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Speaker 1: Hey, everyone, Welcome to the Game and Former Show, a

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weekly podcast covering the video game industry. Join us each

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and every week for a discussion of the ladies, gaming news, reviews,

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and exclusive reveals with Game and Former staff and special

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guests from around the industry. I am your freshly aged host,

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Marcus Stewart. I say that because I had a birthday

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this past weekend. I'm still accepting birthday gifts. If you

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want to shower those on me, you know, feel free.

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Right now, I am joined by three. I don't know

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if it's just you guys's birthdays. I'm gonna guess. I'm

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gonna name the next everyone else based on who I

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think is the birthday order after me. I'm gonna say,

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next up is Eric van Allen. Your birthday's the next

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after me.

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Speaker 2: It is not far from now. No, although I'm worried

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that you're like trying to probe me for security questions

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right now, So if you start asking, I'm will introduce

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you an order of mother's maiden names and last social

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security digits. Yeah no, I'm not January birthday, so.

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Speaker 1: Oh okay, that's a good time. I'm gonna say, after

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you is the person that seems strangely worried and as

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Kyle Hilliard, I'm a December boy. Shut the podcast down.

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We've already blown.

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Speaker 3: Us a couple. I'm a Christmas baby just twenty third,

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just a couple of days before Christmas.

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Speaker 2: Oh wow.

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Speaker 1: Basically Jesus is what we call you.

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Speaker 3: Yeah, that's right, thank you.

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Speaker 1: And then I guess, Wesley LeBlanc, I guess you know

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the order doesn't matter.

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Speaker 3: Anymore July July.

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Speaker 4: Alrighty close, kind of not really, but you know you

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got me.

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Speaker 1: Right, thank you. I try. That's what I do here.

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I'm really good at guessing birthdays. As you can see,

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we've got a back show, folks. We're gonna be diving

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into our Dragon Quest seven reimagined a cover. Sorry, that's

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what wes Lee LeBlanc is here to talk about. We've

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also got some Metroid Prime for Beyond impressions from Eric

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who took a trip to up in New York correct.

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Speaker 2: Playing game The Big Apple. That's where they hide all

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the power ups. That's where they go when Sam's loses

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all of them as Manhattan.

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Speaker 1: Yeah, they call it the Big Morphball up there when

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she's around. And also we're gonna be talking about Luminous Arise.

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We've got possessors, we've got high re warriors. Like I said,

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it is a pack shows. We won't waste any time

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getting into it. But before we do, just some housekeeping

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of course, if you would like to support Game Informer,

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and the best way to do it is to get

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yourself a Game Informer of magazine subscription. As we mentioned before,

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Dragon Quest seven, reimagine our current or upcoming cover story.

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It's out now digitally and this beautiful physical addition that

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we are holding up right now, we'll be hitting mailbosses

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starting in December. If you would like to score yourself

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ten issues a year of Game Informer, you can go

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to gamiformer dot com slash subscribe. The subscription comes includes

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digital and physical. You can also get yourself a digital

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only subscription for a reduced price, and five percent of

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every subscription goes towards Saint Jude's children hospitals, supporting them.

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Probably the thing I'm most proud of, look at us,

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Kyle holding up the podcast add in this issue that

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just has us in podcasting. It's like inception, that's just

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a podcast. Yeah, within a you should have if we

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hadn't known that that was going to be that photo

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was gonna be taking. I would have held up another

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issue that held up age.

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Speaker 3: Yes.

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Speaker 2: Yeah, we got to keep taking pictures in each issue

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and go deeper and deeper.

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Speaker 1: Yes, until it just breaks the podcast like algorithm or something,

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which I'm sure every other prodocast on Earth will be

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happy that we did. That'll be grateful. But without further ado,

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Wesley LeBlanc, you traveled to Tokyo, Japan recently and got

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to visit squar INEX to go watch or yeah watching,

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I believe you got to play as well Dragon Quest

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seven reimagine. Yes, yeah, the remake coming out February fifth.

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Tell us how was that? What would you like to

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share with us?

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Speaker 5: It was fun? All right?

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Speaker 1: Okay, so.

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Speaker 5: It was awesome.

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Speaker 4: Yeah, it was my It's my first cover story in

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this new era of Game Reformer, so it was really

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cool to see my name and a byeline on our

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new beautiful, glossy print. I also, and maybe I'm biased,

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this is one of my favorite covers we've done.

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Speaker 5: I like it.

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Speaker 4: It helps that Akira Toriyama's art is foundational to it,

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and he's kind of the goat for a reason, and

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our designers did a really good job with the entire magazine,

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and I really love all the dragon stuff, dragon Quest

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stuff that came out, so make.

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Speaker 5: Sure you subscribe.

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Speaker 4: But yeah, I went to Squaringx's new offices, which are

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now located in the heart of Shibuyah. They used to

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be in Shinjuku and now it's that office is still there.

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We went to this fancy office that was kind of

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like getting into a spaceship. That's just the office tower

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that Square Inx happens to have an office, and it's not.

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They didn't make it look like a spaceship. But you know,

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Japan and I just when I go, I go to

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Tokyo and I'm and you know, I'm from northeast Florida,

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and uh, they just seem a little bit ahead of us,

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just a bit, just to scoach.

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Speaker 3: They have bathroom doors like all the way to the floor.

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It's like they're living in the Yeah, it's nice and yeah.

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Speaker 4: I played about two hours of the game and interviewed

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a ton of people from the team, Like we interviewed.

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We did more interviews than playing the game, which is

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kind of how I like to do cover stories because

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I don't want to spoil myself too much on the game.

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We actually record an n GT you New gameplay today

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today that you can go check out on YouTube. In that, myself,

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Alex and Eric kind of jump into the nitty gritty

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details of this remake and what it means to streamline

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a classic remaking this game a second time because this

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is not screen because his first time remaking Dragon Quest

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seven and some of the changes to combat, And I

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highly recommend you go watch that because not only can

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you see and or hear what we're saying, but you

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can also watch it in real time on the gameplay that

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we provide, which.

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Speaker 5: Is really cool.

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Speaker 4: But for here, I guess I'll talk about kind of

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the trip in general. So we spoke to Takeshi Chikawa,

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who's the producer, Masato Yagi the director, and oh my gosh,

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I'm blanking on her name. It is the lead scenario writer.

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Every time I write, I was just writing a story.

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Speaker 5: What second, her.

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Speaker 4: Name is, Sayaka Tagagi. Yes, when we were in the office,

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they all had different names. They went by like nicknames,

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and that's what we went by. So then writing the

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cover story, I had to like, I know their nicknames

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that they go by.

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Speaker 1: Me, what are the names I'll give one.

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Speaker 4: Ichikawa goes by Ichaitaki. I don't know why it's the

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same amount of syllables, and it was kind of just confusing.

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Speaker 2: Does it have like a double entendre, Like does that

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have a different meaning or something?

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Speaker 5: I don't know.

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Speaker 4: I asked him, like what he prefers, and he was like,

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whichever is fine, very chill, very chill. Team there over

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at a Square Enix, So yes, but yes. I spoke

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to them, them three about reimagining this game and what

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it means to not only remake this game a second time,

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but also try to bring it to modern audiences because

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the first one was on PlayStation. The remake was on

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Nintendo three DS, which was a modern audience device. But

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like it's a handheld. This is the first time you're

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gonna be playing this on like a big I don't

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want to say big boy console, but big boy console.

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You know. Sorry, Nintendo three three DS. I love you,

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but I like I like watching and playing games on

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my TV. And basically it just means taking a game

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that takes one hundred hours to mainline and making it quicker.

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Because maybe it's because of their ages, they're similar in

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age to me, we we we we agreed collectively that

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it's hard to find times for games the older you

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get during this cover story and talking with them, and

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you know, some of us don't have the hundred hours

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to put into an RPG anymore, someone with a seven

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seven month old at home. I'm very grateful for not

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only the original is existing, but Reimagined coming because it

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means I can probably beat the game in half the time,

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and I do like seven a lot, and I'm excited

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to roll credits on Reimagined. But like I mentioned, go

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watch that NNGT for some more in depth details about

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the remake itself and to see some exclusive footage. I

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want to mention here because I haven't really gotten to

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talk about it anywhere. Alongside this cover story, we also

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myself and Alex got to interview Yugi Horri, the creator

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of Dragon Quest, for ninety minutes, which is something that

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kind of dawned on me after the interview, which is

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great because I didn't want to be stress during the interview.

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But he's like the creator of dragon Quest. This is

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a seventy one year old man who still has his

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hands deeply heavily involved in Dragon Quest. He's working on

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Dragon Quest twelve and writing the scenario for it like

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this is it's it's pretty high up for me. It's

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probably the most high up personnel interview is I'd love

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to interview Miamoto or something one day, but who knows.

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Speaker 5: And it was a very.

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Speaker 4: Terrifying in retrospect interview because it's just a big figure.

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It's a legendary figure. But the interview went really, really well.

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There was a room, it was a room full of people.

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I don't know if Uji Horri just has like an

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entourage that he brings with him.

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Speaker 1: I think he called it a party.

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Speaker 4: Actually yeah, yeah, yeah, but yeah, it's time for his interview,

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and like fifteen other people walk in, so it's like

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a room of twenty, which is already kind of stressful

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for an interview. It's also on camera, so that's an

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extra element of stress. And Ichikawa, the producer reimagined, was

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next to him, so I had to you know, obviously

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I want to talk to Youugi Horri a lot, but

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I can't just let Ichikawa sit there and for ninety

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minutes and be like, when's he gonna ask me a question?

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So it was fun kind of dribbling back and forth

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between them two, and we're gonna have a lot of

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videos and stuff from that interview. But Uji Horri is

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such a kind and humble and give being interviewee. He

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was just the most chill dude. And I think something

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that I realized like after the fact, with him being

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you know, he's seventy one, he's worked on this game

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since the nineteen eighties. He's still so heavily involved today.

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It was really cool talking to him because I feel

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like most figures of his stature that you talked today

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aren't as involved, so like they speak a little bit

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more broadly, you know. I think about Miamoto, who's now

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like a Mario producer, and obviously he knows Mario in

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and out, but like he's not gonna be able to

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tell you exactly the same things that a director of

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a Mario game light because a producer role is just

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different in that regard. Yugi Horri, we went down like

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every mainline installment and talked about the decisions made on

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this sequel, why three was the last of the trilogy,

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and well three is always the last of a trilogy,

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why he decided to make the first three games of

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trilogy and so on why he's even okay with reimagined happening,

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Like why are they remaking seven another time? Even though

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there's other games people want to remade. And it's really

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really cool to talk to someone with so much knowledge

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about a franchise and his words, it's his baby. He

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wants to work on it till he dies. And I

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think it was like a really fascinating look at a

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game franchise that has growing popularity in the West, I

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think because of Dragon Quest eleven, but it's not just

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a different caliber. Yeah, in the Japan it has been

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big since the start. It is arguab I'd probably say

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bigger than Final Fantasy over there. Actually, like Final Fantasy

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is probably what you think of it SCREENIX and Japan

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it's dragon Quest. Dragon Quest is like their franchise, and

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I'm really excited to see the growth of dragon Quest

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over here in the West. Like Kyle mentioned, started with eleven,

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I think we've seen these remake projects, the one two

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three HD remakes. I think it's all culminating and reimagined

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in terms of taking and picking what they like best

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from eleven and one two three HD two D remakes

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and putting it all together and reimagined with this new

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doll like diorama aesthetic that really makes Toriyama's original art scene.

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Speaker 1: I think that's a photo that I think is in

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this issue where you have a photo of the dolls,

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the physical dolls that they used for the characters, that

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I think is like super cool.

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Speaker 4: Yeah, they're like we say dolls, and you probably think

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of like a Barbie doll sized or figurine or something,

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but they're like two and a half feet tall. They

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stand like pretty big on a table, and they are

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so so in depth and detailed, like the materials on

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them they showed us like the little templates that everyone

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was using, and like the cloth designer and like the

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chain mail for Sir MERVN. Like it's all there and

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it's all finally detailed. And they took super high quality

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three D scans of these dolls and put them in

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the game, so like you're controlling the dolls on like

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a three D skeleton, but like it's the dolls that

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I saw in person that we see throughout the game,

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and I think it's really really cool. They spend a

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lot of money on the dolls. I won't say how

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much because I don't know if that was on the

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record out the record, but it was a shocking amount

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made locally in Japan. And something that was interesting is

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with the box art for Dragon Quest. That's where you

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really see Toriyama's art in the earlier entries, because obviously

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whatever he draws on a page is not going to

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translate to an eight bit or sixteen bit character. You know,

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the vibes are there and stuff, but it's just not

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it doesn't work. And I think around seven and eight

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is kind of where Torriyama's art really started to come

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through in the games. I think this is probably next

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to eleven, I'd say probably the most Torriyama's art has

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really come to life, and I think it's really cool.

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It's kind of a shame he's no longer around Rest

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in Peace. I think it'd be cool to see his

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thoughts on this game. But as for the dolls, it's

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because the box art for seven and Toriyama's original designs.

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For whatever reason, he drew everyone shorter than usual, like

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the monsters. The it's all kind of like this smaller

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world scale, and for whatever reason, it made Square Enix

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think of like dolls and playing in a dollhouse and

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if you go watch the MGT, you can see not

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only do these characters look like dolls, but the enemies

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that we fight they look like toys, almost as if

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you're bashing together your action figures in your backyard. And

286
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then the diorama map kind of looks like Exhibition thirty

287
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threes kind of adds to that more playful fantasy. You know,

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maybe I'm playing with some action figures in my backyard

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aesthetic and it all really works.

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Speaker 5: Well for me.

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Speaker 4: The game is a cozy, warm adventure with some dark moments,

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but ultimately it's about these kids coming of age on

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an island, hopping journey and maybe getting in over their

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heads and figuring out.

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Speaker 5: How to prevail over evil.

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Speaker 4: Very classic stuff, but I think what they're doing and

297
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Reimagine really hones in on that warmth and that coziness

298
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and just having just feeling like a joy inside of

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you when you play it, which I think is kind

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of where Dragon Quests, Bread and Butter is compared to

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other RPG series. It's about it's just it just feels

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good in the heart to play a dragon Quest, and

303
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I think Reimagined really sings.

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Speaker 5: To that's it.

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Speaker 1: When's it coming out?

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Speaker 4: Yet next year February fifth, on PS five Xbox Series

307
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XS switch to which is cool? And Switch and PC.

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Speaker 5: Yeah, I don't.

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Speaker 4: I don't know if Square is doing exclusives anymore.

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Speaker 3: I just laughing how you phrase that, because you're like, yeah,

311
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switch to, which is cool, and then like and switch

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which is cool.

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Speaker 5: Yeah, I'm I'm sure it'll be fine. But now we

314
00:15:25,320 --> 00:15:26,799
know better. Yeah, we know.

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Speaker 4: What what lies, what lies out there for us. But yeah,

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that's uh, there's the there's so much more to talk about,

317
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and like I said, our NGT gets into that. I

318
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have already like fifteen stories written for our online month

319
00:15:40,519 --> 00:15:44,080
of coverage. Some are up, some are not. If you

320
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are interested in this game, subscribe, check out the digital issue,

321
00:15:47,320 --> 00:15:48,919
get the physical issue in your mail, but also like

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keep an eye on game offormer dot com and our

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YouTube channel because we have a lot of content coming

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up that I think we'll get into the more niche

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and gritty details that I'm not gonna wax on about here.

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Speaker 1: Nice, well awesome, that's dranged West seven. And also, it

327
00:16:03,600 --> 00:16:05,919
just dawned on me during your conversation that we've somehow

328
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managed to get this far and I don't think anyone

329
00:16:08,320 --> 00:16:10,000
has referred to you as Dragon Wes.

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Speaker 4: Oh, I'll take it.

331
00:16:13,120 --> 00:16:14,840
Speaker 1: Yeah, So that's gonna be my name for you for

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00:16:14,879 --> 00:16:16,559
the rest for the rest of the month.

333
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Speaker 4: So Dragon West seven. Reimagine I'll cut my hair one

334
00:16:20,559 --> 00:16:21,080
day and come back.

335
00:16:21,120 --> 00:16:23,879
Speaker 5: Reimagine you ever had short hairs?

336
00:16:25,440 --> 00:16:28,240
Speaker 4: I did my senior year of high school. My grandma

337
00:16:28,279 --> 00:16:30,919
paid me three hundred to cut it because she didn't

338
00:16:30,960 --> 00:16:34,879
like it. And what in high school three? I was like, yeah, sure,

339
00:16:36,159 --> 00:16:38,039
I'll take it. I threw it out again because I

340
00:16:38,080 --> 00:16:41,080
love it. Well, now my price tag is a little higher.

341
00:16:41,120 --> 00:16:43,799
I like my hair a lot, so you know, before

342
00:16:43,919 --> 00:16:45,799
passing a couple years agouse, she used to always be like,

343
00:16:45,799 --> 00:16:47,000
how much would I have to charge?

344
00:16:47,120 --> 00:16:47,559
Speaker 5: Pay you now?

345
00:16:47,600 --> 00:16:51,360
Speaker 4: And I'm like three thousand, Grandma, the bills have arrived.

346
00:16:51,399 --> 00:16:52,720
Speaker 5: I need more money to be three.

347
00:16:52,799 --> 00:16:55,039
Speaker 1: Yeah inflation yeah yeah. Yeah.

348
00:16:55,200 --> 00:16:58,600
Speaker 4: She didn't go for it, So the long hair resides.

349
00:16:58,600 --> 00:17:00,279
I go to where graves don't ask if she can

350
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drop some bills every.

351
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Speaker 5: Now and then, but nothing happens.

352
00:17:04,440 --> 00:17:04,880
Speaker 1: Well you got to.

353
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Speaker 3: You gotta like cut your hair over the gravestone.

354
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Speaker 1: See what happens.

355
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Speaker 3: That's what's gonna be.

356
00:17:09,640 --> 00:17:10,359
Speaker 5: Some ritual.

357
00:17:11,000 --> 00:17:13,480
Speaker 4: I don't know about on Lesha demon or something.

358
00:17:13,559 --> 00:17:13,759
Speaker 5: Yeah.

359
00:17:14,200 --> 00:17:19,559
Speaker 1: Good, you might get kicked out by security, but awesome.

360
00:17:21,200 --> 00:17:25,000
Moving on to uh to another long running Japanese franchise,

361
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Metroid Eric. As we mentioned at the top of the show,

362
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you went to New York City recently to play some

363
00:17:31,000 --> 00:17:33,960
Metroid Prime four Beyond as part of a big preview event,

364
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also the second one this year, because there was the

365
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switch to event where Metroid Prime four was also playable.

366
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Did you go to that one as well? Or is

367
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this your first time playing Metroid.

368
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Speaker 2: I did not go to that one. The first demo

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that we played at this preview event was apparently the

370
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same content as that, so I did get to see

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that slice, granted on a more recent build of Metroid Prime.

372
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Obviously at this point, you know it's real close to

373
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the date. So but yeah, Metroid Prime four Beyond. I

374
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feel like with this series you always have to kind

375
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of drop your credentials a little bit. I was a

376
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Metroid Prime player from the get go. That was my

377
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introduction to the series on the GameCube was Metroid Prime

378
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one and two. I eventually played Super Metroid. I love

379
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that game. That's a really, really good game. I don't know,

380
00:18:20,440 --> 00:18:22,599
if y'all have heard about this little game called Super Metro,

381
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that's a good one, and you know, kind of dabbled

382
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in the spiritual successors of the franchise since so I

383
00:18:28,839 --> 00:18:31,279
went into Metroid Prime four kind of just curious.

384
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Speaker 1: You know.

385
00:18:31,880 --> 00:18:35,000
Speaker 2: I was the one who pulled Excalibur from the stone

386
00:18:35,039 --> 00:18:36,880
on this one to go on the strip, and so

387
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I was like, I'm going to go in with an

388
00:18:38,599 --> 00:18:42,079
open mind, see what it's about, and just kind of

389
00:18:42,240 --> 00:18:45,200
get a sense of is this something that's I think

390
00:18:45,240 --> 00:18:47,960
going to appeal to a lot of people. And my

391
00:18:48,119 --> 00:18:50,960
resounding answer coming away from it is that game's really

392
00:18:51,000 --> 00:18:53,240
good and I really want to play more of it,

393
00:18:53,319 --> 00:19:00,480
like whenever soon possible, because it is very Metro Prime.

394
00:19:01,319 --> 00:19:04,119
It looks and plays about the same as you would

395
00:19:04,119 --> 00:19:08,200
expect from Metroid Primary Mastered. I mean, it looks really

396
00:19:08,240 --> 00:19:11,839
good on a switch to it runs smoothly on handheld

397
00:19:11,880 --> 00:19:14,759
and on docked. I saw maybe like a hitch or

398
00:19:14,759 --> 00:19:18,759
two in world transitions, and that's about it. It looks

399
00:19:18,759 --> 00:19:21,880
really gorgeous. The fauna and everything like you are on

400
00:19:21,920 --> 00:19:25,480
an alien planet. Everything's weird. The jungle biome that we

401
00:19:25,519 --> 00:19:30,000
got to explore was really really fascinating and obviously does

402
00:19:30,039 --> 00:19:32,440
the metroid thing introduces you to the game, gives you

403
00:19:32,480 --> 00:19:35,480
all the powers, takes them all away, start at square one.

404
00:19:35,759 --> 00:19:38,200
And the big thing this time around is the psychic

405
00:19:38,359 --> 00:19:42,079
powers that Samus has. So if you look on the box,

406
00:19:42,279 --> 00:19:46,559
you can see like a purple crystal embedded in Samus's helmet,

407
00:19:46,640 --> 00:19:50,920
like right above the visor, and that is how she yeah, yeah,

408
00:19:50,920 --> 00:19:53,559
a little bit like you get these like this diamond there,

409
00:19:53,599 --> 00:19:55,799
and that is what controls these psychic powers. So at

410
00:19:55,799 --> 00:19:58,119
first you can just do some basic like telekinesis where

411
00:19:58,119 --> 00:20:01,319
you're solving puzzles by kind of grabbing a stone and

412
00:20:01,359 --> 00:20:04,119
moving it down, or like grabbing an orb and moving

413
00:20:04,119 --> 00:20:08,799
it somewhere else, and that stuff is interesting. I think

414
00:20:08,839 --> 00:20:12,359
that they do some interesting things with it, but it's

415
00:20:12,359 --> 00:20:14,519
not the most compelling new puzzle mechanic. The one that

416
00:20:14,559 --> 00:20:17,480
really got me is you get the ability to use

417
00:20:17,519 --> 00:20:21,039
a psychic charge shot, which means you charge up your

418
00:20:21,039 --> 00:20:24,559
blaster and then use your psychic powers to control the

419
00:20:24,720 --> 00:20:28,799
charge shot as it moves through the area. And so

420
00:20:29,680 --> 00:20:35,480
I literally in gameplay referenced wanted the curving the bullet

421
00:20:35,599 --> 00:20:38,200
around the room that they do. Everybody on the pod

422
00:20:38,279 --> 00:20:40,799
just nodded at the same time, like, yes, Wanted. That

423
00:20:40,839 --> 00:20:45,799
movie we've all seen, but you always remember that at

424
00:20:45,799 --> 00:20:47,519
that moment where they curve the bullet, and you do

425
00:20:47,599 --> 00:20:49,519
a lot of that in this game, where there's kind

426
00:20:49,519 --> 00:20:51,640
of you're on one side of a door and you

427
00:20:51,680 --> 00:20:54,640
shoot a charge shot up and through this little pipe

428
00:20:54,640 --> 00:20:57,000
system and down and hit the switch on the other

429
00:20:57,119 --> 00:20:59,559
side to open it up. And there's some really cool

430
00:20:59,599 --> 00:21:02,960
puzzles solving elements there that I really really liked already,

431
00:21:03,000 --> 00:21:05,240
a lot of hints of backtracking and things like that

432
00:21:05,279 --> 00:21:07,359
where I would run into a machine it would be like,

433
00:21:07,400 --> 00:21:10,440
you need to use a spark of electricity here, and

434
00:21:10,480 --> 00:21:12,359
I was like, oh, well, I can't do that yet,

435
00:21:12,400 --> 00:21:14,079
so I guess I'm coming back later.

436
00:21:14,400 --> 00:21:18,640
Speaker 5: But it was real with the Wanted thing.

437
00:21:19,079 --> 00:21:21,160
Speaker 4: Is it like slow down or do you like go

438
00:21:21,240 --> 00:21:22,640
into the perspective of the shot?

439
00:21:23,200 --> 00:21:26,160
Speaker 2: It is you like zoom into the perspective and you

440
00:21:26,279 --> 00:21:29,839
kind of follow it like you're directing like a missile almost.

441
00:21:30,720 --> 00:21:32,759
It reminds me of I forget what maybe it was

442
00:21:32,759 --> 00:21:34,440
a Melgear Solid game where you can kind of direct

443
00:21:34,440 --> 00:21:36,240
the mile.

444
00:21:37,720 --> 00:21:38,960
Speaker 1: When you shoot arrows.

445
00:21:39,599 --> 00:21:42,759
Speaker 2: I've never played Heavenly Swords, so I can't help you there.

446
00:21:42,920 --> 00:21:46,759
Kill of Duty, Okay, yeah, it's a predator own Yeah, sure,

447
00:21:47,680 --> 00:21:51,880
it's It is the quintessential video game. Like you are

448
00:21:51,920 --> 00:21:54,440
tracking the shot. It is a little bit in slow mo,

449
00:21:54,559 --> 00:21:56,559
though it is still in real time because there are

450
00:21:57,359 --> 00:22:00,119
things that will happen because there is a boss the

451
00:22:00,839 --> 00:22:04,480
Bosses that I fought in the demo where it has

452
00:22:04,599 --> 00:22:07,000
kind of shielded weak points and you need to knock

453
00:22:07,039 --> 00:22:10,119
the shields off and then hit all the weak points

454
00:22:10,160 --> 00:22:12,440
in one go because if you like, if you try

455
00:22:12,480 --> 00:22:15,559
to normally shoot them, they will regenerate too fast. So

456
00:22:15,559 --> 00:22:17,920
you need to kind of launch your charge shot and

457
00:22:17,960 --> 00:22:20,200
then do the wanted thing of hitting all the weak

458
00:22:20,240 --> 00:22:23,079
points in a row and then bam, you're you're good.

459
00:22:23,119 --> 00:22:27,160
You've you've opened the boss up two attacks. So but

460
00:22:27,319 --> 00:22:29,160
while it's doing that, it is still trying to throw

461
00:22:30,000 --> 00:22:32,000
attacks at you and things, and so there is an

462
00:22:32,039 --> 00:22:34,559
element of it is still kind of in like super

463
00:22:34,640 --> 00:22:36,359
hot time is what I would call it, where it's

464
00:22:36,400 --> 00:22:40,160
it's slow mode down, but it is still moving and

465
00:22:40,200 --> 00:22:42,079
so you need to be aware of where Samus is

466
00:22:42,119 --> 00:22:44,240
standing when you launch it before you do your big

467
00:22:44,519 --> 00:22:49,240
charge shot attack are equiptabilities or like a no, it's

468
00:22:49,720 --> 00:22:52,160
the way you Yeah, the way you do it is

469
00:22:52,200 --> 00:22:53,920
you just charge up your shot and then you kind

470
00:22:53,920 --> 00:22:57,680
of use I'm trying to remember the button combo you

471
00:22:57,799 --> 00:23:01,039
use basically your psychic vision. There's like a additional bumper

472
00:23:01,079 --> 00:23:03,200
press that you hit or something like that that does

473
00:23:03,400 --> 00:23:04,880
then say like, okay, I want this to be a

474
00:23:04,880 --> 00:23:07,839
psychic charge shot instead just a normal charge shot, and

475
00:23:07,839 --> 00:23:12,720
then you launch it didn't get there. There were psychic

476
00:23:13,119 --> 00:23:16,799
bombs for the morphball. Those were kind of interesting as well,

477
00:23:16,839 --> 00:23:20,119
because those were you could you know, a little boop

478
00:23:20,200 --> 00:23:22,400
them out as the morphball, but then when you go

479
00:23:22,480 --> 00:23:25,119
back out into full samus form, you could then pick

480
00:23:25,160 --> 00:23:27,160
them up with your psychic powers and kind of push

481
00:23:27,240 --> 00:23:30,079
them at things or put them in places. And I

482
00:23:30,119 --> 00:23:32,079
didn't get a lot of puzzles in the area I

483
00:23:32,119 --> 00:23:33,480
was in that use that, but it was kind of

484
00:23:33,519 --> 00:23:36,400
an interesting thing to say, like, hey, you probably do

485
00:23:36,440 --> 00:23:39,720
some interesting things with moving morphballs around the environment, like

486
00:23:39,799 --> 00:23:42,519
morph bombs around the environment. Just a lot of like

487
00:23:43,640 --> 00:23:46,759
kinetic moving and placing that I thought was a really

488
00:23:46,799 --> 00:23:51,279
interesting direction to take all of this. Compared to prime

489
00:23:51,519 --> 00:23:56,119
I normally associate with using your visor, and the visor's

490
00:23:56,160 --> 00:23:59,200
kind of your constant guide and your constant puzzle solving ability,

491
00:23:59,200 --> 00:24:00,799
and whenever you're stuck in a room, you pull the

492
00:24:00,839 --> 00:24:03,519
visor around and you start scanning everything. There's still a

493
00:24:03,559 --> 00:24:05,759
lot of that, but it felt like it added an

494
00:24:05,839 --> 00:24:09,079
extra dimension of interactivity with a lot of the elements

495
00:24:09,119 --> 00:24:12,279
in the area. Just being able to to do stuff

496
00:24:12,279 --> 00:24:16,640
that wasn't just shoot thing or morphball through tunnel or

497
00:24:16,640 --> 00:24:18,640
whatever or hit it with missile. Now you kind of

498
00:24:18,640 --> 00:24:20,839
have this psychic stuff that adds a different element of

499
00:24:20,839 --> 00:24:23,400
puzzle solving. You have to think about, sure.

500
00:24:23,519 --> 00:24:26,440
Speaker 1: Pretty are you feeling pretty positive about the psychic power

501
00:24:26,559 --> 00:24:27,440
so far? Has an addition?

502
00:24:27,559 --> 00:24:29,559
Speaker 2: Yeah, I think I think so. Yeah, it's it's it's

503
00:24:29,599 --> 00:24:33,720
an interesting dynamic to take those those powers, and I

504
00:24:33,759 --> 00:24:37,119
think it adds a lot. I wasn't really missing any

505
00:24:37,200 --> 00:24:39,480
other like stand I'm sure there will be other standards

506
00:24:39,519 --> 00:24:45,359
of Metroid arsenal attacks throughout the game, you know, beams

507
00:24:45,559 --> 00:24:49,920
and the like, but I could see this with just

508
00:24:49,960 --> 00:24:51,960
the psychic power is doing some pretty good stuff.

509
00:24:53,720 --> 00:24:58,240
Speaker 4: The other weirdop or the psychic powers like new to

510
00:24:58,319 --> 00:25:00,680
this preview, I feel like I'm being.

511
00:25:02,920 --> 00:25:03,119
Speaker 1: Close.

512
00:25:03,640 --> 00:25:04,599
Speaker 2: They showed some of it.

513
00:25:04,720 --> 00:25:09,200
Speaker 1: Yeah, at the last nint I know Direc. I think

514
00:25:09,240 --> 00:25:11,240
the last time he was really features when they announced

515
00:25:11,240 --> 00:25:12,279
the Psychic Power stuff.

516
00:25:12,599 --> 00:25:15,119
Speaker 4: Yeah, it was just get the hands on time and

517
00:25:15,119 --> 00:25:17,200
I'm like, is this a Berenstein thing? Because I swear

518
00:25:17,319 --> 00:25:19,319
that was not there.

519
00:25:19,359 --> 00:25:23,000
Speaker 3: And now, remember they made this whole game like at

520
00:25:23,000 --> 00:25:25,160
a certain point, yeah, they kind of like yeah, but

521
00:25:25,200 --> 00:25:27,200
I don't think they really showed anything from it when

522
00:25:27,279 --> 00:25:28,720
Bandy Namco was still making it.

523
00:25:28,839 --> 00:25:29,039
Speaker 4: Yeah.

524
00:25:29,119 --> 00:25:31,599
Speaker 1: Yeah, I think it was like when the when DK Bonanza,

525
00:25:31,640 --> 00:25:33,359
when they first showed the box art and didn't have

526
00:25:33,440 --> 00:25:36,160
Pauline oh yeah, and then after they announced her they

527
00:25:36,160 --> 00:25:39,119
added her in there, like okay, I guess that's yeah.

528
00:25:40,200 --> 00:25:46,359
Speaker 2: Yeah, it's it's I wanted to bring up one other thing, y'all.

529
00:25:46,519 --> 00:25:48,839
Did y'all play the campaign of Halo Infinite?

530
00:25:49,640 --> 00:25:51,839
Speaker 1: Yes, you remember how they.

531
00:25:53,960 --> 00:25:57,400
Speaker 2: Yeah, okay, okay, well y'all play. I was not present

532
00:25:57,400 --> 00:25:57,640
for that.

533
00:25:57,680 --> 00:26:02,640
Speaker 1: I was, I voted, thank you. I cannot take the

534
00:26:02,680 --> 00:26:05,440
heat for that year.

535
00:26:06,039 --> 00:26:09,599
Speaker 3: I was Infinite. I actually had quite a good time

536
00:26:09,599 --> 00:26:10,200
with the campaign.

537
00:26:10,279 --> 00:26:10,480
Speaker 5: Yeah.

538
00:26:10,559 --> 00:26:12,519
Speaker 1: I like the Infinite too. Oh just getting into a

539
00:26:12,960 --> 00:26:14,039
let's not open work.

540
00:26:15,039 --> 00:26:17,400
Speaker 2: But you know how Infinite was like, Hey, let's have

541
00:26:17,599 --> 00:26:20,880
a kookie, goofy engineer who piles around with master Chief,

542
00:26:20,880 --> 00:26:23,799
and so master Chief can be all stoic and kind

543
00:26:23,839 --> 00:26:26,079
of doing master Chief things, and then there's this other

544
00:26:26,119 --> 00:26:28,920
guy who's like, ah, master Chief, you're going to go

545
00:26:28,960 --> 00:26:31,799
give the Covenant another bomb on I like doing all

546
00:26:31,839 --> 00:26:32,359
the kind.

547
00:26:32,160 --> 00:26:34,480
Speaker 5: Of die It's exactly what he sounded like. I remember

548
00:26:34,680 --> 00:26:35,920
they do.

549
00:26:35,759 --> 00:26:38,640
Speaker 2: That with with Metroid Prime. For Beyond, there is a

550
00:26:38,720 --> 00:26:43,839
kooky engineer character who I almost I wanted to take

551
00:26:43,880 --> 00:26:47,160
a screenshot because there's there's a part where he's standing

552
00:26:47,200 --> 00:26:49,839
next to Samis and I wanted to put it in

553
00:26:49,880 --> 00:26:53,240
the preview with the caption me with the six foot

554
00:26:53,240 --> 00:26:58,319
five International or Intergalactic bounty Hunter Batty. I begged by

555
00:26:58,400 --> 00:27:00,839
being a little goofy because that it's like the energy

556
00:27:00,880 --> 00:27:04,440
they have is like Gomez and and Mortitia is like

557
00:27:04,599 --> 00:27:07,680
he's he's just kind of like this, I'm an engineer.

558
00:27:07,759 --> 00:27:09,319
Speaker 1: I do funny things. Isn't that funny?

559
00:27:09,359 --> 00:27:12,359
Speaker 2: Samus. Then Sam's just kind of stands there like it's

560
00:27:12,400 --> 00:27:15,960
like that, not saying anything, and he's like, okay.

561
00:27:15,680 --> 00:27:18,519
Speaker 3: Image you know I'm talking about Eric.

562
00:27:18,680 --> 00:27:22,880
Speaker 2: Yeah, yeah, yeah, yeah, it's that energy.

563
00:27:23,000 --> 00:27:26,759
Speaker 1: Yeah, is this is this character a human? Yes?

564
00:27:26,960 --> 00:27:29,680
Speaker 2: Yeah, you actually see his face. He is a member

565
00:27:29,720 --> 00:27:34,559
of the it was the Federation. Yeah, yeah, you see

566
00:27:34,599 --> 00:27:40,640
his face before he calls up, and it's it's not bad,

567
00:27:40,920 --> 00:27:43,680
but it was a strange choice because I was really

568
00:27:44,960 --> 00:27:48,200
when you first enter this area, this this like lush

569
00:27:48,279 --> 00:27:51,519
jungle biome, like the music is hitting. The music in

570
00:27:51,559 --> 00:27:53,599
this game is fantastic, by the way. It's it's really

571
00:27:53,640 --> 00:27:57,519
really like I love Metroid music already, and it's really

572
00:27:57,559 --> 00:28:00,359
good arrangements in this one. I was when I was

573
00:28:00,400 --> 00:28:02,359
working on the preview earlier, I was listening to some

574
00:28:02,440 --> 00:28:03,960
of the footage as I was kind of like working

575
00:28:03,960 --> 00:28:06,200
around on it. I was like, oh, the arrangements are

576
00:28:06,279 --> 00:28:09,119
so so good. But I was like in the zone

577
00:28:09,160 --> 00:28:10,400
and then all of a sudden, you just kind of

578
00:28:10,400 --> 00:28:13,200
have this this guy that's falling you around and you

579
00:28:13,279 --> 00:28:15,680
run into an alien and he's like, ah, watch your back,

580
00:28:15,720 --> 00:28:17,640
Sam's they're coming over the walls, and I was like,

581
00:28:18,839 --> 00:28:21,599
I don't know if I needed that. I don't dislike

582
00:28:21,720 --> 00:28:25,279
his presence, but I kind of hope that that's a

583
00:28:25,880 --> 00:28:29,920
one off thing and not a recurring thing for the

584
00:28:30,079 --> 00:28:32,559
entire game, because I do think that has a chance

585
00:28:32,680 --> 00:28:33,400
to come grating.

586
00:28:34,119 --> 00:28:36,240
Speaker 1: They didn't confirm either way, like this is your buddy

587
00:28:36,279 --> 00:28:36,599
for the.

588
00:28:36,599 --> 00:28:42,319
Speaker 2: Game or no, no, there's once I found him, I did.

589
00:28:42,759 --> 00:28:45,000
There are moments where I had to leave him to

590
00:28:45,079 --> 00:28:48,240
kind of go scouting ahead, and that definitely did create

591
00:28:48,279 --> 00:28:51,319
a separation because sometimes he would calms you or something,

592
00:28:51,359 --> 00:28:53,839
but he was less talkative when I was not directly

593
00:28:53,920 --> 00:28:56,240
next to him. So that makes me think that maybe

594
00:28:56,279 --> 00:28:59,640
it's just something that they needed to have in this zone,

595
00:28:59,799 --> 00:29:02,920
in this area to kind of like push the story

596
00:29:03,039 --> 00:29:07,079
forward in a way. Because this is also I don't know,

597
00:29:07,079 --> 00:29:09,240
maybe it's been a while since I played Metroid Prime

598
00:29:09,279 --> 00:29:11,279
and the remaster that came out, but it is a

599
00:29:11,319 --> 00:29:15,839
surprisingly talkative game. There's there's dialogue, there's cut scenes. Samus

600
00:29:15,880 --> 00:29:18,680
is not really talking, but other characters like you'll you'll

601
00:29:18,720 --> 00:29:20,720
get into an area and then they'll like talk to

602
00:29:20,799 --> 00:29:23,000
Samu's and be like, oh, thank goodness you're here. There's

603
00:29:23,039 --> 00:29:25,079
space pirates out that way. We got to go stop them.

604
00:29:25,079 --> 00:29:27,720
Speaker 3: If I remember correctly, three Metrood Prime three was the

605
00:29:27,720 --> 00:29:30,039
first one that yeah i'd spoken, yeah right.

606
00:29:30,079 --> 00:29:31,759
Speaker 1: Okay, yeah, so I was just gonna bring it up.

607
00:29:31,799 --> 00:29:33,279
It sounds like Prime three.

608
00:29:33,480 --> 00:29:35,640
Speaker 2: I never got around to Prime three, but I was

609
00:29:35,640 --> 00:29:37,920
talking to some other people who had done the preview

610
00:29:37,920 --> 00:29:41,160
and they were making comparisons to Metroid Prime three, So

611
00:29:41,440 --> 00:29:43,920
I would not be surprised if there's some influence from

612
00:29:43,920 --> 00:29:44,599
that side.

613
00:29:46,039 --> 00:29:46,319
Speaker 5: I don't.

614
00:29:46,480 --> 00:29:49,400
Speaker 3: Yeah, it's really good in three market. I actually don't

615
00:29:49,400 --> 00:29:49,920
think she does.

616
00:29:50,359 --> 00:29:57,240
Speaker 1: No, she doesn't. I don't believe. I think wasn't it. Yeah,

617
00:29:57,279 --> 00:30:00,319
she's yeah, doesn't shut up in that game. From what

618
00:30:00,400 --> 00:30:02,000
I remember, she doesn't talking through it. It's kind of

619
00:30:02,000 --> 00:30:03,359
like everyone's just talking to her.

620
00:30:03,359 --> 00:30:06,480
Speaker 2: And under and she she does not talk in FORO either.

621
00:30:06,519 --> 00:30:08,640
I did not hear any Sam's dialogue, which is it's

622
00:30:08,640 --> 00:30:11,839
weird to be like does she talk? But that I

623
00:30:11,880 --> 00:30:14,480
do think they kind of play off that a little

624
00:30:14,519 --> 00:30:17,359
bit with the talkative guy of you know, her being

625
00:30:17,640 --> 00:30:20,319
you know, strong, silent type, and then and then him

626
00:30:20,400 --> 00:30:22,799
kind of being like tried to do jokes and them

627
00:30:22,839 --> 00:30:25,160
not really landing and stuff like that. So it's it's

628
00:30:25,200 --> 00:30:26,319
all right, but.

629
00:30:26,480 --> 00:30:27,960
Speaker 1: It's gotta be the payoff for the end of the

630
00:30:27,960 --> 00:30:30,680
game where he says a joke that she actually chuckles at.

631
00:30:31,079 --> 00:30:32,759
Speaker 2: Yeah, yeah, you just you see her like kind of

632
00:30:32,880 --> 00:30:34,640
put her her hand up like she's doing a little

633
00:30:34,680 --> 00:30:35,480
old chuckle.

634
00:30:35,200 --> 00:30:37,599
Speaker 1: And he's like yes, Like you can see her eyes

635
00:30:37,599 --> 00:30:40,240
for a second Indvisor just like yeah, but they're like

636
00:30:40,279 --> 00:30:42,559
happy eyes. Well.

637
00:30:42,599 --> 00:30:44,640
Speaker 2: One other note I did. I played on as many

638
00:30:44,640 --> 00:30:47,319
different control schemes as I could, so I played handheld.

639
00:30:47,359 --> 00:30:50,279
It was really good. Handheld played pro controller obviously works

640
00:30:50,279 --> 00:30:55,319
great there mouse joy con arrangement surprisingly better than I

641
00:30:55,359 --> 00:30:57,440
thought it would be. OK. I know, I think that

642
00:30:57,519 --> 00:31:00,759
has already been demoed in the past too, but I

643
00:31:00,960 --> 00:31:03,519
went in as a skeptic who thought it would be

644
00:31:03,559 --> 00:31:05,839
kind of a novelty, and I came out of it

645
00:31:05,960 --> 00:31:08,240
like I can see valid reasons for why people would

646
00:31:08,240 --> 00:31:10,759
play that way. I'll probably still go pro controller because

647
00:31:10,759 --> 00:31:13,759
that felt the best for the locomotion kind of doing

648
00:31:13,759 --> 00:31:16,279
some of the morphball transforms and then pop outs and

649
00:31:16,319 --> 00:31:19,440
stuff like that. But for actually aiming and shooting, I

650
00:31:19,519 --> 00:31:22,000
really liked using the mouse controls. It felt really good.

651
00:31:22,039 --> 00:31:25,039
Speaker 3: Are are you're still like locking on right or is it?

652
00:31:25,200 --> 00:31:29,079
Speaker 2: Or you yeah, free aim? Now you are locking on.

653
00:31:29,240 --> 00:31:32,839
But there are several areas, and they show you this

654
00:31:32,880 --> 00:31:34,759
early on, where there's a door that you have to

655
00:31:34,799 --> 00:31:37,640
lock onto. You have to stay locked onto the center,

656
00:31:37,720 --> 00:31:41,160
but then kind of free aim out to different corners

657
00:31:41,279 --> 00:31:43,480
of the door to unlock it. So you kind of

658
00:31:44,039 --> 00:31:46,640
lock into the middle and then boom boom, boom boom.

659
00:31:47,000 --> 00:31:50,039
And there's a lot of that happening, especially when the

660
00:31:50,039 --> 00:31:52,440
action gets a little bit more frantic. You'll kind of

661
00:31:52,519 --> 00:31:55,000
end up in situations where you're locked onto something and

662
00:31:55,000 --> 00:31:57,079
then maybe you want to hit an enemy that's charging

663
00:31:57,119 --> 00:31:58,960
at you to the side. Instead of unlocking, you can

664
00:31:59,039 --> 00:32:01,359
kind of just quick flow over and shoot at it

665
00:32:01,440 --> 00:32:05,200
and then go back, And I actually I felt that

666
00:32:05,279 --> 00:32:07,839
was really smooth. It made the game feel really interesting.

667
00:32:07,839 --> 00:32:09,359
It's kind of weird to get used to because I

668
00:32:09,359 --> 00:32:12,319
had to stop I wanted to either just solely aim

669
00:32:12,440 --> 00:32:15,200
with the mouse or solely aim with lock on, and

670
00:32:15,240 --> 00:32:18,200
I had to kind of get my head around using

671
00:32:18,279 --> 00:32:21,160
lock on to generally aim at where I wanted to go,

672
00:32:21,240 --> 00:32:23,640
and then using the mouse or the right stick to

673
00:32:23,720 --> 00:32:26,519
kind of do precision stuff in the moment. But it

674
00:32:26,559 --> 00:32:28,839
reminded me of Splatoon in that way, if you'll ever

675
00:32:28,839 --> 00:32:30,880
played with motion controls and Splittoo, where you would kind

676
00:32:30,880 --> 00:32:33,400
of use the right stick for big movements of the

677
00:32:33,440 --> 00:32:36,759
camera and then kind of flick for for smaller adjustments,

678
00:32:37,079 --> 00:32:38,319
and I think it works cool.

679
00:32:38,400 --> 00:32:41,240
Speaker 1: Yeah, I like that. Did you get to use the motorcycle? Oh?

680
00:32:41,359 --> 00:32:43,720
Speaker 3: Please, that's a better question, Marcus, I like yours better.

681
00:32:44,240 --> 00:32:48,640
Speaker 2: Oh did not get to see the motorcycle? I asked,

682
00:32:48,680 --> 00:32:53,200
and there there was no motorcycle gameplay for us to

683
00:32:53,240 --> 00:32:57,240
see that day, so no comment on the motorcycle I was.

684
00:32:57,319 --> 00:32:59,920
I was also bummed about that. I saw the giant

685
00:33:00,160 --> 00:33:03,880
standy they had of Samus on the motorcycle and the

686
00:33:03,920 --> 00:33:06,960
amibo that they I think is out now of Samus

687
00:33:07,039 --> 00:33:10,160
on the motorcycle. But I myself did not get too.

688
00:33:11,160 --> 00:33:12,599
I didn't get to drive it in the game, and

689
00:33:12,640 --> 00:33:14,559
honestly I didn't get to drive it in real life either.

690
00:33:14,680 --> 00:33:17,680
That would have been sick. Make the motorcycle real, Nintendo,

691
00:33:17,920 --> 00:33:19,920
What are you doing? Let me slot the switch into

692
00:33:19,960 --> 00:33:20,640
the motorcycle.

693
00:33:21,640 --> 00:33:23,519
Speaker 1: The motorcycle itself isn't ambo.

694
00:33:24,440 --> 00:33:27,279
Speaker 2: Yeah yeah, yeah, you just you dock it and it

695
00:33:27,359 --> 00:33:29,359
actually runs games a little bit faster, but you have

696
00:33:29,400 --> 00:33:32,599
to be driving. It's actually really dangerous. Don't do that.

697
00:33:33,440 --> 00:33:36,559
Speaker 1: Listen. They made a Yukio season when it played on motorcycles,

698
00:33:36,599 --> 00:33:37,039
so why not?

699
00:33:37,279 --> 00:33:37,440
Speaker 5: Oh?

700
00:33:37,480 --> 00:33:40,400
Speaker 2: I was thinking of Atlantis the Lost Empire when they're

701
00:33:40,440 --> 00:33:42,880
kind of like tapping into those giant fish.

702
00:33:42,960 --> 00:33:46,319
Speaker 1: Yeah, yeah, yeah, Kyle, what was your part question going

703
00:33:46,359 --> 00:33:47,759
to be? It wasn't even a question.

704
00:33:47,880 --> 00:33:50,680
Speaker 3: It was just that I liked that Metro it retains

705
00:33:50,720 --> 00:33:52,960
the sort of lock on mechanics because it's like, I

706
00:33:53,039 --> 00:33:54,920
don't really want it to just be like a first

707
00:33:54,920 --> 00:33:56,920
person shoot. I like that it kind of has its

708
00:33:56,920 --> 00:33:59,039
own sort of feeling, you know, it.

709
00:33:59,359 --> 00:34:02,279
Speaker 2: Does not feel a first person shooter. Even with the

710
00:34:02,319 --> 00:34:04,759
mouse controls, it still felt like a METROI game, which

711
00:34:04,799 --> 00:34:07,960
was really good. I think the only this is a

712
00:34:08,000 --> 00:34:10,559
weird thing I have. I wish Nintendo would look into

713
00:34:10,639 --> 00:34:13,079
making a thing that you could slot your joycn into

714
00:34:13,119 --> 00:34:16,480
that makes it feel more like a computer mouse, because ergonomically,

715
00:34:16,559 --> 00:34:18,800
I still don't love the way that holding that joy

716
00:34:18,800 --> 00:34:23,199
con sideways feels, and I'm sure I'm not alone in that.

717
00:34:23,320 --> 00:34:25,960
So I kind of hope that there's something somewhere in

718
00:34:26,000 --> 00:34:27,920
the pipeline, or you know, somebody out there with a

719
00:34:27,920 --> 00:34:29,920
three D printer is making something that you can just

720
00:34:30,159 --> 00:34:33,320
slot in for a more ergonomic mouse control. If that

721
00:34:33,360 --> 00:34:35,960
came out, I would probably like genuinely consider playing this game.

722
00:34:36,000 --> 00:34:43,679
Speaker 1: With the mouse. Awesome. Yeah, December fourth for correct Yeah,

723
00:34:43,920 --> 00:34:48,280
it's not far away. Along after waiting an entire console generation,

724
00:34:48,480 --> 00:34:53,239
it's finally almost here. I can't wait. Ah. Well, you

725
00:34:53,320 --> 00:34:56,119
know it sounds like you know this game you want

726
00:34:56,119 --> 00:34:58,320
to lock in on, but there's been plenty of those

727
00:34:58,360 --> 00:35:01,079
this week, namely the game we're gonna talk about next,

728
00:35:01,480 --> 00:35:05,760
which is Luminous Arise. Kyle. Your review is now live

729
00:35:05,800 --> 00:35:08,039
on the site. I've been playing a lot of Luminis

730
00:35:08,079 --> 00:35:11,320
Arise myself. I'm actually about I'm like on the last

731
00:35:11,880 --> 00:35:14,800
like stage and the sort of the campaign right now.

732
00:35:14,800 --> 00:35:17,239
I'm been playing the crap out of it. But yeah,

733
00:35:17,360 --> 00:35:19,039
talk to us about Luminous Arise, Kyle.

734
00:35:19,159 --> 00:35:21,639
Speaker 3: Yeah, it's good. I think I give an eight seven five.

735
00:35:22,159 --> 00:35:25,360
I really like Luminez a lot, Like it is second

736
00:35:25,519 --> 00:35:28,840
to Tetris, say in terms of like favorite puzzle games,

737
00:35:28,960 --> 00:35:30,840
I think I can't it's.

738
00:35:30,480 --> 00:35:32,000
Speaker 1: The best PSP game.

739
00:35:32,519 --> 00:35:38,119
Speaker 3: Yeah, yeah, absolutely, I mean that was like I yeah,

740
00:35:38,159 --> 00:35:40,400
I mean that was that defined the PSP. I was

741
00:35:40,440 --> 00:35:43,079
an early adopter. I got one like day one and yeah,

742
00:35:43,079 --> 00:35:46,119
and it was it was Luminez. Like that's like I

743
00:35:46,159 --> 00:35:47,920
had a friend, a couple of friends I got PSPs

744
00:35:47,920 --> 00:35:50,320
as well, and it was all high score comparisons and

745
00:35:50,360 --> 00:35:52,719
stuff like that. And then when it when they re

746
00:35:52,719 --> 00:35:54,679
released it on Switch a couple of years ago, I

747
00:35:54,719 --> 00:35:57,079
fell right back into it and like played that a

748
00:35:57,320 --> 00:36:00,760
ton like that became my like stationary game is. I

749
00:36:00,760 --> 00:36:02,920
would just see how long I could go in Luminez,

750
00:36:02,960 --> 00:36:06,440
you know, and Luminez A rise is great, Like it's

751
00:36:06,480 --> 00:36:09,199
if you like Tetris effect, like if you like that

752
00:36:09,360 --> 00:36:11,880
style of gameplay, like that's what this is. But with

753
00:36:11,920 --> 00:36:15,159
Luminez mechanics, which are fun like that that basic idea

754
00:36:15,320 --> 00:36:18,679
like works really well. And all the different sort of

755
00:36:18,800 --> 00:36:21,880
visual visualizers I guess you could call them that they

756
00:36:21,920 --> 00:36:24,639
have are interesting and cool. There weren't any that like

757
00:36:25,239 --> 00:36:28,119
I was like annoyed by or didn't like, And even

758
00:36:28,159 --> 00:36:29,639
if there were ones that I was kind of like

759
00:36:29,679 --> 00:36:34,599
ready to move on, you do move on pretty quickly. Yeah,

760
00:36:34,679 --> 00:36:37,719
I mean it's it's really good. I broke out the

761
00:36:37,719 --> 00:36:40,440
PlayStation VR two and played a little bit there and

762
00:36:40,559 --> 00:36:44,119
like Tetris effect, it's like it's it's probably one of

763
00:36:44,119 --> 00:36:48,239
my favorite VR experiences because it is so it's it's

764
00:36:48,280 --> 00:36:50,360
not really so much that you're like moving your head

765
00:36:50,360 --> 00:36:52,320
you're not really moving your head around at all. It's

766
00:36:52,440 --> 00:36:56,159
just that playing in VR lets it like totally overtake everything,

767
00:36:56,280 --> 00:36:58,679
Like your peripheral vision is gone because you're just focused

768
00:36:58,719 --> 00:37:01,280
on Luminez and like you just crank that music up

769
00:37:01,320 --> 00:37:03,639
and you just can really lose yourself to it, like

770
00:37:03,960 --> 00:37:08,719
more than like you know, comparable like action VR games

771
00:37:08,760 --> 00:37:10,960
where you're you know, Razuo four or something like that,

772
00:37:11,039 --> 00:37:13,880
Like you don't you kind of have to sort of

773
00:37:14,360 --> 00:37:16,719
argue with the VR mechanics a little bit, but here

774
00:37:16,760 --> 00:37:18,199
you just sort of like, no, this is just an

775
00:37:18,239 --> 00:37:20,639
excuse to like let it fully take over my senses.

776
00:37:20,679 --> 00:37:22,519
So like it's a great way to play. It's not

777
00:37:22,599 --> 00:37:24,679
like I wouldn't ever be like, no, you have to

778
00:37:24,719 --> 00:37:26,320
play it in VR. That's the only way to get

779
00:37:26,400 --> 00:37:28,719
lumin as. It's like that's no, that's not the case.

780
00:37:28,760 --> 00:37:31,599
It's just probably it's just maybe the most interesting, coolest

781
00:37:31,639 --> 00:37:35,400
way to play it. But yeah, I mean I really

782
00:37:35,440 --> 00:37:38,760
like it a lot. It's it's good. I I had

783
00:37:38,800 --> 00:37:41,840
some like minor frustrations with some of like the online stuff,

784
00:37:41,880 --> 00:37:45,639
Like I don't really like the little avatars floating around

785
00:37:45,719 --> 00:37:48,559
and like, like especially later stages, they're kind of like

786
00:37:48,639 --> 00:37:51,119
there on the peripheral, and I mostly just kind of

787
00:37:51,119 --> 00:37:53,639
found them distracting, especially because their art style kind of

788
00:37:53,679 --> 00:37:56,920
clashes with like the visualizers and stuff like that.

789
00:37:57,360 --> 00:38:01,239
Speaker 1: Yeah, they're like weird little mes, but like cube heads.

790
00:38:01,519 --> 00:38:03,519
Speaker 3: Like if you're waiting in the lobby to start an

791
00:38:03,559 --> 00:38:05,400
online game, it's like, Okay, this is kind of fun

792
00:38:05,400 --> 00:38:07,480
to have all these Carris. It's always nice to like

793
00:38:07,480 --> 00:38:09,639
that these are real people. That's nothing new, Like video

794
00:38:09,639 --> 00:38:11,760
games have been doing that since, you know, since we

795
00:38:11,800 --> 00:38:15,400
started doing online games. But it was just like not

796
00:38:15,400 --> 00:38:17,719
not like a like a I wasn't because I think

797
00:38:17,760 --> 00:38:20,199
what they're going forwards, like this sense of community. We're

798
00:38:20,199 --> 00:38:22,840
all here, we're all playing Luminez arises in this fun

799
00:38:22,880 --> 00:38:25,480
and I'm kind of like, it's like this is a

800
00:38:25,480 --> 00:38:28,000
place for me to completely lose myself and cut myself

801
00:38:28,039 --> 00:38:30,760
off from like humanity in a way, in a strange way,

802
00:38:30,760 --> 00:38:33,320
I just want to focus entirely on Luminez. I don't

803
00:38:33,360 --> 00:38:37,079
really care that other people are out and also playing.

804
00:38:37,199 --> 00:38:39,199
But that's not even really a complaint so much as

805
00:38:39,239 --> 00:38:42,039
it's just like just not something that really clicked with me.

806
00:38:42,119 --> 00:38:44,400
But yeah, so much of the primary game is very good.

807
00:38:44,440 --> 00:38:45,800
Luminez Arise is fantastic.

808
00:38:47,280 --> 00:38:50,119
Speaker 1: Yeah, they do some really cool stuff that I mentioned too.

809
00:38:50,159 --> 00:38:53,079
I'm a huge Luminis fan and I've always I've appreciated

810
00:38:53,119 --> 00:38:55,519
Kyle in your coverage of this game that you've gone

811
00:38:55,519 --> 00:38:57,719
out of your way to call out that like the

812
00:38:57,719 --> 00:39:03,159
Tetris effects style was in Luminus first in terms of

813
00:39:03,159 --> 00:39:05,760
like the shifting backgrounds and and like the way it

814
00:39:05,760 --> 00:39:09,119
plays with the soundtrack, and I think like like my

815
00:39:09,199 --> 00:39:11,719
favorite parts and kind of like the coolest reward of

816
00:39:11,800 --> 00:39:15,119
Luminas outside of just succeeding, was just reaching the different

817
00:39:15,119 --> 00:39:17,039
points and levels when in transition to like oh the

818
00:39:17,039 --> 00:39:20,280
blocks have changed, or here's like another new background element.

819
00:39:20,440 --> 00:39:24,159
Like there's some really cool stuff that happens in Luminaz

820
00:39:24,199 --> 00:39:29,320
just like the weird sort of like block designs, like

821
00:39:29,320 --> 00:39:32,360
like without spoiling too many of them, but there's like

822
00:39:32,800 --> 00:39:35,679
whole little scenes sometimes in the blocks, like oh, there's

823
00:39:35,719 --> 00:39:38,360
like a person in this block, Like what is happening here?

824
00:39:38,559 --> 00:39:42,920
Okay in this block and then it's screw to a

825
00:39:42,920 --> 00:39:45,800
bigger person when I added other blocks on top of it,

826
00:39:45,880 --> 00:39:47,960
what is going on here? And just like little videos

827
00:39:47,960 --> 00:39:51,159
like they they they do some really cool effects with

828
00:39:51,320 --> 00:39:53,639
the blocks itself that they I mean, I'm sure they

829
00:39:53,639 --> 00:39:57,000
couldn't have done in the original PSP game, so it's

830
00:39:57,199 --> 00:39:59,400
it's a cool like leverage of the hardware. But yeah,

831
00:39:59,440 --> 00:40:03,599
I've been playing it. It's been my like either my first

832
00:40:03,800 --> 00:40:06,000
like morning game of like wake helping me wake my

833
00:40:06,039 --> 00:40:09,119
brain up a bit before getting going, or like my

834
00:40:09,440 --> 00:40:11,360
evening game, like I'll just sit down and do like

835
00:40:11,400 --> 00:40:14,440
an entire like I guess chapter for lack of a

836
00:40:14,440 --> 00:40:17,960
better term, in the story campaign and I'm excited to

837
00:40:17,960 --> 00:40:20,280
get to the end, or I'm at the end. It's

838
00:40:20,320 --> 00:40:24,400
been hard because of how fast the move. Yeah, I

839
00:40:24,480 --> 00:40:26,519
do wish, and I maybe you can. I haven't checked

840
00:40:26,559 --> 00:40:28,360
the options, but I do wish you could use the

841
00:40:28,440 --> 00:40:32,320
shoulder triggers to flip the to flip the blocks instead

842
00:40:32,320 --> 00:40:34,519
of the facebooks, just because I think for me would

843
00:40:34,519 --> 00:40:39,119
I would, I'd be faster with the triggers. But maybe

844
00:40:39,119 --> 00:40:40,719
you can't. I haven't actually looked at the option to

845
00:40:40,719 --> 00:40:42,840
see if you can remap the controls.

846
00:40:42,880 --> 00:40:45,000
Speaker 5: From the console side. I think you could. Yeah, I

847
00:40:45,039 --> 00:40:45,599
don't know if you can.

848
00:40:45,679 --> 00:40:46,760
Speaker 1: I'm playing on P five.

849
00:40:47,360 --> 00:40:50,639
Speaker 4: Luminous on P five. Yeah, I agree, because I only

850
00:40:50,800 --> 00:40:54,840
I just use X. I don't use same oh, because

851
00:40:54,880 --> 00:40:57,159
like I can just go faster rotating in one direction

852
00:40:57,239 --> 00:40:57,679
than both.

853
00:40:57,719 --> 00:41:01,000
Speaker 2: But yeah, let me tell you the glory of using

854
00:41:01,000 --> 00:41:03,480
a fight pad for these games, of using like a

855
00:41:03,559 --> 00:41:07,199
genuine fight stick to play these kind of rules, Like

856
00:41:07,320 --> 00:41:12,000
I highly yeah, yeah, a fight stick can work for

857
00:41:12,079 --> 00:41:14,599
any game you wanted to work for because it's just

858
00:41:14,639 --> 00:41:17,719
a controllers. So if you want to play Silk Song

859
00:41:17,800 --> 00:41:20,679
on a fight stick, you can do that theoretically.

860
00:41:20,159 --> 00:41:22,239
Speaker 3: I guess. I just like I think I would struggle

861
00:41:22,239 --> 00:41:25,119
with it. I like I I've always played with face buttons,

862
00:41:25,119 --> 00:41:27,119
like so I don't think I could switch to shoulder

863
00:41:27,119 --> 00:41:29,440
buttons at this point. But like, I mean, the motion

864
00:41:29,559 --> 00:41:32,840
of like moving the block over, taking a whole elbow

865
00:41:33,440 --> 00:41:36,320
motion versus like a thumb motion, it just seems like

866
00:41:36,320 --> 00:41:37,199
it would slow me down.

867
00:41:37,239 --> 00:41:41,880
Speaker 2: I don't know, it's just you know, flick back and forth. Also,

868
00:41:41,960 --> 00:41:44,639
I have a I have a leaderless fight pad, so

869
00:41:44,719 --> 00:41:48,239
that has like actual fight buttons on the other side,

870
00:41:48,280 --> 00:41:52,159
like arrow keys. And that's it's it's the new wave.

871
00:41:52,199 --> 00:41:54,920
It's good, awesome.

872
00:41:57,119 --> 00:42:00,679
Speaker 4: Were we gonna say, I was gonna say, I have I'm

873
00:42:00,679 --> 00:42:01,400
really enjoying them.

874
00:42:01,719 --> 00:42:01,880
Speaker 5: Rise.

875
00:42:01,920 --> 00:42:04,039
Speaker 4: It's my first wominess and I have a couple questions

876
00:42:04,079 --> 00:42:07,360
to ask amongst some people who know this series.

877
00:42:09,320 --> 00:42:10,360
Speaker 5: Mostly just two questions.

878
00:42:11,559 --> 00:42:12,920
Speaker 3: You can skip right to a rise.

879
00:42:13,039 --> 00:42:13,440
Speaker 1: It's fine.

880
00:42:13,679 --> 00:42:15,639
Speaker 5: There's That's what I was wondering.

881
00:42:15,760 --> 00:42:19,800
Speaker 4: Yeah, what the heck am I supposed to do with

882
00:42:19,880 --> 00:42:23,719
the block that is like red blue? Sorry, my dogs

883
00:42:23,760 --> 00:42:28,760
are barking red blue, red blue. It screws me every time.

884
00:42:28,920 --> 00:42:34,159
Speaker 1: I kind of cross. Yes, yeah, if they fill in

885
00:42:34,199 --> 00:42:36,679
the gaps when you do have like an L shape

886
00:42:36,679 --> 00:42:38,519
and you need to fill in that last square, you

887
00:42:38,559 --> 00:42:40,639
want to kind of good for those that.

888
00:42:40,679 --> 00:42:43,679
Speaker 2: Just drop it in, okay, because they cascade down right,

889
00:42:43,719 --> 00:42:45,920
so when you hit something and it's a block, it

890
00:42:45,960 --> 00:42:47,920
won't stay a block like the other side will kind

891
00:42:47,960 --> 00:42:50,800
of move down to fill empty space below it. So

892
00:42:51,239 --> 00:42:53,519
you can kind of use that to get some interesting

893
00:42:53,599 --> 00:42:54,880
angles on stuff.

894
00:42:55,280 --> 00:42:57,639
Speaker 5: Yeah, there's actually okay, good, I will look into that.

895
00:42:57,639 --> 00:42:59,480
Speaker 3: There's actually a pretty I don't know if you've dug

896
00:42:59,480 --> 00:43:03,280
into it West, but there's a pretty thorough like tutorial.

897
00:43:03,679 --> 00:43:05,280
I don't remember where it is in the menus, but

898
00:43:05,400 --> 00:43:07,199
like they give missions.

899
00:43:07,239 --> 00:43:10,800
Speaker 4: Okay, yeah, you've done some, but it wasn't as fun

900
00:43:10,840 --> 00:43:12,679
as a journey because it doesn't.

901
00:43:12,360 --> 00:43:13,719
Speaker 5: Have all the fun it's not.

902
00:43:14,639 --> 00:43:17,440
Speaker 4: But I'm I'm reading I need to go back into

903
00:43:17,480 --> 00:43:21,639
missions and like play through them because apparently it's the

904
00:43:21,679 --> 00:43:24,639
word missions does not evoke tutorial to me, but apparently

905
00:43:24,639 --> 00:43:25,840
it is the tutoris that's.

906
00:43:25,719 --> 00:43:26,039
Speaker 5: What it is.

907
00:43:26,880 --> 00:43:28,760
Speaker 3: And it also like gives you sort of high level

908
00:43:29,000 --> 00:43:31,119
like because like you have the little l blocks and

909
00:43:31,159 --> 00:43:33,159
then you that are like you know, three and then

910
00:43:33,480 --> 00:43:36,159
simple and you can there's like a strategy. I mean

911
00:43:36,199 --> 00:43:38,679
these strategy feels like such a big word for what

912
00:43:38,800 --> 00:43:41,039
is like a simple move, but like you get, like

913
00:43:41,239 --> 00:43:43,880
you get into the rhythm of using those to make

914
00:43:43,960 --> 00:43:46,159
squares if you have just like a single loose block

915
00:43:46,199 --> 00:43:48,039
and like you line up that and like that's the

916
00:43:48,119 --> 00:43:51,079
kind of stuff that those missions will sort of walk

917
00:43:51,119 --> 00:43:53,280
you through. And then you also get like points that

918
00:43:53,320 --> 00:43:55,159
you can use to unlock like avatar.

919
00:43:55,079 --> 00:43:56,599
Speaker 5: Stuff, you know, loomy puns.

920
00:43:56,719 --> 00:43:57,039
Speaker 1: Yeah.

921
00:43:57,119 --> 00:43:58,960
Speaker 3: Yeah, so like it's worth it. So I didn't do

922
00:43:59,000 --> 00:44:00,519
a ton of it because I was kind of like

923
00:44:00,719 --> 00:44:02,880
because I'm a because I'm like the best Luminez player

924
00:44:02,880 --> 00:44:05,000
in the world. I'm like a professional, That's what people

925
00:44:05,000 --> 00:44:08,199
are saying. I've been hearing it too. That is entirely

926
00:44:08,239 --> 00:44:10,079
not true, to be clear, But I do have history

927
00:44:10,119 --> 00:44:11,920
with the series. I've been playing it since PSP and

928
00:44:11,960 --> 00:44:14,440
I love it, So I didn't really you know, it

929
00:44:14,480 --> 00:44:15,880
was telling me a lot of stuff i'd figured out.

930
00:44:15,880 --> 00:44:18,920
But I'm sure even like the much later missions, I'm

931
00:44:18,920 --> 00:44:20,559
sure would have stuff then it would help.

932
00:44:20,400 --> 00:44:21,199
Speaker 1: Me, you know.

933
00:44:22,079 --> 00:44:24,679
Speaker 3: So yeah, good game. I give it an eight seventy five.

934
00:44:24,519 --> 00:44:24,840
Speaker 5: And then.

935
00:44:26,480 --> 00:44:28,880
Speaker 4: One more question. So whenever you go to the next stage,

936
00:44:28,880 --> 00:44:32,760
it just retains all your your the building you did

937
00:44:32,800 --> 00:44:37,199
from your previous stage. When you beat it, are you

938
00:44:37,199 --> 00:44:39,239
guys able to like get that down? I feel like

939
00:44:39,280 --> 00:44:42,360
I beat every mission almost at the top, and then

940
00:44:42,360 --> 00:44:44,280
it's like next mission and it just gives me my

941
00:44:44,360 --> 00:44:46,920
same board full of stuff, and it's just like an

942
00:44:46,960 --> 00:44:49,679
instant killing. I'm like, this feels bad. Every the game

943
00:44:50,360 --> 00:44:52,320
doesn't boo you, but when you fail, it's like.

944
00:44:52,440 --> 00:44:54,159
Speaker 5: Oh, and I'm.

945
00:44:54,000 --> 00:44:56,920
Speaker 4: Like, okay, I don't need this.

946
00:44:58,360 --> 00:44:59,360
Speaker 1: It's just disappointed.

947
00:44:59,679 --> 00:45:03,800
Speaker 2: Yeah, there's usually an escalation and then a de escalation

948
00:45:04,159 --> 00:45:06,400
of it because, like I this is also my first

949
00:45:06,480 --> 00:45:10,199
Luminous but I played a lot of back in the

950
00:45:10,280 --> 00:45:14,000
day that tetris on Switch and there's a lot of

951
00:45:14,000 --> 00:45:16,079
that where you're kind of setting up because that's how

952
00:45:16,079 --> 00:45:17,480
I like to plays. I like to set up like

953
00:45:17,519 --> 00:45:20,840
cascading like scores, so that way, when I clear one block,

954
00:45:21,320 --> 00:45:24,039
everything falls, creates more blocks, creates more blocks, and that

955
00:45:24,119 --> 00:45:26,239
kind of thing. And so you can kind of get

956
00:45:26,239 --> 00:45:28,199
into a rhythm and you have that new mechanic that

957
00:45:28,199 --> 00:45:30,719
I forget what it's called, but it's like the the

958
00:45:30,760 --> 00:45:34,159
burst time, Yeah, where you can just do huge clears

959
00:45:34,199 --> 00:45:36,920
and then that'll really help with just reducing it all down.

960
00:45:37,760 --> 00:45:37,960
Speaker 1: Yeah.

961
00:45:38,039 --> 00:45:40,639
Speaker 4: Yeah, that's my get out of jail card when I Yeah.

962
00:45:40,880 --> 00:45:43,960
Speaker 3: That's what it's for. That's like, that's the strategy for

963
00:45:44,119 --> 00:45:45,360
using it. Yeah.

964
00:45:45,519 --> 00:45:47,519
Speaker 1: Yeah. But to answer your question, Wes, that has not

965
00:45:47,559 --> 00:45:49,119
happened to me because I'm really good at this game.

966
00:45:49,719 --> 00:45:50,599
I've always seen.

967
00:45:50,800 --> 00:45:52,239
Speaker 4: Okay, so I just got to So what you guys

968
00:45:52,239 --> 00:45:53,679
are telling me is I just need to get good,

969
00:45:53,880 --> 00:45:55,960
as they say to understand them.

970
00:45:56,079 --> 00:45:56,679
Speaker 5: It's I want to.

971
00:45:56,760 --> 00:45:59,320
Speaker 4: I'm I love part of this game makes me just

972
00:45:59,320 --> 00:46:01,159
want to turn on to effect because I that's like

973
00:46:01,159 --> 00:46:03,159
one of my all time favorites and I know Tetris

974
00:46:03,280 --> 00:46:06,639
very well. But I'm also intrigued by learning Luminous because

975
00:46:06,639 --> 00:46:10,039
I know people love it and it's very fun.

976
00:46:10,079 --> 00:46:10,440
Speaker 1: So far.

977
00:46:10,639 --> 00:46:11,840
Speaker 5: I'm so bad at it though.

978
00:46:12,360 --> 00:46:14,199
Speaker 1: Yeah. I mean what's nice is that if you do fail,

979
00:46:14,280 --> 00:46:16,800
like you start from the same board that you're at,

980
00:46:16,840 --> 00:46:18,320
but you get a fresh slate.

981
00:46:18,599 --> 00:46:19,559
Speaker 5: Yeah, kind of.

982
00:46:20,000 --> 00:46:21,519
Speaker 4: This is my one nitpick with the game, and I

983
00:46:21,519 --> 00:46:24,719
had to learn the hard way. There's continue and there's restart.

984
00:46:25,280 --> 00:46:27,599
I hit restart because I just saw the restart and

985
00:46:27,599 --> 00:46:29,400
it just takes you to the very beginning and I

986
00:46:29,440 --> 00:46:31,599
was like, no.

987
00:46:30,840 --> 00:46:33,880
Speaker 1: I mean, Wes it does tell you underneath it. I'm

988
00:46:33,880 --> 00:46:45,199
not reading there is a sent that says.

989
00:46:40,440 --> 00:46:45,880
Speaker 2: It's it's funny seven rebirth all over again. It was

990
00:46:45,880 --> 00:46:47,880
like the worst offender with that where it was like

991
00:46:47,920 --> 00:46:50,360
would you like to continue, replay or retry?

992
00:46:50,400 --> 00:46:51,920
Speaker 1: And you're like, what do you mean.

993
00:46:53,239 --> 00:46:56,559
Speaker 3: When you do this game faster? That was my question exactly.

994
00:46:56,679 --> 00:47:02,039
Speaker 1: Yeah, awesome. Well some might say that to succeed in

995
00:47:02,119 --> 00:47:05,960
Luminous Arise, you gotta play like a man possessed, but

996
00:47:06,039 --> 00:47:10,320
there's another game that centers on possession. No, it's a

997
00:47:10,360 --> 00:47:11,480
good transition, dam it.

998
00:47:12,280 --> 00:47:15,800
Speaker 4: Yeah, I totally that was good.

999
00:47:17,000 --> 00:47:21,679
Speaker 1: I have played and beaten Possessors with the s at

1000
00:47:21,719 --> 00:47:24,559
the end in a in a parenthesis, So I don't

1001
00:47:24,559 --> 00:47:31,159
know if that changes the pronunciation of it at all. Yeah. Actually,

1002
00:47:31,280 --> 00:47:33,840
now that I've put in twenty hours in the game,

1003
00:47:33,880 --> 00:47:35,920
and I actually still don't understand why that's like that,

1004
00:47:36,119 --> 00:47:39,159
I don't think I've gotten a narrative context to explain it.

1005
00:47:39,360 --> 00:47:40,559
I think it's for SEO.

1006
00:47:42,880 --> 00:47:43,079
Speaker 5: Yeah.

1007
00:47:43,159 --> 00:47:46,039
Speaker 2: Is it like an esthetic thing, like like the Avangelian

1008
00:47:46,039 --> 00:47:48,440
remakes did that you cannot reduce? This is like you

1009
00:47:48,519 --> 00:47:51,960
cannot possess like that. It's just an aesthetic thing.

1010
00:47:52,400 --> 00:47:55,679
Speaker 1: Maybe because it's like usually when you do that, like

1011
00:47:55,679 --> 00:47:58,119
when you say like like this could be singular or

1012
00:47:58,199 --> 00:48:00,800
plural depending on the context. It's like, oh could there's

1013
00:48:01,159 --> 00:48:03,920
one person possessed, the protagonist of this game, but there's

1014
00:48:03,960 --> 00:48:08,800
also other people possessed, so we're just trying to denote

1015
00:48:08,800 --> 00:48:11,079
both of them. I guess I don't know, But this

1016
00:48:11,119 --> 00:48:14,880
is heart Machine's new game. Heart Machine probably best known

1017
00:48:14,880 --> 00:48:17,719
as the developer of hyper Light Drifter, which is one

1018
00:48:17,719 --> 00:48:20,519
of my favorite indie games of its time. They also

1019
00:48:20,599 --> 00:48:23,039
did Solar Ash, which was a game I also reviewed

1020
00:48:23,039 --> 00:48:26,400
for Game Informer that I really liked. And this is like,

1021
00:48:26,440 --> 00:48:28,480
I suddenly this is their fourth game because they had

1022
00:48:28,599 --> 00:48:33,559
the hyper Light Breakers, which was the early access kind

1023
00:48:33,599 --> 00:48:37,920
of spiritual sequel to hyper Light Drifter, like three D

1024
00:48:38,039 --> 00:48:40,400
multiplayer thing that they announced recently was going to be

1025
00:48:41,800 --> 00:48:43,800
pretty much never coming out of early access, like they

1026
00:48:43,920 --> 00:48:46,360
kind of cease development on it. That was kind of

1027
00:48:47,320 --> 00:48:49,400
was fine but had issues. Like I played it when

1028
00:48:49,400 --> 00:48:51,280
the launched, it was like eh, But they announced this

1029
00:48:51,320 --> 00:48:52,960
game like not too long after, and it was kind

1030
00:48:52,960 --> 00:48:55,880
of it was really surprising just to see them doing

1031
00:48:55,880 --> 00:48:59,079
two games at once, though given recent things you heard

1032
00:48:59,079 --> 00:49:01,800
about Heart Machine in terms, just like the rampant layoffs

1033
00:49:01,800 --> 00:49:05,280
over there, maybe that might not have been the greatest move,

1034
00:49:05,519 --> 00:49:10,800
which sucks har goes outside a studio, But Possessors is

1035
00:49:10,880 --> 00:49:16,719
a I like it a lot. It's interesting. So the

1036
00:49:16,719 --> 00:49:18,159
premise of the game is that it's set in this

1037
00:49:18,280 --> 00:49:21,559
sort of like this metropolis that is owned by this

1038
00:49:22,079 --> 00:49:29,079
very bad corporation who have been experimenting with harnessing the

1039
00:49:29,199 --> 00:49:34,119
energy of demons from another dimension, like the capture two demons,

1040
00:49:34,159 --> 00:49:37,119
one of which is who will wind up being your

1041
00:49:37,159 --> 00:49:41,800
demonic partner, and in their meddling they have accidentally caused

1042
00:49:41,960 --> 00:49:46,119
a giant tear in the fabric of reality. Has caused

1043
00:49:46,199 --> 00:49:48,880
the demons of that world to just flood into the

1044
00:49:48,920 --> 00:49:52,519
city and just run amock. So most of the populace

1045
00:49:52,559 --> 00:49:55,960
has just been murdered and then others have been possessed

1046
00:49:56,320 --> 00:49:59,159
because the demons can only survive in this world if

1047
00:49:59,159 --> 00:50:01,960
they take a physical vessel. There's actually a lot of

1048
00:50:02,000 --> 00:50:04,559
really cool like world building in this game that I

1049
00:50:04,599 --> 00:50:07,039
really like when they like the way they flesh out

1050
00:50:07,719 --> 00:50:10,519
how they're the rules of being a demon and what

1051
00:50:10,559 --> 00:50:13,000
you can and can't possess and for how long. It's

1052
00:50:13,000 --> 00:50:14,880
sort of the implications of possession is one of my

1053
00:50:14,920 --> 00:50:18,239
favorite things about this game. I don't I can't remember

1054
00:50:18,239 --> 00:50:20,599
the last bit of like Demon Lord that I've I've

1055
00:50:21,400 --> 00:50:24,280
like consumed that really dived into the minutia of what

1056
00:50:24,360 --> 00:50:28,039
goes into possession and in a really interesting way. But

1057
00:50:28,079 --> 00:50:29,119
you let Eric.

1058
00:50:29,840 --> 00:50:35,400
Speaker 4: Over your grandma's gravestone and then extend the possess that.

1059
00:50:35,360 --> 00:50:37,199
Speaker 3: I was actually going to say, allow Wes and Eric

1060
00:50:37,239 --> 00:50:39,800
and I to recommend a little thing called chainsaw Man

1061
00:50:39,880 --> 00:50:41,320
to you if you want to think about.

1062
00:50:44,199 --> 00:50:46,960
Speaker 1: I excuse on a second, because I have it within

1063
00:50:47,079 --> 00:50:53,920
arms reach you guys. Might I've recently joined the one

1064
00:50:53,960 --> 00:50:59,880
down there. Yeah, it's good so far, but you can

1065
00:51:00,199 --> 00:51:04,360
a sixteen year old named Luca who gets messed up

1066
00:51:04,440 --> 00:51:07,320
during this invasion, like just loses both of her legs

1067
00:51:07,599 --> 00:51:10,719
in the demonic attack and watches her best friend get

1068
00:51:10,800 --> 00:51:13,679
killed by a demon, and right before she's about to

1069
00:51:13,840 --> 00:51:17,119
bleed out and die, she encounters another demon named Rim

1070
00:51:17,159 --> 00:51:22,880
who has also been just brutalized somehow, and he proposes

1071
00:51:22,920 --> 00:51:25,559
a deal, saying, Hey, we're both basically about to die

1072
00:51:25,840 --> 00:51:29,000
if you let me possess you because I need to

1073
00:51:29,239 --> 00:51:33,000
inhabit something to survive here. Let me get inside of you,

1074
00:51:33,440 --> 00:51:35,880
and I promise I won't like just hijack your body.

1075
00:51:35,880 --> 00:51:38,559
I'll share my power with you and we can work

1076
00:51:38,599 --> 00:51:41,079
together to kind of both get out of here, because

1077
00:51:41,079 --> 00:51:43,440
he wants to go back to his world and she

1078
00:51:43,599 --> 00:51:45,760
wants to get the city to try to find her

1079
00:51:46,199 --> 00:51:49,079
her mother. So it's like, hey, this is a mutual thing.

1080
00:51:49,119 --> 00:51:50,840
And also, i'll replace your legs. I'll give you these

1081
00:51:50,880 --> 00:51:54,199
cool almost like kind of like peg legs looking things,

1082
00:51:54,239 --> 00:51:56,639
and you know you're going to really really get around

1083
00:51:56,679 --> 00:51:59,719
town real quick in these things. So she reluctantly agrees,

1084
00:52:00,239 --> 00:52:02,840
and honestly, one of the best things about this game,

1085
00:52:02,880 --> 00:52:04,719
We'll get into the gameplan a bit, but I was

1086
00:52:04,800 --> 00:52:07,719
really into the story of this game, Like I think

1087
00:52:08,079 --> 00:52:11,800
Luca and and Rem the Demon have like really good chemistry,

1088
00:52:11,840 --> 00:52:15,159
Like there's some really good banter because they initially it

1089
00:52:15,199 --> 00:52:19,280
starts where they are just at each other's throats constantly,

1090
00:52:19,360 --> 00:52:21,639
like this is a very shaky alliance. Like Luca is

1091
00:52:21,639 --> 00:52:25,199
a very like attitudinal girl, but it's also like got

1092
00:52:25,199 --> 00:52:28,400
a big heart. She's encountering these other kind of survivors

1093
00:52:28,400 --> 00:52:30,800
and wanting to help them, and m is very kind

1094
00:52:30,800 --> 00:52:34,159
of like absolutist in his beliefs, where he's like, well, no,

1095
00:52:34,199 --> 00:52:37,000
why should we help them, like, you knowing screwties guys,

1096
00:52:37,000 --> 00:52:39,239
they're like useless or you know, he just has a

1097
00:52:39,360 --> 00:52:43,480
very cynical viewpoint. But the story gets into why he's

1098
00:52:43,559 --> 00:52:45,920
like that in a way that's you can understand and

1099
00:52:46,039 --> 00:52:49,480
is justified. But I really like the dynamic that the

1100
00:52:49,480 --> 00:52:52,280
two of them have in the way their relationship evolves

1101
00:52:52,320 --> 00:52:55,239
throughout the game, especially as you get to learn their

1102
00:52:55,320 --> 00:52:58,159
individual backstories, because it turns out that the sort of

1103
00:52:58,199 --> 00:53:00,760
side effect of the possession is that they share each

1104
00:53:00,760 --> 00:53:03,840
other's memories, so they can they both kind of become

1105
00:53:03,960 --> 00:53:08,320
voyeurs for each other's past in ways that neither are

1106
00:53:08,360 --> 00:53:12,199
happy with. Like you know, they'll be watching each other's

1107
00:53:12,239 --> 00:53:14,920
kind of like past memories leading up to the invasion

1108
00:53:15,559 --> 00:53:17,519
and just being like why you hear, like I don't

1109
00:53:17,559 --> 00:53:19,079
want you to see this. I don't want you to

1110
00:53:19,119 --> 00:53:21,679
know about this, and you know, I would rather this

1111
00:53:21,800 --> 00:53:24,800
be secret, and then them kind of trying to establish

1112
00:53:24,840 --> 00:53:27,239
like what is the line between what we are allowing

1113
00:53:27,280 --> 00:53:30,960
the other to see? Like there's some really good stuff

1114
00:53:31,000 --> 00:53:32,639
there that I think is pretty cool.

1115
00:53:32,920 --> 00:53:35,280
Speaker 2: There's there's something in the water, because I feel like

1116
00:53:35,280 --> 00:53:37,559
there's a lot of games coming out with this kind

1117
00:53:37,559 --> 00:53:41,199
of general concept where it's two people, one body, and

1118
00:53:41,360 --> 00:53:44,280
I don't know where it started, but Bloodlines two had

1119
00:53:44,320 --> 00:53:49,039
that setup, Cyberpunk twenty seventy seven had that setup, Batman

1120
00:53:49,320 --> 00:53:53,000
Arkham Knight had that setup. Like there's something going on.

1121
00:53:53,039 --> 00:53:55,000
What do we not know? What started all this? Was

1122
00:53:55,039 --> 00:53:58,639
it Dragon Guard? Did Yoko Taro's Dragon Guard start this all?

1123
00:54:00,239 --> 00:54:02,719
I think you're pitching a top five for a future

1124
00:54:03,800 --> 00:54:07,239
top five two brains, one body video games that's actually

1125
00:54:07,280 --> 00:54:08,119
pretty good time.

1126
00:54:08,719 --> 00:54:10,800
Speaker 1: And number one is you gi Oh. Of course, because

1127
00:54:10,840 --> 00:54:12,480
the Pharaoh and Ugi share a.

1128
00:54:12,400 --> 00:54:14,320
Speaker 2: Body, it's not video game. Oh I was gonna say

1129
00:54:14,360 --> 00:54:17,679
it's it's was it Mario and Luigi Bowser's inside story

1130
00:54:17,679 --> 00:54:20,320
because they're both inside Bowser and controlling him. So I

1131
00:54:20,400 --> 00:54:21,519
think that counts.

1132
00:54:22,719 --> 00:54:26,519
Speaker 1: All right, now we'll figure it out right now. It's funny.

1133
00:54:26,559 --> 00:54:29,360
Speaker 3: Yeah, put a side on that topic. One of the

1134
00:54:29,400 --> 00:54:31,559
games I was catching up from earlier this year with

1135
00:54:31,639 --> 00:54:36,159
Blade Chimera, which is another uh search what do we

1136
00:54:36,199 --> 00:54:40,840
call it? Search action? Search action, search action AKA, and

1137
00:54:40,880 --> 00:54:44,239
it's it's also a demon like hanging out with a

1138
00:54:44,400 --> 00:54:46,760
you know, protagonist and they strike a deal. No, they

1139
00:54:46,760 --> 00:54:49,440
don't get along, but it's by the way, Blade Camera

1140
00:54:49,559 --> 00:54:52,159
seems pretty cool. It's it seems pretty standard, but in

1141
00:54:52,360 --> 00:54:53,559
a complimentary.

1142
00:54:54,639 --> 00:54:58,519
Speaker 2: Another game that also to brain one Body game.

1143
00:54:58,559 --> 00:55:02,559
Speaker 1: Yeah, I got it. They don't get into something. Yeah,

1144
00:55:02,679 --> 00:55:04,840
it only works if they don't get along. They can't

1145
00:55:04,840 --> 00:55:07,760
be on the same page. Yeah, they can't be agreeing

1146
00:55:07,800 --> 00:55:13,039
on everything. Now you need the Johnny Silverhand dynamic in there, exactly.

1147
00:55:13,280 --> 00:55:15,480
Speaker 3: I'm glad to hear that you're liking it, Marcus. I

1148
00:55:15,800 --> 00:55:17,920
like it rather because you did finish it, because I

1149
00:55:18,280 --> 00:55:20,840
love hyper Light Drifters so much, and I like Solar

1150
00:55:20,880 --> 00:55:25,239
ashalot and I didn't really like hyper Light Breaker, which

1151
00:55:25,280 --> 00:55:26,840
I think a lot of people were sort of on

1152
00:55:26,920 --> 00:55:30,239
that boat sadly. But even when they announced it, I

1153
00:55:30,239 --> 00:55:33,360
was like, heart Machine Search Action. Great, that sounds like

1154
00:55:33,400 --> 00:55:34,400
a great fit, you know.

1155
00:55:35,920 --> 00:55:38,840
Speaker 1: Yeah, And I will say, like, there are there are

1156
00:55:38,880 --> 00:55:40,760
some problems with this game that I'll get into, and

1157
00:55:40,880 --> 00:55:43,800
other reviewers have called out, probably I think a little

1158
00:55:43,840 --> 00:55:47,719
bit more harshly than even I have, So, like you said,

1159
00:55:47,719 --> 00:55:51,280
it's a Metroadvnea. But I love about this game the

1160
00:55:51,320 --> 00:55:54,400
most outside of this storytelling stuff is the combat. It's

1161
00:55:54,400 --> 00:55:56,480
got a kind of like two D take on sort

1162
00:55:56,519 --> 00:55:59,840
of stylist action style combat. I've even heard people just

1163
00:56:00,519 --> 00:56:03,719
it's kind of compared to Smash Brothers combat. Yeah, I

1164
00:56:03,719 --> 00:56:05,719
guess in the sense that you can like knock people

1165
00:56:05,760 --> 00:56:07,840
into walls and off of things, and a way to

1166
00:56:07,880 --> 00:56:10,119
kind of fly and bounce is like reminiscent of when

1167
00:56:10,199 --> 00:56:14,039
you smash people in Smash Bros. But you can do

1168
00:56:15,039 --> 00:56:19,000
like these long combo strings and like air juggle people.

1169
00:56:19,280 --> 00:56:22,400
And you've got so you have a main weapon, you

1170
00:56:22,480 --> 00:56:24,400
have sub weapons, and what's cool about the weapons is

1171
00:56:24,480 --> 00:56:27,280
that they're all just random ordinary objects that are just

1172
00:56:27,719 --> 00:56:32,400
demonically supercharged. So you're finding stuff like kitchen knives and

1173
00:56:32,480 --> 00:56:36,079
like a computer mouse on like a cord and a

1174
00:56:36,159 --> 00:56:41,320
bowling ball and sunglasses, and they all have just specific

1175
00:56:41,360 --> 00:56:44,599
attacks tied to them, like your main your main primary

1176
00:56:44,639 --> 00:56:47,480
weapon is generally just a different type of melee attacks.

1177
00:56:47,480 --> 00:56:49,159
So like the kitchen knives are kind of this fast

1178
00:56:49,159 --> 00:56:52,280
paced weapon. You can find a baseball bat that's a

1179
00:56:52,320 --> 00:56:54,719
little slower, but it maybe this is what the smash

1180
00:56:54,719 --> 00:56:56,639
comparison come from, because you can do the kind of

1181
00:56:56,679 --> 00:56:59,920
like smash bros. Just like yeah, like just because you

1182
00:57:00,079 --> 00:57:02,840
are knock people and send them flying and it feels

1183
00:57:02,920 --> 00:57:05,320
really good. You get a hockey stick that became my

1184
00:57:05,360 --> 00:57:07,159
favorite weapon once I got it, where you just feel

1185
00:57:07,159 --> 00:57:10,280
like Casey Jones just swinging this thing around and it's

1186
00:57:10,320 --> 00:57:13,599
kind of almost functionally acts like a bowstaff. And then

1187
00:57:13,719 --> 00:57:15,639
like you can have up to three of these sub weapons,

1188
00:57:15,679 --> 00:57:17,800
which is like the more weird stuff of like oh,

1189
00:57:17,840 --> 00:57:20,400
if you could equip these sunglasses. It basically allows you

1190
00:57:20,440 --> 00:57:25,679
to do a like retaliatory attack if you time it right,

1191
00:57:25,719 --> 00:57:27,440
where like if someone hits you, you just hit it

1192
00:57:27,480 --> 00:57:29,639
and then you'll just like stop the attack and then

1193
00:57:29,679 --> 00:57:31,719
do like a really quick strike. You can have a

1194
00:57:31,800 --> 00:57:35,199
katana the bowling ball you just rolling the ground. It

1195
00:57:35,320 --> 00:57:38,159
just like knocks over a bunch of characters and bounces

1196
00:57:38,199 --> 00:57:40,519
off them. I liked using the The first one you

1197
00:57:40,559 --> 00:57:43,239
get is the one I stuck with throughout the entirety

1198
00:57:43,239 --> 00:57:45,159
of the game, which is the computer mouse, because it's

1199
00:57:45,159 --> 00:57:47,719
basically just a launcher and that's what's you know, I

1200
00:57:47,719 --> 00:57:50,000
would just use that just to initiate my air juggles

1201
00:57:50,360 --> 00:57:52,679
and so like it's that's super fun to use. It

1202
00:57:52,760 --> 00:57:57,760
kind of feels like almost almost like Cradles's Chains of Chaos,

1203
00:57:57,840 --> 00:57:59,679
if you could just think of it just having this

1204
00:57:59,760 --> 00:58:01,960
rain weapon that can just whip and hit like multiple

1205
00:58:02,079 --> 00:58:05,519
enemies at once and send them flying up. Like the

1206
00:58:05,559 --> 00:58:09,440
combat's cool, and you can equip by upgrading all the weapons.

1207
00:58:09,480 --> 00:58:11,760
You can add these kind of passive augments to them.

1208
00:58:11,800 --> 00:58:14,320
They all have like just little perks where you can

1209
00:58:14,360 --> 00:58:16,480
do some like light class building and maybe change up

1210
00:58:16,480 --> 00:58:19,000
your load outs depending on what you're fighting of like, oh,

1211
00:58:19,679 --> 00:58:22,000
you know, of this one lets me gain health every

1212
00:58:22,000 --> 00:58:25,760
time I do a dodge, or this one increases the

1213
00:58:25,880 --> 00:58:29,159
attack speed of my weapons or whatever like stuff like that.

1214
00:58:30,400 --> 00:58:34,280
Though I kinda like once I got like halfway through

1215
00:58:34,280 --> 00:58:35,960
the game, I had enough stuff online. I kind of

1216
00:58:35,960 --> 00:58:38,039
settled into my chosen load out and didn't find a

1217
00:58:38,039 --> 00:58:39,679
ton of reason it changed it up just because you

1218
00:58:39,719 --> 00:58:41,920
can kind of you can beat anything with anything if

1219
00:58:41,920 --> 00:58:44,760
you're good enough, and i'd settle into something that kind

1220
00:58:44,760 --> 00:58:46,760
of fit my place stout to where I never really

1221
00:58:46,760 --> 00:58:48,840
had to tinker with much once I had enough to

1222
00:58:48,880 --> 00:58:54,119
work with. The other big thing is the You've got

1223
00:58:54,199 --> 00:58:56,559
this whip that I really like. Like I'm a sucker

1224
00:58:56,559 --> 00:58:59,199
for games that let me have any sort of like

1225
00:58:59,360 --> 00:59:02,920
Scorpions style get over here or move. It's one of

1226
00:59:02,920 --> 00:59:05,280
the reasons why I love Devil Mycry for and DMC

1227
00:59:05,400 --> 00:59:07,559
devil Mycry just because you had like the devil Bringer

1228
00:59:07,599 --> 00:59:09,559
in those chains, like to just bring enemies to you.

1229
00:59:09,840 --> 00:59:11,440
The whip is good for that, on top of being

1230
00:59:11,480 --> 00:59:14,760
a good traversial like mcannon, because you can swing on

1231
00:59:14,800 --> 00:59:16,679
these different points and the swinging in the game feels

1232
00:59:16,679 --> 00:59:20,800
really good. You've also got this perry. Uh, that's great.

1233
00:59:21,039 --> 00:59:22,920
It's just a little force field that pops up. It

1234
00:59:23,000 --> 00:59:24,719
just works like every perry of the video game, just

1235
00:59:24,719 --> 00:59:27,000
time at the last second. But it's really great for

1236
00:59:27,079 --> 00:59:29,920
bouncing projectiles back, which this game is very very big on,

1237
00:59:30,039 --> 00:59:31,679
so it kind of pushes you to master it. Like

1238
00:59:31,719 --> 00:59:34,480
you'll get into rooms and you'll be surrounded by a

1239
00:59:34,480 --> 00:59:37,039
bunch of ground enemies, but then they'll be like possessed

1240
00:59:38,000 --> 00:59:42,440
security cameras that shoot fireballs at you, almost like mildly

1241
00:59:42,480 --> 00:59:45,079
bullet hell style, Like some of them will just unleash

1242
00:59:45,079 --> 00:59:46,800
it in a spread. So a lot of the focus

1243
00:59:46,880 --> 00:59:49,280
is like in the midst of like doing these style

1244
00:59:49,280 --> 00:59:51,400
as action combos, you're kind of watching to see who's

1245
00:59:51,400 --> 00:59:53,920
gonna shoot where, so that you can hit your perry

1246
00:59:53,920 --> 00:59:55,719
in the middle of a combo and then send it

1247
00:59:55,800 --> 00:59:58,360
back to either the person that attack or maybe just

1248
00:59:58,360 --> 01:00:00,559
haven't bounce around a room and hit everybody else. But

1249
01:00:00,639 --> 01:00:03,480
I think the perry feels great, and the attacks feel

1250
01:00:03,559 --> 01:00:05,559
smooth and have just like a really nice sense of

1251
01:00:05,599 --> 01:00:09,519
impact to it. And on top of the cool character designs,

1252
01:00:09,920 --> 01:00:11,880
it's just like fun to look at, like it's got

1253
01:00:11,920 --> 01:00:14,719
a really slick art direction. I love the way the

1254
01:00:14,840 --> 01:00:17,440
characters look. I love how the monsters all just are

1255
01:00:17,480 --> 01:00:20,559
these really twisted like because all the monsters are just

1256
01:00:20,639 --> 01:00:23,719
haunted objects. So it's got like a little shop of

1257
01:00:23,719 --> 01:00:26,599
horrors or like a like a demonic, brave little toaster

1258
01:00:26,760 --> 01:00:28,360
vibe to it of like oh, this is just an

1259
01:00:28,400 --> 01:00:32,039
angry potted plant that's got like three eyeballs running at me,

1260
01:00:32,760 --> 01:00:35,199
or like here's a book that's like flying and it's

1261
01:00:35,239 --> 01:00:37,920
got these tentacles coming out of it. It's just like, oh, yeah,

1262
01:00:37,920 --> 01:00:40,599
all the demons showed up and just possessed whatever they

1263
01:00:40,639 --> 01:00:44,719
could and just rolled with it. So it's just like

1264
01:00:45,239 --> 01:00:47,920
it's fun to just look at the enemies right before

1265
01:00:47,960 --> 01:00:52,559
you cut them down. The kind of the biggest problem

1266
01:00:52,559 --> 01:00:57,880
I have, sadly is heart machines approached to Metroid Venia exploration.

1267
01:00:58,639 --> 01:01:00,760
And it's sad because I can see what going for.

1268
01:01:02,079 --> 01:01:05,880
So the main objective you have to find these four

1269
01:01:06,039 --> 01:01:10,039
special demonic eyeballs that are scattered across the four corners

1270
01:01:10,079 --> 01:01:13,920
of the map. The map in this game is quite large,

1271
01:01:14,159 --> 01:01:17,320
and the game allows you to go after every or

1272
01:01:17,360 --> 01:01:21,599
any eyeball in whatever order you choose. And that's cool.

1273
01:01:22,079 --> 01:01:26,119
But the problem is that and something I guess I

1274
01:01:26,159 --> 01:01:28,639
think I took for granted until I played this game.

1275
01:01:29,159 --> 01:01:33,639
It's sort of the skill that comes in knowing how

1276
01:01:33,679 --> 01:01:39,960
to funnel players towards the necessary Metroidvania upgrades that you

1277
01:01:40,119 --> 01:01:43,199
need to unlock other parts of the map, Like there's

1278
01:01:43,280 --> 01:01:47,039
a real art form to letting it feel like you're

1279
01:01:47,079 --> 01:01:49,840
free to explore, but also subtly pointing you to like, Okay,

1280
01:01:49,840 --> 01:01:52,079
we need you to get the morphball now, like now

1281
01:01:52,079 --> 01:01:53,599
this is going to open up, we need to get

1282
01:01:53,599 --> 01:01:56,519
it at this time. And sometimes it doesn't even feel

1283
01:01:56,519 --> 01:01:59,239
like it's like necessarily scripted, but you're like, oh, I

1284
01:02:00,280 --> 01:02:02,239
guess I needed to get this now. I didn't realize

1285
01:02:02,320 --> 01:02:04,320
that I really didn't have anywhere else to go until

1286
01:02:04,360 --> 01:02:07,039
I until the game told me to get this. And

1287
01:02:07,320 --> 01:02:11,920
because this game is a lot more open the core abilities,

1288
01:02:12,320 --> 01:02:16,320
it's it's hard to find that. As weird as that sounds, like,

1289
01:02:16,400 --> 01:02:19,440
you will go or I have spent long stretches of

1290
01:02:19,480 --> 01:02:22,880
the map just exploring, and like you know, the first

1291
01:02:23,079 --> 01:02:26,079
couple they kind of give you relatively upfront, but then

1292
01:02:26,119 --> 01:02:29,079
the rest you're basically on your own, and so you

1293
01:02:29,159 --> 01:02:31,480
will choose like I think I'm gonna go for like

1294
01:02:31,519 --> 01:02:35,239
the North Eyeball and go through a very very very

1295
01:02:35,320 --> 01:02:37,840
lengthy track to get there, only to hit a wall

1296
01:02:38,320 --> 01:02:41,719
and you realize like, oh, I guess, I guess I'm

1297
01:02:41,760 --> 01:02:44,480
not ready to be here, like I see like a

1298
01:02:44,519 --> 01:02:46,559
weird crack, and it's like, I know I don't have

1299
01:02:46,599 --> 01:02:49,199
an ability to deals with that, but I just kind

1300
01:02:49,239 --> 01:02:51,239
of assumed it would give it to me along the

1301
01:02:51,280 --> 01:02:54,920
way instead of letting me get this far. And so

1302
01:02:55,000 --> 01:02:57,079
then you backtrack like, well, maybe I just missed it,

1303
01:02:57,119 --> 01:03:00,480
maybe I'm wrong, And then you'll search around as best

1304
01:03:00,519 --> 01:03:02,519
you can with what you have and realize like, no,

1305
01:03:02,679 --> 01:03:05,159
I guess, I guess I'm not seeing it. And it

1306
01:03:05,199 --> 01:03:08,639
also doesn't help that there's some paths are hitting behind

1307
01:03:08,800 --> 01:03:11,840
like breakable objects. Like most of the times it's like

1308
01:03:11,840 --> 01:03:14,239
these wooden planks that you can smash through. But the

1309
01:03:14,280 --> 01:03:17,719
problem with those is that they're they're supposed to be hidden,

1310
01:03:17,760 --> 01:03:21,239
but they're hidden too well, like they're they're a little

1311
01:03:21,360 --> 01:03:24,039
they blend them with the environment too well, where you're

1312
01:03:24,079 --> 01:03:26,199
like you've really got to look and I think, and

1313
01:03:26,239 --> 01:03:28,360
then once you discover that you can break them, and

1314
01:03:28,400 --> 01:03:29,800
makes you go like, oh my god, how many of

1315
01:03:29,880 --> 01:03:33,000
these do I do? I think I've missed and the

1316
01:03:33,119 --> 01:03:36,400
entrer is probably quite a few. And so it becomes

1317
01:03:36,440 --> 01:03:40,519
a very tedious exercise of kind of like running around

1318
01:03:40,519 --> 01:03:42,760
trying to figure out like, Okay, what what am I

1319
01:03:42,800 --> 01:03:44,960
supposed to get next? Like what is the ability that

1320
01:03:45,000 --> 01:03:47,440
the game wants me to get next? I'm not really

1321
01:03:47,480 --> 01:03:53,199
sure and tackle on that. The kind of the stretches

1322
01:03:53,280 --> 01:03:57,440
between checkpoints is pretty long, like they're like there's not

1323
01:03:57,599 --> 01:03:59,880
as many checkpoints as I think the game needs, and

1324
01:04:00,079 --> 01:04:03,400
there's even less fast travel points usually I think it's

1325
01:04:03,440 --> 01:04:06,880
just like one per biome, and the biomes can be

1326
01:04:06,960 --> 01:04:09,639
pretty big, and it looks bigger than it appears in

1327
01:04:09,679 --> 01:04:11,239
the map, Like it's kind of like when you look

1328
01:04:11,239 --> 01:04:12,840
at the map, it doesn't look as bad, but once

1329
01:04:12,840 --> 01:04:14,320
you're running through, you're like, oh no, this is huge

1330
01:04:14,320 --> 01:04:17,480
because the map is actually pretty. It's not like a

1331
01:04:17,559 --> 01:04:19,400
it doesn't give you like a complete sort of like

1332
01:04:19,480 --> 01:04:22,679
picture of how like the true structure of a zone.

1333
01:04:22,719 --> 01:04:24,039
It kind of gives you like the bare miment of

1334
01:04:24,159 --> 01:04:26,480
like here's just a square, but that square actually has

1335
01:04:26,559 --> 01:04:31,119
like two floors of like enemy infested level or like,

1336
01:04:32,119 --> 01:04:35,480
and then also like a tricky platforming segment. So the

1337
01:04:35,559 --> 01:04:38,159
runbacks in this game can be pretty rough, especially because

1338
01:04:38,199 --> 01:04:41,360
it has these souls like thing of oh, you died,

1339
01:04:41,400 --> 01:04:44,159
you need to go get your currency from where you

1340
01:04:44,159 --> 01:04:47,199
you know where you fell. So that was my biggest

1341
01:04:47,199 --> 01:04:49,119
thing was just like I don't think I've ever been

1342
01:04:50,639 --> 01:04:54,599
this lost playing a Metroid Vadia before, where it's like,

1343
01:04:54,639 --> 01:04:56,639
you know, you want to feel like you're lost to

1344
01:04:56,679 --> 01:04:58,480
an extent, but like a fun loss of like, man,

1345
01:04:58,519 --> 01:05:00,159
I don't know where I am, like that sense of

1346
01:05:00,199 --> 01:05:02,239
like Okay, I'm in this weird place. I don't know

1347
01:05:02,239 --> 01:05:03,960
if I'm supposed to be here, but I kind of

1348
01:05:04,000 --> 01:05:06,400
like that. But this gets and this crosses the line

1349
01:05:06,400 --> 01:05:08,559
into like but no, seriously, guys, am I supposed to

1350
01:05:08,599 --> 01:05:12,599
be here. You're letting me go further than you probably

1351
01:05:12,639 --> 01:05:14,639
should if I'm not supposed to be And then I

1352
01:05:14,800 --> 01:05:17,119
hit a point where it's like, no, you missed an

1353
01:05:17,280 --> 01:05:19,719
ability that I think I'm supposed to have, And then

1354
01:05:19,719 --> 01:05:21,719
you wonder. You start to wonder like maybe I'm just

1355
01:05:21,800 --> 01:05:24,159
using the abilities I have already in the wrong way.

1356
01:05:24,239 --> 01:05:27,039
Maybe I can get past this. I don't know. I

1357
01:05:27,039 --> 01:05:28,679
feel like any other game would have just put me

1358
01:05:28,719 --> 01:05:30,679
in front of the thing to get over this. So

1359
01:05:30,760 --> 01:05:34,480
that's and I've seen other reviewers really take the game

1360
01:05:34,519 --> 01:05:36,679
to task for that to where I think I'm on

1361
01:05:36,719 --> 01:05:39,119
the higher end of my on the review scale right

1362
01:05:39,159 --> 01:05:42,960
now from what I'm seeing, So yeah, that is you know,

1363
01:05:43,119 --> 01:05:46,199
like if you don't if you don't want to deal

1364
01:05:46,239 --> 01:05:48,360
with that, Like I don't know if anyone's ever had

1365
01:05:48,400 --> 01:05:50,679
that problem in a metro vena. I never have, so

1366
01:05:50,880 --> 01:05:52,840
it was a weird thing to run into. But I

1367
01:05:53,320 --> 01:05:55,039
do think, like fair warning if you want to get

1368
01:05:55,039 --> 01:05:56,960
into this. But as much of a.

1369
01:05:56,880 --> 01:06:02,760
Speaker 2: Problem as that maybe kind of Yeah, I think honestly,

1370
01:06:03,039 --> 01:06:05,159
I think of the direction of the game because you

1371
01:06:05,199 --> 01:06:07,639
made me think of Animal Animal Well almost right away,

1372
01:06:07,679 --> 01:06:10,440
where like Animal Well was about finding power ups and

1373
01:06:10,960 --> 01:06:12,760
discovering the ways in which they would kind of move

1374
01:06:12,800 --> 01:06:15,880
you through the environment. But that was like the I

1375
01:06:16,079 --> 01:06:18,599
that was the main thrust behind Animal Well was like

1376
01:06:18,679 --> 01:06:20,840
puzzling and discovering, and it was almost more of a

1377
01:06:20,840 --> 01:06:26,320
puzzle vania, you know, to butcher the genre name further. Uh,

1378
01:06:26,360 --> 01:06:29,840
And it sounds like here, it doesn't feel like that's

1379
01:06:30,239 --> 01:06:32,280
the main driver, Like they don't kind of want you

1380
01:06:32,320 --> 01:06:34,480
to be staring at puzzles and scratching your head but

1381
01:06:34,960 --> 01:06:37,199
kind of moving forward at a cadence and it's it's

1382
01:06:37,239 --> 01:06:38,320
hitting some friction there.

1383
01:06:38,840 --> 01:06:40,559
Speaker 1: Yeah, Like there's no puzzles on this game, right, this

1384
01:06:40,599 --> 01:06:43,960
is an action game. Yeah, so yeah, that's like I said,

1385
01:06:43,960 --> 01:06:45,880
I love Animal well, but I think because it has that,

1386
01:06:46,079 --> 01:06:50,920
like I said, the conceit was that, but yeah, that's

1387
01:06:51,000 --> 01:06:53,079
not the case here. So it is an issue that

1388
01:06:53,159 --> 01:06:55,719
I wish was better. And it's the reason that the

1389
01:06:55,880 --> 01:06:58,159
score is what it is because I give it an

1390
01:06:58,159 --> 01:07:00,800
eight point twenty five and I I really couldn't go

1391
01:07:00,880 --> 01:07:03,639
higher than that because of it. As much as I

1392
01:07:03,679 --> 01:07:06,039
love the other elements, I love the combat, I love

1393
01:07:06,079 --> 01:07:08,559
the story. I think the art direction is very strong,

1394
01:07:08,679 --> 01:07:14,119
but just the kind of messing up the core, like

1395
01:07:14,119 --> 01:07:16,880
like the core blueprint of a Metroavenia, like having kind

1396
01:07:16,880 --> 01:07:20,199
of messed it up that roughly like it still didn't

1397
01:07:20,280 --> 01:07:23,119
damper my enjoying. Once I knew figured out where to go,

1398
01:07:23,199 --> 01:07:27,320
I was having fun again. But the search for the

1399
01:07:27,360 --> 01:07:30,440
thing to get you to that next fun thing, it

1400
01:07:30,639 --> 01:07:33,119
really it wore me after a while, and even even

1401
01:07:33,119 --> 01:07:35,039
when it wasn't just actively searching. I just think the

1402
01:07:35,119 --> 01:07:37,480
runbacks are a little a little too much, Like I

1403
01:07:37,599 --> 01:07:39,119
just I think it just needs like a few more

1404
01:07:39,199 --> 01:07:42,159
checkpoints or fast travel points to try to expedite some

1405
01:07:42,199 --> 01:07:44,559
of that stuff, especially when you want to revisit areas

1406
01:07:44,840 --> 01:07:47,039
because you can't put Matt markers down, but you only

1407
01:07:47,039 --> 01:07:49,679
get like four and they're really vague, so it's even

1408
01:07:49,679 --> 01:07:52,199
hard to denote, like, Okay, I guess I'll use this

1409
01:07:52,360 --> 01:07:55,800
exclamation marked and mark that I think I need like

1410
01:07:55,840 --> 01:07:58,519
a jumping thing to get here. But I also still

1411
01:07:58,519 --> 01:08:01,880
need to remember that this is even a platform, because

1412
01:08:01,880 --> 01:08:04,960
the map doesn't show like you know, it doesn't show really,

1413
01:08:05,679 --> 01:08:07,840
it doesn't just show that level of detail. It's just like,

1414
01:08:07,880 --> 01:08:11,440
here's a giant rectangle and then put your marker maybe

1415
01:08:11,480 --> 01:08:13,800
in the middle of the rectangle and that might roughly

1416
01:08:14,039 --> 01:08:15,960
be where you think you were before.

1417
01:08:16,640 --> 01:08:18,880
Speaker 4: It's no, Princes the Lost Crown is what you're.

1418
01:08:18,760 --> 01:08:21,199
Speaker 1: Saying, Absolutely not none of that.

1419
01:08:21,600 --> 01:08:24,720
Speaker 3: You know how Prince of Persia added the screenshot thing

1420
01:08:25,079 --> 01:08:27,760
that was like I think we all everyone in the

1421
01:08:27,800 --> 01:08:30,600
industry was like, this should be in every Metroid sort

1422
01:08:30,640 --> 01:08:34,600
of inspired game. Blade Kimera, which is funny to recall

1423
01:08:34,640 --> 01:08:36,560
this because I think this game came out earlier this year,

1424
01:08:36,840 --> 01:08:39,199
has the feature where pretty early on you could just

1425
01:08:39,279 --> 01:08:42,520
unlock the ability to fast travel anywhere you want, anytime

1426
01:08:42,560 --> 01:08:44,159
you want, And I'm.

1427
01:08:44,000 --> 01:08:45,439
Speaker 5: Like, I don't know, that's amazing.

1428
01:08:45,479 --> 01:08:48,119
Speaker 3: I don't think I want to play more search action

1429
01:08:48,199 --> 01:08:51,119
games without this idea. It's like it's like that Breath

1430
01:08:51,119 --> 01:08:53,039
of the Loud moment where you're like, well, I can

1431
01:08:53,119 --> 01:08:56,159
just fast travel anytime wherever I want, as long as

1432
01:08:56,159 --> 01:08:57,880
I found the place, I can just like go there,

1433
01:08:58,000 --> 01:09:00,000
Like you know, it's not Breath of Wild still has

1434
01:09:00,159 --> 01:09:02,560
like points you had to unlock. But yeah, nice thing

1435
01:09:02,560 --> 01:09:04,439
about Blade Kimera, which is good, and I quite like

1436
01:09:04,800 --> 01:09:07,119
it's like pretty early on, did you just select a

1437
01:09:07,159 --> 01:09:09,039
spot on the map and you could just go there

1438
01:09:09,079 --> 01:09:09,920
anytime you want?

1439
01:09:10,439 --> 01:09:11,760
Speaker 2: You know, that's it?

1440
01:09:11,960 --> 01:09:14,600
Speaker 1: Yeah, Yeah, there are a lot of times I was

1441
01:09:14,640 --> 01:09:16,720
like begging for that when I was like, okay, I

1442
01:09:16,720 --> 01:09:18,760
need to go back over here. Man, I got a

1443
01:09:18,760 --> 01:09:21,920
trip ahead of me, I guess. But yeah, like I

1444
01:09:21,920 --> 01:09:24,600
said everything else though, I think it's done well enough

1445
01:09:24,600 --> 01:09:27,560
for me that it carried the rest of the score.

1446
01:09:29,159 --> 01:09:31,600
Like I said, I the story, like the stuff gets

1447
01:09:31,600 --> 01:09:34,680
into especially in the nature of like a lot of

1448
01:09:34,720 --> 01:09:38,720
a story revolves around relationships and like toxic relationships and

1449
01:09:38,760 --> 01:09:41,600
what does it mean to be in one? And when

1450
01:09:41,600 --> 01:09:43,800
do you realize that you are in one? And when

1451
01:09:43,840 --> 01:09:46,479
should you get out? Like that was like a surprise.

1452
01:09:46,760 --> 01:09:49,399
I did not think this game was going in that direction,

1453
01:09:49,479 --> 01:09:52,920
but it handles it really well. So, like I said,

1454
01:09:52,960 --> 01:09:56,239
I think the if the exploration was better, this would

1455
01:09:56,279 --> 01:09:58,039
probably be closer to a nine for me.

1456
01:09:58,560 --> 01:10:00,720
Speaker 3: Yeah, I love Heart Machine much so I do want

1457
01:10:00,720 --> 01:10:03,640
to spend some time with it despite your frustrations.

1458
01:10:03,720 --> 01:10:07,640
Speaker 1: Yeah yeah, but yeah, Like I said, overall, I think

1459
01:10:07,680 --> 01:10:09,640
it's a fun game, and I think, especially if you're

1460
01:10:09,640 --> 01:10:11,920
a heart Machine fan or if you're in the mood

1461
01:10:11,960 --> 01:10:17,000
for like a overall good metroidvany, I think you should

1462
01:10:17,000 --> 01:10:19,760
give possessors a shot and hopefully you know, I don't

1463
01:10:19,800 --> 01:10:21,880
know if they're going to like patch or whatever. I

1464
01:10:21,960 --> 01:10:24,159
know there's a big Day one patch that addressed some things.

1465
01:10:24,159 --> 01:10:25,600
I don't know if they're going to do anything beyond

1466
01:10:25,600 --> 01:10:27,279
that in terms of addressing some of the criticisms that

1467
01:10:27,319 --> 01:10:30,279
are coming out from the reviews. We'll see. But I think,

1468
01:10:30,359 --> 01:10:31,640
like I said, as it is now, it is a

1469
01:10:31,840 --> 01:10:35,439
it is a good game, like kind of like point

1470
01:10:35,479 --> 01:10:38,960
blank cool. But yeah, it's out as of the now,

1471
01:10:39,560 --> 01:10:42,560
November eleventh, it's go check it out, so I think.

1472
01:10:42,600 --> 01:10:44,880
So it's only on PS five and PC though, just

1473
01:10:45,079 --> 01:10:49,399
for just as the heads up all right, Kyle. Last

1474
01:10:49,439 --> 01:10:54,800
game on our list is High Rule Warriors. I know

1475
01:10:54,920 --> 01:10:58,119
this subtitle. There's only been three of these. I actually

1476
01:10:58,159 --> 01:11:01,560
a Cheven's Prison Men Age.

1477
01:11:01,279 --> 01:11:03,279
Speaker 3: Of Plaming one, right, I think?

1478
01:11:03,359 --> 01:11:05,479
Speaker 1: Yeah, I know, they both use age of And I

1479
01:11:05,520 --> 01:11:07,399
was trying to like, was Calamity the second one or

1480
01:11:07,439 --> 01:11:11,119
is it this one? Yeah? Okay, gotcha. Yeah.

1481
01:11:11,119 --> 01:11:13,399
Speaker 3: At the time of this recording, I think I'm near

1482
01:11:13,439 --> 01:11:15,479
the end. I was joking earlier though that these games

1483
01:11:15,600 --> 01:11:17,840
do have a tendency to sort of drag on well

1484
01:11:17,840 --> 01:11:20,000
beyond what you think is supposed to be the end,

1485
01:11:20,000 --> 01:11:25,600
and I suspect that might happen here. But yeah, it's good.

1486
01:11:25,680 --> 01:11:29,479
I do like it. I I High Rule Warriors, the original.

1487
01:11:29,600 --> 01:11:31,880
I think I didn't review the second one. Actually the

1488
01:11:31,880 --> 01:11:34,880
first one. The first one's super fun because it is

1489
01:11:35,119 --> 01:11:37,840
just like just an excuse to bring in tons of

1490
01:11:37,920 --> 01:11:41,000
Zelda characters from different Zelda timelines, and like, you know,

1491
01:11:41,119 --> 01:11:44,159
it's a good format for the Musso sort of design

1492
01:11:44,199 --> 01:11:45,680
because it's like, yeah, we're just going to bring an

1493
01:11:45,680 --> 01:11:48,720
Ocarina characters and Majors of Mass characters, like you know,

1494
01:11:48,760 --> 01:11:52,119
it's and it's it's fun. I like it. But then

1495
01:11:52,560 --> 01:11:56,359
the Age of Calamity was like hugely disappointing for me,

1496
01:11:56,920 --> 01:12:00,520
like narratively, because like the Zelda story is like I know,

1497
01:12:00,840 --> 01:12:03,640
some people really don't care about it. I think like

1498
01:12:03,880 --> 01:12:06,239
the joy of Zelda's like exploration and puzzle solving, but

1499
01:12:06,279 --> 01:12:09,640
like I do, I really enjoy sort of the narrative,

1500
01:12:09,680 --> 01:12:12,039
the fiction of Zelda. I really sort of get invested

1501
01:12:12,039 --> 01:12:16,760
in it. And Age of Calamity was just like such

1502
01:12:16,800 --> 01:12:18,800
a disappointment by the end, even if it was, like

1503
01:12:19,520 --> 01:12:21,800
you know, even if it was like functionally pretty fun,

1504
01:12:22,720 --> 01:12:24,760
I just was so bummed out by where that how

1505
01:12:24,760 --> 01:12:29,960
that game concluded, and so far Age of Imprisonment it

1506
01:12:30,239 --> 01:12:34,439
seems to be more sort of like we're treating being

1507
01:12:34,479 --> 01:12:37,960
treated as like canonical Zelda stuff, which is like fun

1508
01:12:38,079 --> 01:12:42,960
and I enjoy that, like I haven't beaten it yet,

1509
01:12:43,039 --> 01:12:45,920
but like, and maybe this is a spoiler mys, so

1510
01:12:45,920 --> 01:12:48,479
if you are care about it, you can, like you know,

1511
01:12:48,600 --> 01:12:51,560
hit the fifteen second foard button now. But like, Link

1512
01:12:51,600 --> 01:12:53,279
does not show up in this game as near as

1513
01:12:53,319 --> 01:12:55,680
I can tell. There is a character that like plays

1514
01:12:55,720 --> 01:12:58,239
like Link might play, but Link is not in this

1515
01:12:58,279 --> 01:13:01,800
game unless something changes the list couple hours, which I like, like,

1516
01:13:01,880 --> 01:13:04,880
I think that's a cool thing about this game. I

1517
01:13:05,000 --> 01:13:06,840
like that they're not beholden to like, well, we got

1518
01:13:06,840 --> 01:13:08,960
to have all the like important people, and like the

1519
01:13:09,000 --> 01:13:12,039
majority of the characters in the game are completely original, uh,

1520
01:13:12,359 --> 01:13:14,439
which which is cool. Like there's a couple characters that

1521
01:13:14,439 --> 01:13:16,680
you'll recognize for Tears of the Kingdom. I don't want

1522
01:13:16,680 --> 01:13:19,319
to dig too deep into why, because you know, maybe

1523
01:13:19,359 --> 01:13:21,560
you want you don't want Tiers of the Kingdom spoilers,

1524
01:13:21,800 --> 01:13:24,800
but I mean it's it's, it's it's kind of a prequel.

1525
01:13:25,920 --> 01:13:28,239
And and then and like it's it's it's so nice

1526
01:13:28,239 --> 01:13:31,640
to have this game on switch to because it runs well,

1527
01:13:32,199 --> 01:13:36,159
you know, like Higher Warriors on WU is fine. And

1528
01:13:36,199 --> 01:13:39,840
then like yeah, the switch Higher Warriors was like, oh boy,

1529
01:13:39,920 --> 01:13:43,199
we're like we're we're hitting some frame rate issues here,

1530
01:13:43,199 --> 01:13:46,680
but like this one has been smooth and it and

1531
01:13:46,720 --> 01:13:49,520
it's and it's it's like it's a game that does

1532
01:13:49,560 --> 01:13:52,079
benefit from like just being smooth because there's so much

1533
01:13:52,199 --> 01:13:55,039
like insanity happening on screen all the time. It's basically

1534
01:13:55,079 --> 01:13:57,520
like I look at this cool animation. Generator's kind of

1535
01:13:57,520 --> 01:13:59,199
what these Musso games kind of feel like to a

1536
01:13:59,199 --> 01:13:59,920
certain point.

1537
01:14:00,039 --> 01:14:02,079
Speaker 1: Because how many moblins are we seeing on screen?

1538
01:14:02,199 --> 01:14:04,920
Speaker 3: I mean hundreds, you know, like maybe up to like

1539
01:14:05,000 --> 01:14:07,000
four or five hundred at a time or something like that.

1540
01:14:07,079 --> 01:14:08,640
And it like and it and it runs well, and

1541
01:14:08,680 --> 01:14:10,880
it looks good, and it's just the thing that like

1542
01:14:11,680 --> 01:14:14,720
that this game just works for me. It's like I'm

1543
01:14:14,760 --> 01:14:17,760
almost embarrassed to admit is just like having the Tiers

1544
01:14:17,760 --> 01:14:21,880
of the Kingdom UI and sound effects and art direction,

1545
01:14:22,439 --> 01:14:25,760
and it's like you can't explore like High Roll obviously,

1546
01:14:25,800 --> 01:14:28,000
Like maybe not obviously if you're not familiar how the

1547
01:14:28,000 --> 01:14:29,880
game works, but like you can't. It's not an open

1548
01:14:29,920 --> 01:14:33,239
world game. You're not exploring High Rule, but like you're

1549
01:14:33,279 --> 01:14:35,600
looking at the high Role map and you're like looking

1550
01:14:35,640 --> 01:14:38,399
at icons and it's like I kind of feel like

1551
01:14:38,439 --> 01:14:41,239
I am playing a Tiers of the Kingdom the sequel

1552
01:14:41,279 --> 01:14:42,079
spinoff thing.

1553
01:14:42,239 --> 01:14:42,479
Speaker 1: You know.

1554
01:14:42,880 --> 01:14:45,079
Speaker 3: It's like just close enough that it like it's like

1555
01:14:45,159 --> 01:14:49,000
it reminds me, you know, it's like Pavlov's Dog of

1556
01:14:49,079 --> 01:14:50,720
just like, oh yeah, those are the Tiers of the Kingdom.

1557
01:14:50,760 --> 01:14:52,680
Sound I'm back in the world of Tears the Kingdom.

1558
01:14:52,680 --> 01:14:56,039
This is wonderful, you know, but like overall, it's like

1559
01:14:56,560 --> 01:14:59,640
if you if you know Muso games, you kind of

1560
01:14:59,640 --> 01:15:02,319
know it to expect. There's some new little wrinkles that

1561
01:15:02,359 --> 01:15:05,720
I like where it's like you are doing a little

1562
01:15:05,720 --> 01:15:08,239
bit more on the battlefield than just sort of executing

1563
01:15:08,279 --> 01:15:11,560
familiar combos. Like sometimes the you know, the big bosses

1564
01:15:11,600 --> 01:15:13,640
that you come across will like jump in the air

1565
01:15:13,680 --> 01:15:15,359
and you have to make sure you pause time and

1566
01:15:15,439 --> 01:15:17,680
use the right like attack to take them out in

1567
01:15:17,680 --> 01:15:19,479
the air, or if they're getting ready to sprint at you,

1568
01:15:19,520 --> 01:15:22,079
there's like a different attack you should use and like,

1569
01:15:22,119 --> 01:15:24,399
and you can use zone I items, Like a big

1570
01:15:24,439 --> 01:15:26,720
strategy I've been using lately is like you can drop

1571
01:15:26,800 --> 01:15:29,920
like a zone I uh, fire hydrant, and then you

1572
01:15:29,960 --> 01:15:32,159
can draw and then you can throw out a zone

1573
01:15:32,199 --> 01:15:34,800
I like freezing device and create like a big giant

1574
01:15:34,960 --> 01:15:37,520
like you know, ice crystal thing that does a lot

1575
01:15:37,560 --> 01:15:41,000
of damage. So it's like it's it's fun. It's fun

1576
01:15:41,039 --> 01:15:43,279
in the way that it's like, you know, it's a

1577
01:15:43,319 --> 01:15:46,720
Muso game that they do get repetitive. They you know,

1578
01:15:46,760 --> 01:15:48,640
you are doing the same thing over and over, which

1579
01:15:48,640 --> 01:15:50,159
I know you can say about a lot of video games,

1580
01:15:50,159 --> 01:15:52,199
but you really feel it in a Musso game because

1581
01:15:52,199 --> 01:15:54,039
it is just kind of like, right, go here and

1582
01:15:54,039 --> 01:15:56,239
beat that boss. Okay, now go here and beat that boss. Okay,

1583
01:15:56,239 --> 01:15:57,800
now go here and beat that boss. And it does

1584
01:15:57,880 --> 01:15:59,960
kind of get redundant even if you're like switching characters

1585
01:16:00,119 --> 01:16:03,760
and stuff like that. But there's there's there's enough here

1586
01:16:03,800 --> 01:16:06,319
that's like kind of keeping you changing your strategies a

1587
01:16:06,359 --> 01:16:10,560
little bit. That I'm feeling less of the grind than

1588
01:16:10,600 --> 01:16:13,119
I did in the last Higher Warriors. I think, like

1589
01:16:13,159 --> 01:16:16,560
I'm I'm less annoyed by like doing side quests and

1590
01:16:16,600 --> 01:16:18,800
I actually do kind of like going and doing a

1591
01:16:18,800 --> 01:16:21,039
bunch of extra little missions to get bonuses and stuff

1592
01:16:21,039 --> 01:16:23,920
like that. Like overall, I'm I'm like it so far,

1593
01:16:23,960 --> 01:16:24,399
but it could.

1594
01:16:24,479 --> 01:16:24,920
Speaker 1: It could.

1595
01:16:25,039 --> 01:16:27,439
Speaker 3: It could screw up the landing because the last game

1596
01:16:27,600 --> 01:16:29,760
certainly did. Yeah.

1597
01:16:29,960 --> 01:16:32,239
Speaker 1: Yeah, I was gonna ask, like overall, it seems like

1598
01:16:32,239 --> 01:16:33,880
you're a hotter on this one than the last one.

1599
01:16:34,119 --> 01:16:37,319
Speaker 3: Yeah, I mean, it's it's it's kind of I mean,

1600
01:16:37,520 --> 01:16:40,800
just maybe simplified unfairly. It's kind of the switch to

1601
01:16:41,560 --> 01:16:44,279
benefit of like it just runs better. It just looks

1602
01:16:44,319 --> 01:16:47,640
better and runs better, and that's kind of crucial for

1603
01:16:47,720 --> 01:16:49,840
a game like this, which is just like an like

1604
01:16:50,239 --> 01:16:54,920
a chaotic action game, you know, So I do. I

1605
01:16:55,000 --> 01:16:57,760
do like this more, and I do like that it

1606
01:16:57,800 --> 01:16:59,840
does seem to be treating the events of Tears of

1607
01:17:00,079 --> 01:17:02,760
Them as like a cannon story, which the first two

1608
01:17:02,880 --> 01:17:05,159
didn't really do to, which kind of annoyed me. The

1609
01:17:05,199 --> 01:17:06,920
first one didn't annoy me, the second one annoyed me.

1610
01:17:08,000 --> 01:17:08,319
Speaker 1: Yeah.

1611
01:17:09,800 --> 01:17:12,319
Speaker 2: Yeah, I'm in like a weird place with this game

1612
01:17:12,359 --> 01:17:15,399
because I'm not nearly that far in, but obviously, like

1613
01:17:15,640 --> 01:17:17,880
I'm also like a Muso sicco, And I think the

1614
01:17:17,920 --> 01:17:20,960
mechanics introduces are really smart. It carries over some stuff

1615
01:17:21,000 --> 01:17:24,800
from the extremely excellent Time Stee Warriors' Origins, which came

1616
01:17:24,800 --> 01:17:26,760
out earlier this year twenty twenty five. Go play. It's

1617
01:17:26,800 --> 01:17:29,640
really really good. Yeah, switch next year it does come

1618
01:17:29,680 --> 01:17:31,920
to switch to I really I hope it can capture

1619
01:17:31,960 --> 01:17:33,760
the scale of that game, because I think that is like,

1620
01:17:34,479 --> 01:17:36,319
if you ever want to see a Musso game, really

1621
01:17:36,359 --> 01:17:40,760
just go for scale. Oh my gosh. It's incredible. But

1622
01:17:42,039 --> 01:17:44,319
I think it carries over so some of the kind

1623
01:17:44,359 --> 01:17:46,359
of response attacks that you have in this game do

1624
01:17:46,479 --> 01:17:48,880
feel like they're carried over from the origin system of

1625
01:17:48,960 --> 01:17:52,159
having kind of responsive different attack types that can create

1626
01:17:52,199 --> 01:17:54,680
stagger moments and break moments and things like that that

1627
01:17:55,000 --> 01:17:56,760
really make a lot of sense for what they've been

1628
01:17:56,760 --> 01:17:57,560
doing for a while.

1629
01:17:57,600 --> 01:18:01,640
Speaker 3: And enemies, you know, simple things, but it's like right,

1630
01:18:01,680 --> 01:18:04,000
it's enough to keep you thinking, which is good.

1631
01:18:05,600 --> 01:18:07,520
Speaker 2: I think the big thing for me so far is

1632
01:18:07,560 --> 01:18:10,840
actually that the story seems like it kind of has

1633
01:18:10,920 --> 01:18:13,520
to spin its tires by necessity because it has to

1634
01:18:13,560 --> 01:18:16,359
fit into the framework. And this is coming from somebody

1635
01:18:16,359 --> 01:18:19,479
who also did not like that Age of Calamity kind

1636
01:18:19,479 --> 01:18:22,840
of just threw a hail Mary and was like, whatever,

1637
01:18:22,920 --> 01:18:25,520
we're doing this now, and it has a very bizarre

1638
01:18:26,079 --> 01:18:28,840
change up in what its goal is, what it felt

1639
01:18:28,840 --> 01:18:31,840
like its stated goal was. Here, it feels like Age

1640
01:18:31,880 --> 01:18:35,520
of Imprisonment almost kind of has to color within the lines,

1641
01:18:35,560 --> 01:18:38,600
and it almost feels like an over correction where it

1642
01:18:38,640 --> 01:18:41,039
feels a little bit too safe at times, a little

1643
01:18:41,039 --> 01:18:44,279
bit like they're going like, oh, we know what's coming.

1644
01:18:44,319 --> 01:18:46,479
If you've played Tears of the Kingdom, you kind of

1645
01:18:46,479 --> 01:18:48,239
know how all this plays out, so we're going to

1646
01:18:48,319 --> 01:18:51,119
stick within that. And it's good for those slice of

1647
01:18:51,119 --> 01:18:53,279
life moments between some of those characters. I really like

1648
01:18:53,319 --> 01:18:56,760
seeing characters like Zelda and Minnru like hang out and

1649
01:18:56,800 --> 01:19:00,640
interact and Rawru and all them. But I don't know

1650
01:19:00,680 --> 01:19:03,760
that it's I almost kind of wish that it would

1651
01:19:03,800 --> 01:19:07,560
just be the Higher Warriors one where it's like, oops,

1652
01:19:07,560 --> 01:19:11,960
all Links, Oops, all Zelda's, here's Lincoln, Here's characters from

1653
01:19:12,000 --> 01:19:14,840
Links Awakening, because we can do that because nobody cares.

1654
01:19:14,840 --> 01:19:17,479
Here's Midna just thrown into there. There's like three different

1655
01:19:17,479 --> 01:19:26,640
Gannan dwarfs or whatever, like just have fun and.

1656
01:19:22,119 --> 01:19:24,720
Speaker 1: I the moon.

1657
01:19:24,800 --> 01:19:28,079
Speaker 3: It's fine, you know, yes, which is I really like

1658
01:19:28,159 --> 01:19:28,560
that stuff?

1659
01:19:29,319 --> 01:19:29,880
Speaker 1: I do.

1660
01:19:30,000 --> 01:19:32,319
Speaker 2: I do like when they do the story based ones

1661
01:19:32,359 --> 01:19:34,039
every once in a while. I really like spark or

1662
01:19:34,039 --> 01:19:36,279
not Sparks of Pope. I always call it that Three Hopes,

1663
01:19:37,119 --> 01:19:39,119
the Fire Mull and the Three Houses one. I thought

1664
01:19:39,159 --> 01:19:40,640
that one was really good, but.

1665
01:19:41,039 --> 01:19:43,279
Speaker 3: I like Three Hopes to I hear what you're saying,

1666
01:19:43,399 --> 01:19:45,800
for sure, Eric like it. It is a little bit

1667
01:19:45,880 --> 01:19:50,199
like they're not pushing outside of the story, but like if, yeah,

1668
01:19:50,239 --> 01:19:52,359
I think it works for me in this case right

1669
01:19:52,399 --> 01:19:55,359
where it's like if you're gonna make like a Tears

1670
01:19:55,359 --> 01:19:58,880
of the Kingdom spin off, like let's yeah, let's stay

1671
01:19:58,880 --> 01:20:01,840
within the lines, because like because that fiction is important

1672
01:20:01,880 --> 01:20:04,119
to me. But yeah, I would totally take just like

1673
01:20:04,119 --> 01:20:06,800
a High Warriors, let's throw it. I would love that

1674
01:20:06,840 --> 01:20:09,039
would be cool, Like as long as they're saying out

1675
01:20:09,079 --> 01:20:10,560
of front, you know.

1676
01:20:11,000 --> 01:20:14,600
Speaker 2: My dream Nintendo, if you're listening Koe Techmo, if you're

1677
01:20:14,640 --> 01:20:20,039
listening Mushroom Mushroom Kingdom Warriors, make it happen. It would work.

1678
01:20:20,279 --> 01:20:22,800
It would be so good, Like I can picture it

1679
01:20:22,880 --> 01:20:24,720
in my head right now. Come on, you don't want

1680
01:20:24,720 --> 01:20:27,880
to be Mario running out into the field shooting fireballs

1681
01:20:27,880 --> 01:20:30,199
everywhere and there's like Koopa troopas getting tossed up and

1682
01:20:30,279 --> 01:20:32,520
juggled in their stuff. It would be fantastic.

1683
01:20:32,800 --> 01:20:34,800
Speaker 1: I don't think my ears are ready for the satisfact.

1684
01:20:34,800 --> 01:20:37,359
Like it already sounds satisfying to stomp on one koopo,

1685
01:20:37,359 --> 01:20:39,920
but to hear hundreds of the Koopa sounds.

1686
01:20:39,960 --> 01:20:42,840
Speaker 3: Imagine having an arms behind you. Imagine what that would

1687
01:20:42,920 --> 01:20:43,439
sound like.

1688
01:20:48,319 --> 01:20:50,800
Speaker 1: It's aer Gorn charging in the battle with his toads.

1689
01:20:51,159 --> 01:20:59,399
Speaker 2: Yeah, for for Riders, for Ruin, as Mario would say, yes, no,

1690
01:20:59,439 --> 01:21:00,319
I I think.

1691
01:21:00,199 --> 01:21:01,439
Speaker 1: I rule Warriors.

1692
01:21:01,520 --> 01:21:04,079
Speaker 2: The New One Age of Imprisonment does do some really

1693
01:21:04,079 --> 01:21:06,079
fun stuff, Like you're saying, the Zone Italie ins are

1694
01:21:06,079 --> 01:21:09,039
great I love that one of Zelda's moves is literally

1695
01:21:09,079 --> 01:21:12,199
her like doing the freeze time and swinging the baton

1696
01:21:12,399 --> 01:21:14,600
around really fast to do a ton of damage, like

1697
01:21:14,640 --> 01:21:17,560
people were doing in Tiers of the Kingdom videos almost

1698
01:21:17,600 --> 01:21:20,000
immediately after that game came out. There's like some funny

1699
01:21:20,600 --> 01:21:24,199
winking and nodding in that way. They do a lot

1700
01:21:24,279 --> 01:21:27,840
with the source material and the themes and the aesthetics

1701
01:21:27,880 --> 01:21:29,800
of Tears in the Kingdom that I think really work

1702
01:21:29,880 --> 01:21:31,680
and are kind of pushing and yeah, this this being

1703
01:21:31,680 --> 01:21:35,079
on switch to it runs so much better like that,

1704
01:21:35,079 --> 01:21:37,279
that's already a massive boon for this game. Yeah, Like

1705
01:21:37,319 --> 01:21:40,800
Minieru is basically that's the sister, that's Robber's sister, right

1706
01:21:40,840 --> 01:21:45,319
minerru Right, Yes, they like they basically play as like

1707
01:21:45,319 --> 01:21:47,399
a Tiers of the Kingdom speed Runner. It's kind of

1708
01:21:47,439 --> 01:21:49,479
like almost what it feels like to play because like

1709
01:21:49,640 --> 01:21:52,479
they're just whipping out like zone eye devices and you're

1710
01:21:52,520 --> 01:21:54,800
all you're doing is like tapping why like six times,

1711
01:21:54,840 --> 01:21:57,439
and they're just like like I built a tank and

1712
01:21:57,640 --> 01:22:00,000
a gun like all this stuff.

1713
01:22:01,319 --> 01:22:03,159
Speaker 3: But you do it a lot. You're doing that like

1714
01:22:03,279 --> 01:22:05,960
hundreds of time over the course of a fight. But yeah,

1715
01:22:05,960 --> 01:22:09,520
I appreciate Musso games in general, and here that like

1716
01:22:09,600 --> 01:22:12,159
it's when it comes to the combat, they're just like, yeah,

1717
01:22:12,159 --> 01:22:12,800
we're gonna.

1718
01:22:12,560 --> 01:22:13,359
Speaker 1: Go huge like this.

1719
01:22:13,560 --> 01:22:16,840
Speaker 3: It's let's just be like let's just like it's these

1720
01:22:16,880 --> 01:22:19,000
animations are gonna be are gonna be crazy. We want

1721
01:22:19,000 --> 01:22:21,159
to reward you for like building up and like finally

1722
01:22:21,199 --> 01:22:24,520
pressing a and they're always like pretty intense and cool,

1723
01:22:24,640 --> 01:22:26,560
and then you can like do every you can do

1724
01:22:26,680 --> 01:22:29,119
like cooperative attacks and stuff like that.

1725
01:22:29,199 --> 01:22:30,560
Speaker 2: The sink attacks are great.

1726
01:22:30,680 --> 01:22:33,000
Speaker 3: Yeah, it's it's one of those kind of genre games

1727
01:22:33,000 --> 01:22:35,479
where it's like, look, I if you've played a Musso

1728
01:22:35,600 --> 01:22:38,760
in the past of any kind spinoff or Dinostaurs or whatever,

1729
01:22:38,800 --> 01:22:41,479
and you're like, this is like this is too redundant

1730
01:22:41,479 --> 01:22:43,880
for me. This is not gonna like change your mind.

1731
01:22:44,000 --> 01:22:45,760
I don't think this isn't going to convince you that.

1732
01:22:45,840 --> 01:22:47,920
It's like maybe you should take another look at the genre.

1733
01:22:48,239 --> 01:22:51,119
But it is a I think a good one of those.

1734
01:22:51,520 --> 01:22:53,079
And the chance to just hang out in the world

1735
01:22:53,119 --> 01:22:55,960
of Tears in the Kingdom is really wonderful, especially for

1736
01:22:56,000 --> 01:22:58,079
someone like me who just adores, you know, both Breadth

1737
01:22:58,079 --> 01:22:59,560
of the Wild and Tears. The Kingdom and excuse to

1738
01:22:59,600 --> 01:23:02,319
be back that world. I'm gonna I'm gonna take it.

1739
01:23:02,520 --> 01:23:05,520
You know, nice, yeah, good ones.

1740
01:23:05,960 --> 01:23:06,680
Speaker 2: One of those.

1741
01:23:08,560 --> 01:23:11,359
Speaker 1: Hm, I'll say as a random Psychilie excited for that

1742
01:23:11,399 --> 01:23:13,800
Animal Crossing update next year with all the Zelda stuff

1743
01:23:13,840 --> 01:23:16,359
you get to have menu in your town and stuff.

1744
01:23:16,680 --> 01:23:19,159
Speaker 3: No I don't, I don't like I don't like Animal Crossing.

1745
01:23:21,119 --> 01:23:23,079
Speaker 1: Sorry, this is We're gonna do it. This is good

1746
01:23:23,159 --> 01:23:23,800
enough to bring you back.

1747
01:23:23,920 --> 01:23:26,680
Speaker 3: My daughter animal and she'll show it to me and

1748
01:23:26,680 --> 01:23:29,199
I'll be like, hey, that's cool. But man, Animal Crossing

1749
01:23:29,239 --> 01:23:31,279
is one of those games you get every time there's

1750
01:23:31,279 --> 01:23:33,760
a new one, Like the three D S one was like,

1751
01:23:33,800 --> 01:23:35,399
you know, everyone in the game Former office is really

1752
01:23:35,399 --> 01:23:36,640
into it. I was like, oh yeah, let me get

1753
01:23:36,640 --> 01:23:37,720
into this. And I played it for like an hour.

1754
01:23:37,840 --> 01:23:40,520
Was like oh right, I don't like this. And then

1755
01:23:40,800 --> 01:23:42,399
and then and then the new one came out for

1756
01:23:42,439 --> 01:23:45,159
Switch and everyone's like, we got the pandemic is killing

1757
01:23:45,159 --> 01:23:46,399
all of us. We all have to get together and

1758
01:23:46,399 --> 01:23:48,079
play Animal Crossing. And I'm like, you know what, you

1759
01:23:48,079 --> 01:23:49,920
guys are right. This is really gonna this is gonna

1760
01:23:49,920 --> 01:23:51,319
make me feel good about what And I bought it

1761
01:23:51,359 --> 01:23:52,439
and I was like, I played it for an hour

1762
01:23:52,479 --> 01:23:53,960
and I was like, oh, yeah, I don't. I don't

1763
01:23:54,000 --> 01:23:55,279
get I don't get a lot of job.

1764
01:23:55,479 --> 01:23:58,560
Speaker 1: He said, yeah, you said I would rather get COVID

1765
01:23:58,600 --> 01:24:03,199
than play this game. My mask outside.

1766
01:24:04,000 --> 01:24:06,840
Speaker 3: No, definitely one of those like like, I'm guys, I

1767
01:24:06,960 --> 01:24:09,039
get that why you love it and why it's so

1768
01:24:09,640 --> 01:24:12,000
like why people get into it. I watched my daughter

1769
01:24:12,119 --> 01:24:14,760
like delete her save like three times to replay that

1770
01:24:14,800 --> 01:24:17,399
game over and over. But I'm just like the act

1771
01:24:17,439 --> 01:24:20,560
of like collecting things in a video game is like,

1772
01:24:21,239 --> 01:24:24,800
is not something I like to do. I don't find

1773
01:24:24,840 --> 01:24:26,840
that much anyway. Well, I don't even like looped, you know.

1774
01:24:29,079 --> 01:24:31,039
Speaker 1: All Right, And that concludes s Kyle's tet talk on

1775
01:24:31,079 --> 01:24:38,960
animal crossing. Well, that will wrap up this week's episode

1776
01:24:39,000 --> 01:24:41,399
of the Game and Former Show. Thank everyone for what

1777
01:24:42,079 --> 01:24:46,000
listening or watching, whether it's on YouTube or Spotify, Apple Podcast,

1778
01:24:46,079 --> 01:24:49,079
What That Good Stuff. Once again, subscribe to the magazine

1779
01:24:49,079 --> 01:24:52,079
Gameformer dot Com slash subscribe ten ishes a year delivered

1780
01:24:52,159 --> 01:24:55,600
straight to you, and got dry in Quest seven Reimagine

1781
01:24:55,800 --> 01:24:59,439
physical issues hitting mailboxes next month. A new digital edition

1782
01:24:59,479 --> 01:25:03,520
can be read right now. Otherwise, be sure to follow

1783
01:25:03,560 --> 01:25:06,359
us all on social media. I can be found at

1784
01:25:06,359 --> 01:25:10,119
Marcus Stewart seven. You can find Eric van Allen at

1785
01:25:10,279 --> 01:25:14,119
c Moussy, you can find Kyle Hilliard at Kyle M.

1786
01:25:14,199 --> 01:25:18,119
Hilliard and you can find a Wesley LeBlanc at Wesley

1787
01:25:18,159 --> 01:25:22,760
What is your social media handle? West West Little Blank?

1788
01:25:22,800 --> 01:25:24,520
Oh okay, well here you go, right.

1789
01:25:24,359 --> 01:25:26,399
Speaker 5: There, you nail this. Yeah.

1790
01:25:26,479 --> 01:25:33,079
Speaker 1: Yeah. Also social media update or social media update streaming update.

1791
01:25:33,760 --> 01:25:36,439
Taking the breaks on streams this week just because several

1792
01:25:36,479 --> 01:25:38,960
of us are out of the office on trips, so

1793
01:25:39,199 --> 01:25:42,319
super replay if you missed last week's episode, we won't

1794
01:25:42,359 --> 01:25:45,720
be back till the following week. Same with our normal

1795
01:25:45,720 --> 01:25:48,439
Wednesday stream, so stay tuned for that.

1796
01:25:49,119 --> 01:25:52,439
Speaker 2: And of course by the time you're hearing this, we'll

1797
01:25:52,479 --> 01:25:55,399
have already not streamed. But just in case you were

1798
01:25:55,399 --> 01:25:57,640
wondering why we were absent, we just didn't do streams

1799
01:25:57,640 --> 01:26:01,760
this week. Was like, yeah, this is airing after we

1800
01:26:01,840 --> 01:26:04,079
would have already not streamed for the week. But yes,

1801
01:26:04,079 --> 01:26:06,199
this don't don't. It's the message.

1802
01:26:06,239 --> 01:26:08,920
Speaker 1: Yeah, we're still alive. I know that.

1803
01:26:09,039 --> 01:26:16,239
Speaker 2: When you were wondering my grandma the show, I'll tell you.

1804
01:26:16,119 --> 01:26:18,279
Speaker 4: Cut your hair then that's my new bit is just

1805
01:26:18,680 --> 01:26:20,680
reminding viewers about my Grandma.

1806
01:26:20,439 --> 01:26:25,680
Speaker 5: Time Terrible three years ago.

1807
01:26:26,039 --> 01:26:31,479
Speaker 3: Remember it does show all right.

1808
01:26:31,680 --> 01:26:33,880
Speaker 1: Well, I think it's time for this podcast to die.

1809
01:26:34,000 --> 01:26:38,319
Thanks for everyone, Thank you for watching. Everybody. You got

1810
01:26:38,359 --> 01:26:44,039
me giggling, all right. We will see you guys next

1811
01:26:44,079 --> 01:27:12,199
week on the Game and former show. Bye.

