Speaker 1: Hey, everyone, Welcome to the Game and Former Show, a
weekly podcast covering the video game industry. Join us each
and every week for a discussion of the ladies, gaming news, reviews,
and exclusive reveals with Game and Former staff and special
guests from around the industry. I am your freshly aged host,
Marcus Stewart. I say that because I had a birthday
this past weekend. I'm still accepting birthday gifts. If you
want to shower those on me, you know, feel free.
Right now, I am joined by three. I don't know
if it's just you guys's birthdays. I'm gonna guess. I'm
gonna name the next everyone else based on who I
think is the birthday order after me. I'm gonna say,
next up is Eric van Allen. Your birthday's the next
after me.
Speaker 2: It is not far from now. No, although I'm worried
that you're like trying to probe me for security questions
right now, So if you start asking, I'm will introduce
you an order of mother's maiden names and last social
security digits. Yeah no, I'm not January birthday, so.
Speaker 1: Oh okay, that's a good time. I'm gonna say, after
you is the person that seems strangely worried and as
Kyle Hilliard, I'm a December boy. Shut the podcast down.
We've already blown.
Speaker 3: Us a couple. I'm a Christmas baby just twenty third,
just a couple of days before Christmas.
Speaker 2: Oh wow.
Speaker 1: Basically Jesus is what we call you.
Speaker 3: Yeah, that's right, thank you.
Speaker 1: And then I guess, Wesley LeBlanc, I guess you know
the order doesn't matter.
Speaker 3: Anymore July July.
Speaker 4: Alrighty close, kind of not really, but you know you
got me.
Speaker 1: Right, thank you. I try. That's what I do here.
I'm really good at guessing birthdays. As you can see,
we've got a back show, folks. We're gonna be diving
into our Dragon Quest seven reimagined a cover. Sorry, that's
what wes Lee LeBlanc is here to talk about. We've
also got some Metroid Prime for Beyond impressions from Eric
who took a trip to up in New York correct.
Speaker 2: Playing game The Big Apple. That's where they hide all
the power ups. That's where they go when Sam's loses
all of them as Manhattan.
Speaker 1: Yeah, they call it the Big Morphball up there when
she's around. And also we're gonna be talking about Luminous Arise.
We've got possessors, we've got high re warriors. Like I said,
it is a pack shows. We won't waste any time
getting into it. But before we do, just some housekeeping
of course, if you would like to support Game Informer,
and the best way to do it is to get
yourself a Game Informer of magazine subscription. As we mentioned before,
Dragon Quest seven, reimagine our current or upcoming cover story.
It's out now digitally and this beautiful physical addition that
we are holding up right now, we'll be hitting mailbosses
starting in December. If you would like to score yourself
ten issues a year of Game Informer, you can go
to gamiformer dot com slash subscribe. The subscription comes includes
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every subscription goes towards Saint Jude's children hospitals, supporting them.
Probably the thing I'm most proud of, look at us,
Kyle holding up the podcast add in this issue that
just has us in podcasting. It's like inception, that's just
a podcast. Yeah, within a you should have if we
hadn't known that that was going to be that photo
was gonna be taking. I would have held up another
issue that held up age.
Speaker 3: Yes.
Speaker 2: Yeah, we got to keep taking pictures in each issue
and go deeper and deeper.
Speaker 1: Yes, until it just breaks the podcast like algorithm or something,
which I'm sure every other prodocast on Earth will be
happy that we did. That'll be grateful. But without further ado,
Wesley LeBlanc, you traveled to Tokyo, Japan recently and got
to visit squar INEX to go watch or yeah watching,
I believe you got to play as well Dragon Quest
seven reimagine. Yes, yeah, the remake coming out February fifth.
Tell us how was that? What would you like to
share with us?
Speaker 5: It was fun? All right?
Speaker 1: Okay, so.
Speaker 5: It was awesome.
Speaker 4: Yeah, it was my It's my first cover story in
this new era of Game Reformer, so it was really
cool to see my name and a byeline on our
new beautiful, glossy print. I also, and maybe I'm biased,
this is one of my favorite covers we've done.
Speaker 5: I like it.
Speaker 4: It helps that Akira Toriyama's art is foundational to it,
and he's kind of the goat for a reason, and
our designers did a really good job with the entire magazine,
and I really love all the dragon stuff, dragon Quest
stuff that came out, so make.
Speaker 5: Sure you subscribe.
Speaker 4: But yeah, I went to Squaringx's new offices, which are
now located in the heart of Shibuyah. They used to
be in Shinjuku and now it's that office is still there.
We went to this fancy office that was kind of
like getting into a spaceship. That's just the office tower
that Square Inx happens to have an office, and it's not.
They didn't make it look like a spaceship. But you know,
Japan and I just when I go, I go to
Tokyo and I'm and you know, I'm from northeast Florida,
and uh, they just seem a little bit ahead of us,
just a bit, just to scoach.
Speaker 3: They have bathroom doors like all the way to the floor.
It's like they're living in the Yeah, it's nice and yeah.
Speaker 4: I played about two hours of the game and interviewed
a ton of people from the team, Like we interviewed.
We did more interviews than playing the game, which is
kind of how I like to do cover stories because
I don't want to spoil myself too much on the game.
We actually record an n GT you New gameplay today
today that you can go check out on YouTube. In that, myself,
Alex and Eric kind of jump into the nitty gritty
details of this remake and what it means to streamline
a classic remaking this game a second time because this
is not screen because his first time remaking Dragon Quest
seven and some of the changes to combat, And I
highly recommend you go watch that because not only can
you see and or hear what we're saying, but you
can also watch it in real time on the gameplay that
we provide, which.
Speaker 5: Is really cool.
Speaker 4: But for here, I guess I'll talk about kind of
the trip in general. So we spoke to Takeshi Chikawa,
who's the producer, Masato Yagi the director, and oh my gosh,
I'm blanking on her name. It is the lead scenario writer.
Every time I write, I was just writing a story.
Speaker 5: What second, her.
Speaker 4: Name is, Sayaka Tagagi. Yes, when we were in the office,
they all had different names. They went by like nicknames,
and that's what we went by. So then writing the
cover story, I had to like, I know their nicknames
that they go by.
Speaker 1: Me, what are the names I'll give one.
Speaker 4: Ichikawa goes by Ichaitaki. I don't know why it's the
same amount of syllables, and it was kind of just confusing.
Speaker 2: Does it have like a double entendre, Like does that
have a different meaning or something?
Speaker 5: I don't know.
Speaker 4: I asked him, like what he prefers, and he was like,
whichever is fine, very chill, very chill. Team there over
at a Square Enix, So yes, but yes. I spoke
to them, them three about reimagining this game and what
it means to not only remake this game a second time,
but also try to bring it to modern audiences because
the first one was on PlayStation. The remake was on
Nintendo three DS, which was a modern audience device. But
like it's a handheld. This is the first time you're
gonna be playing this on like a big I don't
want to say big boy console, but big boy console.
You know. Sorry, Nintendo three three DS. I love you,
but I like I like watching and playing games on
my TV. And basically it just means taking a game
that takes one hundred hours to mainline and making it quicker.
Because maybe it's because of their ages, they're similar in
age to me, we we we we agreed collectively that
it's hard to find times for games the older you
get during this cover story and talking with them, and
you know, some of us don't have the hundred hours
to put into an RPG anymore, someone with a seven
seven month old at home. I'm very grateful for not
only the original is existing, but Reimagined coming because it
means I can probably beat the game in half the time,
and I do like seven a lot, and I'm excited
to roll credits on Reimagined. But like I mentioned, go
watch that NNGT for some more in depth details about
the remake itself and to see some exclusive footage. I
want to mention here because I haven't really gotten to
talk about it anywhere. Alongside this cover story, we also
myself and Alex got to interview Yugi Horri, the creator
of Dragon Quest, for ninety minutes, which is something that
kind of dawned on me after the interview, which is
great because I didn't want to be stress during the interview.
But he's like the creator of dragon Quest. This is
a seventy one year old man who still has his
hands deeply heavily involved in Dragon Quest. He's working on
Dragon Quest twelve and writing the scenario for it like
this is it's it's pretty high up for me. It's
probably the most high up personnel interview is I'd love
to interview Miamoto or something one day, but who knows.
Speaker 5: And it was a very.
Speaker 4: Terrifying in retrospect interview because it's just a big figure.
It's a legendary figure. But the interview went really, really well.
There was a room, it was a room full of people.
I don't know if Uji Horri just has like an
entourage that he brings with him.
Speaker 1: I think he called it a party.
Speaker 4: Actually yeah, yeah, yeah, but yeah, it's time for his interview,
and like fifteen other people walk in, so it's like
a room of twenty, which is already kind of stressful
for an interview. It's also on camera, so that's an
extra element of stress. And Ichikawa, the producer reimagined, was
next to him, so I had to you know, obviously
I want to talk to Youugi Horri a lot, but
I can't just let Ichikawa sit there and for ninety
minutes and be like, when's he gonna ask me a question?
So it was fun kind of dribbling back and forth
between them two, and we're gonna have a lot of
videos and stuff from that interview. But Uji Horri is
such a kind and humble and give being interviewee. He
was just the most chill dude. And I think something
that I realized like after the fact, with him being
you know, he's seventy one, he's worked on this game
since the nineteen eighties. He's still so heavily involved today.
It was really cool talking to him because I feel
like most figures of his stature that you talked today
aren't as involved, so like they speak a little bit
more broadly, you know. I think about Miamoto, who's now
like a Mario producer, and obviously he knows Mario in
and out, but like he's not gonna be able to
tell you exactly the same things that a director of
a Mario game light because a producer role is just
different in that regard. Yugi Horri, we went down like
every mainline installment and talked about the decisions made on
this sequel, why three was the last of the trilogy,
and well three is always the last of a trilogy,
why he decided to make the first three games of
trilogy and so on why he's even okay with reimagined happening,
Like why are they remaking seven another time? Even though
there's other games people want to remade. And it's really
really cool to talk to someone with so much knowledge
about a franchise and his words, it's his baby. He
wants to work on it till he dies. And I
think it was like a really fascinating look at a
game franchise that has growing popularity in the West, I
think because of Dragon Quest eleven, but it's not just
a different caliber. Yeah, in the Japan it has been
big since the start. It is arguab I'd probably say
bigger than Final Fantasy over there. Actually, like Final Fantasy
is probably what you think of it SCREENIX and Japan
it's dragon Quest. Dragon Quest is like their franchise, and
I'm really excited to see the growth of dragon Quest
over here in the West. Like Kyle mentioned, started with eleven,
I think we've seen these remake projects, the one two
three HD remakes. I think it's all culminating and reimagined
in terms of taking and picking what they like best
from eleven and one two three HD two D remakes
and putting it all together and reimagined with this new
doll like diorama aesthetic that really makes Toriyama's original art scene.
Speaker 1: I think that's a photo that I think is in
this issue where you have a photo of the dolls,
the physical dolls that they used for the characters, that
I think is like super cool.
Speaker 4: Yeah, they're like we say dolls, and you probably think
of like a Barbie doll sized or figurine or something,
but they're like two and a half feet tall. They
stand like pretty big on a table, and they are
so so in depth and detailed, like the materials on
them they showed us like the little templates that everyone
was using, and like the cloth designer and like the
chain mail for Sir MERVN. Like it's all there and
it's all finally detailed. And they took super high quality
three D scans of these dolls and put them in
the game, so like you're controlling the dolls on like
a three D skeleton, but like it's the dolls that
I saw in person that we see throughout the game,
and I think it's really really cool. They spend a
lot of money on the dolls. I won't say how
much because I don't know if that was on the
record out the record, but it was a shocking amount
made locally in Japan. And something that was interesting is
with the box art for Dragon Quest. That's where you
really see Toriyama's art in the earlier entries, because obviously
whatever he draws on a page is not going to
translate to an eight bit or sixteen bit character. You know,
the vibes are there and stuff, but it's just not
it doesn't work. And I think around seven and eight
is kind of where Torriyama's art really started to come
through in the games. I think this is probably next
to eleven, I'd say probably the most Torriyama's art has
really come to life, and I think it's really cool.
It's kind of a shame he's no longer around Rest
in Peace. I think it'd be cool to see his
thoughts on this game. But as for the dolls, it's
because the box art for seven and Toriyama's original designs.
For whatever reason, he drew everyone shorter than usual, like
the monsters. The it's all kind of like this smaller
world scale, and for whatever reason, it made Square Enix
think of like dolls and playing in a dollhouse and
if you go watch the MGT, you can see not
only do these characters look like dolls, but the enemies
that we fight they look like toys, almost as if
you're bashing together your action figures in your backyard. And
then the diorama map kind of looks like Exhibition thirty
threes kind of adds to that more playful fantasy. You know,
maybe I'm playing with some action figures in my backyard
aesthetic and it all really works.
Speaker 5: Well for me.
Speaker 4: The game is a cozy, warm adventure with some dark moments,
but ultimately it's about these kids coming of age on
an island, hopping journey and maybe getting in over their
heads and figuring out.
Speaker 5: How to prevail over evil.
Speaker 4: Very classic stuff, but I think what they're doing and
Reimagine really hones in on that warmth and that coziness
and just having just feeling like a joy inside of
you when you play it, which I think is kind
of where Dragon Quests, Bread and Butter is compared to
other RPG series. It's about it's just it just feels
good in the heart to play a dragon Quest, and
I think Reimagined really sings.
Speaker 5: To that's it.
Speaker 1: When's it coming out?
Speaker 4: Yet next year February fifth, on PS five Xbox Series
XS switch to which is cool? And Switch and PC.
Speaker 5: Yeah, I don't.
Speaker 4: I don't know if Square is doing exclusives anymore.
Speaker 3: I just laughing how you phrase that, because you're like, yeah,
switch to, which is cool, and then like and switch
which is cool.
Speaker 5: Yeah, I'm I'm sure it'll be fine. But now we
know better. Yeah, we know.
Speaker 4: What what lies, what lies out there for us. But yeah,
that's uh, there's the there's so much more to talk about,
and like I said, our NGT gets into that. I
have already like fifteen stories written for our online month
of coverage. Some are up, some are not. If you
are interested in this game, subscribe, check out the digital issue,
get the physical issue in your mail, but also like
keep an eye on game offormer dot com and our
YouTube channel because we have a lot of content coming
up that I think we'll get into the more niche
and gritty details that I'm not gonna wax on about here.
Speaker 1: Nice, well awesome, that's dranged West seven. And also, it
just dawned on me during your conversation that we've somehow
managed to get this far and I don't think anyone
has referred to you as Dragon Wes.
Speaker 4: Oh, I'll take it.
Speaker 1: Yeah, So that's gonna be my name for you for
the rest for the rest of the month.
Speaker 4: So Dragon West seven. Reimagine I'll cut my hair one
day and come back.
Speaker 5: Reimagine you ever had short hairs?
Speaker 4: I did my senior year of high school. My grandma
paid me three hundred to cut it because she didn't
like it. And what in high school three? I was like, yeah, sure,
I'll take it. I threw it out again because I
love it. Well, now my price tag is a little higher.
I like my hair a lot, so you know, before
passing a couple years agouse, she used to always be like,
how much would I have to charge?
Speaker 5: Pay you now?
Speaker 4: And I'm like three thousand, Grandma, the bills have arrived.
Speaker 5: I need more money to be three.
Speaker 1: Yeah inflation yeah yeah. Yeah.
Speaker 4: She didn't go for it, So the long hair resides.
I go to where graves don't ask if she can
drop some bills every.
Speaker 5: Now and then, but nothing happens.
Speaker 1: Well you got to.
Speaker 3: You gotta like cut your hair over the gravestone.
Speaker 1: See what happens.
Speaker 3: That's what's gonna be.
Speaker 5: Some ritual.
Speaker 4: I don't know about on Lesha demon or something.
Speaker 5: Yeah.
Speaker 1: Good, you might get kicked out by security, but awesome.
Moving on to uh to another long running Japanese franchise,
Metroid Eric. As we mentioned at the top of the show,
you went to New York City recently to play some
Metroid Prime four Beyond as part of a big preview event,
also the second one this year, because there was the
switch to event where Metroid Prime four was also playable.
Did you go to that one as well? Or is
this your first time playing Metroid.
Speaker 2: I did not go to that one. The first demo
that we played at this preview event was apparently the
same content as that, so I did get to see
that slice, granted on a more recent build of Metroid Prime.
Obviously at this point, you know it's real close to
the date. So but yeah, Metroid Prime four Beyond. I
feel like with this series you always have to kind
of drop your credentials a little bit. I was a
Metroid Prime player from the get go. That was my
introduction to the series on the GameCube was Metroid Prime
one and two. I eventually played Super Metroid. I love
that game. That's a really, really good game. I don't know,
if y'all have heard about this little game called Super Metro,
that's a good one, and you know, kind of dabbled
in the spiritual successors of the franchise since so I
went into Metroid Prime four kind of just curious.
Speaker 1: You know.
Speaker 2: I was the one who pulled Excalibur from the stone
on this one to go on the strip, and so
I was like, I'm going to go in with an
open mind, see what it's about, and just kind of
get a sense of is this something that's I think
going to appeal to a lot of people. And my
resounding answer coming away from it is that game's really
good and I really want to play more of it,
like whenever soon possible, because it is very Metro Prime.
It looks and plays about the same as you would
expect from Metroid Primary Mastered. I mean, it looks really
good on a switch to it runs smoothly on handheld
and on docked. I saw maybe like a hitch or
two in world transitions, and that's about it. It looks
really gorgeous. The fauna and everything like you are on
an alien planet. Everything's weird. The jungle biome that we
got to explore was really really fascinating and obviously does
the metroid thing introduces you to the game, gives you
all the powers, takes them all away, start at square one.
And the big thing this time around is the psychic
powers that Samus has. So if you look on the box,
you can see like a purple crystal embedded in Samus's helmet,
like right above the visor, and that is how she yeah, yeah,
a little bit like you get these like this diamond there,
and that is what controls these psychic powers. So at
first you can just do some basic like telekinesis where
you're solving puzzles by kind of grabbing a stone and
moving it down, or like grabbing an orb and moving
it somewhere else, and that stuff is interesting. I think
that they do some interesting things with it, but it's
not the most compelling new puzzle mechanic. The one that
really got me is you get the ability to use
a psychic charge shot, which means you charge up your
blaster and then use your psychic powers to control the
charge shot as it moves through the area. And so
I literally in gameplay referenced wanted the curving the bullet
around the room that they do. Everybody on the pod
just nodded at the same time, like, yes, Wanted. That
movie we've all seen, but you always remember that at
that moment where they curve the bullet, and you do
a lot of that in this game, where there's kind
of you're on one side of a door and you
shoot a charge shot up and through this little pipe
system and down and hit the switch on the other
side to open it up. And there's some really cool
puzzles solving elements there that I really really liked already,
a lot of hints of backtracking and things like that
where I would run into a machine it would be like,
you need to use a spark of electricity here, and
I was like, oh, well, I can't do that yet,
so I guess I'm coming back later.
Speaker 5: But it was real with the Wanted thing.
Speaker 4: Is it like slow down or do you like go
into the perspective of the shot?
Speaker 2: It is you like zoom into the perspective and you
kind of follow it like you're directing like a missile almost.
It reminds me of I forget what maybe it was
a Melgear Solid game where you can kind of direct
the mile.
Speaker 1: When you shoot arrows.
Speaker 2: I've never played Heavenly Swords, so I can't help you there.
Kill of Duty, Okay, yeah, it's a predator own Yeah, sure,
it's It is the quintessential video game. Like you are
tracking the shot. It is a little bit in slow mo,
though it is still in real time because there are
things that will happen because there is a boss the
Bosses that I fought in the demo where it has
kind of shielded weak points and you need to knock
the shields off and then hit all the weak points
in one go because if you like, if you try
to normally shoot them, they will regenerate too fast. So
you need to kind of launch your charge shot and
then do the wanted thing of hitting all the weak
points in a row and then bam, you're you're good.
You've you've opened the boss up two attacks. So but
while it's doing that, it is still trying to throw
attacks at you and things, and so there is an
element of it is still kind of in like super
hot time is what I would call it, where it's
it's slow mode down, but it is still moving and
so you need to be aware of where Samus is
standing when you launch it before you do your big
charge shot attack are equiptabilities or like a no, it's
the way you Yeah, the way you do it is
you just charge up your shot and then you kind
of use I'm trying to remember the button combo you
use basically your psychic vision. There's like a additional bumper
press that you hit or something like that that does
then say like, okay, I want this to be a
psychic charge shot instead just a normal charge shot, and
then you launch it didn't get there. There were psychic
bombs for the morphball. Those were kind of interesting as well,
because those were you could you know, a little boop
them out as the morphball, but then when you go
back out into full samus form, you could then pick
them up with your psychic powers and kind of push
them at things or put them in places. And I
didn't get a lot of puzzles in the area I
was in that use that, but it was kind of
an interesting thing to say, like, hey, you probably do
some interesting things with moving morphballs around the environment, like
morph bombs around the environment. Just a lot of like
kinetic moving and placing that I thought was a really
interesting direction to take all of this. Compared to prime
I normally associate with using your visor, and the visor's
kind of your constant guide and your constant puzzle solving ability,
and whenever you're stuck in a room, you pull the
visor around and you start scanning everything. There's still a
lot of that, but it felt like it added an
extra dimension of interactivity with a lot of the elements
in the area. Just being able to to do stuff
that wasn't just shoot thing or morphball through tunnel or
whatever or hit it with missile. Now you kind of
have this psychic stuff that adds a different element of
puzzle solving. You have to think about, sure.
Speaker 1: Pretty are you feeling pretty positive about the psychic power
so far? Has an addition?
Speaker 2: Yeah, I think I think so. Yeah, it's it's it's
an interesting dynamic to take those those powers, and I
think it adds a lot. I wasn't really missing any
other like stand I'm sure there will be other standards
of Metroid arsenal attacks throughout the game, you know, beams
and the like, but I could see this with just
the psychic power is doing some pretty good stuff.
Speaker 4: The other weirdop or the psychic powers like new to
this preview, I feel like I'm being.
Speaker 1: Close.
Speaker 2: They showed some of it.
Speaker 1: Yeah, at the last nint I know Direc. I think
the last time he was really features when they announced
the Psychic Power stuff.
Speaker 4: Yeah, it was just get the hands on time and
I'm like, is this a Berenstein thing? Because I swear
that was not there.
Speaker 3: And now, remember they made this whole game like at
a certain point, yeah, they kind of like yeah, but
I don't think they really showed anything from it when
Bandy Namco was still making it.
Speaker 4: Yeah.
Speaker 1: Yeah, I think it was like when the when DK Bonanza,
when they first showed the box art and didn't have
Pauline oh yeah, and then after they announced her they
added her in there, like okay, I guess that's yeah.
Speaker 2: Yeah, it's it's I wanted to bring up one other thing, y'all.
Did y'all play the campaign of Halo Infinite?
Speaker 1: Yes, you remember how they.
Speaker 2: Yeah, okay, okay, well y'all play. I was not present
for that.
Speaker 1: I was, I voted, thank you. I cannot take the
heat for that year.
Speaker 3: I was Infinite. I actually had quite a good time
with the campaign.
Speaker 5: Yeah.
Speaker 1: I like the Infinite too. Oh just getting into a
let's not open work.
Speaker 2: But you know how Infinite was like, Hey, let's have
a kookie, goofy engineer who piles around with master Chief,
and so master Chief can be all stoic and kind
of doing master Chief things, and then there's this other
guy who's like, ah, master Chief, you're going to go
give the Covenant another bomb on I like doing all
the kind.
Speaker 5: Of die It's exactly what he sounded like. I remember
they do.
Speaker 2: That with with Metroid Prime. For Beyond, there is a
kooky engineer character who I almost I wanted to take
a screenshot because there's there's a part where he's standing
next to Samis and I wanted to put it in
the preview with the caption me with the six foot
five International or Intergalactic bounty Hunter Batty. I begged by
being a little goofy because that it's like the energy
they have is like Gomez and and Mortitia is like
he's he's just kind of like this, I'm an engineer.
Speaker 1: I do funny things. Isn't that funny?
Speaker 2: Samus. Then Sam's just kind of stands there like it's
like that, not saying anything, and he's like, okay.
Speaker 3: Image you know I'm talking about Eric.
Speaker 2: Yeah, yeah, yeah, yeah, it's that energy.
Speaker 1: Yeah, is this is this character a human? Yes?
Speaker 2: Yeah, you actually see his face. He is a member
of the it was the Federation. Yeah, yeah, you see
his face before he calls up, and it's it's not bad,
but it was a strange choice because I was really
when you first enter this area, this this like lush
jungle biome, like the music is hitting. The music in
this game is fantastic, by the way. It's it's really
really like I love Metroid music already, and it's really
good arrangements in this one. I was when I was
working on the preview earlier, I was listening to some
of the footage as I was kind of like working
around on it. I was like, oh, the arrangements are
so so good. But I was like in the zone
and then all of a sudden, you just kind of
have this this guy that's falling you around and you
run into an alien and he's like, ah, watch your back,
Sam's they're coming over the walls, and I was like,
I don't know if I needed that. I don't dislike
his presence, but I kind of hope that that's a
one off thing and not a recurring thing for the
entire game, because I do think that has a chance
to come grating.
Speaker 1: They didn't confirm either way, like this is your buddy
for the.
Speaker 2: Game or no, no, there's once I found him, I did.
There are moments where I had to leave him to
kind of go scouting ahead, and that definitely did create
a separation because sometimes he would calms you or something,
but he was less talkative when I was not directly
next to him. So that makes me think that maybe
it's just something that they needed to have in this zone,
in this area to kind of like push the story
forward in a way. Because this is also I don't know,
maybe it's been a while since I played Metroid Prime
and the remaster that came out, but it is a
surprisingly talkative game. There's there's dialogue, there's cut scenes. Samus
is not really talking, but other characters like you'll you'll
get into an area and then they'll like talk to
Samu's and be like, oh, thank goodness you're here. There's
space pirates out that way. We got to go stop them.
Speaker 3: If I remember correctly, three Metrood Prime three was the
first one that yeah i'd spoken, yeah right.
Speaker 1: Okay, yeah, so I was just gonna bring it up.
It sounds like Prime three.
Speaker 2: I never got around to Prime three, but I was
talking to some other people who had done the preview
and they were making comparisons to Metroid Prime three, So
I would not be surprised if there's some influence from
that side.
Speaker 5: I don't.
Speaker 3: Yeah, it's really good in three market. I actually don't
think she does.
Speaker 1: No, she doesn't. I don't believe. I think wasn't it. Yeah,
she's yeah, doesn't shut up in that game. From what
I remember, she doesn't talking through it. It's kind of
like everyone's just talking to her.
Speaker 2: And under and she she does not talk in FORO either.
I did not hear any Sam's dialogue, which is it's
weird to be like does she talk? But that I
do think they kind of play off that a little
bit with the talkative guy of you know, her being
you know, strong, silent type, and then and then him
kind of being like tried to do jokes and them
not really landing and stuff like that. So it's it's
all right, but.
Speaker 1: It's gotta be the payoff for the end of the
game where he says a joke that she actually chuckles at.
Speaker 2: Yeah, yeah, you just you see her like kind of
put her her hand up like she's doing a little
old chuckle.
Speaker 1: And he's like yes, Like you can see her eyes
for a second Indvisor just like yeah, but they're like
happy eyes. Well.
Speaker 2: One other note I did. I played on as many
different control schemes as I could, so I played handheld.
It was really good. Handheld played pro controller obviously works
great there mouse joy con arrangement surprisingly better than I
thought it would be. OK. I know, I think that
has already been demoed in the past too, but I
went in as a skeptic who thought it would be
kind of a novelty, and I came out of it
like I can see valid reasons for why people would
play that way. I'll probably still go pro controller because
that felt the best for the locomotion kind of doing
some of the morphball transforms and then pop outs and
stuff like that. But for actually aiming and shooting, I
really liked using the mouse controls. It felt really good.
Speaker 3: Are are you're still like locking on right or is it?
Speaker 2: Or you yeah, free aim? Now you are locking on.
But there are several areas, and they show you this
early on, where there's a door that you have to
lock onto. You have to stay locked onto the center,
but then kind of free aim out to different corners
of the door to unlock it. So you kind of
lock into the middle and then boom boom, boom boom.
And there's a lot of that happening, especially when the
action gets a little bit more frantic. You'll kind of
end up in situations where you're locked onto something and
then maybe you want to hit an enemy that's charging
at you to the side. Instead of unlocking, you can
kind of just quick flow over and shoot at it
and then go back, And I actually I felt that
was really smooth. It made the game feel really interesting.
It's kind of weird to get used to because I
had to stop I wanted to either just solely aim
with the mouse or solely aim with lock on, and
I had to kind of get my head around using
lock on to generally aim at where I wanted to go,
and then using the mouse or the right stick to
kind of do precision stuff in the moment. But it
reminded me of Splatoon in that way, if you'll ever
played with motion controls and Splittoo, where you would kind
of use the right stick for big movements of the
camera and then kind of flick for for smaller adjustments,
and I think it works cool.
Speaker 1: Yeah, I like that. Did you get to use the motorcycle? Oh?
Speaker 3: Please, that's a better question, Marcus, I like yours better.
Speaker 2: Oh did not get to see the motorcycle? I asked,
and there there was no motorcycle gameplay for us to
see that day, so no comment on the motorcycle I was.
I was also bummed about that. I saw the giant
standy they had of Samus on the motorcycle and the
amibo that they I think is out now of Samus
on the motorcycle. But I myself did not get too.
I didn't get to drive it in the game, and
honestly I didn't get to drive it in real life either.
That would have been sick. Make the motorcycle real, Nintendo,
What are you doing? Let me slot the switch into
the motorcycle.
Speaker 1: The motorcycle itself isn't ambo.
Speaker 2: Yeah yeah, yeah, you just you dock it and it
actually runs games a little bit faster, but you have
to be driving. It's actually really dangerous. Don't do that.
Speaker 1: Listen. They made a Yukio season when it played on motorcycles,
so why not?
Speaker 5: Oh?
Speaker 2: I was thinking of Atlantis the Lost Empire when they're
kind of like tapping into those giant fish.
Speaker 1: Yeah, yeah, yeah, Kyle, what was your part question going
to be? It wasn't even a question.
Speaker 3: It was just that I liked that Metro it retains
the sort of lock on mechanics because it's like, I
don't really want it to just be like a first
person shoot. I like that it kind of has its
own sort of feeling, you know, it.
Speaker 2: Does not feel a first person shooter. Even with the
mouse controls, it still felt like a METROI game, which
was really good. I think the only this is a
weird thing I have. I wish Nintendo would look into
making a thing that you could slot your joycn into
that makes it feel more like a computer mouse, because ergonomically,
I still don't love the way that holding that joy
con sideways feels, and I'm sure I'm not alone in that.
So I kind of hope that there's something somewhere in
the pipeline, or you know, somebody out there with a
three D printer is making something that you can just
slot in for a more ergonomic mouse control. If that
came out, I would probably like genuinely consider playing this game.
Speaker 1: With the mouse. Awesome. Yeah, December fourth for correct Yeah,
it's not far away. Along after waiting an entire console generation,
it's finally almost here. I can't wait. Ah. Well, you
know it sounds like you know this game you want
to lock in on, but there's been plenty of those
this week, namely the game we're gonna talk about next,
which is Luminous Arise. Kyle. Your review is now live
on the site. I've been playing a lot of Luminis
Arise myself. I'm actually about I'm like on the last
like stage and the sort of the campaign right now.
I'm been playing the crap out of it. But yeah,
talk to us about Luminous Arise, Kyle.
Speaker 3: Yeah, it's good. I think I give an eight seven five.
I really like Luminez a lot, Like it is second
to Tetris, say in terms of like favorite puzzle games,
I think I can't it's.
Speaker 1: The best PSP game.
Speaker 3: Yeah, yeah, absolutely, I mean that was like I yeah,
I mean that was that defined the PSP. I was
an early adopter. I got one like day one and yeah,
and it was it was Luminez. Like that's like I
had a friend, a couple of friends I got PSPs
as well, and it was all high score comparisons and
stuff like that. And then when it when they re
released it on Switch a couple of years ago, I
fell right back into it and like played that a
ton like that became my like stationary game is. I
would just see how long I could go in Luminez,
you know, and Luminez A rise is great, Like it's
if you like Tetris effect, like if you like that
style of gameplay, like that's what this is. But with
Luminez mechanics, which are fun like that that basic idea
like works really well. And all the different sort of
visual visualizers I guess you could call them that they
have are interesting and cool. There weren't any that like
I was like annoyed by or didn't like, And even
if there were ones that I was kind of like
ready to move on, you do move on pretty quickly. Yeah,
I mean it's it's really good. I broke out the
PlayStation VR two and played a little bit there and
like Tetris effect, it's like it's it's probably one of
my favorite VR experiences because it is so it's it's
not really so much that you're like moving your head
you're not really moving your head around at all. It's
just that playing in VR lets it like totally overtake everything,
Like your peripheral vision is gone because you're just focused
on Luminez and like you just crank that music up
and you just can really lose yourself to it, like
more than like you know, comparable like action VR games
where you're you know, Razuo four or something like that,
Like you don't you kind of have to sort of
argue with the VR mechanics a little bit, but here
you just sort of like, no, this is just an
excuse to like let it fully take over my senses.
So like it's a great way to play. It's not
like I wouldn't ever be like, no, you have to
play it in VR. That's the only way to get
lumin as. It's like that's no, that's not the case.
It's just probably it's just maybe the most interesting, coolest
way to play it. But yeah, I mean I really
like it a lot. It's it's good. I I had
some like minor frustrations with some of like the online stuff,
Like I don't really like the little avatars floating around
and like, like especially later stages, they're kind of like
there on the peripheral, and I mostly just kind of
found them distracting, especially because their art style kind of
clashes with like the visualizers and stuff like that.
Speaker 1: Yeah, they're like weird little mes, but like cube heads.
Speaker 3: Like if you're waiting in the lobby to start an
online game, it's like, Okay, this is kind of fun
to have all these Carris. It's always nice to like
that these are real people. That's nothing new, Like video
games have been doing that since, you know, since we
started doing online games. But it was just like not
not like a like a I wasn't because I think
what they're going forwards, like this sense of community. We're
all here, we're all playing Luminez arises in this fun
and I'm kind of like, it's like this is a
place for me to completely lose myself and cut myself
off from like humanity in a way, in a strange way,
I just want to focus entirely on Luminez. I don't
really care that other people are out and also playing.
But that's not even really a complaint so much as
it's just like just not something that really clicked with me.
But yeah, so much of the primary game is very good.
Luminez Arise is fantastic.
Speaker 1: Yeah, they do some really cool stuff that I mentioned too.
I'm a huge Luminis fan and I've always I've appreciated
Kyle in your coverage of this game that you've gone
out of your way to call out that like the
Tetris effects style was in Luminus first in terms of
like the shifting backgrounds and and like the way it
plays with the soundtrack, and I think like like my
favorite parts and kind of like the coolest reward of
Luminas outside of just succeeding, was just reaching the different
points and levels when in transition to like oh the
blocks have changed, or here's like another new background element.
Like there's some really cool stuff that happens in Luminaz
just like the weird sort of like block designs, like
like without spoiling too many of them, but there's like
whole little scenes sometimes in the blocks, like oh, there's
like a person in this block, Like what is happening here?
Okay in this block and then it's screw to a
bigger person when I added other blocks on top of it,
what is going on here? And just like little videos
like they they they do some really cool effects with
the blocks itself that they I mean, I'm sure they
couldn't have done in the original PSP game, so it's
it's a cool like leverage of the hardware. But yeah,
I've been playing it. It's been my like either my first
like morning game of like wake helping me wake my
brain up a bit before getting going, or like my
evening game, like I'll just sit down and do like
an entire like I guess chapter for lack of a
better term, in the story campaign and I'm excited to
get to the end, or I'm at the end. It's
been hard because of how fast the move. Yeah, I
do wish, and I maybe you can. I haven't checked
the options, but I do wish you could use the
shoulder triggers to flip the to flip the blocks instead
of the facebooks, just because I think for me would
I would, I'd be faster with the triggers. But maybe
you can't. I haven't actually looked at the option to
see if you can remap the controls.
Speaker 5: From the console side. I think you could. Yeah, I
don't know if you can.
Speaker 1: I'm playing on P five.
Speaker 4: Luminous on P five. Yeah, I agree, because I only
I just use X. I don't use same oh, because
like I can just go faster rotating in one direction
than both.
Speaker 2: But yeah, let me tell you the glory of using
a fight pad for these games, of using like a
genuine fight stick to play these kind of rules, Like
I highly yeah, yeah, a fight stick can work for
any game you wanted to work for because it's just
a controllers. So if you want to play Silk Song
on a fight stick, you can do that theoretically.
Speaker 3: I guess. I just like I think I would struggle
with it. I like I I've always played with face buttons,
like so I don't think I could switch to shoulder
buttons at this point. But like, I mean, the motion
of like moving the block over, taking a whole elbow
motion versus like a thumb motion, it just seems like
it would slow me down.
Speaker 2: I don't know, it's just you know, flick back and forth. Also,
I have a I have a leaderless fight pad, so
that has like actual fight buttons on the other side,
like arrow keys. And that's it's it's the new wave.
It's good, awesome.
Speaker 4: Were we gonna say, I was gonna say, I have I'm
really enjoying them.
Speaker 5: Rise.
Speaker 4: It's my first wominess and I have a couple questions
to ask amongst some people who know this series.
Speaker 5: Mostly just two questions.
Speaker 3: You can skip right to a rise.
Speaker 1: It's fine.
Speaker 5: There's That's what I was wondering.
Speaker 4: Yeah, what the heck am I supposed to do with
the block that is like red blue? Sorry, my dogs
are barking red blue, red blue. It screws me every time.
Speaker 1: I kind of cross. Yes, yeah, if they fill in
the gaps when you do have like an L shape
and you need to fill in that last square, you
want to kind of good for those that.
Speaker 2: Just drop it in, okay, because they cascade down right,
so when you hit something and it's a block, it
won't stay a block like the other side will kind
of move down to fill empty space below it. So
you can kind of use that to get some interesting
angles on stuff.
Speaker 5: Yeah, there's actually okay, good, I will look into that.
Speaker 3: There's actually a pretty I don't know if you've dug
into it West, but there's a pretty thorough like tutorial.
I don't remember where it is in the menus, but
like they give missions.
Speaker 4: Okay, yeah, you've done some, but it wasn't as fun
as a journey because it doesn't.
Speaker 5: Have all the fun it's not.
Speaker 4: But I'm I'm reading I need to go back into
missions and like play through them because apparently it's the
word missions does not evoke tutorial to me, but apparently
it is the tutoris that's.
Speaker 5: What it is.
Speaker 3: And it also like gives you sort of high level
like because like you have the little l blocks and
then you that are like you know, three and then
simple and you can there's like a strategy. I mean
these strategy feels like such a big word for what
is like a simple move, but like you get, like
you get into the rhythm of using those to make
squares if you have just like a single loose block
and like you line up that and like that's the
kind of stuff that those missions will sort of walk
you through. And then you also get like points that
you can use to unlock like avatar.
Speaker 5: Stuff, you know, loomy puns.
Speaker 1: Yeah.
Speaker 3: Yeah, so like it's worth it. So I didn't do
a ton of it because I was kind of like
because I'm a because I'm like the best Luminez player
in the world. I'm like a professional, That's what people
are saying. I've been hearing it too. That is entirely
not true, to be clear, But I do have history
with the series. I've been playing it since PSP and
I love it, So I didn't really you know, it
was telling me a lot of stuff i'd figured out.
But I'm sure even like the much later missions, I'm
sure would have stuff then it would help.
Speaker 1: Me, you know.
Speaker 3: So yeah, good game. I give it an eight seventy five.
Speaker 5: And then.
Speaker 4: One more question. So whenever you go to the next stage,
it just retains all your your the building you did
from your previous stage. When you beat it, are you
guys able to like get that down? I feel like
I beat every mission almost at the top, and then
it's like next mission and it just gives me my
same board full of stuff, and it's just like an
instant killing. I'm like, this feels bad. Every the game
doesn't boo you, but when you fail, it's like.
Speaker 5: Oh, and I'm.
Speaker 4: Like, okay, I don't need this.
Speaker 1: It's just disappointed.
Speaker 2: Yeah, there's usually an escalation and then a de escalation
of it because, like I this is also my first
Luminous but I played a lot of back in the
day that tetris on Switch and there's a lot of
that where you're kind of setting up because that's how
I like to plays. I like to set up like
cascading like scores, so that way, when I clear one block,
everything falls, creates more blocks, creates more blocks, and that
kind of thing. And so you can kind of get
into a rhythm and you have that new mechanic that
I forget what it's called, but it's like the the
burst time, Yeah, where you can just do huge clears
and then that'll really help with just reducing it all down.
Speaker 1: Yeah.
Speaker 4: Yeah, that's my get out of jail card when I Yeah.
Speaker 3: That's what it's for. That's like, that's the strategy for
using it. Yeah.
Speaker 1: Yeah. But to answer your question, Wes, that has not
happened to me because I'm really good at this game.
I've always seen.
Speaker 4: Okay, so I just got to So what you guys
are telling me is I just need to get good,
as they say to understand them.
Speaker 5: It's I want to.
Speaker 4: I'm I love part of this game makes me just
want to turn on to effect because I that's like
one of my all time favorites and I know Tetris
very well. But I'm also intrigued by learning Luminous because
I know people love it and it's very fun.
Speaker 1: So far.
Speaker 5: I'm so bad at it though.
Speaker 1: Yeah. I mean what's nice is that if you do fail,
like you start from the same board that you're at,
but you get a fresh slate.
Speaker 5: Yeah, kind of.
Speaker 4: This is my one nitpick with the game, and I
had to learn the hard way. There's continue and there's restart.
I hit restart because I just saw the restart and
it just takes you to the very beginning and I
was like, no.
Speaker 1: I mean, Wes it does tell you underneath it. I'm
not reading there is a sent that says.
Speaker 2: It's it's funny seven rebirth all over again. It was
like the worst offender with that where it was like
would you like to continue, replay or retry?
Speaker 1: And you're like, what do you mean.
Speaker 3: When you do this game faster? That was my question exactly.
Speaker 1: Yeah, awesome. Well some might say that to succeed in
Luminous Arise, you gotta play like a man possessed, but
there's another game that centers on possession. No, it's a
good transition, dam it.
Speaker 4: Yeah, I totally that was good.
Speaker 1: I have played and beaten Possessors with the s at
the end in a in a parenthesis, So I don't
know if that changes the pronunciation of it at all. Yeah. Actually,
now that I've put in twenty hours in the game,
and I actually still don't understand why that's like that,
I don't think I've gotten a narrative context to explain it.
I think it's for SEO.
Speaker 5: Yeah.
Speaker 2: Is it like an esthetic thing, like like the Avangelian
remakes did that you cannot reduce? This is like you
cannot possess like that. It's just an aesthetic thing.
Speaker 1: Maybe because it's like usually when you do that, like
when you say like like this could be singular or
plural depending on the context. It's like, oh could there's
one person possessed, the protagonist of this game, but there's
also other people possessed, so we're just trying to denote
both of them. I guess I don't know, But this
is heart Machine's new game. Heart Machine probably best known
as the developer of hyper Light Drifter, which is one
of my favorite indie games of its time. They also
did Solar Ash, which was a game I also reviewed
for Game Informer that I really liked. And this is like,
I suddenly this is their fourth game because they had
the hyper Light Breakers, which was the early access kind
of spiritual sequel to hyper Light Drifter, like three D
multiplayer thing that they announced recently was going to be
pretty much never coming out of early access, like they
kind of cease development on it. That was kind of
was fine but had issues. Like I played it when
the launched, it was like eh, But they announced this
game like not too long after, and it was kind
of it was really surprising just to see them doing
two games at once, though given recent things you heard
about Heart Machine in terms, just like the rampant layoffs
over there, maybe that might not have been the greatest move,
which sucks har goes outside a studio, But Possessors is
a I like it a lot. It's interesting. So the
premise of the game is that it's set in this
sort of like this metropolis that is owned by this
very bad corporation who have been experimenting with harnessing the
energy of demons from another dimension, like the capture two demons,
one of which is who will wind up being your
demonic partner, and in their meddling they have accidentally caused
a giant tear in the fabric of reality. Has caused
the demons of that world to just flood into the
city and just run amock. So most of the populace
has just been murdered and then others have been possessed
because the demons can only survive in this world if
they take a physical vessel. There's actually a lot of
really cool like world building in this game that I
really like when they like the way they flesh out
how they're the rules of being a demon and what
you can and can't possess and for how long. It's
sort of the implications of possession is one of my
favorite things about this game. I don't I can't remember
the last bit of like Demon Lord that I've I've
like consumed that really dived into the minutia of what
goes into possession and in a really interesting way. But
you let Eric.
Speaker 4: Over your grandma's gravestone and then extend the possess that.
Speaker 3: I was actually going to say, allow Wes and Eric
and I to recommend a little thing called chainsaw Man
to you if you want to think about.
Speaker 1: I excuse on a second, because I have it within
arms reach you guys. Might I've recently joined the one
down there. Yeah, it's good so far, but you can
a sixteen year old named Luca who gets messed up
during this invasion, like just loses both of her legs
in the demonic attack and watches her best friend get
killed by a demon, and right before she's about to
bleed out and die, she encounters another demon named Rim
who has also been just brutalized somehow, and he proposes
a deal, saying, Hey, we're both basically about to die
if you let me possess you because I need to
inhabit something to survive here. Let me get inside of you,
and I promise I won't like just hijack your body.
I'll share my power with you and we can work
together to kind of both get out of here, because
he wants to go back to his world and she
wants to get the city to try to find her
her mother. So it's like, hey, this is a mutual thing.
And also, i'll replace your legs. I'll give you these
cool almost like kind of like peg legs looking things,
and you know you're going to really really get around
town real quick in these things. So she reluctantly agrees,
and honestly, one of the best things about this game,
We'll get into the gameplan a bit, but I was
really into the story of this game, Like I think
Luca and and Rem the Demon have like really good chemistry,
Like there's some really good banter because they initially it
starts where they are just at each other's throats constantly,
like this is a very shaky alliance. Like Luca is
a very like attitudinal girl, but it's also like got
a big heart. She's encountering these other kind of survivors
and wanting to help them, and m is very kind
of like absolutist in his beliefs, where he's like, well, no,
why should we help them, like, you knowing screwties guys,
they're like useless or you know, he just has a
very cynical viewpoint. But the story gets into why he's
like that in a way that's you can understand and
is justified. But I really like the dynamic that the
two of them have in the way their relationship evolves
throughout the game, especially as you get to learn their
individual backstories, because it turns out that the sort of
side effect of the possession is that they share each
other's memories, so they can they both kind of become
voyeurs for each other's past in ways that neither are
happy with. Like you know, they'll be watching each other's
kind of like past memories leading up to the invasion
and just being like why you hear, like I don't
want you to see this. I don't want you to
know about this, and you know, I would rather this
be secret, and then them kind of trying to establish
like what is the line between what we are allowing
the other to see? Like there's some really good stuff
there that I think is pretty cool.
Speaker 2: There's there's something in the water, because I feel like
there's a lot of games coming out with this kind
of general concept where it's two people, one body, and
I don't know where it started, but Bloodlines two had
that setup, Cyberpunk twenty seventy seven had that setup, Batman
Arkham Knight had that setup. Like there's something going on.
What do we not know? What started all this? Was
it Dragon Guard? Did Yoko Taro's Dragon Guard start this all?
I think you're pitching a top five for a future
top five two brains, one body video games that's actually
pretty good time.
Speaker 1: And number one is you gi Oh. Of course, because
the Pharaoh and Ugi share a.
Speaker 2: Body, it's not video game. Oh I was gonna say
it's it's was it Mario and Luigi Bowser's inside story
because they're both inside Bowser and controlling him. So I
think that counts.
Speaker 1: All right, now we'll figure it out right now. It's funny.
Speaker 3: Yeah, put a side on that topic. One of the
games I was catching up from earlier this year with
Blade Chimera, which is another uh search what do we
call it? Search action? Search action, search action AKA, and
it's it's also a demon like hanging out with a
you know, protagonist and they strike a deal. No, they
don't get along, but it's by the way, Blade Camera
seems pretty cool. It's it seems pretty standard, but in
a complimentary.
Speaker 2: Another game that also to brain one Body game.
Speaker 1: Yeah, I got it. They don't get into something. Yeah,
it only works if they don't get along. They can't
be on the same page. Yeah, they can't be agreeing
on everything. Now you need the Johnny Silverhand dynamic in there, exactly.
Speaker 3: I'm glad to hear that you're liking it, Marcus. I
like it rather because you did finish it, because I
love hyper Light Drifters so much, and I like Solar
ashalot and I didn't really like hyper Light Breaker, which
I think a lot of people were sort of on
that boat sadly. But even when they announced it, I
was like, heart Machine Search Action. Great, that sounds like
a great fit, you know.
Speaker 1: Yeah, And I will say, like, there are there are
some problems with this game that I'll get into, and
other reviewers have called out, probably I think a little
bit more harshly than even I have, So, like you said,
it's a Metroadvnea. But I love about this game the
most outside of this storytelling stuff is the combat. It's
got a kind of like two D take on sort
of stylist action style combat. I've even heard people just
it's kind of compared to Smash Brothers combat. Yeah, I
guess in the sense that you can like knock people
into walls and off of things, and a way to
kind of fly and bounce is like reminiscent of when
you smash people in Smash Bros. But you can do
like these long combo strings and like air juggle people.
And you've got so you have a main weapon, you
have sub weapons, and what's cool about the weapons is
that they're all just random ordinary objects that are just
demonically supercharged. So you're finding stuff like kitchen knives and
like a computer mouse on like a cord and a
bowling ball and sunglasses, and they all have just specific
attacks tied to them, like your main your main primary
weapon is generally just a different type of melee attacks.
So like the kitchen knives are kind of this fast
paced weapon. You can find a baseball bat that's a
little slower, but it maybe this is what the smash
comparison come from, because you can do the kind of
like smash bros. Just like yeah, like just because you
are knock people and send them flying and it feels
really good. You get a hockey stick that became my
favorite weapon once I got it, where you just feel
like Casey Jones just swinging this thing around and it's
kind of almost functionally acts like a bowstaff. And then
like you can have up to three of these sub weapons,
which is like the more weird stuff of like oh,
if you could equip these sunglasses. It basically allows you
to do a like retaliatory attack if you time it right,
where like if someone hits you, you just hit it
and then you'll just like stop the attack and then
do like a really quick strike. You can have a
katana the bowling ball you just rolling the ground. It
just like knocks over a bunch of characters and bounces
off them. I liked using the The first one you
get is the one I stuck with throughout the entirety
of the game, which is the computer mouse, because it's
basically just a launcher and that's what's you know, I
would just use that just to initiate my air juggles
and so like it's that's super fun to use. It
kind of feels like almost almost like Cradles's Chains of Chaos,
if you could just think of it just having this
rain weapon that can just whip and hit like multiple
enemies at once and send them flying up. Like the
combat's cool, and you can equip by upgrading all the weapons.
You can add these kind of passive augments to them.
They all have like just little perks where you can
do some like light class building and maybe change up
your load outs depending on what you're fighting of like, oh,
you know, of this one lets me gain health every
time I do a dodge, or this one increases the
attack speed of my weapons or whatever like stuff like that.
Though I kinda like once I got like halfway through
the game, I had enough stuff online. I kind of
settled into my chosen load out and didn't find a
ton of reason it changed it up just because you
can kind of you can beat anything with anything if
you're good enough, and i'd settle into something that kind
of fit my place stout to where I never really
had to tinker with much once I had enough to
work with. The other big thing is the You've got
this whip that I really like. Like I'm a sucker
for games that let me have any sort of like
Scorpions style get over here or move. It's one of
the reasons why I love Devil Mycry for and DMC
devil Mycry just because you had like the devil Bringer
in those chains, like to just bring enemies to you.
The whip is good for that, on top of being
a good traversial like mcannon, because you can swing on
these different points and the swinging in the game feels
really good. You've also got this perry. Uh, that's great.
It's just a little force field that pops up. It
just works like every perry of the video game, just
time at the last second. But it's really great for
bouncing projectiles back, which this game is very very big on,
so it kind of pushes you to master it. Like
you'll get into rooms and you'll be surrounded by a
bunch of ground enemies, but then they'll be like possessed
security cameras that shoot fireballs at you, almost like mildly
bullet hell style, Like some of them will just unleash
it in a spread. So a lot of the focus
is like in the midst of like doing these style
as action combos, you're kind of watching to see who's
gonna shoot where, so that you can hit your perry
in the middle of a combo and then send it
back to either the person that attack or maybe just
haven't bounce around a room and hit everybody else. But
I think the perry feels great, and the attacks feel
smooth and have just like a really nice sense of
impact to it. And on top of the cool character designs,
it's just like fun to look at, like it's got
a really slick art direction. I love the way the
characters look. I love how the monsters all just are
these really twisted like because all the monsters are just
haunted objects. So it's got like a little shop of
horrors or like a like a demonic, brave little toaster
vibe to it of like oh, this is just an
angry potted plant that's got like three eyeballs running at me,
or like here's a book that's like flying and it's
got these tentacles coming out of it. It's just like, oh, yeah,
all the demons showed up and just possessed whatever they
could and just rolled with it. So it's just like
it's fun to just look at the enemies right before
you cut them down. The kind of the biggest problem
I have, sadly is heart machines approached to Metroid Venia exploration.
And it's sad because I can see what going for.
So the main objective you have to find these four
special demonic eyeballs that are scattered across the four corners
of the map. The map in this game is quite large,
and the game allows you to go after every or
any eyeball in whatever order you choose. And that's cool.
But the problem is that and something I guess I
think I took for granted until I played this game.
It's sort of the skill that comes in knowing how
to funnel players towards the necessary Metroidvania upgrades that you
need to unlock other parts of the map, Like there's
a real art form to letting it feel like you're
free to explore, but also subtly pointing you to like, Okay,
we need you to get the morphball now, like now
this is going to open up, we need to get
it at this time. And sometimes it doesn't even feel
like it's like necessarily scripted, but you're like, oh, I
guess I needed to get this now. I didn't realize
that I really didn't have anywhere else to go until
I until the game told me to get this. And
because this game is a lot more open the core abilities,
it's it's hard to find that. As weird as that sounds, like,
you will go or I have spent long stretches of
the map just exploring, and like you know, the first
couple they kind of give you relatively upfront, but then
the rest you're basically on your own, and so you
will choose like I think I'm gonna go for like
the North Eyeball and go through a very very very
lengthy track to get there, only to hit a wall
and you realize like, oh, I guess, I guess I'm
not ready to be here, like I see like a
weird crack, and it's like, I know I don't have
an ability to deals with that, but I just kind
of assumed it would give it to me along the
way instead of letting me get this far. And so
then you backtrack like, well, maybe I just missed it,
maybe I'm wrong, And then you'll search around as best
you can with what you have and realize like, no,
I guess, I guess I'm not seeing it. And it
also doesn't help that there's some paths are hitting behind
like breakable objects. Like most of the times it's like
these wooden planks that you can smash through. But the
problem with those is that they're they're supposed to be hidden,
but they're hidden too well, like they're they're a little
they blend them with the environment too well, where you're
like you've really got to look and I think, and
then once you discover that you can break them, and
makes you go like, oh my god, how many of
these do I do? I think I've missed and the
entrer is probably quite a few. And so it becomes
a very tedious exercise of kind of like running around
trying to figure out like, Okay, what what am I
supposed to get next? Like what is the ability that
the game wants me to get next? I'm not really
sure and tackle on that. The kind of the stretches
between checkpoints is pretty long, like they're like there's not
as many checkpoints as I think the game needs, and
there's even less fast travel points usually I think it's
just like one per biome, and the biomes can be
pretty big, and it looks bigger than it appears in
the map, Like it's kind of like when you look
at the map, it doesn't look as bad, but once
you're running through, you're like, oh no, this is huge
because the map is actually pretty. It's not like a
it doesn't give you like a complete sort of like
picture of how like the true structure of a zone.
It kind of gives you like the bare miment of
like here's just a square, but that square actually has
like two floors of like enemy infested level or like,
and then also like a tricky platforming segment. So the
runbacks in this game can be pretty rough, especially because
it has these souls like thing of oh, you died,
you need to go get your currency from where you
you know where you fell. So that was my biggest
thing was just like I don't think I've ever been
this lost playing a Metroid Vadia before, where it's like,
you know, you want to feel like you're lost to
an extent, but like a fun loss of like, man,
I don't know where I am, like that sense of
like Okay, I'm in this weird place. I don't know
if I'm supposed to be here, but I kind of
like that. But this gets and this crosses the line
into like but no, seriously, guys, am I supposed to
be here. You're letting me go further than you probably
should if I'm not supposed to be And then I
hit a point where it's like, no, you missed an
ability that I think I'm supposed to have, And then
you wonder. You start to wonder like maybe I'm just
using the abilities I have already in the wrong way.
Maybe I can get past this. I don't know. I
feel like any other game would have just put me
in front of the thing to get over this. So
that's and I've seen other reviewers really take the game
to task for that to where I think I'm on
the higher end of my on the review scale right
now from what I'm seeing, So yeah, that is you know,
like if you don't if you don't want to deal
with that, Like I don't know if anyone's ever had
that problem in a metro vena. I never have, so
it was a weird thing to run into. But I
do think, like fair warning if you want to get
into this. But as much of a.
Speaker 2: Problem as that maybe kind of Yeah, I think honestly,
I think of the direction of the game because you
made me think of Animal Animal Well almost right away,
where like Animal Well was about finding power ups and
discovering the ways in which they would kind of move
you through the environment. But that was like the I
that was the main thrust behind Animal Well was like
puzzling and discovering, and it was almost more of a
puzzle vania, you know, to butcher the genre name further. Uh,
And it sounds like here, it doesn't feel like that's
the main driver, Like they don't kind of want you
to be staring at puzzles and scratching your head but
kind of moving forward at a cadence and it's it's
hitting some friction there.
Speaker 1: Yeah, Like there's no puzzles on this game, right, this
is an action game. Yeah, so yeah, that's like I said,
I love Animal well, but I think because it has that,
like I said, the conceit was that, but yeah, that's
not the case here. So it is an issue that
I wish was better. And it's the reason that the
score is what it is because I give it an
eight point twenty five and I I really couldn't go
higher than that because of it. As much as I
love the other elements, I love the combat, I love
the story. I think the art direction is very strong,
but just the kind of messing up the core, like
like the core blueprint of a Metroavenia, like having kind
of messed it up that roughly like it still didn't
damper my enjoying. Once I knew figured out where to go,
I was having fun again. But the search for the
thing to get you to that next fun thing, it
really it wore me after a while, and even even
when it wasn't just actively searching. I just think the
runbacks are a little a little too much, Like I
just I think it just needs like a few more
checkpoints or fast travel points to try to expedite some
of that stuff, especially when you want to revisit areas
because you can't put Matt markers down, but you only
get like four and they're really vague, so it's even
hard to denote, like, Okay, I guess I'll use this
exclamation marked and mark that I think I need like
a jumping thing to get here. But I also still
need to remember that this is even a platform, because
the map doesn't show like you know, it doesn't show really,
it doesn't just show that level of detail. It's just like,
here's a giant rectangle and then put your marker maybe
in the middle of the rectangle and that might roughly
be where you think you were before.
Speaker 4: It's no, Princes the Lost Crown is what you're.
Speaker 1: Saying, Absolutely not none of that.
Speaker 3: You know how Prince of Persia added the screenshot thing
that was like I think we all everyone in the
industry was like, this should be in every Metroid sort
of inspired game. Blade Kimera, which is funny to recall
this because I think this game came out earlier this year,
has the feature where pretty early on you could just
unlock the ability to fast travel anywhere you want, anytime
you want, And I'm.
Speaker 5: Like, I don't know, that's amazing.
Speaker 3: I don't think I want to play more search action
games without this idea. It's like it's like that Breath
of the Loud moment where you're like, well, I can
just fast travel anytime wherever I want, as long as
I found the place, I can just like go there,
Like you know, it's not Breath of Wild still has
like points you had to unlock. But yeah, nice thing
about Blade Kimera, which is good, and I quite like
it's like pretty early on, did you just select a
spot on the map and you could just go there
anytime you want?
Speaker 2: You know, that's it?
Speaker 1: Yeah, Yeah, there are a lot of times I was
like begging for that when I was like, okay, I
need to go back over here. Man, I got a
trip ahead of me, I guess. But yeah, like I
said everything else though, I think it's done well enough
for me that it carried the rest of the score.
Like I said, I the story, like the stuff gets
into especially in the nature of like a lot of
a story revolves around relationships and like toxic relationships and
what does it mean to be in one? And when
do you realize that you are in one? And when
should you get out? Like that was like a surprise.
I did not think this game was going in that direction,
but it handles it really well. So, like I said,
I think the if the exploration was better, this would
probably be closer to a nine for me.
Speaker 3: Yeah, I love Heart Machine much so I do want
to spend some time with it despite your frustrations.
Speaker 1: Yeah yeah, but yeah, Like I said, overall, I think
it's a fun game, and I think, especially if you're
a heart Machine fan or if you're in the mood
for like a overall good metroidvany, I think you should
give possessors a shot and hopefully you know, I don't
know if they're going to like patch or whatever. I
know there's a big Day one patch that addressed some things.
I don't know if they're going to do anything beyond
that in terms of addressing some of the criticisms that
are coming out from the reviews. We'll see. But I think,
like I said, as it is now, it is a
it is a good game, like kind of like point
blank cool. But yeah, it's out as of the now,
November eleventh, it's go check it out, so I think.
So it's only on PS five and PC though, just
for just as the heads up all right, Kyle. Last
game on our list is High Rule Warriors. I know
this subtitle. There's only been three of these. I actually
a Cheven's Prison Men Age.
Speaker 3: Of Plaming one, right, I think?
Speaker 1: Yeah, I know, they both use age of And I
was trying to like, was Calamity the second one or
is it this one? Yeah? Okay, gotcha. Yeah.
Speaker 3: At the time of this recording, I think I'm near
the end. I was joking earlier though that these games
do have a tendency to sort of drag on well
beyond what you think is supposed to be the end,
and I suspect that might happen here. But yeah, it's good.
I do like it. I I High Rule Warriors, the original.
I think I didn't review the second one. Actually the
first one. The first one's super fun because it is
just like just an excuse to bring in tons of
Zelda characters from different Zelda timelines, and like, you know,
it's a good format for the Musso sort of design
because it's like, yeah, we're just going to bring an
Ocarina characters and Majors of Mass characters, like you know,
it's and it's it's fun. I like it. But then
the Age of Calamity was like hugely disappointing for me,
like narratively, because like the Zelda story is like I know,
some people really don't care about it. I think like
the joy of Zelda's like exploration and puzzle solving, but
like I do, I really enjoy sort of the narrative,
the fiction of Zelda. I really sort of get invested
in it. And Age of Calamity was just like such
a disappointment by the end, even if it was, like
you know, even if it was like functionally pretty fun,
I just was so bummed out by where that how
that game concluded, and so far Age of Imprisonment it
seems to be more sort of like we're treating being
treated as like canonical Zelda stuff, which is like fun
and I enjoy that, like I haven't beaten it yet,
but like, and maybe this is a spoiler mys, so
if you are care about it, you can, like you know,
hit the fifteen second foard button now. But like, Link
does not show up in this game as near as
I can tell. There is a character that like plays
like Link might play, but Link is not in this
game unless something changes the list couple hours, which I like, like,
I think that's a cool thing about this game. I
like that they're not beholden to like, well, we got
to have all the like important people, and like the
majority of the characters in the game are completely original, uh,
which which is cool. Like there's a couple characters that
you'll recognize for Tears of the Kingdom. I don't want
to dig too deep into why, because you know, maybe
you want you don't want Tiers of the Kingdom spoilers,
but I mean it's it's, it's it's kind of a prequel.
And and then and like it's it's it's so nice
to have this game on switch to because it runs well,
you know, like Higher Warriors on WU is fine. And
then like yeah, the switch Higher Warriors was like, oh boy,
we're like we're we're hitting some frame rate issues here,
but like this one has been smooth and it and
it's and it's it's like it's a game that does
benefit from like just being smooth because there's so much
like insanity happening on screen all the time. It's basically
like I look at this cool animation. Generator's kind of
what these Musso games kind of feel like to a
certain point.
Speaker 1: Because how many moblins are we seeing on screen?
Speaker 3: I mean hundreds, you know, like maybe up to like
four or five hundred at a time or something like that.
And it like and it and it runs well, and
it looks good, and it's just the thing that like
that this game just works for me. It's like I'm
almost embarrassed to admit is just like having the Tiers
of the Kingdom UI and sound effects and art direction,
and it's like you can't explore like High Roll obviously,
Like maybe not obviously if you're not familiar how the
game works, but like you can't. It's not an open
world game. You're not exploring High Rule, but like you're
looking at the high Role map and you're like looking
at icons and it's like I kind of feel like
I am playing a Tiers of the Kingdom the sequel
spinoff thing.
Speaker 1: You know.
Speaker 3: It's like just close enough that it like it's like
it reminds me, you know, it's like Pavlov's Dog of
just like, oh yeah, those are the Tiers of the Kingdom.
Sound I'm back in the world of Tears the Kingdom.
This is wonderful, you know, but like overall, it's like
if you if you know Muso games, you kind of
know it to expect. There's some new little wrinkles that
I like where it's like you are doing a little
bit more on the battlefield than just sort of executing
familiar combos. Like sometimes the you know, the big bosses
that you come across will like jump in the air
and you have to make sure you pause time and
use the right like attack to take them out in
the air, or if they're getting ready to sprint at you,
there's like a different attack you should use and like,
and you can use zone I items, Like a big
strategy I've been using lately is like you can drop
like a zone I uh, fire hydrant, and then you
can draw and then you can throw out a zone
I like freezing device and create like a big giant
like you know, ice crystal thing that does a lot
of damage. So it's like it's it's fun. It's fun
in the way that it's like, you know, it's a
Muso game that they do get repetitive. They you know,
you are doing the same thing over and over, which
I know you can say about a lot of video games,
but you really feel it in a Musso game because
it is just kind of like, right, go here and
beat that boss. Okay, now go here and beat that boss. Okay,
now go here and beat that boss. And it does
kind of get redundant even if you're like switching characters
and stuff like that. But there's there's there's enough here
that's like kind of keeping you changing your strategies a
little bit. That I'm feeling less of the grind than
I did in the last Higher Warriors. I think, like
I'm I'm less annoyed by like doing side quests and
I actually do kind of like going and doing a
bunch of extra little missions to get bonuses and stuff
like that. Like overall, I'm I'm like it so far,
but it could.
Speaker 1: It could.
Speaker 3: It could screw up the landing because the last game
certainly did. Yeah.
Speaker 1: Yeah, I was gonna ask, like overall, it seems like
you're a hotter on this one than the last one.
Speaker 3: Yeah, I mean, it's it's it's kind of I mean,
just maybe simplified unfairly. It's kind of the switch to
benefit of like it just runs better. It just looks
better and runs better, and that's kind of crucial for
a game like this, which is just like an like
a chaotic action game, you know, So I do. I
do like this more, and I do like that it
does seem to be treating the events of Tears of
Them as like a cannon story, which the first two
didn't really do to, which kind of annoyed me. The
first one didn't annoy me, the second one annoyed me.
Speaker 1: Yeah.
Speaker 2: Yeah, I'm in like a weird place with this game
because I'm not nearly that far in, but obviously, like
I'm also like a Muso sicco, And I think the
mechanics introduces are really smart. It carries over some stuff
from the extremely excellent Time Stee Warriors' Origins, which came
out earlier this year twenty twenty five. Go play. It's
really really good. Yeah, switch next year it does come
to switch to I really I hope it can capture
the scale of that game, because I think that is like,
if you ever want to see a Musso game, really
just go for scale. Oh my gosh. It's incredible. But
I think it carries over so some of the kind
of response attacks that you have in this game do
feel like they're carried over from the origin system of
having kind of responsive different attack types that can create
stagger moments and break moments and things like that that
really make a lot of sense for what they've been
doing for a while.
Speaker 3: And enemies, you know, simple things, but it's like right,
it's enough to keep you thinking, which is good.
Speaker 2: I think the big thing for me so far is
actually that the story seems like it kind of has
to spin its tires by necessity because it has to
fit into the framework. And this is coming from somebody
who also did not like that Age of Calamity kind
of just threw a hail Mary and was like, whatever,
we're doing this now, and it has a very bizarre
change up in what its goal is, what it felt
like its stated goal was. Here, it feels like Age
of Imprisonment almost kind of has to color within the lines,
and it almost feels like an over correction where it
feels a little bit too safe at times, a little
bit like they're going like, oh, we know what's coming.
If you've played Tears of the Kingdom, you kind of
know how all this plays out, so we're going to
stick within that. And it's good for those slice of
life moments between some of those characters. I really like
seeing characters like Zelda and Minnru like hang out and
interact and Rawru and all them. But I don't know
that it's I almost kind of wish that it would
just be the Higher Warriors one where it's like, oops,
all Links, Oops, all Zelda's, here's Lincoln, Here's characters from
Links Awakening, because we can do that because nobody cares.
Here's Midna just thrown into there. There's like three different
Gannan dwarfs or whatever, like just have fun and.
Speaker 1: I the moon.
Speaker 3: It's fine, you know, yes, which is I really like
that stuff?
Speaker 1: I do.
Speaker 2: I do like when they do the story based ones
every once in a while. I really like spark or
not Sparks of Pope. I always call it that Three Hopes,
the Fire Mull and the Three Houses one. I thought
that one was really good, but.
Speaker 3: I like Three Hopes to I hear what you're saying,
for sure, Eric like it. It is a little bit
like they're not pushing outside of the story, but like if, yeah,
I think it works for me in this case right
where it's like if you're gonna make like a Tears
of the Kingdom spin off, like let's yeah, let's stay
within the lines, because like because that fiction is important
to me. But yeah, I would totally take just like
a High Warriors, let's throw it. I would love that
would be cool, Like as long as they're saying out
of front, you know.
Speaker 2: My dream Nintendo, if you're listening Koe Techmo, if you're
listening Mushroom Mushroom Kingdom Warriors, make it happen. It would work.
It would be so good, Like I can picture it
in my head right now. Come on, you don't want
to be Mario running out into the field shooting fireballs
everywhere and there's like Koopa troopas getting tossed up and
juggled in their stuff. It would be fantastic.
Speaker 1: I don't think my ears are ready for the satisfact.
Like it already sounds satisfying to stomp on one koopo,
but to hear hundreds of the Koopa sounds.
Speaker 3: Imagine having an arms behind you. Imagine what that would
sound like.
Speaker 1: It's aer Gorn charging in the battle with his toads.
Speaker 2: Yeah, for for Riders, for Ruin, as Mario would say, yes, no,
I I think.
Speaker 1: I rule Warriors.
Speaker 2: The New One Age of Imprisonment does do some really
fun stuff, Like you're saying, the Zone Italie ins are
great I love that one of Zelda's moves is literally
her like doing the freeze time and swinging the baton
around really fast to do a ton of damage, like
people were doing in Tiers of the Kingdom videos almost
immediately after that game came out. There's like some funny
winking and nodding in that way. They do a lot
with the source material and the themes and the aesthetics
of Tears in the Kingdom that I think really work
and are kind of pushing and yeah, this this being
on switch to it runs so much better like that,
that's already a massive boon for this game. Yeah, Like
Minieru is basically that's the sister, that's Robber's sister, right
minerru Right, Yes, they like they basically play as like
a Tiers of the Kingdom speed Runner. It's kind of
like almost what it feels like to play because like
they're just whipping out like zone eye devices and you're
all you're doing is like tapping why like six times,
and they're just like like I built a tank and
a gun like all this stuff.
Speaker 3: But you do it a lot. You're doing that like
hundreds of time over the course of a fight. But yeah,
I appreciate Musso games in general, and here that like
it's when it comes to the combat, they're just like, yeah,
we're gonna.
Speaker 1: Go huge like this.
Speaker 3: It's let's just be like let's just like it's these
animations are gonna be are gonna be crazy. We want
to reward you for like building up and like finally
pressing a and they're always like pretty intense and cool,
and then you can like do every you can do
like cooperative attacks and stuff like that.
Speaker 2: The sink attacks are great.
Speaker 3: Yeah, it's it's one of those kind of genre games
where it's like, look, I if you've played a Musso
in the past of any kind spinoff or Dinostaurs or whatever,
and you're like, this is like this is too redundant
for me. This is not gonna like change your mind.
I don't think this isn't going to convince you that.
It's like maybe you should take another look at the genre.
But it is a I think a good one of those.
And the chance to just hang out in the world
of Tears in the Kingdom is really wonderful, especially for
someone like me who just adores, you know, both Breadth
of the Wild and Tears. The Kingdom and excuse to
be back that world. I'm gonna I'm gonna take it.
You know, nice, yeah, good ones.
Speaker 2: One of those.
Speaker 1: Hm, I'll say as a random Psychilie excited for that
Animal Crossing update next year with all the Zelda stuff
you get to have menu in your town and stuff.
Speaker 3: No I don't, I don't like I don't like Animal Crossing.
Speaker 1: Sorry, this is We're gonna do it. This is good
enough to bring you back.
Speaker 3: My daughter animal and she'll show it to me and
I'll be like, hey, that's cool. But man, Animal Crossing
is one of those games you get every time there's
a new one, Like the three D S one was like,
you know, everyone in the game Former office is really
into it. I was like, oh yeah, let me get
into this. And I played it for like an hour.
Was like oh right, I don't like this. And then
and then and then the new one came out for
Switch and everyone's like, we got the pandemic is killing
all of us. We all have to get together and
play Animal Crossing. And I'm like, you know what, you
guys are right. This is really gonna this is gonna
make me feel good about what And I bought it
and I was like, I played it for an hour
and I was like, oh, yeah, I don't. I don't
get I don't get a lot of job.
Speaker 1: He said, yeah, you said I would rather get COVID
than play this game. My mask outside.
Speaker 3: No, definitely one of those like like, I'm guys, I
get that why you love it and why it's so
like why people get into it. I watched my daughter
like delete her save like three times to replay that
game over and over. But I'm just like the act
of like collecting things in a video game is like,
is not something I like to do. I don't find
that much anyway. Well, I don't even like looped, you know.
Speaker 1: All Right, And that concludes s Kyle's tet talk on
animal crossing. Well, that will wrap up this week's episode
of the Game and Former Show. Thank everyone for what
listening or watching, whether it's on YouTube or Spotify, Apple Podcast,
What That Good Stuff. Once again, subscribe to the magazine
Gameformer dot Com slash subscribe ten ishes a year delivered
straight to you, and got dry in Quest seven Reimagine
physical issues hitting mailboxes next month. A new digital edition
can be read right now. Otherwise, be sure to follow
us all on social media. I can be found at
Marcus Stewart seven. You can find Eric van Allen at
c Moussy, you can find Kyle Hilliard at Kyle M.
Hilliard and you can find a Wesley LeBlanc at Wesley
What is your social media handle? West West Little Blank?
Oh okay, well here you go, right.
Speaker 5: There, you nail this. Yeah.
Speaker 1: Yeah. Also social media update or social media update streaming update.
Taking the breaks on streams this week just because several
of us are out of the office on trips, so
super replay if you missed last week's episode, we won't
be back till the following week. Same with our normal
Wednesday stream, so stay tuned for that.
Speaker 2: And of course by the time you're hearing this, we'll
have already not streamed. But just in case you were
wondering why we were absent, we just didn't do streams
this week. Was like, yeah, this is airing after we
would have already not streamed for the week. But yes,
this don't don't. It's the message.
Speaker 1: Yeah, we're still alive. I know that.
Speaker 2: When you were wondering my grandma the show, I'll tell you.
Speaker 4: Cut your hair then that's my new bit is just
reminding viewers about my Grandma.
Speaker 5: Time Terrible three years ago.
Speaker 3: Remember it does show all right.
Speaker 1: Well, I think it's time for this podcast to die.
Thanks for everyone, Thank you for watching. Everybody. You got
me giggling, all right. We will see you guys next
week on the Game and former show. Bye.