Speaker 1: Hey, everybody, welcome to Game Mess Mornings with Me Jeff Grub,
your host from GiantBomb dot com. Thank you for tuning in.
In this episode, we're gonna be talking about more switch
to games getting announced, and did Peter Malinu accidently accidentally
make a Cooking Mama game. It's gonna be a good
one because we have Sean Turboshaw McDowell on the show. Sean,
how are you doing.
Speaker 2: I'm doing pretty good, Jeff. I've been busy, been playing
some stuff and looking forward to talking about that soon.
Gain some retro achievements. That was my big thing over
the weekend, finally getting cooking on those Wii retro achievements
because I want that profile icon over there.
Speaker 1: Right, that's new, right. The Wei achievements we're at in
the last month or.
Speaker 2: So, yeah, roughly a month ago, I believe, because they
have any event, the we rollout event where if you
get x number of points by you get one point
for finishing a game, you get a second point for
getting all the retro achievements in a game during games
that are worth a doubler triple points and depending on how
many you get during this three month event or however
long it is through July, you'll get profile icon and
I want to do that. But yeah, I've been working
on Super Mario Galaxy. That was in the mood after
the movie there of course.
Speaker 3: Yeah, fun, a.
Speaker 2: Fun game, a little wonky controls wise. That's always been
my issue with it is like how much we was
in that game.
Speaker 1: Right necessarily so right, no, no second analog you kind
of you just have to like go along with it,
and then they kind of simplify some other things because of.
Speaker 2: That, right I was. I was streaming it actually, I
fired up the personal stream for a person. I go, well, yeah, yeah,
if everyone wants to watch, I'm doing that on the weekend,
Twitch dot TV, Slash Turbo shawn Sahawn, And I was
saying the whole time, when it's just being a three
D platformer, it was just being a three D platform
or no gimmickery. Galaxy is excellent when it's all about
you know, the pointer controls and shaking and stuff like that.
Speaker 1: Yeah, yeah, that's a little annoying for the platforming gimmicks.
The gimmicks that are platform like the platforming focused all
really good, and then they get even better. In my opinion,
in Super Mario Galaxy Too. You're right, all the we
gimmicks don't hold up.
Speaker 2: The one that I think works really well is the
the slingshot stars were sure, yeah, you use the pointer
and like fling Mario around an asteroid feeler sign that's
very fun. But other than that, yeah, I'm looking forward
to get playing Galaxy too as well. I think twy
Princesses give me next for me.
Speaker 3: Though, Yeah, it is uh like Mario.
Speaker 1: The Three to Mario Platformers is one of the franchises
that helped me realize why I do have such an
affinity for the Nintendo sixty four. It like you kind
of when you look at the complexity of what a
game allows you to do. During the n sixty four hour,
we really did go kind of down in the next generation,
like let's pull back, let's make things a little bit simpler,
make them a little bit more open for everybody, And yeah,
I thought, you know, it's definitely admirable, there's a reason
to do that. But I could do a lot more
shit as Mario and Mario sixty four then, or I
felt like I have moretrol over him then a lot
of the other follow ups there.
Speaker 3: Odyssey does bring it back in a lot of ways.
Speaker 1: But even then, I'm like, I think I still think
Mario sixty four is the right way for Mario to feel,
and that there's a lot of genres that do that
from that generation to GameCube.
Speaker 3: Yeah.
Speaker 1: Up, Galaxies Galaxy As are still fantastic though that's not
not saying anything against those for still.
Speaker 2: Very fun games. Yeah, I just think they have issues,
is all.
Speaker 1: Absolutely all right, let's explain ourselves. For giant Bomb. Go
to gimebomb dot com slash join. Please if you do that,
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Sorry for the delay there, but there is a new
episode of that on the premium site. Again, that's gimebomb
dot com. Slash join. Become a premium member. Thank you
so much much. As far as this show goes most weekday's, I,
Jeff Grub will help peace your gaming life back together.
That includes breaking news and maybe even some of our
own original reporting. For all these topics, I'll get the
input of a bona fide expert who will make me
look smart. If you were watching live on twitch welcome,
You can always listen to the show later on podcast
feeds by searching for Game Mess Mornings, or find the
RSS feed on giant bomb dot com. You can also
catch the show later with chapters and timestamps on YouTube.
Speaker 3: Hello YouTube. All right, we have a lot to.
Speaker 1: Get into, so let's start the morning mess here with
Geometry Wars inspired hits. Sectory appears on the Switch to
e Shop. It's the biggest story of the year, everybody.
This is Firmley Reynolds at Nintendo Life. Late last year,
a critically acclaimed arcade game titled Sectory launched on PC
and PlayStation five, and now it looks like it's heading
to the Switch. Developed by an ex Housemart employee, Sectorius,
heavily inspired by Geometry Wars, with a mix of twins
day gameplay, hordes of colorful enemies, and levels that morph
at will. Asian e shot pages list a release date
of the fourteenth of May for the Switch. Thanks to
recenter for spotting that. And we seriously can't wait to
get cracking with this one. It's you know, it's that game.
Now it's on switch. We always felt like that would happen.
Speaker 3: That that is. That's cool.
Speaker 1: I'm a little bit worried about that screen keeping up
with that game, but just a little bit.
Speaker 3: I haven't had many issues.
Speaker 1: It's like, but that game is crazy enough where it's
like if I was going to notice it in something
the sort of ghosting the artifacts that happen, I might
notice it with Sectory, a game I've played a lot
on an o lead Steam deck. So yeah, now's the time, right, Sean.
Everyone's going to get in.
Speaker 2: It's the biggest news story of the day, huh, leading
headline here.
Speaker 1: Okay, to be fair, it's not like a heavy news day.
So but I definitely would have led with this no
matter what, Sean. So you got me, You got me,
all right, you had me in the first half.
Speaker 3: There.
Speaker 2: You do raise an interesting point, though, Yeah, boy, that
switched to screen. The more I play in handheld mode
a fast paced game, I'm like, oh, oh, I revisited
Mario Kart there day I'm like, oh this is Mary.
Oh no, everyone was right, But yeah, Sectory, it'll be
interesting to see how it looks on there. I do
appreciate the extra resolution of a handheld mode. I was
firing up I fired up Pokemon Violet or getting some
Pokemon into Champions for you know, and jan do Pokemonday
Night Combat, and as I was transferring stuff over, I noticed,
dang heny looks sharp. Huh, it looks real nice.
Speaker 1: Yeah, I mean the screen just got big enough where
it's like that ten ADP.
Speaker 3: It's like, okay now.
Speaker 1: It's specially especially when they just make the game for it,
because you don't have the interpolation there. It does make
a difference.
Speaker 2: Yeah. Sectory definitely one that I enjoyed when I played.
Of not not as hot on it as say you
and Dan were, but I do think it's a very
fun game that I'm glad to see. This is this
The first console version was a PS five.
Speaker 3: It was PS five, it was PS five out.
Speaker 2: Yeah, absolutely, okay, Well, cool to see you go more
places then, because I think this is a good handheld game.
You really get the zone while you're just wherever you are.
If you think you're gonna be watching TV, you won't be.
You'll be focused on this game or for bedtime or whatever.
I think this will be a fun game for that.
Speaker 1: Yeah, it's a game that overwhelms the census for sure.
You can't cannot. It's one of the things I like
about it. It's a meditative, meditative because it's like, no,
I have to throw every single one of my faculties
into this game to be able to handle it at
the level that I was trying to get to, and
it was really good. I got into the uh I
think I got into the top ten right.
Speaker 3: Yeah?
Speaker 1: If not, I was like right there. Maybe I was
like number eleven in the world or something like that.
I can't remember off the top of my head. On Steam,
it is a little bit like, oh man, now there's
going to be a new leaderboard. I should probably get
in there and set a score. That's a dangerous road
for me. I played a lot of this game. I
actually haven't told anyone this yet because it's kind of
kind of embarrassing, and also it's one of those things
where when I say it out loud, it's like I'm
going to be so annoyed by and I'm gonna have
to do something about it, and right now I'm trying
to ignore it.
Speaker 3: My steam Deck.
Speaker 1: I was on vacation in Michigan last year and I
brought it with me, and I was like, I charged
it before the trip, but I must have like had it.
I must have hit the button in my bag and
it was like running in my bag and it was on,
and the battery just drained to hell. And I was
tired one night and I was trying to turn it on,
like I know, it's got a full battery. So I
was just kept trying to turn on, like what's going
on here? It seems like it's about to turn on.
And by doing that, I was just draining every last
little bit of battery out of that thing, to the
point where it just zapped it and it would not
come back to life. I basically it just wiped some
internal storage. The OS wouldn't work. I couldn't reinstall the OS,
so Steam I worked with rmade it. They sent me
a new one. And the only thing I really played
on that thing for weeks was secretory and to the
point where when I got done with it, I'm like,
all right, I'm moving on to other games. The right
analog stick was squeaking because I had played it so much.
I think I had already wore already worn out the
right analog stick on that thing. It was, and I
kind I kind of have to like blow into it
or use some compressed air and that'll fix it for
a day, and then the next day squeaking again, and
it's really annoying.
Speaker 3: I get bothered by that sort of thing, Sean.
Speaker 2: This also makes a lot more sense than how you
originally told the story of your system just magically died.
Speaker 3: Yeah, we don't have to get in the details. Who
did who?
Speaker 1: And maybe I said some things while I was still
trying to get my replacement unit, so so who could say,
uh but yeah, place Sectory, it's a it's a that's
a real good game. Yeah all right, Yoshi and the
Mysterious Book previews went live yesterday. They also put an
overview trailer out today, so that that's worth tracking down
because it's a little bit more interesting than I was expecting,
and you can see me react to that. Because Backlar
and Will went out to New York City to see
the game. We put the quick Look. The Quick Look
sort of thing that we have of that for the preview.
It's out now. You should watch it because it is
a different game than just a regular Yoshi platformer or
just like a Hey run to the goal and maybe
find a couple of secrets. It is almost combining the
like cozy game stuff with a platformer where you have
these interactions between the different enemies, like what's the Warrial
land game that does that where like when Warrio runs
into a certain enemy, he like catches on fire and
can solve puzzles.
Speaker 3: Was that three?
Speaker 2: That's like most of them after a certain point, I
want it to start.
Speaker 1: Two started, Yes, So it's a little bit similar to that,
and a little bit similar to like Breath of the
Wild chemistry system where these like you could feed a
certain spicy chili pepper to one enemy and that will
cause them to have a different effect.
Speaker 3: And then you could take that enemy who's now.
Speaker 1: Blowing out spicy bubbles or whatever to go go and
interact with a different enemy, and not because they're getting
hit with the spicy bubbles, they are producing a different
effect themselves. And as you interact with these enemies, you know,
not even enemies, they're just other like wildlife, and Yoshi's
almost a scientist doing research on them, and that's what
he's writing into the mysterious book you get to name them.
There's a real cozy game atmosphere to it that I
was not expecting, and I think it's not going to
change my opinion on these Yoshi platforms of like now,
they're the depth of Yoshi's Island that I loved.
Speaker 3: But it could be different in a good way.
Speaker 2: Okay, so he's not a scientist, he's a Pokemon trainer.
Speaker 1: He's got pokea list it is. Yes, I think that's
also a good way of looking at it.
Speaker 2: Yes, interesting, Okay, that makes it, uh maybe immediately more
appealing because I think the big question was, what the
hell is this game? What are you doing in this
cute little platformer here? I have not got been so busy.
I haven't even watched the quick look of it. But
that's interesting. So in general people seem a little higher
on it than before. Is like the overall vibe.
Speaker 1: I think people are like ready to give this one
the benefit of the doubt in a way that when
this game was announced, I think a lot of us
have gone, We've done that before, We've given the Yoshioshi
games the benefit of the doubt, with the expectations like
maybe this one will be more like Yoshi's Island. And
that's so, I think, because they're not asking us to
do that same thing again. Because they're like, no, we're
doing something different. People are Okay, maybe this could work,
and it's not. It is certainly lack lackadaisical, which is
what I've always said about the recent Yoshi games. I
think that's the best word to describe them.
Speaker 3: It's still that.
Speaker 1: Now it's sort of like flipping that and like making
it its strength of we're gonna get like, there's no
reason to rush to the end, explore these worlds, jump
around as Yoshi. You're gonna still be able to eat enemies,
turn them into eggs, throw them at things, still find secrets.
There's five of you know, flowers to find in these levels.
All that stuff still here, but now we're adding another
couple layers on top of that and making it complex
in an interesting way. And so yeah, I think people
are a little bit more optimistic than they ever would
have been on this game had it not tried something different.
Speaker 2: Yeah, because it seems like it just in general leaning
into the cozy vibe that Yoshi has been going with
for a while now, and so I think, yeah, me,
maybe that's a good sign if people are a little
more optimistic, maybe even that's a strong way of playing it.
But our will, like you said, willing to give a
chance and not just right off as well. This is
a game made for the youngest of kids, and that's
why it's so simple. Maybe there's something else here. I'm
really curious about this one. I'm interested to see how
it lands.
Speaker 3: Yep, yep, same.
Speaker 1: I am now adding it to the one where it's
like I think a bunch of times me and might
be like, hey, what's coming up with the switch too,
and we name a bunch of games and not this one.
Speaker 3: I don't.
Speaker 1: I'm not gonna forget this one anymore. I think now
I'm like ready for it. Now, it's out next month,
gonna be pretty easy to remember it. But no, something
flipped a little bit here when Bacilar was showing walking
us through it and back of Ar seemed to enjoy it,
which always like, I wonder what you'r's going to think
of this, and the fact that he seemed to be
coming away being like, h this there's something here has
me has peaked my interest for sure?
Speaker 3: All right?
Speaker 1: Uh up next, Ye's E's Memoir Revelations in Calsetta, Man,
I don't know.
Speaker 3: There's a lot of fun.
Speaker 2: Memoir revelations in Cell SETA.
Speaker 1: Cell SETA. All right, close reviews they're in. It's got
an eighty on Open Critic. Seven out of ten from
George Yang at Nintendo Life. Yee's Memoir is a good
entry in the long running action RPG series, but it's
far from the best. Despite the game's title. The plot
is forgettable, but the explosive combat, charming characters, and booming
soundtrack are engaging enough to keep your intention until.
Speaker 3: The credits roll.
Speaker 1: Adall has had more memorable adventures on Nintendo Switch, but
mapping out the Great Forest of Calcetta SELSETA you said,
still a fun time for me? Then nine out of
ten from Matty Fisher at Dual Shockers. The bosses are
a little weak, and it is a bit on the
shorter side of the j RPG spectrum at twenty hours,
but I feel like there's a genuine strength of the game,
or that's a genuine strength of the game, I should say.
If you've never played yas before, this is a great
entry point for any newcomer, and then seven point five
out of ten from Zoobi Kan at CG Magazine. A
Y's Memoir is another entry into the long running series
of action RPGs by Nihon Falcom, while also serving us
a great jumping off point for newcomers. So I think
there's this a franchise that people often say, Hey, where
should I start?
Speaker 3: And it sounds like, you know, if you.
Speaker 1: Are if you're okay to spend the money on a
game that people like, Hey, this is pretty good, but
it's a good entry point. I think that makes some
sense to me, although I would probably go like, why
wouldn't Like a lot of people are saying there are
better ones, why shouldn't I just start with the ones
that are clearly better? But hey, I don't know, I've
not played a lot of these games.
Speaker 2: Sean, Yeah, I wonder. I think the name might be
because they don't want people to know what this actually is,
which is a remastering of the remake of Ease four.
Speaker 3: Yeah.
Speaker 2: So the Ease games are kind of weird because chronologically
they go out of order from their number in the series.
They just like put his story in here and there
and a bunch of different places. But I have mind
standing because I haven't played much of the e series.
My understanding is that they are kind of like Final Fantasy,
kind of disconnected from each other, except that this series
has the same main character in each one. It's a
I guess you could say it's like the Ledge of Zelda.
How links adventures are completely disconnected, even if it is
the same link in each one, You'll just get references
and stuff. Yeah, so I don't think this is great
jumping on point necessarily, but they don't want people to
know that because you know, the adventures are all disconnected
from each other.
Speaker 1: Right, it can be in that, you know, the big
numbering system that these games often do have, they are
not afraid to go up to eight.
Speaker 3: Nine, ten. That's that could be intimidating to people. You know.
Speaker 2: Yeah, I wonder if playing you know, his Ease ten
just came out, like the definitive edition, that extra content
just came out recently. I wonder if the ten on
that like maybe scares some people off of like, oh no,
there's nine stories that I have to catch up on here,
and that's why they did. There's also The Oath in
Fall Ghana was also a Ease memoir a game. They
can call it like, you know, Ease Origin or Ease
Book one and two like they have in the past.
They just called it something else, maybe to not scare
people off. I think that makes sense.
Speaker 3: Yeah.
Speaker 1: There, you know this idea of a character going through
a bunch of different adventures and having different ways of
doing that, where apparently, yeah, link, it's always a different link,
and apparently for this series it's always the same guy.
It's like, you know, that's a distinction almost without a
difference when it comes down to actually executing on the games.
But you know, if you're a big fan, it can
mean something. But it reminds me so much of those
big franchise book characters that get really popular and then
suddenly there's like seventy Jack Reacher novels and you're like,
how many times can this guy save us from nuclear armageddon?
It turns out seventy times, and it's like, oh, yeah,
the stories are connected. It's the same character, but really
one does not affect the other. It's a common thing
in fiction. So yeah, and it has its own version
of that for sure. So what I'm saying is Aldon
is that the character's name is eight. Okay, yeah, he's
a Jack Ryan from the Toms exactly. Yeah, no difference. Okay,
let's get this is the real big story of the day. Sean,
here you go. I knew you were waiting for this one.
Speaker 2: Ah uh huh.
Speaker 1: Players say Peter Malinu's new God game is too much
like Cooking Mama. This is from Claire Lewis at GameSpot.
Peter Malineu, creator of Fable and various popular God games
like Black and White, has released what he says is
his final game, the culmination of his life's work. That's
a quote from him, and proof that he's done, done
over promising and under delivering. Masters of Albion, a God
game that launched in early access yesterday, is that game.
But rather than feeling like an omnipotent God, players say
that the game makes them feel like they're trapped in
a medieval version of Cooking Mama. The main game This
is a quote from I Believe, a user review on Steam.
The main gameplay loop seems the center more or less
around a Cooking Mama style minigame, one player wrote on Steam,
where the game's user reviews are currently mixed. Master Valbiond's
Steam page describes it as a bold reimagining of the
god game genre from the creator who defined it, and
explains that players can shape a living world as a god,
or step into it and.
Speaker 3: Experience it through its people.
Speaker 1: The game includes building, town defense, and other typical life
sim meets strategy games genre staples, but it also includes
a whole lot of painstaking cooking mama esque sandwich making. Apparently,
for the majority of the time you will be making sandwiches, cakes, soups, pies, etc.
Not being in all powerful godly hand. One thumbs down
steam review adds reads, you literally put the bread down,
then disciple what goes on top of the bread, then
what goes on top of that or what ingredients you
put in the soup. For each and every work order
with a vague hint of what the client wants. The
hints start out fairly easy. For example, the first request
seems to be a sandwich with bread, dairy and nothing more. Clearly,
this customer wants a cheese sandwich, But after watching a
live stream in which the player fulfilled the this request
by making a sandwich with cheese lettuce, tomatoes, wrap, meat,
and vinegar, and was still given a ten out of
ten score by the customer seeking a simple cheese sandwich.
I have even more questions about how this is supposed
to work. There's more to this story here, but I
think we have a pretty good idea of what's going down.
This game is an early access sean we should say
that first. Okay, yes it's early access. It did just
come out. This is the one where I think a
lot of people will will remember when it got announced
it was like, wait, isn't that the setting for Fable?
Is he just like he was stealing from that? It's like, well, no,
Albion is a it goes way back. That's public domain.
A lot of games have used that as a sort
of stand in for England, Great Britain. I'm not exactly sure.
I am no expert and have not read a lot
about it, but and it was always he's doing his
own Fable thing again. It's like, well, no, he's going
to kind of do his God game stuff, kind of
black and white again or populous. And now it's here,
and it does sound like another one of those like
what are you going for, Peter, Peter, what were you
trying to do here. Have you seen anyone, like watching
streams playing this game. I've not seen anyone sort of
pick it up yet.
Speaker 2: No, this is like the inverse of people who I
want this is right. I can't imagine anybody I know
picking up this game. Majority of your time making sandwiches
and cakes and stuff.
Speaker 1: A majority in the God game you played like Black
and White. You ever play any of his like previous
God games, No, I haven't. Yeah, so like those, that's
one of those games. Whereas like a console gamer, I
still like noticed it because it was getting like ninety
ninety one percent from PC gaming magazines and stuff like that.
And I love the idea of like, oh, you play
us the Hand and you can like sort of pick
up the characters and put them together in situations, or
you could just throw them across the world and punish
them and smite them and all this stuff. And it's
okay that that seems pretty interesting. And then yeah, it's
so to hear like this game doesn't focus on that stuff.
That really sort of made it a bit of a
weirdly viral hitting a time where we didn't have those.
It was it's like, oh, now you're making sandwiches instead,
What were you trying to go for here? This does
feel like filler until they can get the rest of
the game made and they needed to start selling it.
So it's an early access and what sounds to me
like a very incomplete state, and I just been surprised
that that's what happened here.
Speaker 2: That's interesting, and people's concerns about it strike me as
I feel like there's a disconnect between how they want
to market the game and maybe what the game actually is,
because I'm looking at the Steam page now and it
looks like what the description says. Yeah, there's parts of
where it's a god game where you're building the town
and then yeah, you had the floating hand. You can
even like send out spells and stuff to affect the world,
or you can like you know, slorp into a dude
and walk around down there and do some stuff. So
I wonder if, yeah, maybe they just have fleshed out
the actual walking around more fably stuff and they haven't
fleshed out the God game stuff as much. That's maybe
might take away from this.
Speaker 1: Yeah, I mean that sounds right, and yeah, there's a
lot of skepticism and chat about like you know this
is just, you know, a half finished game, and they're
just trying to pawn it off as something maybe a
little bit different so they can sell it.
Speaker 3: And yeah, probably probably.
Speaker 1: I mean that's the early access is and I think
should be the wild West, and that means occasionally you're
going to get something that is maybe even potentially a
little bit deceptive. So don't buy early access games unless
you're sure and you have that refund window. Definitely exercise
you right to refund games on Steam if within that
two hour period you kind of get the sense that
things are off there. Yeah, I just walk carefully with
anything that's labeled early access, and I would certainly do.
I mean, most people are just not even going to
sniff this thing, let alone go and spend money on it.
Speaker 3: Yeah.
Speaker 1: You know, Fables supposedly maybe still coming out this year.
They have not given us a date yet, hopefully it is.
I'm interested in that game still, although you know, this
one I do not think is going to get to
that point of being able to match the actual Fable
that's coming out.
Speaker 3: But we'll see.
Speaker 1: All right, let's go ahead and take a break, Sean.
We got plenty plenty more headlines to get into after that.
If you want to skip out on this, you can
do so giant bomb dot com, slash Join, become a
premium member ad free versions of the show on the website.
Until then, though, we'll be right back. It's Game Mess Mornings.
Speaker 3: We're back.
Speaker 1: That's Turbo Shawn. I'm Jeff Grubb. Let's get back into
the headlines here with one for our Mikeys. Everybody. We
always do one for the Mikeys. Two Point Museum announces
artsy FARTSI. No, that says Artifacts. That doesn't say artsy
FARTSI at all, although for some reason it's always going
to in my brain artie facts at DLC, which is
another fun pun. This is from Nintendo Everything More. DLC
is heading to Two Points Museum and Siga and Two
Points Studio today announced that Artifacts is next up on
the docket. It'll be available on Nintendo switch To as
well soon. There's a bunch of new content in this
let's see here. The Two Point Museum Artifacts DLC introduces
art focused management to two point County, allowing players to
collect and commission exhibitions ranging from famous work parodies like
two point Gothic to interactive performance arts. Key features include
a new art studio room where experts can create layered
original art, and new museum location called Undie Docs, and
an exhibition map based on Zara Fitzpocket's sketchbook. The DLC
also adds art experts, over twenty seven art exhibits and
themed items for gift shops and cafes. Man, you know, again,
just kind of throwing in there because I know Mike
likes this game so much. I do wonder, like, how
DLCs for this kind of thing do? Is it like
sims like where the people are into these things just
they'll schlurp all these things up and just can't help themselves.
Speaker 3: I don't know, I would assume so, but what do
you think.
Speaker 2: Oh, I know, I'm not one of those people. Yeah,
this is some Micas and Pikes stuff. Hopefully doesn't wander
on in here, and I want to talk about it
for about twenty minutes straight. I'm always glad when games
like this get some neat little DLCs to like, you know,
keep people who are invested in the game interested in
the game, and give them something new to do, because
it does seem like Two Point Museum is a kind
of game that led itself well to just yeah, you
add some new stuff to play around with with the museum,
maybe some new layer of the management sim of it all.
I can see why that would be appealing.
Speaker 1: And it's it is the kind of thing where when
you know, I played some of that game, I definitely
felt this, and the way Mike has talked about it,
this is the exact kind of stuff that they would
like where it's say, hey, I like like going down
these new paths of all right, now we're going to
focus on a museum of this kind, and we are
going to be able to do specific sort of rooms
where cool stuff is happening with certain kinds of characters
that I'm building. And it's like, oh yeah, they're delivering more
of that and kind of making it a more fleshed
out experience for a game that was already very well received.
All right, let's move on here more shoe Hey Yoshita news.
He's been talking a lot. I think this is another
one where he had a couple of public appearances and
had some conversations. He says he sees gaming future as
indie not quote generic Triple A games. This is from
Devin McClure at GameSpot Shuey Yoshoulda, a prominent figure from
PlayStation plays over two hundred and fifty games annually, focusing
primarily on indie titles due to the time commitment required
by Triple A games. He argues that indie games possess
a stronger creative resolve because developers can execute their specific
visions without the extensive approval processes and market driven safety
common and large scale Triple A productions. Yoshoulda believes indie
developer's lead industry innovation by exploring unique subjects that eventually
inspire large, larger studios. Reflecting on his career, he highlights
the democratization of game development through digital distribution as the
industry's most significant shift, allowing any creator to become a publisher.
While he acknowledges the decline in physical game production volume,
he notes an increase in the variety of physical indie
releases and collector's editions. Looking forward, yo should predicts a
rise in game volume and quality through accessible creation tools
that he warns that the saturation makes building and communicating
with a dedicated community essential for indie's success. This is
a lot of stuff I think that we kind of
intuitively know, stuff that has been proved like born out
a bunch of times, but I think it's certainly true
at this point for me, that's like the innovation does
come from INDI's and to me, sean you know, innovation
and novelty things that like feel new to games. You know,
there was a time where you could maybe expect that
to happen from the big publishers, but in recent years
and maybe going back for more than a decade and
a half, at this point, it does feel like indie's
are primarily responsible for the new ideas and to me,
and you can tell me if you agree with this
or not, new ideas are still what make video games
go around, Like it still feels like that's the thing
that makes this business sort of feel fresh.
Speaker 3: Is that right?
Speaker 2: Yeah? Absolutely, I think you're right. I think he's right.
I think he's on to something here where indies are
more and more important as especially as game prices go up,
people are looking to indies both for affordable ways to
play games as well as those new and interesting experiences
that you're talking about. This is a concern that I've
had a lot lately. I think a lot of people
have just this is like an opinion that I hear
of people I don't expect to be talking about it.
Of just Triple A games feel a bit stagnant right
now because there is that need to make the game profitable.
And if you need to make a game extremely profitable
because of how expensive it is to make a game,
you're not going to take a risk on some bold
new gameplay concept that may fall flat ats face. And
some Triple As have tried that and they just, you know,
they get absolutely roasted in reviews and stuff because not
necessarily what people want out of that series, or because
sometimes you try something it just doesn't land, and that
you know, that's fine when it's a small team. Can't
be that with a big team. And so these more
interesting ideas, these creative concepts. Look it's on like Peak,
for example, you can't have a team of two hundred,
three hundred, four hundred people developing Peak and finding some
way to put all these people to work and make
it a big budget Triple A gaming sell for seventy
dollars and have a bunch of micro transactions to keep
it going long term or something. It needs to be
the kind of thing that is made by a team
of you know, like five, ten, twenty people, and then
they can sustainably sell it for somewhere in that like
eight dollars range five dollars. I hear it is often
somewhere around there, because that's how that's how people can
buy it, that's how the studios stay afloat, that's how
the industry keeps rolling. Yeah, I think both of you
guys are onto something here of just like it's concerning
where Triple A is at. I think indis are a
much more sustainable way forward.
Speaker 1: And it's a little bit frustrating, right because we talk
about the risk a version that these big companies had
or have and when it like and you know, it's
like if they were to like talk to gamers like
like showing like even like you you have your group
of friends that like play games, if they were the
focus group, right, if they were going to them, there's
no way that like even that group of people who
are I'm sure like money conscious and want to make
sure that they're getting the biggest bang for their bunk
or buck, are going to be like telling these companies
be more risk averse, be more careful with your games,
and be less weird. I think we all want like
do something interesting, do something that surprises us. And it's like,
if we could just tell these companies that they could
hear us, they would be doing more of that, but
they are like the message is not getting through to them.
Speaker 3: It feels like.
Speaker 2: Right, and you know, I'm actually happy you brought that up, because, yeah,
my friend group is moving towards indy games. Game pass
was a big part of that, and you know, some
of them are still subscribed, some aren't because of the
price changes and stuff like that. It's funny. When we
got together this week, the talk was, hey, did your
game passes going down in price? Because that was relevant
to them, and so that was very big news. But
you know, we have something like Black Ops six comes
out and it's very fun, and then Black Ops seven
comes out. It was very clearly supposed to be DLC,
but for the sake of keeping the Call of Duty
train rolling, they decide to sell it as a seventy
dollars standalone product. And nobody I know is going for
that shit.
Speaker 1: And everyone everyone's savvy enough to know what's going on exactly.
Speaker 2: But meanwhile they see something like peak or whatever. You know,
indie game got added to game Pass that week, or
an indie game that they see on TikTok or whatever
and they pick up for like twelve dollars, and that's
something that is immediately more appealing to them because it
is that fresh experience that also doesn't cost a lot.
And you know, it goes back to that thing I
was saying about Triple A Games kind of being stuck
right now is because they can't put out something new
and fresh when the safe thing is right there. And
I don't think I don't think they realize people are
over safe. You know, we we've gone through a lot
of the big ideas in Triple A Games and we're
not seeing a lot of innovation. It takes something like
a pragmata, which is like turning the third person shooter
on his head a little bit to draw attention. And
we see that with you know, sales numbers, like for
a new ip something weird and different as well, like
Visually then turn around and sell a million copies in
just that first weekend is doing really well. And yes,
of course part of that is capcom of course. Yeah,
but also like anyone I show, like I'm like, hey,
check out a little bit of gameplay from when I
was playing. Here's this cool clip, and they're like this
looks sick as hell. I want to try this. Yeah,
like more risks need to be taken.
Speaker 1: Yeah, it's uh, And it's you know, we always point
to CAPC on the show about Hey, that's one of
the companies that's doing things right, and I think if
we tried to sort of diagnose, like what is it
that they're doing right, it is the marriage of their
trying by some stuff.
Speaker 3: They're there.
Speaker 1: They're properly refreshing and sort of refertilizing their most known properties,
and then they're always marriaging that with a level of
quality and and the like we're gonna make these things
look good and look expensive. A lot of these big
publishers are just that they just make it look expensive. Obviously,
some of the ones that are like the top of
the top, like the Naughty Dogs, are like able to
have gameplay innovation and the most expensive stuff, and then
their games cost an astronomical amount of money. But it's
like capcomes sort of figure out how to do it
in a way that feels sustainable, and it's like, Okay,
that's what they're doing right. They're kind of just doing
a little bit of everything that has always made gaming good,
and they're just doing it in a way that now
looks like, oh, if I'm paying seventy or in some
case like Pragmato, right, it's sixty dollars, paying sixty dollars
for a game. This is what I can get from
a publisher that really knows what they're doing. That feels
really good. And then on the ending side of things,
it's like, once you get down below thirty dollars, you
have so much more freedom to sort of just like
focus on the ideas rather than hey, this thing looks
big and expensive, and indie developers are running with that.
Of course, I mean Slay the Spire two success is
just oh yeah, that is a cultural thing at this
point that is caught on, and yeah, it does feel
like that is going to be what happens those things succeed,
it will filter up, Epic will steal it and put
it in Fortnite.
Speaker 2: That is I think I Slay Aspire two is a
good example of where people actually do want more of
it because it's not necessarily an oversaturated thing. Do you
look for a Slave the Spire clones on Steam, you'll
find them. There's spell out of them, but none of
them are quite lay the spire. None of them are
quite at that quality. And so I think that it's
like tabletop gaming. You know, you a new trading card game, expansion,
a new version of the board game, you like, that
adds more layers. I think adding more of that exact
same thing when you haven't been oversaturated is very appealing.
But the difference between Indian Triple A is like, because
if we get a Peak two where it's like, hey,
everyone's got jet packs, now, everyone's like, hell yeah peak
with jet packs because we don't have a million climbing
games yet. And so yeah, I think there's still room
in that for indies in the way that Triple A
just doesn't have. And playing off weightsit with Capcom. I
think what they're smart about is the fact that they
keep making video gaming ass video games. Really, Capcom's only
downturn was when they tried being generic Triple A video
games that appealed to the West quote unquote in like
the early twenty tens. There. That was the one time
where they had like no real bangers for a couple
of years there, and they had to they had to
turn things around, and so they just went back to
making PS one and PS two games, but with PS
four and five graphics and everybody loves it. And I
think more companies to need to look at what they're
doing if they want to have that success in the
triple A space and not potentially puts one out there
that could see some success or could fall flat on
s face relative to the to the cost of making.
Speaker 1: Right and you know, then the costs, I think are
the thing that indie developers would step and at this
point and be like, look, yeah, we are happy to
be the bastions of innovation and novelty. Absolutely, but it's
kind of rough out here for us right now, not
a lot of money going around. And one of the
things that works against them is the recent model has
been a small team sort of funding themselves. Maybe often
developers that have worked at bigger studios that might have
some money in their pocket spend six months to nine
months making a friend slop game. Never a pejorative when
it comes out of my mouth, a friends slap game,
and it sells millions of copies at eight bucks a pop,
and is like, oh, well that's now, that's your gravy train.
And you didn't need a publisher to step in, so
kind of publishers are like.
Speaker 3: What are we doing here?
Speaker 1: You've got to really tell us why you need our
money to make something, and you're not just one of
these lottery tickets that's like, hey, we're another friend's slop
game or something like that. But that does lead into
the next story of like there are these indie successes
that then sort of perpetuate more money coming into the space.
Vampire Survivor's creator Ponkol has over fifteen projects in the works.
This is from Ben Lanions at Game Reactor. When Vampire
Survivors made its arrival, the game quickly grew and caught
the attention of millions of players, so many, in fact,
that it took the small indie company of Ponkel from
a small fry to a rather large fish. Today, Poncol
is in the business of game publishing two, using its
wealth and poll to help other indies to indie teams
find their footing, But it also has grand plans of
its own, including a massive expansion and development power, and
plans to open new studios around the world. Speaking with
the Game Business, Punkell's chief strategy officer Matteo Sapio revealed
a whole bunch of information about the company and its
plans for the future. For one, it was revealed that
Vampire Survivors has now reached as many as twenty seven
million players. Obviously, it's on like all kinds of different services,
but a lot of people bought that game.
Speaker 3: It's on mobile. It's huge, and.
Speaker 1: This success is enabling poncol to commence work on over
fifteen upcoming projects, with even more ideas in very early
and rudimentary stages. Not all of these will be Vampire
related games, however, as Punk goes exploring some new avenues
where it can, while simultaneously licensing out it's engine to
other creators and brands that want to make Survivors games
of their own. With broad development hopes. Pocos even soon
set to open two new studios, one in Italy and
one in Japan, although this will seemingly be coming at
the cost of its third party publishing efforts, which are
now said to have been paused. So it's like, it's
interesting to see these companies try to navigate this space, right,
I think we hear Indie studio that had big indie
hit is now now has publishing ambitions, and that is
they're going to work with their friends in the space
to sort of publish their games and try to find
the next hit. And some of them have success, and
some of them are very good at that, and some
of them find that pretty challenging. Right, it's, you know,
the hit driven business of picking the next winner. I
imagine Sean, that would be pretty difficult.
Speaker 3: Right.
Speaker 1: You got to really put your taste on the line
and be like, is this thing going to pay off?
Speaker 3: I think it is because I like it.
Speaker 1: And say, okay, that's you know, it's a big bet
when you start putting tens of thousands and then hundreds
of thousands of dollars behind something. So in the case Sophuncle,
they're shifting from all right, let's use that money to
find these others, these other studios that are making games
to instead like, let's fund our own studios.
Speaker 3: And this is something we haven't.
Speaker 1: Seen a ton of from an indie team kind of
taking this stuff on and I'm I'm pretty I'm into it.
Speaker 3: What do you think of it?
Speaker 2: Yeah? I think I think this is good for indies
in general to like help raise each other up a
little bit. By the way, because Chaw was saying, to
be clear, yeah, this is being passed around initially as
they had fifteen games in the works and fifteen projects
as in a game or two, they have some DLC
they're working on. They have major updates that they're working on.
That's what that's what projects be.
Speaker 3: Yees a variety of different yes, yes, writers later on.
Speaker 2: Yeah, very clear on that. Yeah. But when it comes
to things that they're talking about, yeah, like helping other
games get published and like get off the ground and
stuff like that. I think that's really cool because we
saw that with what wasn't it when you were talking
last week about dos A Divas? Is that the one
that it has the relationship with what's her name buckle
fish or whatever?
Speaker 3: Yeah? Right, I think there was a relationship with somebody I.
Speaker 2: Forget the name because the studios.
Speaker 3: Yeah.
Speaker 2: Yeah, so some of these just names that are nouns
kind of just run together my head. Apologies everyone, but
it is cool to see to see these studios like
you know, Rising Tide, right, like helping each other out,
helping get the games out there. Hey we were super successful,
so we'll help you get this thing out the door.
Because we think that your thing is cool and people
buy it.
Speaker 4: And we know how to navigate this stuff. Now we
know how to navigate this stuff. We can help you out.
And hey, did you hear that if your thing sells,
everybody makes money. It's kind of you know how selling
games used to work back in a day. We give
you some money, you give us some money. Afterwards we
shake hands in part ways as all good. It's funny
how we just had a good conversation there about INDI's
sort of slowly taken over some of the mind space
of of big triple as Theirpy triple As. And now
we have it where indies have grown to the point
where they're kind of just doing what the game industry
used to be as Triple A spirals out of control,
and it's just all about the Quadruple A budgets that
no one knows how to actually spend.
Speaker 2: Well, it's not like CEO's screwing everybody over all up
and down the stack. No, it's just a studio who
wants to make a game makes a game. A slightly
bigger indie studio helps another one out and they get
the thing out the door. As a publishing partnership, it's great.
I'm loving this, and I think that's certainly part of
why indies are just getting more and more successful, is
as you see more and more people kind of just
helping each other out because they're like, hey, we love
video games. We an'll want video games to go away,
and it kind of feels like it might if we
just leave things in the hands of these companies have
grown way too big yep, exactly.
Speaker 1: And it's you know, then to that final point about
you got to find those indie communities they could be
a part of so that you can have a conversation
with that direct audience because it's going to get saturated.
Speaker 3: There are going to be so many games for people
to spend their money on.
Speaker 1: We're already there obviously, and it's only going to be exacerbated.
There is no sort of silver bullet solution to that.
It's just putting effort into being like, hey, when a
coupany like this puts out a game, a certain community
notices because they like the people involved or the people
surrounding it. And I definitely like viewers of view us
over at Giant Bombs, Hey, we're part of that, and
it's like, yeah, we definitely want to continue being a
stitch in.
Speaker 3: That thread over there for sure. All right, let's.
Speaker 1: Keep going here, shifting Gears. More Call of Duty games
are coming to Xbox Game Pass this year. This is
from Evan Campbell at GameSpot. Microsoft might be dropping new
Call of Duty games from Xbox Game Pass, and that
says in the new ones going forward, but that reportedly
won't stop older entries in the first person shooter franchise
from arriving on the service sooner rather than later. According
to pc Gamer, Activision is looking at bringing legacy Call
of Duty games to subscribers sometime this year. There are
tons of options, considering there are only six Call of
Duty titles on game Pass currently. The oldest is twenty
seventeen's Call of Call of Duty World War Two, while
weirdly twenty twenties Call of Duty Black Ops Cold War
is it included. In fact, it was only last week
that twenty nineteen's Call of Duty Modern Warfare joined the
subscription catalog. That leaves a huge chunk of the series
to pick and choose from, such as two thousand and
sevens Call of Duty Modern Warfare, Call of Duty Black Ops,
or even going back to the beginning with the original
Call of Duty from two thousand and three. Microsoft has
owned Activision blizterd for years at this point, so it's
a bit odd. So many Call of Duty games are
mia on game Pass, Sean, is it odd or do
you have like a sort of a thinking of like
why they've held back and other than god, it it
might be a mess to sort of navigate that as
you try to make sure people are playing the new
Call of Duty while having access to older Call of Duties.
Speaker 2: What do you think, Well, these games still sell. It's
a big thing. That's why they're disincentivized for I'm pulling
them in game pass. I don't know if you've ever
looked at buying an old one anytime recently. It's still
that thing. It was kind of a meme there for
a while thereof Call of Duty games don't really drop
the low twenty dollars on sale because Activision knows that
they can squeeze people for every dollar with these things.
Although that luster is quickly fading with the Call of
Duty series, and so I think there's this interesting standoff
between the community and Activision and now Xbox of well,
they could put more of these games into the service,
right are people going to play them? Do people care anymore?
Have we all kind of just like been so frustrated
with Activision and they're handling of the series at this
point that we're all just saying, you know what, no,
screw you guys, I'm gonna do something else, or you
know what, you guys put a war zone for free.
I'm just gonna play it for free and not give
you any money because I want to give you any
money anymore, and you still give me a little bit
of that Call of Duty itch when I want it.
I think that back and forth has been very odd
for a very long time. And you know, people have
been talking for a bit here ever since the price
drop on game Pass got Now since it's because they're
removing new Call of Duty games, Everyone's like, well, then
what was all of this for? Then? Why did you
go through these lengths Like this all feels very bizarre
that you just pride something with the biggest checkbook in
the world and failed, and we're just not going to
try to remedy that. We're just like reversing course. Altogether.
That seemed like a lot of lives upended, jobs lost,
and just a whole bunch of other crap because you
all couldn't get your shit together. I don't know. The
entire situation with Call of Duty has been messed up
for a very long time, and I think this is
just another example of them figuring out what to do.
How much do we put into our services? How much
value do we give to the customer when we still
know that people will buy these games on sale for
twenty dollars or even by them price for sixty dollars.
There's a bizarre back and forth there that most our
franchises and gaming do not have.
Speaker 1: Yeah, it's the call of duty stuff that's made me
realize that while these companies do have all of this telemetry,
all this data on us, and they know what we
don't like the people sitting in the room, then taking
that data being like, all right, and therefore here is
the solution to that. Here's what we can do to
change our fate. This is the easy path forward. They
don't know what they're talking about. They are just as
clueless as any of us about what would work in
this industry, and oftentimes more clueless. And the fact that
they can oscillate back and forth between these different positions
of like what game Pass is whether Call of Duties
in game Pass, whether everything's an Xbox, whether everything's not
an Xbox, just back and forth between all these positions.
It's like, oh, there is no one obvious answer based
on all that data. It is just a bunch of noise.
And they still have to try to suss out a
signal and they're struggling to do that, and it looks
just like any other company that's like, hey, this current
strategy isn't worked. Let's bring a new new leadership. And
the new leaderships like, well, because we're new, we have
to do things a different way. So let's go to
the one alternative here. And it's like, well, that means
Call of Duty comes out of game Pass, the price
goes down after going up, everything is an Xbox, now
everything's not an Xbox. Uh yeah, it's it's weird to see.
It's like, oh, yeah, they don't know what they're doing.
Speaker 2: It does seem like a weird thing where maybe Asha
is looking to get a little goodwill going there and
like maybe unilaterally decide we need to lower the price
on game Pass because that will make people happy. How
can we do that? And the only business thing that
they could think of was oh.
Speaker 1: Dude, you gotta go then, right, and it's and like
it was probably the easy one because, as you said,
it's it really seemed like an experiment. They were testing
things out in a way where it's like they didn't
know and so where they're just trying all this stuff
out and all of the consequences, any of the layoffs
that might have happened, all this stuff, all that can
be damned because we got to find out.
Speaker 3: What happens if we do this all right.
Speaker 1: Anna Perna announces switch to ports of five games with Cionara,
Wild Hearts and Laura l and the Laser Eyes out today.
This is from Chris Scullion at VGC and a Purna
Interactive is announced switch to versions of five of its
back catalog games, two of which are available today. Those
are Syonaro Wild Hearts, which is available now on switch
to e Shop at thirteen dollars with a free upgrade
for owners of the switch version the game, which was
originally released in twenty twenty one ABAFTA. The switch To
edition features one hundred and twenty hertz for fresh support
and four K support, and adds the Remix Arcade mode,
which wasn't previously available on switch It's joined by Laura
Li and The Laser Eyes, which is also available today.
That one's twenty five dollars, including a free upgrade for
switch version owners. It also supports one hundred and twenty
hertz and four K and a Perna will be following
this up with a switch to version of Stray, which
is coming May twenty eighth for thirty dollars. A switch
to version will have improved visuals, four K support and
improved frame rate. Then in June, switch to version of
Cada Takashi's Katamari Demassi, The Oh No, The Kanamari Demasi
Guys to a T and Baby Rindon's wander Stop He's
the one that did the Stanley parable to a T
will be released on switch To on June eleventh for
twenty dollars. Wander Stop will be released June twenty third
for twenty five dollars. And has already put out excuse Me,
people of Note, and then mixtape is coming May seventh,
excuse me, Sean, go ahead and talk for a second
white career in my throat.
Speaker 2: Yeah, So I was looking at all of these titles
and I was curious how many of these alre have
uh switched versions, and this is more of announcement of
they're getting upgraded to switch to It does seem like
quite a few of them are already at least maybe
all of them are already on Switch one, and this
is more just about getting the enhanced versions exactly. But
for some of these it's going to be really cool,
especially if they are increasing the frame rate, because yeah,
sign O Wildhearts is one of them getting one twenty
I believe the story said, Yeah, so that'll be really cool.
Speaker 4: I know.
Speaker 2: I just picked up Cinara Wildhearts on sale for Steam
because I had actually never played it before, and over
at My Life and Gaming Corey I think said that's
like his favorite game of that generation.
Speaker 3: Wow.
Speaker 2: Really yeah, because it's just like, again, I've seen a
little bit of gameplay. I haven't played it before, but
apparently he describes as like it's just a music video
but with gameplay elements, and I'm like, oh, that sounds
really appealing. And so I picked up when I was
like five dollars the our day, and yeah, this gets
the something that we were saying a little bit earlier
in the show. As well of playing these games out
there and gain them to more people, always a good thing,
and that this is the advantage of the Swish too.
They're better than ever and they are more competitive with
how you can play them in our places, so it
becomes less of a you know, you don't have to
think as much about do I get this platform or
that platform because the switch to version, especially of these
indie games are just as good as any of our
version now, which is very cool.
Speaker 1: See Yeah, and I also included this story as something
I think you're kind of alluding to here of like,
these are mostly switched one to switch to upgrades, and
so we can have one of these stories and be like,
this doesn't mean anything for like a Nintendo Direct, right.
These are the kinds of things that probably if they
were going to be in a Nintendo Direct, would be
in a sizzle reel or something like that.
Speaker 3: Here are some switch to upgrades.
Speaker 1: It sounds like if there is a switch to or
a switch to dedicated direct coming up, it's gonna be
jam packed with stuff.
Speaker 3: These just wouldn't make the cut.
Speaker 1: So a developer like this can announce them all in
one go, make something of a big splash, remind people like, oh, yeah,
Cyonara Wildhearts, which I do think I'm seeing some of
that in chat right now, people going yeah, that game
does rule, and oh I always meant to check that out.
Speaker 3: Well, now here's another good reason to do so.
Speaker 1: And you know they can get a little bit of
that shine of hey, we're on switch to now that
thing that you're playing a lot of, while also probably
not having the chance to be in a direct like
I said, so, yeah, Well, while there's a lot of
like smoke happening behind the scenes with the oh games
that are getting rated for Switch too, and they haven't
been announced yet, not everything is going to be another
check mark in that case, Okay. Tomodachi Life Living the
Dream tops the Japanese charts, out selling the rest of
the top ten combined seven times over.
Speaker 3: This is from Chrisco and at VGC.
Speaker 1: Tomodachi Life Living the Dream has stormed to the top
of the physical game charts in Japan, easily out selling
the rest of the top ten multiple times over. According
to Famitsu's weekly Software and Hardware Sales, the physical version
of the Switch Life the Switch Life sim sold five
hundred and sixty five thousand, four hundred and five copies
between its release on April sixteenth and the end of
the chart period on April nineteenth, half a million copies
physical only in Japan. Yeah, that's a huge, huge launch. Now,
It's not like Tomodaci Life was not popular in Japan.
I think the Tomadachi Collection for the DS sold something
like three million Sean and then Tomodachi Life. I can't
remember what they called it in Japan, but yeah, tomotatur
Life for the three DS was something like six million,
and that was primarily in Japan. I think worldwide I
might have said that was, but yeah, worldwide it was
six million, and a lot of that was in Japan,
and with some success across the world. Now it feels like, oh,
this is going to have a switch bump for a
franchise that was already doing very well. And on top
of that, it does seem like it's going viral in
the rest of the world. I still see it everywhere
on social media. So yeah, this game is just popping
off in a very Pacopia like way.
Speaker 3: Right.
Speaker 2: Yeah. This makes a lot of sense too, because I
think Japanese gaming, you know, cass is a little bit different.
They do have tendency to like very social games. Games
that they can quickly share with our person and portable
games as well. That's why I when I switch to
game or switch one game even is really popular, that
does tend to pop off pretty hard because everyone's just
taking with them where they may be, or that's the
system that they can fit into or lies a little
bit easier. So it makes sense when something like this
pops off. But way it popped off is still a
little eyebrow raising. That is because you look at the
chart that they have here and you see, yeah, Tomadacci
Life at five hundred and sixty five thousand, Prince's new
it's a new release, and then the next one under
that another new release, Pragmata, but only at thirty six
thousand and Uh. This is just physical I think it
even if you include digital, it's probably just gonna go
even higher, is the funny thing at this point. So
that is very impressive. See people just love this damn game.
Speaker 1: Huh Yeah, I mean it's it's one that's like I
think it always fit well with the Japan and Nintendo,
and then it's carried it has fully carried forward that spirit.
It's not like they've rubbed off any of the edges.
Speaker 3: There.
Speaker 1: There's definitely some features missing, to the point where even
Emmy was like, hey, I noticed something's missing in this
game from when I played on the three DS, and
that's something that's like the big point of contention on
like the Tomadacci life stub reddit. But my like for
stuff like the singing, like the concert hall is in
and there, like, there's no way we can to the
end of this game's updates and we don't get that.
That's my opinion. Maybe I'm wrong. It will be a
mark against this game if that's the case, but my
expectation is we're just waiting for an update to get
that stuff. In the meantime, it feels more alive than
it's ever felt before, more vibrant. Characters are just more interactive.
They have their own houses in a way that's like
you could kind of do that in the three DS version,
but it took some time and it was always if
they were living together. Yeah, it just is the right
game at the right time once again for this company. Yeah,
all right, that does it for the headlines, everybody. We
got to get to the poll question from yesterday. Let's
do that right now.
Speaker 3: I'm going to.
Speaker 1: Refresh get the most recent results from our page over
on YouTube, Are you more interested in game Pass now
that it's cheaper again? I just did yes or no,
wanted to see how anyone interpreted that. Seventy percent say no,
thirty percent say yes. That I mean thirty percent of
people just saying yes, I am more interested now that
it's cheaper. I mean you would expect definitely a bump.
That's a pretty big number. I think, Sean, again, this
is our audience, four thousand votes, But I think our
audience is the exact audience that Microsoft's trying to win
back over with this move, so it could work. Or
do you think this is like a honeymoon phase.
Speaker 2: I think people are smart enough to know now that
it is cheaper than it was when they raised the
price an unreasonable amount, it's still higher than it was
them remember paying it for like why close to a
decade that game Pass has existed.
Speaker 3: And also like for now right, and it's cheaper for now.
Speaker 1: It's like on both sides of that where it's more
expensive than it was when you were really excited about
game Pass remember those days? And now also it's like, yeah,
we've seen how this works. It goes back down in
price for now and then in a couple of years, Wow,
it's back to thirty dollars.
Speaker 3: When did that happen?
Speaker 2: Yeah? I was looking at the I was trying to
find the price history. Really bizarrely hard to find, Like
people haven't been keeping track of this as well as
I thought they would. But yeah, ultimately, because game Pass
went from just being game Pass at ten dollars to
then Ultimate existed bundle with gold at fifteen I believe,
I think it was fifteen, then seventeen, than twenty, then thirty,
and now back to is it twenty three? Is twenty
three for Ultimate? Right?
Speaker 3: Yes, that's right, that's what it is. Okay, twenty three?
Speaker 2: Yes, everyone I know. So just like, uh yeah, twenty
three CPRI and thirty bill more expensive than twenty. So
still not happy about that one, so I O. I
think they're gonna give some people happy er, but it's
there's still a little bad will there, unfortunately.
Speaker 1: No, the bad will's here at Giant Bomb. Everybody, make
sure you love the will. All right, let's see here,
new poll question. Let's just do that now. Are you
more excited about Yoshi and the Mysterious Book after the previews?
Speaker 3: Yes?
Speaker 1: No, I'm not reading all that, as in, you're just
not going to read the previews. But yeah, we'll get
your results. Talk about it here on Game Mess Mornings
on Giant Bomb tomorrow to wrap up the week.
Speaker 3: Speaking of Giant Bomb, Sean.
Speaker 1: We got let's see it, is it Thursday? It's Thursday, right,
voicemail dumb Truck. But we're going to be doing a
talkover right there is that? Yeah, the the Idea x Yes, yes,
the Idea Xbox thing. We're going to talk over. That
Assassin's Creed thing will have happened by then. We might
like talk about that as we get set up for
this show or something everybody, but we're not going to
talk over the Assassin's Creed thing. So one pm Eastern
we'll be back for the ide at Xbox, talk about
some indie games.
Speaker 3: Always love to do that.
Speaker 1: Then two thirty pm is Voicemail dumb Truck, and then
Marry Me Tomodacci is going to be after that. So
it's a busy day here at gibomb and.
Speaker 2: Jeff Mike would be remiss if you didn't mention it's
a very special voicemail dump Truck.
Speaker 1: It's a very special voicemail dump truck. Everybody Matt nick
Muscles is going to be on the show.
Speaker 3: If you're not familiar.
Speaker 1: He's a very excellent YouTuber from the fighting game community
and a bunch of other stuff.
Speaker 3: He knows his shit.
Speaker 1: It's always worth I would say just go watch his
most recent video because they're always good. But his most
recent one is about virtual Boy and what Happened. What
happened is well, So can I ask you do you
know the origin of because I think I do, but
I could be wrong.
Speaker 3: I wonder if there's like a one that you know.
Speaker 2: I thought it was just Matt being silly when he
originally came up with because I don't know when the
Mickey Mouse will Happen actually happened. But yeah, I know
he's used it in the videos before.
Speaker 1: Yes, because I was like, I'm like, that's from the
Mickey Mouse cartoons my kids watch, but Mick Mickey MOUs
is going, well, happen on and there's so many great
quotes from that cartoon.
Speaker 3: I'm like, Okay, Matt mcmussle's cool dude. He knows what's up.
Uh all right, Yeah, that's again. That's two thirty Today.
Speaker 1: Hang out for that it's going to be a fun one,
all right, and you're producing everything today, right, so.
Speaker 3: Busy, yes, sir, Well, let's let's get you out of here.
Speaker 1: Then Sean tell people they could find you on the
internet and all that good stuff.
Speaker 2: Burbo Shawn everywhere, Sahawn. Like I mentioned, I got the
Twist streams going once again on the weekend Saturdays and
Sundays at noon Eastern and you'd find me playing for
now some retro achievement games, which is, in other words,
just a chill, hangout, let's play kind of thing if
you want to just hang out, chit chat while I
play some WI games for the moment, made similar stuff
in the future. Uh. And then yeah, Herbo Shawn on
Blue Sky and everywhere else as well.
Speaker 3: Excellent.
Speaker 1: Thank you Seandring hanging out with me today and talking
about video games. Man, I really appreciate it.
Speaker 2: Always a good time, Jeff.
Speaker 1: Thank you all for watching and listening. You are the
best audience in gaming. Until next time, have a good one,
take care of yourself and goodbye.