:36,280 --> 00:54:38,559
the only people that will like have a legitimate like

1097
00:54:38,679 --> 00:54:40,679
mark out when she appears on screen, like we know

1098
00:54:40,719 --> 00:54:41,920
who that is.

1099
00:54:42,159 --> 00:54:44,159
Speaker 2: I mean, it has it has to matter, right, Like

1100
00:54:44,199 --> 00:54:47,800
why are the pool They could have made this any

1101
00:54:48,480 --> 00:54:51,559
character they wanted him, they specifically made it Grace Ashcroft.

1102
00:54:51,559 --> 00:54:54,000
So I'm sure it will have some payoff. Will it

1103
00:54:54,039 --> 00:54:55,679
have been worth playing through outbreak?

1104
00:54:55,840 --> 00:54:56,320
Speaker 4: Probably not?

1105
00:54:56,480 --> 00:55:01,199
Speaker 1: But you know, yeah, a very frustrating PS two formerly

1106
00:55:01,239 --> 00:55:04,400
online only or not only only, but like online focus

1107
00:55:04,440 --> 00:55:05,599
the multiplayer game.

1108
00:55:05,880 --> 00:55:09,360
Speaker 4: Maybe Grace will have a skin that is just her

1109
00:55:09,440 --> 00:55:14,199
Mom from Outbreak, so y'all will have familiar knowledge with

1110
00:55:14,239 --> 00:55:15,159
that and can point to.

1111
00:55:15,079 --> 00:55:15,960
Speaker 2: That the context.

1112
00:55:16,079 --> 00:55:18,880
Speaker 1: Yeah, yeah, we're really we're really hoping some of the

1113
00:55:18,920 --> 00:55:21,559
other Outbreak playable characters show up. Like there's like a

1114
00:55:21,599 --> 00:55:24,599
whole thing where like Alyssa's like, oh yeah, your godfather

1115
00:55:24,840 --> 00:55:27,039
or your godmother is Yoko, who was the character that

1116
00:55:27,159 --> 00:55:30,800
had the most inventory slots and the fault made her

1117
00:55:30,880 --> 00:55:33,599
the best. Like we just want little things like they're like, oh, Yoka,

1118
00:55:33,719 --> 00:55:37,360
she's back. Or Jim the really panicky guy that showed

1119
00:55:37,400 --> 00:55:39,639
up for one scenario and just kept complaining about how

1120
00:55:39,679 --> 00:55:42,519
awful his life is. Let's let's get some let's get

1121
00:55:42,519 --> 00:55:45,079
some Outbreak up in this game please to justify the

1122
00:55:45,119 --> 00:55:51,119
time he's been playing it. But awesome, Wes, you wrote

1123
00:55:52,000 --> 00:55:54,880
your impressions up on the site as well as some

1124
00:55:54,880 --> 00:55:58,719
some other sort of like interview breakouts that we encourage

1125
00:55:58,719 --> 00:56:00,559
people to go to game before we're not to check

1126
00:56:00,599 --> 00:56:04,199
out and yeah that game comes out god, Like you said,

1127
00:56:04,199 --> 00:56:07,559
it's like what end of February forget the a month.

1128
00:56:08,119 --> 00:56:11,000
Speaker 3: Yeah, oh I've slash my birthday.

1129
00:56:11,880 --> 00:56:15,519
Speaker 2: Oh gosh, that's gonna be a busy day because Brian's birthday.

1130
00:56:16,239 --> 00:56:18,039
Speaker 1: You don't have to play a party.

1131
00:56:18,440 --> 00:56:20,639
Speaker 4: We're also celebrating at a giant bomb. I don't know

1132
00:56:20,639 --> 00:56:23,599
if you know, Brian, I have.

1133
00:56:23,480 --> 00:56:26,800
Speaker 2: One more thing about Requiem. So in my interview with

1134
00:56:27,920 --> 00:56:29,840
Koshi Nakanishi, at the end of it, it was like

1135
00:56:29,840 --> 00:56:31,679
a thirty minute interview, but they asked me to only

1136
00:56:31,679 --> 00:56:33,480
prepare twenty five minutes of questions, which is not how

1137
00:56:33,519 --> 00:56:36,880
interview's work anyway. But once I got to the end there,

1138
00:56:36,880 --> 00:56:40,079
they were like, the director would actually like to share

1139
00:56:40,119 --> 00:56:43,280
something with you, and I'm like, okay, what's about what's

1140
00:56:43,320 --> 00:56:46,400
going on? And it was basically not a prepared statement,

1141
00:56:46,440 --> 00:56:49,840
but he was basically saying, we here at the team

1142
00:56:49,960 --> 00:56:52,599
are very aware of rumors that this might be an

1143
00:56:52,599 --> 00:56:56,119
open world game, and we've seen speculation and blah blah blah.

1144
00:56:56,199 --> 00:56:58,280
He's like, I just want to let you know this

1145
00:56:58,360 --> 00:57:01,519
is not an open world game. Okay. They're like, you

1146
00:57:01,599 --> 00:57:04,639
will be exploring Raccoon City and various locations or whatever

1147
00:57:04,679 --> 00:57:08,000
in different ways, but it is not an open world game,

1148
00:57:08,039 --> 00:57:11,000
which I just thought was interesting that you typically just

1149
00:57:11,000 --> 00:57:15,079
don't see a dev address online speculation in that manner,

1150
00:57:15,079 --> 00:57:19,199
But it seemed very important to them. To do so, so, yeah,

1151
00:57:19,199 --> 00:57:22,280
if you were worried about open world are don't. It's

1152
00:57:22,320 --> 00:57:23,280
not an open world game.

1153
00:57:23,519 --> 00:57:23,719
Speaker 1: Yeah.

1154
00:57:23,760 --> 00:57:26,239
Speaker 5: And if you done if his what would you've done

1155
00:57:26,280 --> 00:57:28,440
if his thing? Like he was like, hey, he he

1156
00:57:28,440 --> 00:57:30,599
has something that's really important. He'd like to end this

1157
00:57:30,719 --> 00:57:33,480
interview with like sharing this with you. And it was

1158
00:57:33,559 --> 00:57:36,400
just him busting into teach me how to Dougy like

1159
00:57:36,440 --> 00:57:39,519
just some sort of like crazy karaoke sov You're like, well,

1160
00:57:39,519 --> 00:57:41,960
thank you so much for shaving off five minutes of

1161
00:57:41,960 --> 00:57:44,599
my interview time With that, I'd be really.

1162
00:57:44,400 --> 00:57:46,920
Speaker 2: Stoked and really upset that I wasn't able to video

1163
00:57:46,960 --> 00:57:48,559
record it, because that would be that would give the

1164
00:57:48,639 --> 00:57:50,880
numbers that would that would make my day. That'd be

1165
00:57:50,960 --> 00:57:55,079
like a career all time moment. If this director, the

1166
00:57:55,320 --> 00:57:58,159
famously for horror games, is like, let me hit this Doug,

1167
00:57:58,159 --> 00:57:58,679
you real quick.

1168
00:57:59,119 --> 00:58:01,239
Speaker 1: He's like, this might seem weird, but I guarantee you

1169
00:58:01,280 --> 00:58:04,360
this will have plot significance. Just you know, yeah, pay

1170
00:58:04,360 --> 00:58:09,199
attention to you played a game well awsome.

1171
00:58:09,239 --> 00:58:11,239
Speaker 5: Well, my biggest takeaway from this is that we need

1172
00:58:11,280 --> 00:58:12,360
outcasts to come back.

1173
00:58:13,320 --> 00:58:14,960
Speaker 1: Yeah yeah, I listen.

1174
00:58:15,199 --> 00:58:16,800
Speaker 4: I think that every day. Yeah.

1175
00:58:16,920 --> 00:58:19,760
Speaker 1: Yeah, unless Andre puts out another Flud album which I

1176
00:58:20,000 --> 00:58:20,719
did listen to.

1177
00:58:20,960 --> 00:58:24,440
Speaker 2: The Flood albums aren't doing it for me. Nod respect, but.

1178
00:58:25,039 --> 00:58:27,880
Speaker 1: Not for me. Yeah. I appreciate your art, but I

1179
00:58:27,880 --> 00:58:33,480
don't want it up. And you know what, speaking of

1180
00:58:33,639 --> 00:58:37,079
art that we may or may not want, Wesley, you

1181
00:58:37,679 --> 00:58:41,320
review Code Vein Too? Yeah, what a means set for

1182
00:58:41,360 --> 00:58:45,840
this game? Yeah, but yes, you publish your review. You

1183
00:58:45,880 --> 00:58:48,920
weren't all that hot on it. You gave it a

1184
00:58:49,000 --> 00:58:52,400
five five point five, right, yeah, five point of ten.

1185
00:58:54,360 --> 00:58:56,559
Explain yourself, why why don't you like this game? What's

1186
00:58:56,559 --> 00:58:57,840
wrong with Codevein Too? Wesley?

1187
00:59:00,159 --> 00:59:05,239
Speaker 2: Like everything, everything is wrong with it? I don't It

1188
00:59:05,280 --> 00:59:09,239
does maybe one or two things well, a lot of

1189
00:59:09,239 --> 00:59:12,760
things not well, and then most of the game kind

1190
00:59:12,800 --> 00:59:16,199
of just falls as like just mediocre. It is very

1191
00:59:16,719 --> 00:59:19,679
I beat it last week and I have dropped. I've

1192
00:59:19,760 --> 00:59:22,039
drained it from my brain already. I have no intentions

1193
00:59:22,079 --> 00:59:26,639
to ever think about this game beyond this podcast. It

1194
00:59:26,679 --> 00:59:30,920
is a souls like follow up to twenty nineteen's Code Vein,

1195
00:59:31,199 --> 00:59:33,840
and if Code Vein was like a more open, dark

1196
00:59:33,880 --> 00:59:36,119
souls like game, it is very clear to me that

1197
00:59:36,159 --> 00:59:40,039
Code Vein two's team saw Elden Ring. It was like,

1198
00:59:40,079 --> 00:59:43,199
we want to try something like that now, because this

1199
00:59:43,320 --> 00:59:46,840
is very much a jump from Souls to Elder and

1200
00:59:46,920 --> 00:59:49,599
Ring in terms of code. Vein two's progression unfortunately did

1201
00:59:49,639 --> 00:59:52,679
not make such a saw, such a nice landing that

1202
00:59:52,679 --> 00:59:56,400
elden Ring did with from software, it is a boring

1203
00:59:57,000 --> 01:00:01,559
open overworld to explore. It is poorly put together and

1204
01:00:01,679 --> 01:00:06,079
extremely difficult and annoying to navigate because of invisible walls

1205
01:00:06,199 --> 01:00:09,760
and cliffs that are not shown on the map and

1206
01:00:10,039 --> 01:00:13,559
pathways that you're traveling in the you're in the present

1207
01:00:13,800 --> 01:00:15,559
trying to stop the end of the world by going

1208
01:00:15,559 --> 01:00:16,400
one hundred years.

1209
01:00:16,199 --> 01:00:18,079
Speaker 1: In the past.

1210
01:00:16,880 --> 01:00:21,480
Speaker 2: Yes, yeah, you got to save some heroes and then

1211
01:00:21,519 --> 01:00:23,239
see what happens in the president and see if you're

1212
01:00:23,280 --> 01:00:26,679
like changing time in the right way. Annoyingly, a lot

1213
01:00:26,679 --> 01:00:29,079
of the exploration happens in the present and in the

1214
01:00:29,119 --> 01:00:32,239
past differently, so like you might think you can get

1215
01:00:32,280 --> 01:00:34,880
here in the present by following this road, but that

1216
01:00:34,960 --> 01:00:37,280
road's blocked off. When you get there, you learn that,

1217
01:00:37,360 --> 01:00:39,519
and then it's you only can do that in the past.

1218
01:00:39,519 --> 01:00:41,840
But the game isn't like you can't go here because

1219
01:00:41,840 --> 01:00:45,519
you're in the present. You just have to one eventually realize, oh,

1220
01:00:45,599 --> 01:00:47,079
I was never meant to go here in the present.

1221
01:00:47,119 --> 01:00:48,760
I'm just supposed to go in the past, even though

1222
01:00:48,800 --> 01:00:53,079
they made this entire world explorable, so like it's it's

1223
01:00:53,119 --> 01:00:55,280
it sucks to get around and you're on a motorcycle

1224
01:00:55,599 --> 01:00:58,960
for some reason, I have no idea why it's a

1225
01:00:58,960 --> 01:01:02,760
cool motorcycle at least, and you walk around, and I

1226
01:01:02,920 --> 01:01:06,880
just did not engage or enjoy the open world whatsoever,

1227
01:01:07,079 --> 01:01:12,360
Like the enemy placement sucks, the overworld bosses suck, the

1228
01:01:12,639 --> 01:01:15,800
pathing sucks, like everything about it was a bore. And

1229
01:01:15,920 --> 01:01:19,880
on top of that, it is visually I would say,

1230
01:01:19,960 --> 01:01:24,519
visually unpleasant, which I don't. I mean, it's even some

1231
01:01:24,599 --> 01:01:27,000
of my least favorite games I have visuals that, like

1232
01:01:27,079 --> 01:01:30,760
I can appreciate as art. This game is so distractingly

1233
01:01:30,840 --> 01:01:35,519
garish and ugly that I just really didn't care for

1234
01:01:35,559 --> 01:01:39,000
what I was seeing on screen. You have anime esque

1235
01:01:39,280 --> 01:01:46,920
character design clashing with like kind of photorealistic environments, and

1236
01:01:46,960 --> 01:01:50,000
then it's all like the color scheme, Like I just

1237
01:01:50,360 --> 01:01:53,039
it was so strange to me. I was kind of

1238
01:01:53,039 --> 01:01:55,719
bewildered with everything I was seeing on screen because there's

1239
01:01:55,800 --> 01:01:58,119
just no harmony whatsoever.

1240
01:01:58,440 --> 01:01:58,559
Speaker 3: Is.

1241
01:01:58,840 --> 01:02:02,119
Speaker 2: It hurts my eye as I'm playing, and there's a

1242
01:02:02,199 --> 01:02:05,599
character at the end. I don't even care. I'm not

1243
01:02:05,599 --> 01:02:08,400
gonna spoil what he is. But like in this very

1244
01:02:08,480 --> 01:02:14,079
souls like baroque esque world operatic adventure, this dude appears

1245
01:02:14,079 --> 01:02:18,239
with a freaking cat mask, like an electronic draft punk

1246
01:02:18,639 --> 01:02:22,599
draft punk style cat mask. His cape, yeah, his cape

1247
01:02:22,639 --> 01:02:25,559
is led and flashing rainbow colors. I was just like, dude,

1248
01:02:26,360 --> 01:02:27,519
what is going on?

1249
01:02:27,719 --> 01:02:27,920
Speaker 4: Why?

1250
01:02:28,199 --> 01:02:28,599
Speaker 1: Future?

1251
01:02:29,920 --> 01:02:32,599
Speaker 2: No, it's just no, not to my knowledge, and I

1252
01:02:32,639 --> 01:02:34,199
put forty two hours in this game, but.

1253
01:02:36,599 --> 01:02:39,159
Speaker 4: It was just did he just leave rave or something?

1254
01:02:39,199 --> 01:02:41,920
Speaker 2: Maybe he does have a musical moment. I'll say, like

1255
01:02:41,960 --> 01:02:45,599
you guys, do no not the Dougie.

1256
01:02:45,599 --> 01:02:48,960
Speaker 1: No that director for a game feature.

1257
01:02:49,960 --> 01:02:51,760
Speaker 2: That's a ten out of ten if if there was

1258
01:02:51,800 --> 01:02:53,920
a doug An It's that simple. That's that's why I've

1259
01:02:53,920 --> 01:02:55,719
been holding out on giving out my first ten No

1260
01:02:55,800 --> 01:02:56,920
Dougies in games yet.

1261
01:02:57,599 --> 01:03:00,840
Speaker 1: By the way, do you guys remember just ants? Do

1262
01:03:00,840 --> 01:03:03,440
you guys remember when wolf Blitzer did the Dougie had

1263
01:03:03,480 --> 01:03:07,480
like a awards I will find this after.

1264
01:03:09,880 --> 01:03:12,360
Speaker 5: I remember Larry King trying to rap with Snoop Dogg.

1265
01:03:12,519 --> 01:03:14,760
That was a highlight of of CNN.

1266
01:03:16,119 --> 01:03:20,840
Speaker 2: Sounds about right, yes, so yeah, that is I didn't

1267
01:03:20,880 --> 01:03:24,800
enjoy looking at this game. The voice cast is not

1268
01:03:24,880 --> 01:03:28,159
really selling the ambitious steaks the story is going for.

1269
01:03:29,079 --> 01:03:30,880
The music's cool. I did like the music. It was

1270
01:03:30,920 --> 01:03:34,440
like a rock infused baroque orchestral suite which was fun.

1271
01:03:35,559 --> 01:03:37,840
A lot of repeat tracks though, so it doesn't necessarily

1272
01:03:37,840 --> 01:03:40,960
hold up over forty two hours. The Me and Potatoes

1273
01:03:40,960 --> 01:03:44,199
is obviously this souls like combat, and to the game's credit,

1274
01:03:44,840 --> 01:03:47,360
it is doing some unique things and I do enjoy

1275
01:03:47,480 --> 01:03:50,920
some of its systems. So similar to the first game,

1276
01:03:50,920 --> 01:03:54,840
you have like it's now called your jail, which is

1277
01:03:54,880 --> 01:03:58,079
the special third weapon you have that sucks blood or

1278
01:03:58,559 --> 01:04:00,360
or from enemies wear.

1279
01:04:00,400 --> 01:04:02,800
Speaker 1: And it's not like your heart and your you have

1280
01:04:02,840 --> 01:04:07,480
like your heart in your backpack. It's visually, it's it's interesting.

1281
01:04:07,599 --> 01:04:10,519
Speaker 2: Yeah, it's something, and that's and the the I core

1282
01:04:10,639 --> 01:04:13,079
is how you use your abilities, which it's you know,

1283
01:04:13,119 --> 01:04:15,719
it's kind of like your manna essentially and any other RPG.

1284
01:04:16,559 --> 01:04:19,199
You have your primary weapon, your secondary weapon. You have

1285
01:04:19,559 --> 01:04:22,559
a blood code, which I actually do like the blood

1286
01:04:22,599 --> 01:04:25,079
code system. You can equip different ones you get throughout

1287
01:04:25,119 --> 01:04:28,559
the world, and they drastically change your stats. So like

1288
01:04:29,840 --> 01:04:31,840
if I had to take it out of this games,

1289
01:04:31,880 --> 01:04:34,280
like in universe terms, you can equip a blood code

1290
01:04:34,280 --> 01:04:36,400
that turns you into a warrior, or a blood code

1291
01:04:36,400 --> 01:04:38,719
that turns you into a mage, or a blood code

1292
01:04:38,719 --> 01:04:41,480
that turns you into like somebody who's really good with

1293
01:04:41,519 --> 01:04:44,800
the hammer. Because when you level up, it's just you

1294
01:04:44,880 --> 01:04:46,840
just hit up, like you just go from level one

1295
01:04:46,880 --> 01:04:48,960
to two. You don't apply it to stats like you

1296
01:04:49,000 --> 01:04:52,639
do in a typical Soul's game, because your blood code

1297
01:04:52,840 --> 01:04:56,199
is what changes those stats, which I enjoy because it's like, oh,

1298
01:04:56,239 --> 01:05:00,840
I have a new weapon arranged weapon, but i've and

1299
01:05:00,920 --> 01:05:03,639
I'm not currently equipped to do range damage. You can

1300
01:05:03,679 --> 01:05:05,840
just change your blood code and now you have a

1301
01:05:05,880 --> 01:05:09,000
build that works with range. I think it's a really

1302
01:05:09,039 --> 01:05:12,039
cool system and it allows for some flexibility I don't

1303
01:05:12,079 --> 01:05:15,800
think you see often in these types of games. That said,

1304
01:05:16,000 --> 01:05:18,280
for all the systems and ways you have to interact

1305
01:05:18,280 --> 01:05:22,239
with killing enemies, man does it get boring and stale quick.

1306
01:05:22,639 --> 01:05:27,599
The dungeons are very unimaginative and very boring. I mean

1307
01:05:27,639 --> 01:05:32,440
we're talking like underground water plant, underground power plant, underground prison,

1308
01:05:33,000 --> 01:05:36,280
underground church. Some of them are on laboratory, some of

1309
01:05:36,320 --> 01:05:36,840
them are.

1310
01:05:36,679 --> 01:05:38,599
Speaker 1: Because when I played this game for a few hours

1311
01:05:38,639 --> 01:05:41,760
for a preview, and it was in like an underground

1312
01:05:41,800 --> 01:05:46,119
like water works place, and yeah it was bland, but

1313
01:05:46,159 --> 01:05:48,480
also it was like really confusing and navigate where I

1314
01:05:48,519 --> 01:05:51,559
kept getting turned around, and even with the because they

1315
01:05:51,639 --> 01:05:54,440
give you like a little guiding line thing where they

1316
01:05:54,480 --> 01:05:57,000
they'll show you like the path ahead, but also simultaneously

1317
01:05:57,000 --> 01:06:01,159
show you the steps you've already taken, which which works.

1318
01:06:00,840 --> 01:06:04,920
Speaker 2: In practice in theory, it works in theory, in practice

1319
01:06:05,480 --> 01:06:10,639
terrible because it shows you everything you've done for like, yeah, no,

1320
01:06:10,719 --> 01:06:12,519
everything you've done for the past five minutes is on

1321
01:06:12,559 --> 01:06:14,920
the ground. You can't really see where you've been. You

1322
01:06:15,000 --> 01:06:17,679
just see you just painted the floor gold with like

1323
01:06:17,719 --> 01:06:19,559
your previously traced steps. You can't.

1324
01:06:19,719 --> 01:06:22,719
Speaker 1: It's a wild network of lines. If you've been running

1325
01:06:22,719 --> 01:06:24,679
around in the same areas over and over, you're just like,

1326
01:06:24,679 --> 01:06:25,480
I don't know where to go.

1327
01:06:26,119 --> 01:06:28,199
Speaker 2: It looks ridiculous, and to your point, they are. The

1328
01:06:28,320 --> 01:06:31,000
dungeons and the overworld are hard to navigate because everything

1329
01:06:31,039 --> 01:06:35,079
is obscured until you find a tree that you hit,

1330
01:06:35,199 --> 01:06:39,239
and then the tree unveils the map which is silly

1331
01:06:39,280 --> 01:06:42,440
because if if I have to go seventy percent into

1332
01:06:42,480 --> 01:06:45,480
a dungeon to find the map, that's seventy percent of

1333
01:06:45,480 --> 01:06:48,039
this dungeon I'm struggling through and having a hard time

1334
01:06:48,119 --> 01:06:50,880
navigating because I don't have the map, and when I get.

1335
01:06:50,760 --> 01:06:53,920
Speaker 1: It, yeah, well this is not holiday.

1336
01:06:56,000 --> 01:07:00,360
Speaker 2: And I just found that incredibly frustrating, especially in this genre,

1337
01:07:00,480 --> 01:07:03,559
this souls like genre, were like, your dungeons above all else.

1338
01:07:03,599 --> 01:07:05,840
Your dungeons need to be cream of the crop, like

1339
01:07:05,880 --> 01:07:08,719
that's where you need to really hit the marks, and

1340
01:07:08,800 --> 01:07:13,320
this game does not. There's a couple standout moments. The

1341
01:07:13,360 --> 01:07:15,639
game is a bunch of like sub arcs that evolve

1342
01:07:15,719 --> 01:07:18,000
into like one big arc, and there's one in particular

1343
01:07:18,039 --> 01:07:20,599
that I actually enjoyed that had a lot of heart,

1344
01:07:21,559 --> 01:07:26,119
but the rest of them fall flat due to characters

1345
01:07:26,159 --> 01:07:30,280
I just didn't care about, or poor pacing. And it's

1346
01:07:30,320 --> 01:07:32,880
one of those things where big things happen and the

1347
01:07:32,920 --> 01:07:35,719
game is like giving the game time to be like, yeah,

1348
01:07:35,719 --> 01:07:38,280
this is pretty cool, huh, and I'm like, no, I

1349
01:07:38,280 --> 01:07:40,119
don't care. I'm not invested at all. Why are you

1350
01:07:40,159 --> 01:07:46,440
doing this? Which is kind of disappointing. Yeah, it's a

1351
01:07:46,480 --> 01:07:48,679
game where I can see a lot of ambition, like

1352
01:07:48,719 --> 01:07:51,079
on a whiteboard. I just don't know if any of

1353
01:07:51,119 --> 01:07:55,480
it panned out in the final thing, Like it's frustrating

1354
01:07:55,480 --> 01:08:00,800
to play. It's frustrating, it's annoying, it's still it's boring.

1355
01:08:01,360 --> 01:08:03,960
Rarely was I like this is fun. It was always

1356
01:08:04,000 --> 01:08:06,920
something going on, whether it's you know, the PS five's

1357
01:08:06,960 --> 01:08:09,519
performance not doing so well, which also apparently is not

1358
01:08:09,519 --> 01:08:11,760
performing well on PC either, even with people with like

1359
01:08:11,800 --> 01:08:20,920
super bfpcs. The cameras, the camera is atrocious in boss fights.

1360
01:08:19,000 --> 01:08:21,359
Speaker 1: Because I think the boss fights, at least when I

1361
01:08:21,439 --> 01:08:22,920
played the preview, that was like one of the few

1362
01:08:22,960 --> 01:08:25,159
things I thought was better because I didn't think the

1363
01:08:25,199 --> 01:08:27,279
moment of moment kind of like grunt enemies were exciting.

1364
01:08:27,279 --> 01:08:28,880
But I thought at least the two boss fights I played,

1365
01:08:28,880 --> 01:08:30,600
it was like, oh, there's this is all right, Like

1366
01:08:30,640 --> 01:08:32,159
this there's a lot more going on here, is more

1367
01:08:32,199 --> 01:08:36,079
strategy involved, it's tough. Like I enjoyed those probably more

1368
01:08:36,119 --> 01:08:37,640
than anything else of what I am.

1369
01:08:37,680 --> 01:08:40,560
Speaker 2: The bosses. Yeah, the bosses at the end of each arc,

1370
01:08:41,079 --> 01:08:43,039
like the final bosses of each arc, I actually really

1371
01:08:43,079 --> 01:08:44,520
liked and I thought they were well designed, but the

1372
01:08:44,600 --> 01:08:47,439
other bosses like in between not so great, and I

1373
01:08:47,479 --> 01:08:50,640
was actually reading I originally had this in my review

1374
01:08:50,640 --> 01:08:52,239
funny enough, but it was kind of just wordy and

1375
01:08:52,279 --> 01:08:54,399
I couldn't find a way to condense it. But in

1376
01:08:54,760 --> 01:08:57,840
Igian's review by Michael Hyam, he reviewed the game and

1377
01:08:57,880 --> 01:09:01,159
he talked about the bosses are able to hit you

1378
01:09:01,800 --> 01:09:04,199
in moments where you can't do anything. So and I

1379
01:09:04,199 --> 01:09:06,199
almost mentioned this because it was so frustrating and I'm

1380
01:09:06,199 --> 01:09:08,600
glad I'm not alone. But so, when a boss knocks

1381
01:09:08,640 --> 01:09:11,800
you over, your character has an animation of them getting up.

1382
01:09:12,199 --> 01:09:14,199
You can't roll out of that, you can't move, you

1383
01:09:14,199 --> 01:09:16,760
can't do anything until that animation is done. But the

1384
01:09:16,800 --> 01:09:20,520
boss can hit you and damage you more while that's happening.

1385
01:09:20,560 --> 01:09:22,960
I died so many times because my character was getting

1386
01:09:23,039 --> 01:09:24,239
up and the boss hit me again.

1387
01:09:24,439 --> 01:09:24,960
Speaker 1: It was in fear.

1388
01:09:25,000 --> 01:09:26,359
Speaker 2: I almost reached out to pr to be like, this

1389
01:09:26,439 --> 01:09:28,680
must be a bug, right, this is something. This is

1390
01:09:28,760 --> 01:09:30,920
not okay in a Soul's game where I'm being knocked

1391
01:09:30,960 --> 01:09:31,600
over a lot.

1392
01:09:31,880 --> 01:09:33,880
Speaker 1: It also plays in two because I think one thing

1393
01:09:34,000 --> 01:09:35,640
you haven't mentioned yet with the combat is that you

1394
01:09:35,680 --> 01:09:38,039
have like the was it the partner system where you

1395
01:09:38,079 --> 01:09:41,880
have like, y, yeah, a little buddy that tags along

1396
01:09:41,880 --> 01:09:45,720
with you, that lives inside of your weird jail backpack thing,

1397
01:09:46,239 --> 01:09:48,560
and you can either summon them at will and they'll

1398
01:09:48,560 --> 01:09:51,479
like fight alongside you as an AI companion, or you

1399
01:09:51,479 --> 01:09:55,800
can absorb them and you get like stat buffs.

1400
01:09:55,720 --> 01:09:57,920
Speaker 2: And you can switch back and forth freely.

1401
01:09:58,239 --> 01:10:00,600
Speaker 1: Yeah, like you can any time. But I also like,

1402
01:10:00,720 --> 01:10:02,439
and I was wondering if there was if this changed

1403
01:10:02,439 --> 01:10:04,039
in the main game, but I never found really an

1404
01:10:04,119 --> 01:10:06,760
argument to not just have an AOG partner at all times,

1405
01:10:07,119 --> 01:10:09,239
like even with the benefits of like, oh, if you

1406
01:10:09,239 --> 01:10:11,560
go Sola, you'll get like extra attack points, and I

1407
01:10:11,600 --> 01:10:13,800
was like, yeah, that's not nearly as good as just

1408
01:10:13,800 --> 01:10:16,000
having someone that can draw agro or be a distraction

1409
01:10:16,279 --> 01:10:18,359
and you know, just can do things and that. And

1410
01:10:18,399 --> 01:10:20,840
then during boss fights though, like when you get knocked

1411
01:10:20,840 --> 01:10:23,960
down or when you get like like you get killed,

1412
01:10:23,960 --> 01:10:25,239
basically they can revive you.

1413
01:10:25,399 --> 01:10:27,800
Speaker 2: So it just kind of felt like that's that's even

1414
01:10:27,840 --> 01:10:32,680
outside of bosses. Oh yes, you're yeah, you're right. The

1415
01:10:32,760 --> 01:10:34,520
game kind of tees you up to be like, well,

1416
01:10:34,560 --> 01:10:37,000
when you're fighting bosses, absorb them so you can have

1417
01:10:37,039 --> 01:10:38,720
the stat buff and then when you're fighting a bunch

1418
01:10:38,720 --> 01:10:40,960
of enemies, summon them so they can help Agro. But

1419
01:10:41,000 --> 01:10:43,640
that's not how I would want to want to tackle

1420
01:10:43,680 --> 01:10:45,760
a boss at all, if anything, especially when these bosses

1421
01:10:45,800 --> 01:10:48,600
are not well designed, where I have no interest in

1422
01:10:48,640 --> 01:10:51,399
trying to learn what they're putting down, like they just

1423
01:10:51,479 --> 01:10:54,119
don't work like that. Yes, I'm gonna summon and just

1424
01:10:54,199 --> 01:10:56,199
let them take Agro and then I'll just go swing

1425
01:10:56,199 --> 01:10:59,239
at this dude's heels. The only time I ever absorbed

1426
01:10:59,239 --> 01:11:01,680
them was when I was in the overworld just trying

1427
01:11:01,720 --> 01:11:04,680
to get somewhere, because killing the mobs would be even

1428
01:11:04,720 --> 01:11:07,319
easier if I was buffed up. But for the most part, yeah,

1429
01:11:07,359 --> 01:11:09,880
I kept my summon out. And another you did mention

1430
01:11:09,960 --> 01:11:12,079
the revived thing. I do think that's pretty cool and

1431
01:11:12,199 --> 01:11:14,880
kind of a something that I think will help people

1432
01:11:14,920 --> 01:11:17,279
that maybe struggle in this type of combat a bit more.

1433
01:11:17,359 --> 01:11:22,000
Is when you die, your buddy will revive you with

1434
01:11:22,039 --> 01:11:25,800
like half health, and if they die again, they have

1435
01:11:25,840 --> 01:11:28,000
a longer cool down, but then they'll revive you again

1436
01:11:28,039 --> 01:11:30,239
with even a little bit with a little bit less health,

1437
01:11:30,479 --> 01:11:32,560
And you can do that over and over, which kind

1438
01:11:32,560 --> 01:11:34,159
of keeps you in the fight and stops you from

1439
01:11:34,239 --> 01:11:39,279
running through your estes flask equivalent. That said, though, I mean,

1440
01:11:39,319 --> 01:11:42,960
these fights aren't really begging you to get that strategic

1441
01:11:43,199 --> 01:11:47,359
or anything. Like. All the experimentation and mechanical fun I

1442
01:11:47,399 --> 01:11:50,680
had and found was just me forcing myself to do it,

1443
01:11:50,720 --> 01:11:52,840
to test out and flex the systems. The game in

1444
01:11:52,840 --> 01:11:59,119
no way requires thought in terms of like combat, which

1445
01:11:59,159 --> 01:12:01,600
is the biggest spummer of all in a game like this.

1446
01:12:02,359 --> 01:12:04,920
Speaker 4: That's unfortunate to hear, because I mean, the souls like

1447
01:12:05,800 --> 01:12:09,279
genre is so densely populated at this point that even

1448
01:12:09,319 --> 01:12:13,119
a new release can still get overtaken by like the

1449
01:12:13,319 --> 01:12:16,479
huge library at this point of other souls like games.

1450
01:12:16,560 --> 01:12:20,840
Like if anything, this is making me want to go

1451
01:12:20,960 --> 01:12:23,039
back to play like a different one, like pick up

1452
01:12:23,079 --> 01:12:25,840
the Lives of p DLC that I missed from last year.

1453
01:12:26,680 --> 01:12:29,840
But also there's like with if this one doesn't hit,

1454
01:12:30,119 --> 01:12:32,920
there's at least two to three more down the pipeline

1455
01:12:33,000 --> 01:12:36,960
this year alone. Yeah yeah, oh yeah, Neo three is soon,

1456
01:12:37,600 --> 01:12:40,079
Phantom Blade zero is soon as well.

1457
01:12:40,800 --> 01:12:44,479
Speaker 2: Yeah yeah, the dust Bud's got yeah, and el ring

1458
01:12:44,520 --> 01:12:49,359
on switch tartarst edition apparently right, but yeah, you're you're

1459
01:12:49,439 --> 01:12:54,359
right with this, yeah, with with this genre, and it's

1460
01:12:54,479 --> 01:12:56,800
kind of similar to like metroidvany as, I feel, just

1461
01:12:56,800 --> 01:12:59,760
because they're so saturated at this point. If you aren't

1462
01:13:00,079 --> 01:13:02,439
coming out like really strong, like if you don't have

1463
01:13:02,479 --> 01:13:06,319
something that's going to hit, you're kind of shooting yourself

1464
01:13:06,319 --> 01:13:08,239
in the foot because we have so many others that

1465
01:13:08,279 --> 01:13:10,079
we can play at any moment. I may not even

1466
01:13:10,079 --> 01:13:11,760
put in my review. If I wasn't reviewing this, I

1467
01:13:11,760 --> 01:13:13,479
would have put this game down a long time ago,

1468
01:13:15,079 --> 01:13:16,760
Like if your soul is like, not only are you

1469
01:13:16,800 --> 01:13:20,359
competing with a beloved developer in from Software who kind

1470
01:13:20,399 --> 01:13:23,159
of helped create this genre, but like we're at the

1471
01:13:23,159 --> 01:13:28,039
point now in that genre's lifespan where other devs are really, really,

1472
01:13:28,119 --> 01:13:30,600
really really making some special stuff Like Lives of P.

1473
01:13:31,600 --> 01:13:34,039
I think that game's fantastic, And if you're going to

1474
01:13:34,079 --> 01:13:37,880
come out and put out a mediocre one of these,

1475
01:13:38,960 --> 01:13:41,399
that's an even bigger miss in my opinion than just

1476
01:13:42,039 --> 01:13:42,960
a regular release.

1477
01:13:43,560 --> 01:13:45,960
Speaker 5: I was about to say when when you mentioned Lies

1478
01:13:46,000 --> 01:13:47,800
of P, you're speaking Wesley's language.

1479
01:13:48,279 --> 01:13:51,039
Speaker 2: Yes, on the Lives of P, Siko and overture of

1480
01:13:51,039 --> 01:13:54,439
the expansion from two years ago last year, very good.

1481
01:13:54,479 --> 01:13:55,800
I had it in my top ten. I think if

1482
01:13:55,800 --> 01:13:58,920
I remember, yeah, go play Lies of p anybody that

1483
01:13:59,079 --> 01:14:01,800
hasn't listening, don't don't pick up Code Vein to go

1484
01:14:01,880 --> 01:14:03,000
play lives ape instead.

1485
01:14:03,720 --> 01:14:07,039
Speaker 4: It's especially a bummer because I'm looking at like reviews

1486
01:14:07,039 --> 01:14:10,000
for the original Code Vein and those were fairly high

1487
01:14:10,279 --> 01:14:13,760
in comparison to how Code Vein two is scoring. So yeah,

1488
01:14:13,800 --> 01:14:16,479
I can't speak to that. I know a lot of

1489
01:14:16,520 --> 01:14:19,680
Code Vein heads out there, but they're definitely going to

1490
01:14:19,760 --> 01:14:21,399
be disappointed with the same one.

1491
01:14:22,279 --> 01:14:24,840
Speaker 2: I think it's a I think it's a situation where

1492
01:14:25,199 --> 01:14:29,760
they got a little bit tantalized by stuff happening outside

1493
01:14:29,760 --> 01:14:32,359
of Code Vein, like elden Ring and that type of exploration,

1494
01:14:32,520 --> 01:14:35,560
and instead of maybe sticking to what people liked about

1495
01:14:35,600 --> 01:14:38,640
Code Vein and really expanding on that, they just kind

1496
01:14:38,680 --> 01:14:42,239
of went in a more wide direction, which can be

1497
01:14:42,399 --> 01:14:43,199
can be a downfall.

1498
01:14:43,439 --> 01:14:45,399
Speaker 1: I feels weird. I feels like we are moving and like,

1499
01:14:45,680 --> 01:14:47,000
you know, for the long time, we were sort of

1500
01:14:47,000 --> 01:14:49,720
like in the post Dark Souls world of everyone's trying

1501
01:14:49,760 --> 01:14:52,000
to do the Dark Souls template. But elden Ring's been

1502
01:14:52,039 --> 01:14:53,840
out long enough where we're starting to see more of like, oh,

1503
01:14:53,880 --> 01:14:57,720
the post elden Ring effect because like the three, they're

1504
01:14:57,760 --> 01:15:01,239
doing a bigger like They're big thing is bigger world,

1505
01:15:01,399 --> 01:15:07,319
more open ended, free form exploration, and like I'm sure

1506
01:15:07,359 --> 01:15:09,920
that'll continue with like other Souls likes now, like, oh,

1507
01:15:10,000 --> 01:15:11,479
let's just do it open like kind of like you've

1508
01:15:11,479 --> 01:15:13,359
been saying more like open world games kind of take

1509
01:15:13,439 --> 01:15:15,399
lessons from Breath of the Wild and Tear to the King.

1510
01:15:15,600 --> 01:15:17,279
It seems like, yeah, when doing a Soul's likes and

1511
01:15:17,319 --> 01:15:19,800
be like, maybe we could do some Elton Ring stuff too,

1512
01:15:19,920 --> 01:15:21,199
so it'll be.

1513
01:15:21,159 --> 01:15:23,760
Speaker 2: Funny because it's like I didn't even I was nervous

1514
01:15:23,760 --> 01:15:27,600
about from software doing that because like going open world

1515
01:15:27,680 --> 01:15:30,359
with something is typically a turn off for me. But

1516
01:15:30,479 --> 01:15:32,640
it's from software, so I trusted them and they nailed

1517
01:15:32,680 --> 01:15:35,720
it like any other dev Like don't if you're making

1518
01:15:35,720 --> 01:15:38,199
a Souls like, don't go with the elden Ring route.

1519
01:15:38,239 --> 01:15:40,359
That's a really high bar to hit, Like, yeah, that's

1520
01:15:40,399 --> 01:15:42,159
what I love so much about Liza p is it's

1521
01:15:42,199 --> 01:15:46,159
like the traditional Dark Souls Bloodborne esque route where it's

1522
01:15:46,159 --> 01:15:49,039
like you're gonna watch this. I prefer a world opening

1523
01:15:49,119 --> 01:15:51,920
up through shortcuts and connections then I do just a

1524
01:15:51,920 --> 01:15:55,680
big map that I can traverse wherever I want, and yeah,

1525
01:15:55,760 --> 01:15:58,439
I want. I don't want this elden Ring lesson to

1526
01:15:58,640 --> 01:16:00,439
apply to every Soul's like Movie Forward.

1527
01:16:00,720 --> 01:16:01,079
Speaker 1: Well, Wes.

1528
01:16:01,279 --> 01:16:04,239
Speaker 5: Crazy thing is I just looked at the Metacritic and

1529
01:16:04,359 --> 01:16:07,640
Code Vein two has a higher metacritic than codeven and one.

1530
01:16:08,279 --> 01:16:11,760
Oh really, seventy two is the Codevein two metacritic. Seventy

1531
01:16:11,880 --> 01:16:13,319
is the Code Vein one metacritic.

1532
01:16:13,680 --> 01:16:17,079
Speaker 2: Okay, so that's about That's yeah. I saw some I

1533
01:16:17,119 --> 01:16:19,119
saw some ten out of tens for Code Vein two,

1534
01:16:19,760 --> 01:16:21,720
which I was reading just to be like, you know,

1535
01:16:21,920 --> 01:16:25,560
to check out what other people are saying. And so

1536
01:16:25,960 --> 01:16:28,279
there's people out there that enjoyed it, not me, But

1537
01:16:28,840 --> 01:16:31,760
you know, I'm not gonna yuck their young shout out.

1538
01:16:31,800 --> 01:16:34,039
I'm glad you liked it. I did not, And I

1539
01:16:34,079 --> 01:16:36,920
am very excited to lete this off my hard drive

1540
01:16:36,920 --> 01:16:38,840
once I have the go ahead of the more video persons,

1541
01:16:38,880 --> 01:16:40,439
I don't need to capture anymore.

1542
01:16:42,680 --> 01:16:44,960
Speaker 1: West On as Stadium one any elden Ring likes. But

1543
01:16:45,640 --> 01:16:49,279
hear me out, how would you like a Strand game

1544
01:16:49,640 --> 01:16:50,680
that was a Soul's Like.

1545
01:16:53,560 --> 01:16:56,880
Speaker 2: You know, I'm a strand. Guy, I'm a big I'm

1546
01:16:56,880 --> 01:16:58,680
a big fan of those strands, so I'll take you.

1547
01:16:59,039 --> 01:17:02,560
Speaker 1: Could build bridges while dodge rolling enemies. I'm just so.

1548
01:17:04,079 --> 01:17:07,119
Speaker 4: What if doing the Dougie gives you I frames like

1549
01:17:07,159 --> 01:17:08,119
a dodge roll bood?

1550
01:17:08,680 --> 01:17:12,319
Speaker 2: Oh my god. We're really onto something here, We're really

1551
01:17:12,359 --> 01:17:13,039
onto something here.

1552
01:17:14,560 --> 01:17:18,600
Speaker 1: Well, awesome, Thank you, Wes. You can read Wes's full

1553
01:17:18,680 --> 01:17:23,600
Code Vein two review right now on gaminformer dot com.

1554
01:17:23,239 --> 01:17:25,880
Speaker 2: And if you watch the video on our YouTube channel

1555
01:17:26,319 --> 01:17:27,520
by the time you're seeing.

1556
01:17:27,239 --> 01:17:31,359
Speaker 1: This, Oh okay, we have a video review. Awesome. Yes, yeah, okay,

1557
01:17:31,479 --> 01:17:34,680
well yeah go check that out as well, and that'll

1558
01:17:34,680 --> 01:17:37,159
wrap up this week's show. Folks, thank you so much

1559
01:17:37,199 --> 01:17:39,920
for watching. Once again, if you want to support Gameformer,

1560
01:17:40,039 --> 01:17:44,159
game Informer dot com slash subscribe, get yourself a magazine subscription.

1561
01:17:44,680 --> 01:17:47,840
Of course, double seven first Light digital issue available now

1562
01:17:48,560 --> 01:17:52,439
coming in mailboxes and stores and over the next few weeks.

1563
01:17:52,479 --> 01:17:56,760
But yes, you can get yourself a beautiful, glossy and

1564
01:17:57,119 --> 01:18:01,199
thick with two c's printed magazine by going to Gameforma

1565
01:18:01,279 --> 01:18:03,920
dot com slash subscribe. Ten is is a year delivered

1566
01:18:04,000 --> 01:18:07,640
right to you. Jan. Thank you so much man for

1567
01:18:07,760 --> 01:18:10,199
joining us on the show. Is there anything you want

1568
01:18:10,199 --> 01:18:12,239
to plug with what you got going on over there?

1569
01:18:12,239 --> 01:18:13,399
A giant Bomb.

1570
01:18:13,640 --> 01:18:16,359
Speaker 4: Yeah, for folks that don't know giant bomb dot com

1571
01:18:16,479 --> 01:18:21,000
or an independent games media website. We stream possibly too much,

1572
01:18:21,119 --> 01:18:23,239
so if you ever need any backgrowd noise, we're there

1573
01:18:23,279 --> 01:18:26,720
for you. One of our biggest series right now, we

1574
01:18:26,760 --> 01:18:29,840
call it Blake Club. We subject three of our staff

1575
01:18:29,840 --> 01:18:33,159
members to play some of the worst games to completion,

1576
01:18:33,319 --> 01:18:35,039
so I suggest you go check that out. We also

1577
01:18:35,039 --> 01:18:37,800
have a bunch of pods if you're curious and you

1578
01:18:37,880 --> 01:18:40,760
need some more audio to fill up your life. I

1579
01:18:40,800 --> 01:18:43,560
do want to say we're all big fans of a

1580
01:18:43,560 --> 01:18:47,479
Game Informer over at GB, but y'all have the nicest magazine,

1581
01:18:47,520 --> 01:18:50,439
not just in terms of content but actually the paper.

1582
01:18:50,680 --> 01:18:54,039
It is the nicest magazine I have ever touched. So

1583
01:18:54,439 --> 01:18:55,079
be proud of that.

1584
01:18:56,520 --> 01:18:58,279
Speaker 2: When we came back, we wanted to do that, and

1585
01:18:58,319 --> 01:19:01,680
I remember matt O Rider in chief, got like advanced

1586
01:19:01,920 --> 01:19:03,800
and our design team got advanced looks on that, and

1587
01:19:03,800 --> 01:19:05,760
they just kept telling us how much nicer it is

1588
01:19:05,800 --> 01:19:07,359
and how much better that Peoper is. But we didn't

1589
01:19:07,359 --> 01:19:08,720
have it yet. And when I finally got it, I

1590
01:19:08,760 --> 01:19:11,880
was like, Yo, we might actually have the cleanest magazine.

1591
01:19:12,000 --> 01:19:14,279
Speaker 5: Yeah, And like yeah, at the end of our last era,

1592
01:19:14,560 --> 01:19:16,920
it was like getting cut so much in terms of

1593
01:19:16,960 --> 01:19:19,239
like our budget for like the paper that we could afford.

1594
01:19:19,359 --> 01:19:22,239
It was like it was not where we wanted it

1595
01:19:22,279 --> 01:19:23,920
to be. So that was like a huge priority for

1596
01:19:24,039 --> 01:19:27,359
us when when we came back under a different parent company.

1597
01:19:27,920 --> 01:19:30,079
Speaker 4: Yeah, and when I saw it at the I saw

1598
01:19:30,119 --> 01:19:32,520
it at my local Barnes and Noble. And not just

1599
01:19:32,560 --> 01:19:34,680
because I know it's y'all, it's stuck out to me,

1600
01:19:34,840 --> 01:19:37,560
but it stuck out because of the glossy, nice paper.

1601
01:19:37,960 --> 01:19:38,800
Speaker 1: Oh awesome.

1602
01:19:38,800 --> 01:19:39,920
Speaker 3: Oh yeah, we appreciate that.

1603
01:19:40,800 --> 01:19:45,199
Speaker 2: I was prepared to hate jam because when this podcast

1604
01:19:45,199 --> 01:19:48,439
started because in the kind of funny Games Daily Awards

1605
01:19:48,560 --> 01:19:50,680
we were in the Game of Former was a finalist

1606
01:19:50,760 --> 01:19:53,000
for Best Website, and so was Giant Bomb, and Giant

1607
01:19:53,039 --> 01:19:56,000
Bomb beat us. Giant Bomb won that. But you know

1608
01:19:56,039 --> 01:19:59,319
what I think I'm turning. I'm turning a corner, Jaan.

1609
01:19:59,439 --> 01:20:01,159
Then Giant bar Folks are pretty cool.

1610
01:20:01,800 --> 01:20:05,680
Speaker 4: Okay, all right, Well, Wesley, if I if and when

1611
01:20:05,720 --> 01:20:07,920
I see you in person, I hope instead of like

1612
01:20:07,920 --> 01:20:10,119
an olive branch or a handshake. We can just hit

1613
01:20:10,159 --> 01:20:11,079
the Duggie together.

1614
01:20:12,920 --> 01:20:15,560
Speaker 2: No one around us will have any idea what we're doing.

1615
01:20:15,359 --> 01:20:17,720
Speaker 4: But but I hope it inspires everyone else around us

1616
01:20:17,720 --> 01:20:18,359
to join.

1617
01:20:18,199 --> 01:20:20,159
Speaker 1: In the mass hysteria.

1618
01:20:20,399 --> 01:20:22,760
Speaker 4: Yeah, yeah, massive Dougie hysteria.

1619
01:20:22,840 --> 01:20:25,199
Speaker 1: Yeah, it's coming back, much like the Harlem Shake.

1620
01:20:26,479 --> 01:20:29,880
Speaker 4: Oh okay, I'm excited forcast for sure.

1621
01:20:30,199 --> 01:20:33,319
Speaker 5: It's the collaboration that gamers have been dying for. Giant

1622
01:20:33,720 --> 01:20:36,359
Game and former staff coming together to hit the Dougie.

1623
01:20:35,920 --> 01:20:37,920
Speaker 1: The Douggie that would do numbers.

1624
01:20:37,920 --> 01:20:39,520
Speaker 2: Hold on now album this.

1625
01:20:39,600 --> 01:20:44,279
Speaker 1: Year director, Yeah, talk off air, get that set set

1626
01:20:44,279 --> 01:20:48,760
for SG Yeah, well, thank you, Janny. Yes, please go

1627
01:20:48,840 --> 01:20:51,800
to support Giant Bomb. They put out awesome content. It's

1628
01:20:51,800 --> 01:20:55,520
a long time BombCast listener. Myself, I love I love

1629
01:20:55,520 --> 01:20:58,000
the show. You guys always crack me off. You guys

1630
01:20:58,039 --> 01:21:02,159
have some great, great conversations about and often not video

1631
01:21:02,199 --> 01:21:05,159
games that are extremely entertaining. Love all the videos and

1632
01:21:05,159 --> 01:21:07,600
streams you guys put out. So please go support a

1633
01:21:07,640 --> 01:21:11,399
Giant Bomb who they themselves are out independent. You guys

1634
01:21:11,479 --> 01:21:15,239
went independent not to after we came back, so it

1635
01:21:15,760 --> 01:21:18,159
felt really cool to like come back and see another

1636
01:21:18,199 --> 01:21:21,039
outlet kind of like you know, like I said, seemingly

1637
01:21:21,039 --> 01:21:22,840
on the brink of going away and then coming back

1638
01:21:23,039 --> 01:21:25,960
better than ever. So love seeing what you guys are

1639
01:21:25,960 --> 01:21:26,640
doing over there.

1640
01:21:28,479 --> 01:21:31,199
Speaker 4: Thank y'all, thanks for having me and I love seeing

1641
01:21:31,239 --> 01:21:34,800
what y'all are doing over here at Game Informer. Fantastic

1642
01:21:35,279 --> 01:21:38,319
awe inspiring stuff, constantly awesome.

1643
01:21:38,760 --> 01:21:41,159
Speaker 1: And if you want to follow a jan Jan what

1644
01:21:41,199 --> 01:21:43,439
does your social media handle? Folks want to reach out for.

1645
01:21:43,439 --> 01:21:47,640
Speaker 4: You, primarily on Blue Sky. That's just at Janochoa dot

1646
01:21:47,680 --> 01:21:51,680
bsky dot social, but just look for giant Bomb. Don't

1647
01:21:51,680 --> 01:21:55,039
actually look for a giant Bomb unfortunate naming. Can't get

1648
01:21:55,119 --> 01:21:57,840
rid of it at this point, but giant bomb on

1649
01:21:57,880 --> 01:22:01,680
all socials were on Instagram, TikTok sky. I think those

1650
01:22:01,720 --> 01:22:03,640
are the big three, as well as YouTube of course,

1651
01:22:04,039 --> 01:22:06,479
But just go to giant bomb dot com. You can

1652
01:22:06,479 --> 01:22:10,000
find us and all the stuff we make over there awesome.

1653
01:22:10,560 --> 01:22:12,720
Speaker 1: You can follow me on Blue Sky as well at

1654
01:22:12,840 --> 01:22:16,800
Marcus Stewart's seven. You can find Wesley at is it

1655
01:22:17,000 --> 01:22:20,920
Wesley Wesley Woodblog? What is Wesley Blah? Just Wesley Lebloc

1656
01:22:21,880 --> 01:22:24,880
and Brian at Brian Pichet or did you drop the

1657
01:22:24,880 --> 01:22:25,640
p Brian?

1658
01:22:25,840 --> 01:22:27,239
Speaker 3: Nope, it's still there.

1659
01:22:27,640 --> 01:22:30,560
Speaker 5: Just because I was that was Brian Piche across all

1660
01:22:30,560 --> 01:22:32,239
of their platforms, so I was like, I don't want

1661
01:22:32,239 --> 01:22:36,000
to confuse, like what on different platforms, so I just

1662
01:22:36,079 --> 01:22:36,800
kept it consistent.

1663
01:22:37,279 --> 01:22:41,920
Speaker 1: Okay, well at Brian Piche on Socials and yeah, we

1664
01:22:41,920 --> 01:22:43,520
were going to get the heck out of here. But

1665
01:22:43,560 --> 01:22:45,640
we'll be back next week with an episode of the

1666
01:22:45,640 --> 01:22:48,079
Game and former show. Thank you so much for listening

1667
01:22:48,119 --> 01:23:05,079
and watching, and we'll see you then. Bye.

