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Speaker 1: Welcome back to the Game Informer Show, a weekly podcast

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covering the video game industry. Join us every Friday for

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a discussion about the latest gaming news, reviews, and exclusive reveals,

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alongside Game Informer staff and special guests from around the industry.

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I'm one of your hosts today, Alex van Aiken. Today

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I'm joined by Charles Hart. How you doing, Charles, Hello,

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I'm good. I just got my head shaved for charity. Yeah,

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you guys raised what one hundred thousand dollars one hundred

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and one thousand dollars. Ever at min max, it's.

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Speaker 2: Actually one hundred and two thousand dollars. If you can play.

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Speaker 1: Wow, it just keeps going up.

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Speaker 2: It was, Yeah, it was pretty It was pretty crazy.

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It was pretty crazy. And at the end someone donated

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two thousand dollars for me to shave my head to

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look like a monkey mask that we had named Butterman.

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Speaker 1: Got it. That's a lot of that's a lot of

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stuff it was.

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Speaker 2: There's a lot of stream lore. You had to be

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watching the whole time to understand. But it was a

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really good bit. And then afterwards I got to shave

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my head all the way so I didn't have to

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look like this weird mask the whole time, which was cool.

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Speaker 1: Well, I'm glad to have you here, Charles, even if

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you have no hair anymore. We're also joined by Marcus Stewart.

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How you doing, Marcus?

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Speaker 3: I'm glad I still have my hair so that you

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still like me.

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Speaker 2: Yeah.

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Speaker 3: I didn't realize it's how you judged people, It's how

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you picked your friends.

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Speaker 1: But you know, no, I am known to judge. Why

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do you think I wear a hat every week on

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this video call?

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Speaker 3: Okay, I thought it was like an Ello cool J

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kind of thing you always work.

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Speaker 1: It's actually not that bad. But you know I do.

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I do. I'm a hat wearer. I collect them. I

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like them. Hey, fellow hat gang, Wesley LeBlanc, how you doing?

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Speaker 4: Wes doing pretty good? Got a hat and a lot

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of hair, A hat.

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Speaker 2: Best of both worlds.

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Speaker 1: There, You're not a hatfish.

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Speaker 4: No, no, hatfish.

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Speaker 1: That's what they're calling it, and I don't like it.

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I just want to say, let's get into the show proper.

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We got weird energy this week. This is the third

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time we've recorded this intro because I'm I think we're

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all on one. But yeah, it's gonna be a great episode.

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We're gonna be talking about the outer worlds too. West's

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gonna be getting into his review of that. Charles's gonna

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be talking about the first couple of episodes of Dispatch,

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which is a very cool game featuring Aaron Paul and

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a lot of other great talent. Ninja Guiding four Marcus

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is gonna be diving into, and then towards the end,

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I will get into some of my impressions from the

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first season of Battlefield six. I got a preview event

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that I went to last night actually and played two

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new maps that I really enjoyed, and got some hands

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on with a new weapon. And then after that, after

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all of that, we're gonna be wrapping up the show.

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Charles interviewed Samantha bay Art and they play Carlock from

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Balder's Gate three, so you should definitely stay tuned. They

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also play a character and Dispatch, is that correct?

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Speaker 2: You know they play Cider in Absolum, so they play

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one absolute character.

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Speaker 1: I apologize.

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Speaker 2: I apologize, honestly, no one knowing them, knowing how these

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voice actors get around, I wouldn't be surprised if they

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also have some kind of role of Dispatch or.

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Speaker 1: Yeah, yeah, I feel like, you know, when you get

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to the caliber of Samantha bay Art and like the

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ben Stars and all those folks, I'm like, oh, I

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just expect you to be in every new game that

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we're talking about on the show this week. So my

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my mistake. But Absolum, that's a that's a game I

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still need to get to before an inter of your talks.

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Speaker 2: Freaking It's freaking good. That's my review out of ten freak.

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Speaker 1: Fan. If you're a fan of Absolom or Balder's Gate three,

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I think you'll really enjoy this conversation with Samantha bay Art.

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That car that Charles had, it's called you Carl's Heart.

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Speaker 2: WHOA No, I like that?

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Speaker 3: Yeah yeah, the shaved head version of Yes this is.

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Speaker 2: My new yeah uh.

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Speaker 1: And before we dive into the show proper, I just

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did want to give a shout out to a good

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friend of ours and former graphic designer Jen She runs

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a handmade dice jewelry company called Yannier Uh, and she

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just launched a modular RPG dice jewelry set on Kickstarter.

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It's called the Monolith Collection. The whole idea is that

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you know her jewelry for a long time, has had

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a lot of demand, just kind of really ramping up

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to be able to meet demand finally in a like

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really big way. And then also, uh, there's like really

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cool earrings and dice chain necklaces. Actually have in my

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my drawer. I have an older set. This isn't what's

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on Kickstarter, but just to say show you that I

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am a fan. She makes these beautiful Oh yeah, that's it.

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Speaker 3: Yeah for audio listeners, like a gold chain with was

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like green green dice.

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Speaker 1: Yeah, pinky green greens. Yeah, like kind of a lavender

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at green. Anyways, I've been a fan for a while.

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We're friends. Big disclaimer, she used to work here. Big disclaimer.

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But if you're interested in modular dice jewelry should go

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check out the kickstarter. She blew through her goal. I

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think she's at like sixteen hundred percent over over her

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her starting goal, and there's a bunch of really cool

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stretch goals, so like it's a very popular and you

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know six I also, do.

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Speaker 2: You mean sixteen hundred percent? That's the right number? Yeah,

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sixteen times that that's crazy. Shout out.

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Speaker 3: That's so much.

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Speaker 1: I actually worked on this Kickstarter. I've been working with

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jen for a few months now on photography and videography

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that you see as part of like the big rollout,

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So yeah, go check it out. If anything, if you

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maybe you know RPG, dice jewelry, don't your thing, should

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go check it out, look at my cool photos and

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then share it with a friend who might be interested.

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But yeah, check it out. The Monolith collection on Kickstarter

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by Yanier. That's why a ni are really cool stuff.

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There's earrings, eyeglass jewelry like glasses, chains and necklaces, and

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they're all swappable so you don't have to keep rebuying

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different chains and stuff. You can actually just change out

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the pendent, which is really cool. So yeah, go check

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that out. I wanted to shout that out. There'll be

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a link in the in the podcast description if you

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want to quick an easy way to go do that.

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But all that out of the way, let's get into

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the show proper. Wes gonna kick it off with you

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diving into the outer worlds too. I have played probably

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five hours and I'm really enjoying it. You have beaten

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the game, however, yes, what did you think I gave?

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Speaker 4: I'll just do my score right off the top, I

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gave it an eight point seventy five out of ten,

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which is a very good score, one of my highest

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scores of the year. I'm gonna read the first paragraph

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of my review because there's a lot to talk about

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in this game. It's a you know, it's a traditional

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Western RPG, but I feel like my first paragraph kind

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of sets the tone for where I'm going when I

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talk about this game.

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Speaker 1: Yeah, he thought he thought he cooked on that intro.

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Speaker 3: Actually, that was the editing note that I left him.

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Speaker 4: Yes, yeah, yeah, yeah.

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Speaker 5: Uh.

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Speaker 4: The Outer World's two doesn't drastically change the already great

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formula developer Obsidian Entertainment created with The Outer Worlds more

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than half a decade ago. Instead, this expansive sequel follows

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in the footsteps of many other great RPG follow ups,

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with more places to explore, more loot defined, and crucially,

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plenty of new ways to directly influence and shape your

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own adventure in space that its main narrative is anti climactic.

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I'm left amazed by how much Obsidian was able to

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cram into this thirty hour odyssey with side content that

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we've seamlessly in and out of the Golden Path in

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a level of reflexivity other RPGs often try and fail

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to achieve. So yeah, basically, this is not an RPG

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that breaks the mold of Western RPGs. Like, if you

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know the type of RPGs that studios like Bethesda and

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BioWare and even Obsidian have been making for decades, now,

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that's what this is. But all that said, they attacked

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this sequel to the twenty nineteen Outer Worlds very smartly.

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They pretty much improved on every single aspect. I don't

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think there's anything left untouched here other than maybe the

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main narrative. I think I wasn't super high on the

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finale and like how it wraps up the entire narrative,

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Like I really enjoyed the main story throughout my adventure,

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but then when I finished it, I was kind of

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just like, oh, Okay, yeah, I guess that's I guess

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we're done with that now. But that's okay because the

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side content that I played along the way felt it

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was so good and well crafted and felt so seamless

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that it kind of felt like the main narrative, which

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kind of boosts the entire package up. I am that's

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thoroughly impressed with how Obsidian handled the side quests and

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the companion quest in this game. I think that they

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feel quite integral to the main story, especially in the

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sense that it's an Obsidian game. What you learn and

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what you do is going to impact a lot of

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your story, and that goes for the side content. I

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was learning a lot of things, getting key information, key items,

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key objects, meeting key people that actually directly affected the

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main quest that I would do after. And I think

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Obsidian very smartly introduces the side quests at the perfect time.

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So if you're a very diligent player and you receive

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a side quest, I highly recommend going and doing that

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side quest because there's a good chance it will influence

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and effect the main part of your mission coming up next.

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Speaker 1: That's awesome.

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Speaker 4: Outside of narrative, it feels a million times better. I

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think anbody that's played the Outer Worlds One knows that,

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Like it wasn't the best feeling RPG, it's it's strength words, storytelling,

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and the fun world. Gunplay kind of sucked. Every gun

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felt the same. This is like a proper first person

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shooter feeling game. Every gun feels different. It feels really

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really good. You know, It's not like a. I'm not

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saying this is like a call do You're a Destiny

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type of feel, but like, as far as first person

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shooting RPGs go, I think it's probably one of my

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favorite blow Starfield out of the water. That's not that

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this is like needs to be compared to Starfield.

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Speaker 1: But I mean there's there's some natural you know, yeah yeah,

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dna ye.

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Speaker 2: A game like this where people are like the gun

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play is actually good. Though, I feel like that's always

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the caveat of like I like Fallout but or I

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like the Outer Worlds one. But so it's really cool

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that that's a thing of like you'll just like you won't,

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you won't feel the need to rely on like the

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time dilation stuff.

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Speaker 4: Yeah, Fallout has that because of they know that the

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shooting sucks, and they did the time dilation because a

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similar I think through line from New Vegas is like, yeah,

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our shooting is not the best. Let's let players slow

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it down so they can get the key week spots

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they need to hit. To that end, I honestly didn't

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really use time dilation that much. I think it has barely.

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Speaker 1: So far.

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Speaker 2: It has its use.

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Speaker 4: I guess if you want to slow down combat if

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you feel the need to. There's a couple like puzzle instances,

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like trying to get through a spinning blade, for example,

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but I rarely used it in combat. I don't know.

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I just didn't feel the need to that the gum

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play it felt good enough where I was like confident

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in using my weapons in my arsenal.

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Speaker 1: I do like to hear that they integrate it into

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environmental puzzles. That's cool, don't It gives it another reason

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to use it.

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Speaker 4: Don't get too excited. It's like a handful of times

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I did it pretty late in the game and I

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was like, oh, yeah, that's I forgot that. The time

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dilation slows things down and you can use it this way.

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There's not really many puzzles happening in this game or anything.

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The points where there are puzzles is where you're going

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to use your gadgets. Most okay, gadgets I didn't really

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touch out on my review because it's like kind of nitpicky,

238
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I guess, but like they're fine. I didn't really feel

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the need to use them too often.

240
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Speaker 1: Are you talking gadgets like grenades and that's.

241
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Speaker 4: No like the on your weapon. Also, time dilations of gadgets.

242
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Speaker 3: Yeah, there's one that melts bodies discovery.

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Speaker 1: Yeah, I have those. I didn't realize that's what those

244
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are called.

245
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Speaker 4: Yeah, No, I use grenades a bunch. I actually really

246
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like there's a large amount of grenades. I want to say,

247
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like a dozen different types, and I really enjoyed using

248
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all of those.

249
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Speaker 1: Something else that your kind of character build by the way, Oh.

250
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Speaker 4: Yeah, goodoint. She probably jumped into that. So everybody starts

251
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as an Earth Directorate, which you're basically is is a

252
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space cop a more humorous like buzz light your type

253
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of space cop. You can change your background into, like

254
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how you became an Earth Directorate agent. Mine was more

255
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of just like a gambler who was using it to

256
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find another way to get more money. But I know

257
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that you can be like a reformed prisoner who is

258
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like making up time sentence for crimes by being an

259
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Earth Director and you can be.

260
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Speaker 3: So I was an archaeologist and yeah when we did

261
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the cover story build, yeah.

262
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Speaker 1: I was rusted about. So I'm just like ended up here.

263
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Speaker 4: That's what I chose in the cover story. Trip was

264
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just like I have no idea how I got here,

265
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But we're gonna roll with it, and yeah, there's a

266
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you get to pick some perks and stuff like that.

267
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I kind of played it as a I don't want

268
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to call it straight shooter, Like mechanically I was not

269
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a straight shooter, but I was kind of like a

270
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cool guy who would do anything for money and wasn't

271
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really concerned with morals too much if somebody was paying me.

272
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And I actually thought the game like really responded to

273
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that in an interesting way, and I get the sense

274
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that it would respond to you in a lot of

275
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interesting ways. For the cover story, I did played very dumb,

276
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like there's an actual dumb trait or perk or whatever.

277
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Speaker 1: That's what I'm playing right now. And I don't know

278
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if I was really hot on it the first few hours,

279
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and now I'm like, maybe I wanted to play like

280
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a real character. Yeah, I'm kind of playing like a

281
00:14:14,279 --> 00:14:18,039
Tim Robinson esque character. Like one of my companions gets

282
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their arm blown off early in the game, and my

283
00:14:21,799 --> 00:14:25,080
guys like typical rookie can't like you know that kind

284
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of thing. Like, yeah, but I don't know how. I mean,

285
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I'm getting a lot of dialogue options for dumb that

286
00:14:31,679 --> 00:14:35,039
are like really funny. Yeah, yeah, me laugh.

287
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Speaker 3: You can just treat the game like a comedy, I mean,

288
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even more so than it kind of already is.

289
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Speaker 4: But yeah, I think Marcus am I remembering wrong was

290
00:14:44,399 --> 00:14:45,840
dumb one of the ones where they were like, it's

291
00:14:45,960 --> 00:14:47,960
very funny, but it might be better for a different

292
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play like a second play through.

293
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Speaker 3: Yeah, like that in one with like some of the

294
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perks and flaws, or the flaw specifically like not that

295
00:14:55,200 --> 00:14:57,759
you know, you play however you want. But they kind

296
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of looked at it the way I always looked at

297
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the dumb tray of like this is a second play through,

298
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Like my first play through will be like a little

299
00:15:04,039 --> 00:15:06,919
closer to serious, and then next time just who cares?

300
00:15:07,679 --> 00:15:12,639
Speaker 1: Yeah, yeah, I'm thinking about rerolling honestly and kind of

301
00:15:12,679 --> 00:15:16,919
playing a more straight laced character or or either a

302
00:15:17,000 --> 00:15:20,559
renegade or like a smart person like yeah there are

303
00:15:21,080 --> 00:15:22,480
not just like somebody that's dumb.

304
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Speaker 4: Something I like that the dialogue does, is which I

305
00:15:26,120 --> 00:15:27,919
talk about in my review, is it kind of teases

306
00:15:27,960 --> 00:15:30,919
out the other ways that something could have gone. So

307
00:15:31,000 --> 00:15:33,240
like I might not have an option available, but I

308
00:15:33,279 --> 00:15:35,919
can still look and see what's required for that option.

309
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So often I'm like, oh, this this plotline, I would

310
00:15:39,080 --> 00:15:43,039
have been coasting if I was a reformed prisoner or whatever.

311
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Or I actually didn't see anything for dumb, which is

312
00:15:46,440 --> 00:15:48,759
kind of funny because that means dumb is not going

313
00:15:48,759 --> 00:15:51,799
to help you at all throughout the game, but there's plenty.

314
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Speaker 1: Of it actively hurts you. I think, Yeah, select, I

315
00:15:55,039 --> 00:15:57,720
had to select like five different skills that I'm completely

316
00:15:57,759 --> 00:16:01,240
locked out of. I but then I chose brilliant as

317
00:16:01,279 --> 00:16:05,519
one of my positives, so then I could I couldn't maximize.

318
00:16:06,639 --> 00:16:10,879
I think I could pick three traits to like specialize

319
00:16:10,919 --> 00:16:13,200
in at the start and get ahead start on, but

320
00:16:13,320 --> 00:16:15,200
I was locked out of five because I was dumb.

321
00:16:15,519 --> 00:16:17,799
So I'm just like really into a couple of topics.

322
00:16:18,080 --> 00:16:19,879
I think they described.

323
00:16:19,399 --> 00:16:22,200
Speaker 3: That during the cover story West as like you would

324
00:16:22,240 --> 00:16:25,679
be a brilliant like a savant basically of like you're

325
00:16:25,879 --> 00:16:29,559
you're overall like an idiot, but like in very specific

326
00:16:29,559 --> 00:16:31,720
ways you are just like a genius.

327
00:16:32,080 --> 00:16:36,159
Speaker 1: Uh yeah, yeah, I'm gonna enjoying. I do enjoy that

328
00:16:36,159 --> 00:16:38,200
part because like, my guy's really good at engineering.

329
00:16:39,799 --> 00:16:41,440
Speaker 4: He's like, I don't ask me, like, don't ask me

330
00:16:41,440 --> 00:16:43,559
to talk, but I can I can solve your he's really.

331
00:16:43,480 --> 00:16:47,519
Speaker 1: Good at engineering and medical, but anything else is like it's.

332
00:16:47,360 --> 00:16:49,679
Speaker 2: Like you gave Albert Einstein a gun and you're like,

333
00:16:49,799 --> 00:16:51,480
go see in the world, and he's like, well, if

334
00:16:51,480 --> 00:16:55,039
anyone knows any questions about relativity, I can answer that,

335
00:16:55,120 --> 00:16:56,840
but I don't know how this thing works at all.

336
00:16:57,600 --> 00:17:02,159
Speaker 4: Yeah, yeah, you mentioned flaws. Flaws is probably the thing

337
00:17:02,200 --> 00:17:05,400
I'm most hot on coming out of this review. I

338
00:17:05,440 --> 00:17:07,920
adore the flaws system. I know it was in the

339
00:17:07,920 --> 00:17:10,559
first game, but I think the flaws here and two

340
00:17:10,720 --> 00:17:15,119
are so much fun and funny enough. During our cover

341
00:17:15,160 --> 00:17:16,839
story they were like, flaws are really good for other

342
00:17:16,880 --> 00:17:19,079
playthroughs because they can harm you. But I ended the

343
00:17:19,119 --> 00:17:21,440
game with I think nine flaws, which is kind of

344
00:17:21,480 --> 00:17:23,319
a lot. But I just really enjoyed the way it

345
00:17:23,359 --> 00:17:26,359
was like shaping my character, and it made me feel

346
00:17:27,480 --> 00:17:30,240
really seen in a way I've never really felt in

347
00:17:30,279 --> 00:17:33,599
an RPG. I feel like typically RPGs react based on

348
00:17:34,200 --> 00:17:37,319
your dialogue choices, or like in Balder's Gate, like, oh,

349
00:17:37,319 --> 00:17:39,839
I'm blowing up this person, so now they're not gonna

350
00:17:39,839 --> 00:17:41,359
be able to join my party because I blew them

351
00:17:41,440 --> 00:17:44,079
up with barrels of fire, and it's like that's really cool,

352
00:17:44,079 --> 00:17:46,920
but that's how a lot of RPGs react. I think

353
00:17:46,960 --> 00:17:50,279
Flaws feels very meta in the sense that it's almost

354
00:17:50,279 --> 00:17:53,359
like someone at Obsidian is watching me, because I'm the

355
00:17:53,400 --> 00:17:55,799
type of person in any game I play where when

356
00:17:55,839 --> 00:17:58,519
I'm out of combat or even mid combat, I reload

357
00:17:58,640 --> 00:18:01,519
like I'm always loading. I never reached the bottom of

358
00:18:01,519 --> 00:18:03,920
a clip. I like to top off all of my clips,

359
00:18:04,480 --> 00:18:07,079
and pretty soon into the game it was like, hey,

360
00:18:07,799 --> 00:18:10,160
here's a flaw that you can accept. We notice you

361
00:18:10,200 --> 00:18:12,680
really like reloading, so we're going to give you this

362
00:18:12,759 --> 00:18:15,440
flaw and it will increase the magazine size of every

363
00:18:15,480 --> 00:18:18,559
weapon you ever get. But if you ever let a

364
00:18:18,599 --> 00:18:21,000
clip reach zero, you're gonna have an eight second of

365
00:18:21,400 --> 00:18:24,960
an extreme damage nerve, which I really liked because sometimes

366
00:18:25,039 --> 00:18:26,880
I was nerved and I was like, ah, dang it.

367
00:18:26,960 --> 00:18:30,400
But other times, often I'm just having these extra large clips,

368
00:18:30,400 --> 00:18:34,559
and I really like that the game is constantly watching

369
00:18:34,599 --> 00:18:37,119
how I'm playing and reacting to it. And sometimes it

370
00:18:37,119 --> 00:18:39,319
feels almost like I'm being called out. And those are

371
00:18:39,359 --> 00:18:41,319
the flaws where I would deny them, and I'd be like, no,

372
00:18:41,400 --> 00:18:44,039
I decline this flaw. I do not want this get

373
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out of my face, Obsidian, but I think you would

374
00:18:47,720 --> 00:18:52,000
have declined as an example kleptomaniac. So this is a

375
00:18:52,160 --> 00:18:55,799
very This is a very BioShock esque game. I know

376
00:18:55,839 --> 00:18:57,960
games did it before BioShock, but it reminds me of BioShock.

377
00:18:57,960 --> 00:19:00,839
Where you enter a room, you kill the enemy. There

378
00:19:00,880 --> 00:19:03,720
are eight hundred items to pick up in the room.

379
00:19:03,759 --> 00:19:06,200
You can pick up bottles of alcohol, you can pick

380
00:19:06,240 --> 00:19:09,279
up medicine, you can pick up food, ammo grenades, there's

381
00:19:09,599 --> 00:19:13,000
drawers just search, there's cabinets to search everything like I have,

382
00:19:13,119 --> 00:19:15,160
I would defeat enemies in a room. And then if

383
00:19:15,160 --> 00:19:17,799
you watch my screen, it's like my guy just looking

384
00:19:17,839 --> 00:19:20,240
down and me just bashing square to open everything. I'm

385
00:19:20,240 --> 00:19:21,960
like square square, square, square square to take it all,

386
00:19:22,039 --> 00:19:25,200
take it all. And eventually it was like you're a kleptomaniac,

387
00:19:26,640 --> 00:19:29,400
you get like if you sell things to vendors, you

388
00:19:29,440 --> 00:19:31,640
get a lot more money and their prices are lowered.

389
00:19:31,799 --> 00:19:35,799
But the flaw part of it was if you see something,

390
00:19:36,160 --> 00:19:39,640
you have to take it, which is not good when

391
00:19:39,640 --> 00:19:41,880
you go to places where you don't. I'm trying not

392
00:19:41,880 --> 00:19:43,799
to spoil because there's certain locations I can't talk about

393
00:19:43,799 --> 00:19:45,759
but like you go to places where you don't want enemies,

394
00:19:46,160 --> 00:19:49,119
and if you steal, you will have enemies. And if

395
00:19:49,160 --> 00:19:50,640
you like literally, if you look at an item and

396
00:19:50,640 --> 00:19:52,839
it pops up on your screen and it'll say like steal,

397
00:19:52,880 --> 00:19:54,440
the game will do it for you. And I was like,

398
00:19:54,480 --> 00:19:56,640
I'm not. I know that I like to take things.

399
00:19:56,839 --> 00:20:00,160
I will take things on my own time Obsidian, And

400
00:20:00,200 --> 00:20:02,240
there's a ton of flaws, even like, literally in the

401
00:20:02,319 --> 00:20:04,799
last five minutes of the game, I received a flaw,

402
00:20:05,079 --> 00:20:07,559
which was hilarious because the game's over, but I was like, oh, wow,

403
00:20:07,599 --> 00:20:09,279
you really are watching me all the way up into

404
00:20:09,279 --> 00:20:11,759
the final moments, and I really appreciated that. It was

405
00:20:11,799 --> 00:20:15,400
the most It's why I talk so much about reactivity

406
00:20:15,400 --> 00:20:18,480
in the review, because it just felt so reactive to

407
00:20:18,519 --> 00:20:20,759
what I was doing. Because it's it's doing all the

408
00:20:20,880 --> 00:20:24,359
usual RPG things. The dialogue choices to shape how you're

409
00:20:24,400 --> 00:20:26,160
doing things. Oh do you want to sneak through this

410
00:20:26,240 --> 00:20:28,920
place or do you want to go guns blazing? Did

411
00:20:29,000 --> 00:20:30,720
you find the item to open this door or do

412
00:20:30,759 --> 00:20:32,200
you need to go through a shaft? Like none of

413
00:20:32,240 --> 00:20:35,160
that felt particularly new, though I do like having those

414
00:20:35,200 --> 00:20:38,440
options in combat. It was the flaws that felt different

415
00:20:38,559 --> 00:20:43,279
and felt like my playthrough will be wildly different from

416
00:20:43,440 --> 00:20:45,839
any of your guys's playthroughs, especially as someone who took

417
00:20:45,920 --> 00:20:50,759
nine flaws I probably received. I probably saw fifteen to

418
00:20:50,799 --> 00:20:53,559
twenty total and took nine of them. And it's funny

419
00:20:53,599 --> 00:20:55,319
because you'll get flaws where the game is like, we

420
00:20:55,359 --> 00:20:56,960
really do not it straight up says we do not

421
00:20:57,000 --> 00:21:01,200
recommend this on your first playthrough because they're just that drastic.

422
00:21:01,680 --> 00:21:03,839
And I think that's something that's super exciting as someone

423
00:21:03,839 --> 00:21:07,559
who doesn't typically replay games, just because with our jobs,

424
00:21:07,599 --> 00:21:09,279
you know, it's kind of hard to take the time

425
00:21:09,319 --> 00:21:11,240
to replay stuff. But this was one where I was like,

426
00:21:11,240 --> 00:21:13,799
I could see just how different I can make a

427
00:21:13,839 --> 00:21:17,480
playthrough between flaws, between my background and skills and perk selected,

428
00:21:17,480 --> 00:21:19,440
and I think that's really really cool.

429
00:21:20,319 --> 00:21:21,839
Speaker 1: You know, I've decided I'm going to stick it out

430
00:21:21,880 --> 00:21:27,000
with my dumb character. Yeah, and not only that, I'm

431
00:21:27,039 --> 00:21:29,640
going to accept every flaw that it's given to me.

432
00:21:29,960 --> 00:21:32,759
Speaker 4: That is that is the play That's the exact playthrough

433
00:21:32,799 --> 00:21:34,480
I had in mind when I beat the game. I

434
00:21:34,519 --> 00:21:36,960
was like, if I do another one, I'm taking every

435
00:21:36,960 --> 00:21:38,559
flaw And I think dumb is the way to go.

436
00:21:38,920 --> 00:21:41,200
I think that would be a legitimate blast. And there's

437
00:21:41,480 --> 00:21:45,200
there's a lot of dialogue where the game kind of

438
00:21:45,240 --> 00:21:47,200
warns you ahead of time. I skipped pretty much every

439
00:21:47,240 --> 00:21:49,359
boss in the game because I dialogued my way through it,

440
00:21:50,480 --> 00:21:53,240
which the bosses are fun, but I really liked the

441
00:21:53,279 --> 00:21:56,000
idea of trying to like use my speech and my

442
00:21:57,319 --> 00:22:00,119
I kind of focused my skills on speech and and

443
00:22:00,880 --> 00:22:05,200
being a leader and non mechanical stuff stuff that works

444
00:22:05,200 --> 00:22:07,279
in dialogue. So it was fun trying to see how

445
00:22:07,319 --> 00:22:10,079
far I could take the game, where I even didn't

446
00:22:10,279 --> 00:22:14,519
like the final boss. I almost stopped like the fight.

447
00:22:14,960 --> 00:22:16,720
Eventually I did not, and I kind of wanted to

448
00:22:17,759 --> 00:22:20,319
actually like have combat for the final fight, but I

449
00:22:20,359 --> 00:22:22,200
saw the way forward where I could have skipped the

450
00:22:22,240 --> 00:22:24,920
final boss fight, which I think is really cool. But

451
00:22:24,960 --> 00:22:27,880
it's cool because the game will say, it'll kind of

452
00:22:27,880 --> 00:22:29,880
tee you up. Maybe one of your companions or someone

453
00:22:29,880 --> 00:22:32,759
else you're talking to will say, you might be able

454
00:22:32,759 --> 00:22:34,680
to talk this person down, but if not, just know

455
00:22:34,720 --> 00:22:36,680
that we're going to have to kill them type of thing.

456
00:22:37,279 --> 00:22:40,039
And you have companions like Asa, who's part of a

457
00:22:40,079 --> 00:22:44,039
cult she loves killing like everything, she just wants to

458
00:22:44,119 --> 00:22:47,240
murder people. Every time a dialogue choice pops up, she's

459
00:22:47,359 --> 00:22:48,839
right there and she's like, well, we could just kill

460
00:22:48,880 --> 00:22:51,440
them and skip all this. And then you have someone

461
00:22:51,519 --> 00:22:54,200
like Niles, who is very he's an Earth director and

462
00:22:54,279 --> 00:22:59,440
agent too, and he really like respects you and the

463
00:22:59,480 --> 00:23:01,759
ideals of the Earth Director, and he's like, we should

464
00:23:01,799 --> 00:23:03,799
talk them out. We shouldn't kill them. We need to

465
00:23:03,799 --> 00:23:07,440
bring them justice, give them a proper trial. And so like,

466
00:23:07,599 --> 00:23:10,599
going into dialogue, I was aware whether or not I

467
00:23:10,640 --> 00:23:13,039
could come out on top without shooting, and often I

468
00:23:13,079 --> 00:23:15,559
was able to. And you, really, I'm doing like ten

469
00:23:15,640 --> 00:23:18,759
to twelve dialogue choices and like having an actual discussion

470
00:23:18,799 --> 00:23:20,759
with this person on the ethics of what they're doing

471
00:23:20,759 --> 00:23:22,759
and why I think they should stop. And it was

472
00:23:22,799 --> 00:23:27,039
just really cool to see how responsive the game was.

473
00:23:27,240 --> 00:23:30,279
I was very surprised that, I think, other than the

474
00:23:30,359 --> 00:23:32,839
last fight, I only fought one boss. All the other

475
00:23:32,839 --> 00:23:36,680
ones I talked down out of their position. And it

476
00:23:36,680 --> 00:23:39,400
even goes beyond that, like you if you kill a boss,

477
00:23:39,519 --> 00:23:42,480
that comes up later. If I didn't kill a boss,

478
00:23:42,799 --> 00:23:46,160
they wouldn't necessarily appear later, But like me choosing not

479
00:23:46,240 --> 00:23:49,640
to kill them would have an effect later. The game

480
00:23:49,720 --> 00:23:53,720
was often reacting and bringing back past decisions and stuff

481
00:23:54,319 --> 00:23:57,359
that I made, which I think is really cool.

482
00:23:57,759 --> 00:23:58,279
Speaker 3: It's awesome.

483
00:23:58,839 --> 00:24:01,200
Speaker 4: Yeah, And I know Obsidian's known for that. That's kind

484
00:24:01,200 --> 00:24:02,799
of like their bread and butter. That's why people love

485
00:24:02,880 --> 00:24:05,400
New Vegas so much. And I know Outer Worlds one

486
00:24:05,440 --> 00:24:06,680
did a lot of that. I just think that this

487
00:24:06,759 --> 00:24:09,240
is probably the most in depth and the farthest they've

488
00:24:09,279 --> 00:24:12,799
taken that system without breaking out of the mold of

489
00:24:12,880 --> 00:24:16,480
Western RPG. I think maybe their next game, like they

490
00:24:16,519 --> 00:24:18,640
could take their work they've done here and create like

491
00:24:18,680 --> 00:24:23,880
a new RPG type that doesn't feel so typical Obsidian,

492
00:24:23,920 --> 00:24:26,880
I guess, but this really feels like they've taken that

493
00:24:26,920 --> 00:24:30,119
Western RPG formula that's so popular here and stretched it

494
00:24:30,160 --> 00:24:33,480
to like the maximum limits and the best way.

495
00:24:34,160 --> 00:24:38,079
Speaker 3: Yeah. Yeah, random question, did you do you like this

496
00:24:38,119 --> 00:24:39,799
game more than a vow? Did you play about?

497
00:24:40,440 --> 00:24:44,119
Speaker 4: I have played some avowed, and I guess that gives

498
00:24:44,160 --> 00:24:45,640
my answer because I mean, I had to play this

499
00:24:45,720 --> 00:24:50,400
game for work, but this was a work game that

500
00:24:50,480 --> 00:24:53,079
I wanted to play, Like when I was working, I

501
00:24:53,119 --> 00:24:54,880
was playing it. When I would get off work, I'd

502
00:24:54,920 --> 00:24:56,720
be like, talk to my wife, we would, you know,

503
00:24:56,759 --> 00:24:59,880
hang out with our kid. Kid goes down and I'm like, hey,

504
00:25:00,279 --> 00:25:01,960
I'm going to play Out of Worlds two for five

505
00:25:02,000 --> 00:25:02,559
hours tonight.

506
00:25:02,640 --> 00:25:03,079
Speaker 6: Is that okay?

507
00:25:03,160 --> 00:25:04,799
Speaker 4: And She's like, yes, I will read a book next

508
00:25:04,799 --> 00:25:07,599
to you. Whereas sometimes I'm reviewing a game and I'm like,

509
00:25:07,720 --> 00:25:11,440
I'm only doing this during work hours. Yeah, I do not,

510
00:25:11,920 --> 00:25:15,160
this is work, whereas avowed I did not. I have

511
00:25:15,279 --> 00:25:18,440
not gone back to finish I liked about, but I

512
00:25:18,440 --> 00:25:21,400
do think Outer World's two is probably the Obsidian game

513
00:25:21,440 --> 00:25:24,519
of the year for me, which is wild to say they've.

514
00:25:27,240 --> 00:25:29,440
Speaker 3: We should we should have had as our category for

515
00:25:29,480 --> 00:25:31,839
go to the best OFSIDI the best Obsidian game.

516
00:25:32,440 --> 00:25:37,400
Speaker 1: That reminds me. At the end of your cover story, Marcus,

517
00:25:37,559 --> 00:25:40,880
you said, and I'm curious. I know Marcus wrote this,

518
00:25:41,079 --> 00:25:44,200
but Wes, I'm curious if you how you think it

519
00:25:44,279 --> 00:25:50,039
resolves it. He says, quote I enjoyed roaming the game's

520
00:25:50,079 --> 00:25:53,279
opening hours, and I'm eager to see how my actions, good,

521
00:25:53,319 --> 00:25:57,359
baden everything in between shape this role playing adventure. Obsidian

522
00:25:57,400 --> 00:26:00,680
has enjoyed a twenty twenty five. Few studios can boast

523
00:26:00,960 --> 00:26:03,880
from the well received avowed in February to the strong

524
00:26:03,920 --> 00:26:07,640
early access launch of Grounded two in July. If the

525
00:26:07,640 --> 00:26:10,240
Outer World's two sticks to the landing, it will have accomplished

526
00:26:10,279 --> 00:26:12,799
one hell of a hat trick. West. Do you feel

527
00:26:12,799 --> 00:26:14,359
like they have kind of done that?

528
00:26:14,880 --> 00:26:15,119
Speaker 3: Oh?

529
00:26:15,319 --> 00:26:20,160
Speaker 4: Absolutely, I think. I mean it's it's unheard of, right.

530
00:26:20,200 --> 00:26:24,839
I don't know if any studio that has released three

531
00:26:24,960 --> 00:26:26,400
games at least in triple A.

532
00:26:26,480 --> 00:26:26,839
Speaker 5: I know.

533
00:26:28,480 --> 00:26:32,079
Speaker 4: Thelavier Studio releases, Uh, Lavier and Nelson releases like one

534
00:26:32,160 --> 00:26:32,880
hundred games.

535
00:26:32,720 --> 00:26:33,240
Speaker 7: A year.

536
00:26:35,119 --> 00:26:37,200
Speaker 3: One as we were talking, Actually.

537
00:26:37,359 --> 00:26:45,240
Speaker 4: Yeah, right, But to release three baseline good games like

538
00:26:45,279 --> 00:26:48,599
About and Outer World's two great Grounded is not really

539
00:26:48,599 --> 00:26:50,960
my style. So I know people like Grounded to what

540
00:26:51,000 --> 00:26:54,599
its early acxis, and that's I'm not big into survival games. Like,

541
00:26:54,839 --> 00:26:57,720
to release three games on this caliber is a is

542
00:26:57,759 --> 00:27:00,240
a feat for them to be at least good, I

543
00:27:00,240 --> 00:27:04,640
think is pretty unheard of. I think the closest I

544
00:27:04,680 --> 00:27:07,799
can think of is like maybe Insomniac over at PlayStation,

545
00:27:08,400 --> 00:27:11,359
but they don't do multi release years. I just feel

546
00:27:11,359 --> 00:27:15,680
like they have a kidence that's very commendable and uh,

547
00:27:16,759 --> 00:27:17,559
kind of unheard of.

548
00:27:18,359 --> 00:27:21,039
Speaker 3: Yeah, And granted this is sort of like accidental, like

549
00:27:21,119 --> 00:27:22,920
because the Valve was supposed to come out last year

550
00:27:22,920 --> 00:27:25,559
and got delayed, so they didn't plan to release three

551
00:27:25,599 --> 00:27:28,279
games in one year. But you know, yeah, the point

552
00:27:28,319 --> 00:27:31,000
still stands that it's remarkable that all three of them

553
00:27:31,079 --> 00:27:32,799
seem to have stuck the landing.

554
00:27:33,759 --> 00:27:37,960
Speaker 2: I bet if there was a studio that would contest it.

555
00:27:38,039 --> 00:27:40,319
I feel like there's like a twenty thirteen or twenty

556
00:27:40,359 --> 00:27:45,480
fourteen that maybe Ubisoft could say, like if we get

557
00:27:45,519 --> 00:27:48,359
like a like a Black Flag and a Far Cry,

558
00:27:48,839 --> 00:27:53,240
Raymon Legends Raymond, that's only that's the only one I

559
00:27:53,279 --> 00:27:55,960
can think of, And that's also like, yeah, it's a

560
00:27:56,000 --> 00:27:57,599
long it's been a long time since.

561
00:27:57,720 --> 00:27:59,400
Speaker 3: Yeah, I think twenty thirteen they would have just had

562
00:27:59,480 --> 00:28:03,400
Raymn Legend and Assassin's Creed. Yeah, black Flag was that year.

563
00:28:03,440 --> 00:28:06,720
I think Far Cry it would have been four, and

564
00:28:06,759 --> 00:28:07,799
I think that was a year after.

565
00:28:08,119 --> 00:28:12,319
Speaker 1: I think you're right, yeah, because it was on.

566
00:28:11,359 --> 00:28:14,759
Speaker 4: Yeah, but the year after it was also Unity and

567
00:28:14,960 --> 00:28:17,440
Rogue in the same week because of the next Gen,

568
00:28:18,000 --> 00:28:20,240
so that's a three year game too. But even then

569
00:28:20,279 --> 00:28:22,319
you'd be.

570
00:28:21,759 --> 00:28:26,440
Speaker 3: Those two games and then yeah, Assassin's Creed games in

571
00:28:26,480 --> 00:28:28,359
my opinion, but and.

572
00:28:28,319 --> 00:28:31,799
Speaker 4: Plus we learned with Obsidian, like they're very sequestered in

573
00:28:31,839 --> 00:28:33,799
their teams. Like the Outer World's two team has been

574
00:28:33,799 --> 00:28:37,279
working on out of World two for years. It wasn't like, uh,

575
00:28:37,319 --> 00:28:39,480
they were all working on a vowed or grounded that

576
00:28:39,880 --> 00:28:40,880
game dropped and now they all.

577
00:28:40,839 --> 00:28:44,240
Speaker 1: Switched all separate yeah, separate game directors.

578
00:28:44,599 --> 00:28:47,319
Speaker 4: Yeah. I don't know how many people work at Obsidian.

579
00:28:48,039 --> 00:28:52,599
We we asked studios and yeah, it's become like a

580
00:28:52,640 --> 00:28:54,920
thing to like hide for some reason lately.

581
00:28:55,680 --> 00:28:59,480
Speaker 1: My theory is that studios that do that don't want

582
00:28:59,480 --> 00:29:02,519
the pup then number to be public because it's easier

583
00:29:02,559 --> 00:29:06,640
to track likes and I don't know, layoffs and that

584
00:29:06,720 --> 00:29:08,640
kind of thing. I don't know. Maybe that's cynical. Take

585
00:29:09,359 --> 00:29:13,839
it's because that they have a lot of They also

586
00:29:13,880 --> 00:29:16,400
have like a lot of contractors, I bet so maybe

587
00:29:16,880 --> 00:29:18,640
they want to make sure that they're including them when

588
00:29:18,680 --> 00:29:20,759
they when they quote that and they don't have the number.

589
00:29:21,279 --> 00:29:25,079
You know, there's a lot of reasons. I think neither

590
00:29:25,119 --> 00:29:25,640
here nor there.

591
00:29:25,720 --> 00:29:27,519
Speaker 4: Yeah, but I don't think it's like an Obsidian thing

592
00:29:27,519 --> 00:29:29,359
they're trying to it's probably no.

593
00:29:29,400 --> 00:29:32,599
Speaker 1: I've noticed it's a trend. Yeah, yeah, yeah, I've noticed

594
00:29:32,599 --> 00:29:35,480
it elsewhere in the last couple of years, several other

595
00:29:35,519 --> 00:29:40,319
places for sure. But yeah, man, I can't wait to

596
00:29:40,440 --> 00:29:43,240
play more of this game. Hearing that you can do

597
00:29:43,359 --> 00:29:45,160
so much with speech as well.

598
00:29:45,680 --> 00:29:46,440
Speaker 6: Is really cool.

599
00:29:46,799 --> 00:29:49,920
Speaker 4: Yeah, you can. It goes pretty far. I think, honestly,

600
00:29:49,960 --> 00:29:52,079
if the if the main narrative had wrapped up, it's

601
00:29:52,079 --> 00:29:54,440
a shame because I was really all in on that

602
00:29:54,519 --> 00:29:59,119
main storyline up until basically kind of like the finale,

603
00:29:59,319 --> 00:30:04,160
and the finale is bad. It just feels so here

604
00:30:04,279 --> 00:30:07,319
or there in a game where there's so much density

605
00:30:07,400 --> 00:30:09,720
and everything you do, and then all of a sudden

606
00:30:09,759 --> 00:30:11,279
you get to the end and it's like A or

607
00:30:11,319 --> 00:30:13,599
B type of thing, and it's not like that black

608
00:30:13,680 --> 00:30:17,279
or white, but it just felt very like this game

609
00:30:17,359 --> 00:30:19,799
is so wide and you can do so much in between,

610
00:30:19,960 --> 00:30:21,799
and then all of a sudden, the finale it's just like,

611
00:30:22,640 --> 00:30:25,960
all right, a little binary kind of Yeah. I don't

612
00:30:25,960 --> 00:30:27,839
want to say it's like an A or B decision,

613
00:30:27,839 --> 00:30:30,839
but it did. It did just feel kind of and

614
00:30:30,880 --> 00:30:34,000
I guess this is something games always struggle with, like

615
00:30:34,319 --> 00:30:37,920
they have to reach the same ending essentially, Like I mean,

616
00:30:38,319 --> 00:30:41,359
not every game can be a Balder's Gate three although

617
00:30:41,359 --> 00:30:45,599
I wish a lot of games were, but like they

618
00:30:45,599 --> 00:30:47,119
have an ending in mind, and it can go a

619
00:30:47,160 --> 00:30:49,319
couple different ways, but like, ultimately you're gonna go to

620
00:30:49,359 --> 00:30:53,200
this final location, for example, and watch the events play

621
00:30:53,200 --> 00:30:54,519
out there, And I kind of just wish that it

622
00:30:54,559 --> 00:30:57,720
had some more reactivity and flexibility that the rest of

623
00:30:57,759 --> 00:31:02,799
the game had it If they had nailed the yeah,

624
00:31:02,839 --> 00:31:05,799
this would have been like probably the RPG of the

625
00:31:05,880 --> 00:31:08,319
year for me, which is crazy because it's a fantastic

626
00:31:08,400 --> 00:31:12,039
year for RPGs. I think there's a couple other things

627
00:31:12,079 --> 00:31:13,599
I should touch on real quick that were kind of

628
00:31:13,640 --> 00:31:17,640
hit or missed. Companion quests. I think people still might

629
00:31:17,839 --> 00:31:21,400
like Outer World's one companions more. I think Out of

630
00:31:21,440 --> 00:31:26,599
Worlds to have some strong companions. But what you're saying, yes, yeah, exactly,

631
00:31:27,960 --> 00:31:30,519
some of these some of these companions don't really open

632
00:31:30,599 --> 00:31:33,519
up until, like you get them all pretty early, and

633
00:31:33,559 --> 00:31:35,599
they each have like a couple companion quests to round

634
00:31:35,599 --> 00:31:38,599
out their story and fully upgrade them. I didn't like

635
00:31:38,680 --> 00:31:40,960
two of them didn't get any companion quest until I

636
00:31:41,000 --> 00:31:43,880
was on the Final Planet basically, and I was at

637
00:31:43,880 --> 00:31:45,519
that point, you're kind of locked in on who you

638
00:31:45,720 --> 00:31:48,079
like to take with you, and I did their quest

639
00:31:48,160 --> 00:31:49,680
just to see where they went, but I had no

640
00:31:49,759 --> 00:31:52,960
interest in like actually learning about them because I'm barreling

641
00:31:52,960 --> 00:31:56,039
towards the finale and oh, now you bring this up.

642
00:31:56,039 --> 00:31:58,119
Now we got to go do this stuff, like do

643
00:31:58,160 --> 00:32:01,920
you not understand what we're doing here? Still cool though,

644
00:32:02,000 --> 00:32:04,000
and I think that they are very useful in combat.

645
00:32:04,000 --> 00:32:06,440
I died a lot in combat because I wasn't using

646
00:32:06,480 --> 00:32:10,839
my companion abilities, which uh, I guess I didn't expect it.

647
00:32:10,839 --> 00:32:13,359
But they play a pretty heavy role in combat and survival.

648
00:32:13,839 --> 00:32:17,839
They can really, for lack of something that's not a cliche,

649
00:32:17,880 --> 00:32:21,160
like change the tides of combat for you. And then

650
00:32:21,160 --> 00:32:24,359
there's a few bugs that I had. Reviewing games in

651
00:32:24,400 --> 00:32:26,799
twenty twenty five is always weird because like there's always

652
00:32:26,799 --> 00:32:29,480
a day one patch. Sometimes you don't even want to

653
00:32:29,480 --> 00:32:31,000
mention bugs because they're going to be fixed, but I'm

654
00:32:31,000 --> 00:32:32,839
going to mention them here just because they kind of

655
00:32:32,960 --> 00:32:35,440
were pretty persistent for me. I could never use up

656
00:32:35,480 --> 00:32:39,480
on the dpad in the menus the first time I

657
00:32:39,480 --> 00:32:41,759
opened a menu, so I'd have to like open a menu,

658
00:32:41,839 --> 00:32:43,839
close it, open it, and then use up. Not a

659
00:32:43,839 --> 00:32:46,880
big deal, but PS five PS five.

660
00:32:46,799 --> 00:32:52,279
Speaker 1: Pro I haven't had that. Yeah, yeah, it was a small.

661
00:32:53,240 --> 00:32:54,640
Speaker 4: Yeah, it was a small bug. And I was like,

662
00:32:54,680 --> 00:32:56,640
I don't think this is a big deal, but just

663
00:32:56,640 --> 00:32:58,000
mentioning it, and then I had to reload to save

664
00:32:58,079 --> 00:33:01,160
a couple of times. Funny enough, the ending, I had

665
00:33:01,160 --> 00:33:06,799
a bug where I couldn't get the ending I wanted

666
00:33:06,839 --> 00:33:09,359
to because the prompt would not appear, like it was

667
00:33:09,400 --> 00:33:12,559
telling me do this, and the prompt wouldn't appear, And

668
00:33:12,599 --> 00:33:14,480
so to fix it, I had to go pick an

669
00:33:14,599 --> 00:33:17,640
ending I didn't want and then kind of follow this

670
00:33:17,759 --> 00:33:20,279
like just kidding route to get to where I wanted

671
00:33:20,319 --> 00:33:22,200
to go. It was very weird and it was like

672
00:33:22,359 --> 00:33:24,920
the It kind of rubbed me a little sour because

673
00:33:24,920 --> 00:33:26,599
it was right at the end, and I'm like, no,

674
00:33:26,799 --> 00:33:28,119
I thought this was a bug that was going to

675
00:33:28,240 --> 00:33:31,440
end the game for me. Shout out to Obsidian for

676
00:33:31,720 --> 00:33:35,000
helping me get to the ending I wanted. But yeah,

677
00:33:35,000 --> 00:33:36,720
there's just a couple of things you might run into.

678
00:33:36,799 --> 00:33:41,920
I think it's the least jinky Western rpg from Xbox

679
00:33:41,960 --> 00:33:45,079
I've played. Like Obsidian during our cover story was very

680
00:33:45,079 --> 00:33:47,640
open about like jink, like it's part of their DNA

681
00:33:47,759 --> 00:33:50,759
and if you know Bethesda Games, if you know Obsidian Games, like,

682
00:33:50,799 --> 00:33:53,160
it's kind of just par for the course. Not much

683
00:33:53,160 --> 00:33:54,799
of that here at all. Really, this feels like a

684
00:33:54,880 --> 00:33:58,039
very polished product on PS five pro It's I there

685
00:33:58,039 --> 00:33:59,680
was a mode I used that was a smooth sixty

686
00:33:59,839 --> 00:34:03,960
f yes with an upbres resolution, gorgeous. Game did not

687
00:34:03,960 --> 00:34:08,760
feel jinky at all, and yeah, felt great, played great,

688
00:34:08,800 --> 00:34:12,159
looks great. I know some people don't like the art

689
00:34:12,199 --> 00:34:15,039
style as much, which is something I'm learning as we

690
00:34:15,119 --> 00:34:18,840
post coverage from our cover story trip. I guess people

691
00:34:18,840 --> 00:34:20,840
don't really love the art style too much. It is

692
00:34:20,840 --> 00:34:23,719
pretty outlandish, but I like it. Not a reason to

693
00:34:23,719 --> 00:34:24,880
not play the game, though. If you don't like the

694
00:34:24,960 --> 00:34:27,039
art style, There's so much happening here that I think

695
00:34:27,079 --> 00:34:30,280
anybody who likes RPG should check it out. But yeah,

696
00:34:30,320 --> 00:34:34,639
eight point seventy five out of ten Obsidians my favorite

697
00:34:34,639 --> 00:34:37,599
Obsidian game yet easily love it.

698
00:34:38,519 --> 00:34:42,199
Speaker 1: I will say, not the best steam Deck game, some

699
00:34:42,280 --> 00:34:47,960
of the anteriors. I did the tutorial area on steam Deck,

700
00:34:48,000 --> 00:34:49,920
and then I did some open world on steam Deck,

701
00:34:50,440 --> 00:34:53,760
and once you get to the open world stuff, steam

702
00:34:53,800 --> 00:34:59,559
Deck kind of falls apart, unfortunately. Verified It's like.

703
00:35:01,400 --> 00:35:06,119
Speaker 3: We noticed you like playing speed that games, so.

704
00:35:04,880 --> 00:35:08,679
Speaker 1: Yeah, bummer. But it's definitely one of those things that

705
00:35:08,679 --> 00:35:11,599
I'm like, maybe maybe I think about getting one of

706
00:35:11,599 --> 00:35:13,239
those Xbox Allies.

707
00:35:16,480 --> 00:35:17,239
Speaker 4: A little bit better.

708
00:35:18,239 --> 00:35:21,440
Speaker 1: I mean, I could also play a lot of things

709
00:35:21,679 --> 00:35:27,000
with windows, so I'm like, oh man, yeah, yeah, well cool.

710
00:35:27,039 --> 00:35:32,599
That is our discussion on the outer worlds too, Charles.

711
00:35:32,800 --> 00:35:36,840
Speaking of kind of narrative games and choices, You've been

712
00:35:36,880 --> 00:35:41,239
playing Dispatch, which is a game about you playing a

713
00:35:41,400 --> 00:35:47,559
dispatcher who sends heroes, rehabilitated heroes to crime scenes to

714
00:35:47,840 --> 00:35:49,320
like help people. Is that correct?

715
00:35:49,719 --> 00:35:53,119
Speaker 2: Yes, Yeah, so Dispatch is it's from ad Hoc Studio,

716
00:35:53,320 --> 00:35:57,480
which is some people that used to work at Telltale

717
00:35:57,840 --> 00:36:00,840
and they have basically they've basically made a new Telltale game.

718
00:36:01,119 --> 00:36:03,800
I don't know what Telltale they like left and came back.

719
00:36:03,840 --> 00:36:06,000
I honestly didn't really keep track of all the.

720
00:36:05,960 --> 00:36:07,840
Speaker 3: Ins and out they're making The Wolf among Us two

721
00:36:07,960 --> 00:36:12,599
somewhere anyways.

722
00:36:12,679 --> 00:36:15,159
Speaker 2: Yeah, so this is this is like the first first

723
00:36:15,199 --> 00:36:16,840
one of these types of games that we've had in

724
00:36:16,880 --> 00:36:20,480
a really long time. And yeah, I've done I've done

725
00:36:20,480 --> 00:36:25,079
the first four episodes and it's very good. It's like

726
00:36:25,960 --> 00:36:29,599
the acting is very good, the script is very good,

727
00:36:29,639 --> 00:36:32,480
the animation is gorgeous. It's the way it works is

728
00:36:32,599 --> 00:36:37,360
you're essentially watching an animated, an adult animated superhero show.

729
00:36:37,760 --> 00:36:40,679
So I think like an Invincible or like an animated

730
00:36:40,800 --> 00:36:42,239
The Boys or something, right.

731
00:36:42,079 --> 00:36:44,519
Speaker 3: Which is how this game started originally, right like it

732
00:36:44,599 --> 00:36:47,440
was gonna be like a animated show.

733
00:36:47,880 --> 00:36:50,400
Speaker 2: They wouldn't They wouldn't tell me what streaming that I did.

734
00:36:50,559 --> 00:36:53,559
I did a feature on them a couple issues back.

735
00:36:53,639 --> 00:36:55,639
They wouldn't tell me what streaming service it was. My

736
00:36:55,800 --> 00:36:58,480
guess is it was Netflix, because Netflix had a bunch

737
00:36:58,480 --> 00:37:01,599
of like choice based narrative of stuff on there for

738
00:37:01,639 --> 00:37:05,559
a minute. But they were just making a superhero workplace

739
00:37:05,679 --> 00:37:08,360
comedy where you could like pick different dialogue options and

740
00:37:08,360 --> 00:37:10,159
it's going to be interactive. And then when that fell

741
00:37:10,199 --> 00:37:12,519
through because of COVID, I think they had to just pivoted.

742
00:37:12,519 --> 00:37:17,159
They're like, we'll just make another game, and yeah, you're

743
00:37:17,239 --> 00:37:21,559
essentially watching the show. And then as moments where dialogue

744
00:37:21,599 --> 00:37:23,519
choices come up, you'll see them pop up on screen,

745
00:37:23,840 --> 00:37:26,159
and then there's a little timer that's counting down and

746
00:37:26,199 --> 00:37:30,320
you'll get to press whatever dialogue option. But it's extremely seamless,

747
00:37:30,360 --> 00:37:33,559
to the point where my partner was she was sitting

748
00:37:33,599 --> 00:37:35,440
on the couch next to me and she's playing Haiti's

749
00:37:35,440 --> 00:37:37,679
two I think on switch to and wasn't looking up

750
00:37:37,679 --> 00:37:41,159
at the screen and didn't understand that I She was like,

751
00:37:41,199 --> 00:37:43,039
this is a really long cut scene. It's weird that

752
00:37:43,039 --> 00:37:45,440
you haven't gotten to play the game yet, but it's

753
00:37:45,480 --> 00:37:48,280
so smooth and seamless that like you just wouldn't even

754
00:37:48,320 --> 00:37:50,039
know that you're playing a game, and all the dialogue

755
00:37:50,039 --> 00:37:54,599
options are very natural. It comes very easily. Also, I said,

756
00:37:54,719 --> 00:37:58,079
I said Invincible in the Boys it is adult. There's like, uh,

757
00:37:58,679 --> 00:38:00,800
this is two for two in games. I wasn't expecting

758
00:38:00,800 --> 00:38:02,920
to have nudity that have more nudity than you'd think

759
00:38:02,960 --> 00:38:05,440
they have, the first one being Baby Steps. Of course,

760
00:38:05,480 --> 00:38:07,679
this one's not as extreme as Baby Steps, but like

761
00:38:08,719 --> 00:38:11,480
one of the opening sequences, there's like a super villain

762
00:38:11,519 --> 00:38:16,159
who's like kind of naked and there's a lot of

763
00:38:16,159 --> 00:38:18,480
swearing and there's blood and it's I I don't know,

764
00:38:18,719 --> 00:38:21,920
I like it. I think it's a it's kind of.

765
00:38:22,480 --> 00:38:24,039
Speaker 1: Like Charles likes nudity.

766
00:38:24,559 --> 00:38:27,719
Speaker 2: Yeah, Nudity Games twenty five.

767
00:38:28,239 --> 00:38:30,320
Speaker 3: In terms of the violence does any does it even

768
00:38:30,360 --> 00:38:32,760
approach invincible, because I feel like that's kind of in

769
00:38:32,800 --> 00:38:33,719
its own class.

770
00:38:34,039 --> 00:38:37,159
Speaker 2: No, it's it's not. It's not gory. It's just as okay,

771
00:38:37,239 --> 00:38:40,800
I would say. I also, the parts I've seen so

772
00:38:40,960 --> 00:38:45,719
far haven't been extremely combat heavy. I was just also

773
00:38:45,800 --> 00:38:48,400
due to the nature of the game. But it's it's

774
00:38:48,519 --> 00:38:53,360
very much I don't know, yeah, yeah, uh the So

775
00:38:53,480 --> 00:38:55,119
that's part of the game is you're watching these things,

776
00:38:55,199 --> 00:38:58,960
you're interacting. A main character is Robert Robertson. He was

777
00:38:58,960 --> 00:39:00,599
a hero named Meccha Man and just kind of like

778
00:39:00,599 --> 00:39:03,559
an Ironman type guy. But his suit gets destroyed and

779
00:39:03,679 --> 00:39:06,760
he like, he's not a billionaire like Tony Stark would be.

780
00:39:06,760 --> 00:39:08,800
He doesn't like run a company. He's just is Mecamn

781
00:39:08,880 --> 00:39:11,400
like full time. So when his suit gets fully destroyed,

782
00:39:11,440 --> 00:39:13,920
he's like, I don't have any money. I can't remake

783
00:39:13,960 --> 00:39:18,679
the suit. And he gets contacted by SDM, which is

784
00:39:18,679 --> 00:39:20,679
a superhero dispatch network, and they're like, hey, if you

785
00:39:20,719 --> 00:39:23,079
come work for us, we have a bunch of like

786
00:39:23,119 --> 00:39:25,719
former heroes that like can't do work anymore. They work

787
00:39:25,719 --> 00:39:28,119
in our office. We might be able to fund a

788
00:39:28,159 --> 00:39:30,239
new Meca Man suit because you're like good for the

789
00:39:30,280 --> 00:39:34,159
world or whatever, And so then part of the game

790
00:39:34,159 --> 00:39:36,320
plays that interact the story element. The other part is

791
00:39:36,320 --> 00:39:40,159
this like interesting kind of strategy game. So you have

792
00:39:40,239 --> 00:39:42,880
like a map of your like section of the city,

793
00:39:43,159 --> 00:39:45,360
and you'll see little events pop up around the map.

794
00:39:45,679 --> 00:39:49,159
And you have a roster of different super villains turned

795
00:39:49,199 --> 00:39:52,639
heroes that are basically getting like rehabilitated in society and

796
00:39:52,639 --> 00:39:55,000
this is like their chance to like have a stable

797
00:39:55,079 --> 00:39:58,400
job and maybe do hero work at some point. And

798
00:39:58,440 --> 00:40:00,079
they each have like different stats, so you can and

799
00:40:00,119 --> 00:40:01,599
be like, well, this person's really good at speech, but

800
00:40:01,679 --> 00:40:04,280
this person's really good fighting. And the instances that come

801
00:40:04,360 --> 00:40:06,000
up are very varied, so it'll be like, you know,

802
00:40:06,039 --> 00:40:08,760
there's a robbery, and it'll give you little keywords of

803
00:40:08,800 --> 00:40:11,000
like the bandage is fast, so you're like, okay, I'm

804
00:40:11,000 --> 00:40:13,360
gonna do someone has high mobility, but also be stupid

805
00:40:13,360 --> 00:40:15,519
things of like there's a cat stuck in a tree,

806
00:40:15,599 --> 00:40:17,440
someone needs to coax it down. I'm like, all right,

807
00:40:17,440 --> 00:40:19,360
that would be a speech thing. Or someone needs to

808
00:40:19,360 --> 00:40:21,480
figure out how to get these cars at a gridlock. Okay,

809
00:40:21,480 --> 00:40:25,039
that would be like an intelligence thing. And each have

810
00:40:25,079 --> 00:40:32,599
different like modifiers and abilities like one of them Sonar's

811
00:40:32,800 --> 00:40:35,119
he's he's a literal batman. He's like got like a

812
00:40:35,199 --> 00:40:37,320
human body with like the head of a bat and

813
00:40:37,320 --> 00:40:40,280
he has like a normal form and like a feral form.

814
00:40:41,000 --> 00:40:44,280
So every time you send him out, his charisma and

815
00:40:44,400 --> 00:40:48,880
intelligent swap with his like combat and health. So it

816
00:40:48,920 --> 00:40:51,119
goes back and forth depending on what it is. So

817
00:40:51,159 --> 00:40:53,039
when you're leveling him up, you can just put all

818
00:40:53,039 --> 00:40:55,239
his points into one of those stats and then if

819
00:40:55,280 --> 00:40:57,079
the relevant thing comes up, you're like, well, he's really

820
00:40:57,119 --> 00:40:59,039
good at this stuff. Just you have to hope he's

821
00:40:59,039 --> 00:41:02,400
in the right form. And Yeah, so that that part

822
00:41:02,440 --> 00:41:04,199
of the game, I was like, I was in it

823
00:41:04,239 --> 00:41:06,360
for the story, isn't it for the acting performances. I

824
00:41:06,440 --> 00:41:08,880
was like surprised by how fun. I also thought the

825
00:41:08,920 --> 00:41:10,920
game was in just like strategy element.

826
00:41:12,599 --> 00:41:13,119
Speaker 1: That's cool.

827
00:41:13,239 --> 00:41:17,639
Speaker 4: Yeah, it's very seamless. I played the demo Steam Next

828
00:41:17,679 --> 00:41:20,159
Fester this year. Something that I really enjoyed that you've

829
00:41:20,199 --> 00:41:23,960
kind of touched on is how seamless it is. It's

830
00:41:24,000 --> 00:41:26,400
not like a Telltale game where they'd be like, what

831
00:41:26,440 --> 00:41:29,360
should we do and then they give you time and

832
00:41:29,400 --> 00:41:31,960
everyone's just kind of paused. Like I don't know how

833
00:41:31,960 --> 00:41:33,960
they did it, but like when you pick the dialogue option,

834
00:41:34,079 --> 00:41:36,639
you can't see the seams of oh they're swapping in

835
00:41:36,719 --> 00:41:41,599
this cut scene or this vo like it seems it's

836
00:41:41,679 --> 00:41:44,800
really really impressive. I you mentioned Invincibler. I wish I

837
00:41:44,840 --> 00:41:46,920
wish Invincible looked as good as this game. This game

838
00:41:47,960 --> 00:41:50,679
the animation is so pretty, it's awesome.

839
00:41:51,480 --> 00:41:54,159
Speaker 2: Like we talk about games with good writing, and there's

840
00:41:54,559 --> 00:41:58,239
uh as as people who play a lot of games,

841
00:41:58,440 --> 00:42:00,920
we do have a sense of of like this game

842
00:42:00,960 --> 00:42:03,639
has good writing, and that's often like for a game,

843
00:42:03,760 --> 00:42:05,960
like we're thinking of writing in terms of how you're

844
00:42:06,000 --> 00:42:08,280
interacting with stuff or I don't know, there's all these

845
00:42:08,280 --> 00:42:10,559
like caveats you have to have. Dispatch is a very

846
00:42:10,599 --> 00:42:13,480
well written thing, Like it's it's as good as a

847
00:42:13,519 --> 00:42:17,400
good TV show would be, Like this should be if

848
00:42:17,400 --> 00:42:18,960
this was a show, I would be like this should

849
00:42:19,000 --> 00:42:22,159
be nominated for Emmy's Like it's just really really good writing.

850
00:42:22,280 --> 00:42:25,760
And then when you when you're selecting stuff, also I

851
00:42:25,760 --> 00:42:31,320
should mention it it's you feel your choices really have consequences.

852
00:42:31,320 --> 00:42:33,400
They have I have like really tangible effects that I've

853
00:42:33,400 --> 00:42:36,000
done and I can't talk about all the things, especially

854
00:42:36,039 --> 00:42:38,239
in like chapters three and four, which I can say

855
00:42:38,280 --> 00:42:40,679
I've played but they don't want to spoil it all obviously,

856
00:42:41,599 --> 00:42:43,880
But there's stuff where like I'm making the decision here

857
00:42:43,960 --> 00:42:47,800
and it's it's not like I wasn't on the podcast

858
00:42:47,840 --> 00:42:50,159
last week talk about blood Lines Too, but I reviewed

859
00:42:50,199 --> 00:42:52,039
that and that was a game that, like for everything

860
00:42:52,039 --> 00:42:54,400
Wes was saying about Outer Worlds two's reactivity, I was like,

861
00:42:54,440 --> 00:42:57,559
there's not there's a very non reactive game in blood

862
00:42:57,559 --> 00:43:01,760
Lines Too. Dispatch is very react and stuff comes back

863
00:43:01,800 --> 00:43:05,039
in ways that you're not expecting. When you make these

864
00:43:05,039 --> 00:43:08,599
big decisions, they're treated as big decisions, they're built up appropriately,

865
00:43:08,679 --> 00:43:11,000
and then when you make the choice, I will say,

866
00:43:11,119 --> 00:43:13,360
it does slow down with like bigger stuff where it's like,

867
00:43:13,679 --> 00:43:15,719
all right, it's your call, man, and then you'll have

868
00:43:15,760 --> 00:43:18,000
a longer timer when it's like, you know, there's gonna

869
00:43:18,000 --> 00:43:21,000
be a thing that has a lot of consequences. Yeah,

870
00:43:21,039 --> 00:43:24,480
but yeah, I'm already like four episodes in already thinking

871
00:43:24,559 --> 00:43:27,559
like wow, I kind of already want to start a

872
00:43:27,559 --> 00:43:29,760
new save file and just do the opposite choices of

873
00:43:29,760 --> 00:43:31,360
a lot of the stuff I made because it's not.

874
00:43:32,000 --> 00:43:35,039
It's not necessarily like and there is stuff where like

875
00:43:35,039 --> 00:43:37,119
I can be a nice person or a bad person,

876
00:43:37,239 --> 00:43:38,719
or like I can be a jerk or whatever, but

877
00:43:38,760 --> 00:43:40,159
there's a lot of other stuff where it's like I'm

878
00:43:40,239 --> 00:43:42,840
kind of just making an arbitrary decision of like which

879
00:43:42,920 --> 00:43:45,039
person I like here, which decision I want to make here?

880
00:43:45,079 --> 00:43:47,519
And I could have easily gone the other way.

881
00:43:48,519 --> 00:43:51,360
Speaker 1: How many episodes in total? Is it five? Six?

882
00:43:51,400 --> 00:43:55,840
Speaker 2: There'll be eight episodes total, eight, and it'll be we're

883
00:43:55,840 --> 00:43:58,400
getting two every week. So two came out day of

884
00:43:58,400 --> 00:44:01,519
recording on Wednesday, the twenty second, and then there's two

885
00:44:01,559 --> 00:44:03,440
more on the twenty ninth, two more the week after that,

886
00:44:03,480 --> 00:44:05,760
and then the last two episodes come out on November twelfth.

887
00:44:06,159 --> 00:44:07,679
Speaker 3: How how long is an episode?

888
00:44:07,679 --> 00:44:07,760
Speaker 2: Like?

889
00:44:07,920 --> 00:44:09,920
Speaker 3: Is it like TV length? Like an hour?

890
00:44:10,800 --> 00:44:10,960
Speaker 4: Uh?

891
00:44:11,039 --> 00:44:13,920
Speaker 2: Yeah, it's probably about an hour. I think it's it

892
00:44:13,920 --> 00:44:15,920
could be a little bit longer depending on how long

893
00:44:15,960 --> 00:44:19,280
you're like pausing in menus during like the strategy stuff.

894
00:44:19,360 --> 00:44:22,000
Speaker 1: But yeah, it's about now, so pretty similar to like

895
00:44:22,000 --> 00:44:24,480
an older Telltale game, you know, yeah, like those are

896
00:44:24,480 --> 00:44:26,320
about the same, you know, one to two hours.

897
00:44:26,519 --> 00:44:26,880
Speaker 2: Yeah.

898
00:44:26,920 --> 00:44:29,199
Speaker 4: How do you feel about the episodic because I feel

899
00:44:29,199 --> 00:44:32,360
like a lot of devs that did that kind of

900
00:44:32,559 --> 00:44:34,519
we still get episodic, but it's like you can have

901
00:44:34,559 --> 00:44:36,559
all the episodes at once, so you get the structure,

902
00:44:36,599 --> 00:44:39,119
but you don't have to wait. They are very purposefully

903
00:44:39,119 --> 00:44:41,639
being like, no, we want you to wait every week.

904
00:44:41,639 --> 00:44:42,719
How do you feel about that?

905
00:44:43,920 --> 00:44:49,079
Speaker 2: I I generally I don't really like it. I think

906
00:44:49,119 --> 00:44:51,119
I think the way they structure in episodes is really

907
00:44:51,119 --> 00:44:54,039
good and smart, like I like I especially like being

908
00:44:54,119 --> 00:44:56,199
like at the end of the episode, you kind of

909
00:44:56,199 --> 00:44:57,840
get a recap of all the choices you've made and

910
00:44:57,880 --> 00:45:00,199
how they are relative to other people's choices. I do

911
00:45:00,320 --> 00:45:03,039
like that, and I like that there's clean spots where

912
00:45:03,079 --> 00:45:04,239
you can just be like I'm gonna be done for

913
00:45:04,199 --> 00:45:07,119
a day, or I'll just play an episode today, but

914
00:45:07,320 --> 00:45:10,400
I'm not. It's it's also hard for us because we

915
00:45:10,480 --> 00:45:12,760
play a lot of games, like for work. It's really

916
00:45:12,760 --> 00:45:15,280
hard for me to play a little bit of something

917
00:45:15,360 --> 00:45:17,159
and then be told to come back every week for

918
00:45:18,239 --> 00:45:21,880
a month or so. But I think it's to each

919
00:45:21,920 --> 00:45:23,679
their own. That's kind of how I feel about a

920
00:45:23,719 --> 00:45:26,039
lot of TV these days. Of like if a show

921
00:45:26,079 --> 00:45:27,760
comes out and it's just the first episode, I'll usually

922
00:45:27,760 --> 00:45:29,599
watch the first episode and then kind of forget about

923
00:45:29,599 --> 00:45:31,920
it because I'm getting into other routines of stuff.

924
00:45:31,960 --> 00:45:35,639
Speaker 4: But yeah, it sounds like Dispatches. If you weren't reviewing

925
00:45:35,639 --> 00:45:38,000
it for work, you'd still probably return each week.

926
00:45:38,079 --> 00:45:41,360
Speaker 2: You think, Oh yeah, I think quality wise, it's definitely

927
00:45:41,360 --> 00:45:43,239
worth returning for. But I did get to the end

928
00:45:43,239 --> 00:45:47,960
of episode four and I was like, dang it.

929
00:45:46,000 --> 00:45:48,000
Speaker 1: What's like to do the whole thing?

930
00:45:48,719 --> 00:45:51,159
Speaker 4: What's the I guess without spoiling much, like, what's the

931
00:45:51,239 --> 00:45:53,960
overarching like what is the narrative building towards because in

932
00:45:53,960 --> 00:45:55,320
the demo I didn't get a sense of that. It

933
00:45:55,400 --> 00:45:58,719
was just guy down on his luck. Here's your new job,

934
00:45:59,639 --> 00:46:01,800
Like where where are they? What are what are they?

935
00:46:01,840 --> 00:46:02,719
Where are they going with that?

936
00:46:05,000 --> 00:46:10,199
Speaker 2: So it's uh, the main thing I would say is

937
00:46:10,239 --> 00:46:12,519
there wait, sorry, I'll pause for a second. Are you

938
00:46:12,519 --> 00:46:14,840
guys still there? It's like really freezing up on my end.

939
00:46:16,480 --> 00:46:20,119
Speaker 1: Yeah, yeah, weird.

940
00:46:21,800 --> 00:46:24,119
Speaker 4: Clapping for It's like it's weird.

941
00:46:24,639 --> 00:46:27,079
Speaker 3: It doesn't like it's either any individual person. It's like

942
00:46:27,119 --> 00:46:27,880
it's just discord.

943
00:46:28,039 --> 00:46:41,719
Speaker 1: Yeah you guys, discord. Yeah, everybody keep recording. Yeah, mm hmmm,

944
00:46:42,440 --> 00:46:45,039
let's keep recording and everybody disconnect and reconnect.

945
00:46:48,280 --> 00:46:49,199
Speaker 2: Disconnect now.

946
00:46:51,480 --> 00:47:02,239
Speaker 7: Yep, h okay, that seems to have worked.

947
00:47:03,119 --> 00:47:05,559
Speaker 1: Yep. Everybody's still recording.

948
00:47:05,840 --> 00:47:08,599
Speaker 2: Yep, yes, okay, cook much better.

949
00:47:09,679 --> 00:47:10,639
Speaker 1: Yeah that's weird.

950
00:47:11,880 --> 00:47:14,679
Speaker 2: Okay. Yeah, So, uh what is it building towards? I

951
00:47:14,679 --> 00:47:16,559
would say there's there's a few.

952
00:47:16,840 --> 00:47:19,039
Speaker 4: One do you think I need to reask that? Do

953
00:47:19,119 --> 00:47:20,679
you know if that park got fucked up?

954
00:47:21,360 --> 00:47:24,599
Speaker 2: I think I think it because it's our individual recordings.

955
00:47:24,599 --> 00:47:27,519
It's probably fine because you I think you finished it properly.

956
00:47:27,559 --> 00:47:28,639
I was just waiting for everything above.

957
00:47:28,920 --> 00:47:29,079
Speaker 1: Yep.

958
00:47:29,159 --> 00:47:30,880
Speaker 6: Sorry, yeah, no, you're fine.

959
00:47:31,440 --> 00:47:34,800
Speaker 2: Uh yeah. So so there's there's a few thread lines

960
00:47:34,800 --> 00:47:38,199
that's building up. One is there's like, uh, depending on

961
00:47:38,199 --> 00:47:39,639
how you want to play it, there is kind of

962
00:47:39,679 --> 00:47:43,039
like a romance thing that's kind of foreshadowed in the

963
00:47:43,119 --> 00:47:46,400
very beginning. There's some options there, like it's not necessarily

964
00:47:46,480 --> 00:47:49,880
like you're locked into one person. And then there's obviously

965
00:47:49,880 --> 00:47:53,320
the overarching thing of you're trying to get your suit back.

966
00:47:53,440 --> 00:47:56,800
So there is like progressive stuff of like he's trying

967
00:47:56,800 --> 00:47:58,800
out new stuff, he's got a guy that's helping him

968
00:47:58,800 --> 00:48:01,559
with things, and you're seeing like the progress of that

969
00:48:01,960 --> 00:48:03,599
and they haven't said it, and this is not a

970
00:48:03,599 --> 00:48:05,880
spoiler from a later episode that we haven't gotten because

971
00:48:05,880 --> 00:48:11,280
I haven't seen it yet. But Shroud is like the guy. Uh,

972
00:48:11,719 --> 00:48:16,960
he's like the big bad essentially. I imagine we're fate we're

973
00:48:17,039 --> 00:48:19,320
ending up towards some confrontation with him. Also, because I

974
00:48:19,320 --> 00:48:20,760
don't think i've heard him talk yet, and I know

975
00:48:20,800 --> 00:48:22,840
he's voiced by Matt Mercer, and I'm like, we're not

976
00:48:22,840 --> 00:48:25,880
gonna have Matt Mercer voice this guy and not give

977
00:48:25,920 --> 00:48:26,639
him any lines.

978
00:48:27,079 --> 00:48:31,119
Speaker 4: I thought you meant Shroud, uh Streamer or whatever. I

979
00:48:31,119 --> 00:48:33,920
don't know. I know that name because this game does

980
00:48:34,039 --> 00:48:38,960
have like names like that in thescast, and I was like, Oh,

981
00:48:39,039 --> 00:48:42,280
that's cool that that guy is gonna be the big

982
00:48:42,320 --> 00:48:44,480
bad I guess, but Matt Mercer makes a lot more sense.

983
00:48:44,559 --> 00:48:48,480
Speaker 2: Yeah, I will say to that. To that extent, I

984
00:48:48,559 --> 00:48:51,199
did interview a bunch of people from the cast. We'll

985
00:48:51,199 --> 00:48:54,159
have clips going up this week. I have a piece

986
00:48:54,159 --> 00:48:56,280
that went up. I interviewed Aaron Paul about the game

987
00:48:56,320 --> 00:49:00,119
that was really interesting. But it's yeah, it's weird, Like

988
00:49:00,159 --> 00:49:02,199
you've got like your class like Laura Bailey's in the game.

989
00:49:02,280 --> 00:49:03,960
You're like, yeah, of course, Laura Bailey will be in

990
00:49:03,960 --> 00:49:06,920
the game. Travis Willingham, who's married to Laura Bailey, also

991
00:49:06,960 --> 00:49:09,519
in the game. Matt Mercer. Of course, these are all

992
00:49:09,519 --> 00:49:11,519
critical role of people that do like every voice acting

993
00:49:11,519 --> 00:49:14,280
gig you'd imagine. And then there's like Jack Septic guy

994
00:49:14,400 --> 00:49:17,800
is just one of the guys. Uh, moist critical is

995
00:49:17,840 --> 00:49:22,000
just one of the guys. Thought squad on a musician?

996
00:49:23,679 --> 00:49:24,159
What was that?

997
00:49:24,760 --> 00:49:27,039
Speaker 4: A lot of peers, fan of games, A lot of peers.

998
00:49:27,039 --> 00:49:30,639
Speaker 2: Yes, uh, and yes, it's just just a lot of

999
00:49:30,679 --> 00:49:33,440
a lot of people. And Uh, it's a thing I

1000
00:49:33,440 --> 00:49:36,480
think when I saw the lineup of the credits, Uh,

1001
00:49:36,760 --> 00:49:39,920
kind of kind of feels like stunt casting to an extent,

1002
00:49:40,159 --> 00:49:42,400
where which is to say, like we're casting someone for

1003
00:49:42,440 --> 00:49:45,000
the name or their persona rather than like their performance.

1004
00:49:45,400 --> 00:49:47,920
But there's not like I know who Jack Sceptic guy plays,

1005
00:49:47,920 --> 00:49:50,920
because the guy is like very irish. There's not a

1006
00:49:50,920 --> 00:49:53,840
moment in this where it's like that's just Jack Septic

1007
00:49:53,840 --> 00:49:56,960
guy humor. They're just they just wanted to make references

1008
00:49:57,000 --> 00:49:58,760
to his stuff. It's like, no, he's just one of

1009
00:49:58,760 --> 00:50:01,559
the casts. And they all do really good jobs. And

1010
00:50:01,599 --> 00:50:03,760
it's also very natural sounding dialogue. So it's I think

1011
00:50:03,800 --> 00:50:06,480
it's very easy for someone that's like maybe not had

1012
00:50:06,519 --> 00:50:09,079
a ton of voice acting experience to come in read

1013
00:50:09,119 --> 00:50:10,599
the lines and make it sound natural.

1014
00:50:11,440 --> 00:50:15,920
Speaker 4: Yeah. Yeah, And I remember you asked them about the

1015
00:50:16,039 --> 00:50:19,320
like stunt casting and a specifically Jack Septic guy and

1016
00:50:19,360 --> 00:50:23,079
it wasn't wasn't somebody like during COVID. I just put

1017
00:50:23,159 --> 00:50:25,320
him on background a lot while I was working and

1018
00:50:25,440 --> 00:50:27,719
I was like writing this character, and sure enough I

1019
00:50:27,760 --> 00:50:29,639
needed an Irish voice and Jack Septic work.

1020
00:50:30,320 --> 00:50:32,880
Speaker 2: It was that was that was her mooice critical where

1021
00:50:32,880 --> 00:50:35,320
they like hit his streams on a lot and they're like,

1022
00:50:35,400 --> 00:50:37,440
I just feel like his voice would fit for this character.

1023
00:50:37,639 --> 00:50:40,000
They did, also, to their credit, say that like they

1024
00:50:40,000 --> 00:50:41,880
didn't just cast everyone they reached out to. I think

1025
00:50:41,880 --> 00:50:44,440
they reached out to people that probably didn't give good

1026
00:50:44,440 --> 00:50:47,320
auditions or they didn't they didn't like the vibe.

1027
00:50:47,079 --> 00:50:51,159
Speaker 3: For Yeah, they didn't call me back, so they watched.

1028
00:50:50,880 --> 00:50:51,960
Speaker 2: A lot of super replay.

1029
00:50:53,400 --> 00:50:53,440
Speaker 4: No.

1030
00:50:53,639 --> 00:50:55,960
Speaker 2: The Another one was a thought Squad who's like a

1031
00:50:56,000 --> 00:50:58,760
musician I hadn't heard of. She's the rapper and they

1032
00:50:58,920 --> 00:51:00,679
found some more videos and like it, and in the

1033
00:51:00,800 --> 00:51:03,199
my interview with her, something I really liked is. I

1034
00:51:03,559 --> 00:51:05,239
asked people, I was like, what is there anything about

1035
00:51:05,280 --> 00:51:07,960
dispatch or ad hocs, recording process the You're like, I

1036
00:51:07,960 --> 00:51:11,880
wish more games were like this, and thought Squad was like, yeah, honestly,

1037
00:51:11,920 --> 00:51:14,679
it's really cool that they like reached out to us

1038
00:51:14,679 --> 00:51:16,880
and they like genuinely gave us a chance. There's not

1039
00:51:16,920 --> 00:51:20,199
a reason they wouldn't they they could have just casted

1040
00:51:20,239 --> 00:51:22,079
it normally, and instead they're like, we think this person

1041
00:51:22,079 --> 00:51:24,119
would be a good fit for the role, and then

1042
00:51:24,239 --> 00:51:26,079
gave them like a really good chance. And now they're

1043
00:51:26,119 --> 00:51:28,159
like I thought Squad's like, yeah, I had never done

1044
00:51:28,159 --> 00:51:29,880
a video game before. I'm not a huge gamer. I'm

1045
00:51:29,880 --> 00:51:32,119
in this space now, and that's just like cool. And

1046
00:51:32,159 --> 00:51:34,079
it's cool that it worked out too that it's not like, oh,

1047
00:51:34,119 --> 00:51:35,760
they're giving them a try. It's like, no, that's a

1048
00:51:36,440 --> 00:51:39,800
that's a real character. They're doing good, they're earnest good performance.

1049
00:51:40,199 --> 00:51:41,400
Speaker 4: So yeah, that's awesome.

1050
00:51:41,519 --> 00:51:47,320
Speaker 1: Awesome. Uh well, Marcus, we're gonna send it over to you.

1051
00:51:47,320 --> 00:51:50,719
You reviewed Ninja Guide in four for us, and I'm

1052
00:51:50,760 --> 00:51:53,039
really curious. I mean, we've had a lot of previews

1053
00:51:53,079 --> 00:51:55,239
for this game, you know, we've of course it was

1054
00:51:55,280 --> 00:51:58,800
on our cover story. Shay's talked about it a fair

1055
00:51:58,840 --> 00:52:01,800
amount on the show with us uh and that as

1056
00:52:01,800 --> 00:52:03,960
of you. But like you have beaten the game, now

1057
00:52:04,119 --> 00:52:07,840
you've reviewed it, I'm very curious what what your thoughts are.

1058
00:52:08,199 --> 00:52:12,840
Speaker 3: Hey, were you Hyabusa's back baby? Sort of, he's there,

1059
00:52:12,840 --> 00:52:15,039
he's in the background. He's not he's not the star

1060
00:52:15,119 --> 00:52:19,320
of this game. They got a new guy at the Helm.

1061
00:52:19,360 --> 00:52:25,280
His name's Yakimo. He's a really, uh cool looking ninja kid.

1062
00:52:25,840 --> 00:52:29,199
He speaks like this a lot, like he's got a

1063
00:52:29,199 --> 00:52:32,000
little bit of like a teenage Christian Bale batman kind

1064
00:52:32,000 --> 00:52:35,360
of performance going on. Yeah, and uh, and he's kind

1065
00:52:35,360 --> 00:52:39,039
of a he kind of is a representation of sort

1066
00:52:39,039 --> 00:52:40,519
of like the different direction of the game in general,

1067
00:52:40,559 --> 00:52:43,679
because one, this is not developed by Team Ninja. This

1068
00:52:43,760 --> 00:52:47,360
is Platinum Games Latin, hen you might know from other

1069
00:52:47,519 --> 00:52:50,559
great action series like ban Ata and Metal Gear Rising

1070
00:52:50,760 --> 00:52:57,159
and whatnot. Vanquish, I'm glad that you said, Vanquish. We're

1071
00:52:57,159 --> 00:53:04,400
gonna ignore wood West said, but yes, this game is

1072
00:53:04,599 --> 00:53:08,679
a lot of fun. I'm a Ninja Guiden fan, especially

1073
00:53:08,679 --> 00:53:11,719
to three D Ninja Guiden games that started in the

1074
00:53:11,760 --> 00:53:15,880
two thousands, and I'm also a big Platinum Games fan,

1075
00:53:15,920 --> 00:53:18,920
so this was like a like hearing this collaboration between

1076
00:53:18,920 --> 00:53:22,000
Team Ninja Platinum Games, this was like, Oh, this is

1077
00:53:22,119 --> 00:53:25,960
video game Christmas for style of actions sikos like myself,

1078
00:53:26,400 --> 00:53:28,719
And I'm happy to report that it has worked out

1079
00:53:28,840 --> 00:53:31,920
because this game is so much fun and it's also

1080
00:53:31,960 --> 00:53:35,280
a little wild that maybe the best compliment I can

1081
00:53:35,320 --> 00:53:39,280
give is that if you're a die hard three D

1082
00:53:39,440 --> 00:53:43,159
Ninja Guiden fan, I would bet you wouldn't tell that

1083
00:53:43,239 --> 00:53:47,239
this was a different developer at the helm because Platinum

1084
00:53:47,400 --> 00:53:50,519
and granted had guidance from Team Ninja. But this feels

1085
00:53:50,719 --> 00:53:53,599
like a proper Ninja guiding game like that doesn't feel

1086
00:53:53,679 --> 00:53:57,360
necessarily like a Platinum game pretending to be Ninja Guiden.

1087
00:53:57,519 --> 00:54:00,440
Like the physics and just like the tight control that

1088
00:54:00,559 --> 00:54:02,480
made the three D Ninja Guy game so good, like

1089
00:54:02,519 --> 00:54:05,880
all of that is here, as well as the brutal

1090
00:54:05,920 --> 00:54:10,599
difficulty that the series is rather infamous for, like the

1091
00:54:10,639 --> 00:54:12,519
three D Ninja guid in Games into two thousand, Like

1092
00:54:12,559 --> 00:54:15,239
those were the souls likes before souls likes became a thing,

1093
00:54:15,320 --> 00:54:18,599
Like those were if you wanted to have gamer creds,

1094
00:54:18,639 --> 00:54:21,400
so to speak, you talked about like, oh I beat

1095
00:54:21,559 --> 00:54:23,920
Ninja guy in one and two or and I like

1096
00:54:23,960 --> 00:54:26,639
one hundred percent of it in whatever, and yeah, no problem,

1097
00:54:26,679 --> 00:54:29,519
Like that was like legit impressive at the time, and

1098
00:54:29,559 --> 00:54:32,159
this game is challenging. It's tough. It's like, you know,

1099
00:54:32,760 --> 00:54:35,280
the average grunt enemy can tear you to pieces unless

1100
00:54:35,280 --> 00:54:37,480
you're on your game, and that's what makes it so

1101
00:54:37,559 --> 00:54:41,159
much fun. So it's sort of like the general like

1102
00:54:41,239 --> 00:54:44,039
plot premise is that you're playing this new ninja Yakama

1103
00:54:44,079 --> 00:54:46,079
who's part of the Raven Clan, which is like an

1104
00:54:46,920 --> 00:54:49,039
it's part of the Higabusa clan, but it's sort of

1105
00:54:49,079 --> 00:54:52,400
like a like a more secretive kind yeah, like kind

1106
00:54:52,400 --> 00:54:55,039
of like they're like the Black Ops branch of the

1107
00:54:55,320 --> 00:54:58,000
high Abusa Clan, where like nobody knows about them that

1108
00:54:58,519 --> 00:55:01,320
and they kind of just do sort of like shady

1109
00:55:01,440 --> 00:55:04,480
wetwork kind of missions, like the stuff that, yeah, the

1110
00:55:04,519 --> 00:55:07,760
proper Hyabusa clan would never kind of touch. They're like, yeah,

1111
00:55:07,840 --> 00:55:10,440
you know, we'll do some like political assassinations or whatnot

1112
00:55:10,519 --> 00:55:13,719
if you pay us enough. Basically, you know, regardless of

1113
00:55:13,719 --> 00:55:16,280
whether or not it's morally ethical or not. And so

1114
00:55:16,480 --> 00:55:20,400
Yakimo's sort of like seen as like the rising star

1115
00:55:20,679 --> 00:55:24,079
in this clan, and he's on a mission to kill

1116
00:55:24,119 --> 00:55:28,159
this priestess who is housing the dormant spirit of the

1117
00:55:28,239 --> 00:55:31,719
Dark Dragon, which is the recurring antagonist in the Ninja

1118
00:55:31,719 --> 00:55:34,800
Guiding games that Reuhyabusa has defeated countless times but has

1119
00:55:34,840 --> 00:55:38,320
never truly killed. He's kind of like Dracula in Castlevania,

1120
00:55:38,320 --> 00:55:41,760
where like sooner or later he's gonna come back. So

1121
00:55:41,960 --> 00:55:45,800
Yakimo following sort of this prophecy of the Raven clan, like, oh,

1122
00:55:45,800 --> 00:55:47,719
you got to kill the priestess and that'll take care

1123
00:55:47,719 --> 00:55:49,800
of it. And you get to the priestess who winds

1124
00:55:49,840 --> 00:55:53,519
up being this very very surprisingly kind of like bubbly

1125
00:55:53,760 --> 00:55:59,400
and charismatic and very like like flirty and teased like teases.

1126
00:55:59,440 --> 00:56:03,239
Yakamo kind of says like, hey, you know that prophecy,

1127
00:56:03,280 --> 00:56:05,679
it's actually not really what you think it is. What

1128
00:56:05,719 --> 00:56:08,920
you should really do is let me go. And also

1129
00:56:08,960 --> 00:56:11,480
we need to release the dragon because then you can

1130
00:56:11,559 --> 00:56:14,320
purify it and that will end it for good because

1131
00:56:14,400 --> 00:56:16,079
killing me, he's just gonna come back again, and like

1132
00:56:16,119 --> 00:56:20,280
another priestess, so why why even keep doing that? And

1133
00:56:20,360 --> 00:56:23,199
their relationship and kind of one of my biggest criticism

1134
00:56:23,239 --> 00:56:25,639
of the game is the story Ninja got In games.

1135
00:56:25,639 --> 00:56:27,840
I've never had good stories in my opinion, they're just

1136
00:56:28,360 --> 00:56:32,599
they are just like anime action bs and I.

1137
00:56:33,239 --> 00:56:37,599
Speaker 1: Like smashing you know, action figures together. Yeah, it's kind

1138
00:56:37,639 --> 00:56:39,000
of the storyline.

1139
00:56:39,159 --> 00:56:41,199
Speaker 3: It's like, Oh, I got my cool, hot ninja boy

1140
00:56:41,199 --> 00:56:43,760
and my hot priestest girl and they're gonna go on

1141
00:56:43,800 --> 00:56:46,639
an adventure to kill a dragon. And that's my excuse

1142
00:56:46,639 --> 00:56:49,599
for why I'm gonna like murder like twelve hundred other

1143
00:56:50,039 --> 00:56:54,159
people basically, and that's pretty much all it needs to be, honestly,

1144
00:56:54,320 --> 00:56:58,159
Like the fact that like there's there's no chemistry between

1145
00:56:58,199 --> 00:57:00,039
these two, like they kind of almost have like like

1146
00:57:00,159 --> 00:57:03,159
a cloud Earth kind of relationship of like, oh, the

1147
00:57:03,239 --> 00:57:06,320
gruff guy with the really kind of like nice flirty

1148
00:57:06,320 --> 00:57:09,239
girl that's kind of trying to penetrate his shell. But

1149
00:57:09,280 --> 00:57:12,360
it's even like it's nowhere near as explored because one

1150
00:57:12,400 --> 00:57:14,920
you almost spend most of your time communicating with her

1151
00:57:15,000 --> 00:57:17,960
over your comms, like she's not physically with Yakimo for

1152
00:57:18,039 --> 00:57:22,599
most of the adventure, but there's moments where there is

1153
00:57:22,639 --> 00:57:26,760
like there is a hilariously just like unearned sense of

1154
00:57:26,840 --> 00:57:29,280
like ore tease of a romance between the two where

1155
00:57:29,280 --> 00:57:32,639
you're like, why are we doing this? Like they haven't

1156
00:57:32,639 --> 00:57:35,480
even come close to like they merely know each other,

1157
00:57:35,519 --> 00:57:38,000
but it feels like obligatory, like whoa, these guys have

1158
00:57:38,079 --> 00:57:39,840
to kind of have something, and it's like no, no,

1159
00:57:39,880 --> 00:57:40,280
they don't.

1160
00:57:40,880 --> 00:57:43,519
Speaker 4: Oh, Marcus, I just want to let you know what

1161
00:57:43,599 --> 00:57:46,280
you have brought on yourself. You said the words, there's

1162
00:57:46,320 --> 00:57:49,119
not much chemistry between the two of them, like Cloud

1163
00:57:49,159 --> 00:57:52,159
and Earth. There is a lot of people on the

1164
00:57:52,159 --> 00:57:53,480
internet that would.

1165
00:57:53,360 --> 00:57:54,760
Speaker 6: Disagree with you.

1166
00:57:56,679 --> 00:57:57,280
Speaker 3: Chemistry.

1167
00:57:57,639 --> 00:58:00,599
Speaker 4: You're correct, they don't. It's it's all about on TIFA.

1168
00:58:00,639 --> 00:58:02,159
But I just wanted to warn you for the comments

1169
00:58:02,159 --> 00:58:03,119
that was surely becoming.

1170
00:58:03,239 --> 00:58:06,079
Speaker 2: Okay, this is just excuse for West to come out

1171
00:58:06,119 --> 00:58:07,079
as a TIFA stand.

1172
00:58:08,840 --> 00:58:10,599
Speaker 3: It depends on you who you took on that date

1173
00:58:10,800 --> 00:58:14,480
during the Golden Saucer. You know, maybe you can disagree there,

1174
00:58:14,519 --> 00:58:20,079
but but yes, all of that is irrelevant almost because

1175
00:58:20,119 --> 00:58:22,199
the action in this game is so damn good. So

1176
00:58:22,320 --> 00:58:25,039
Yakimo's got four different weapons that you gain. They're all

1177
00:58:25,119 --> 00:58:27,800
kind of like demonic arms. He's got like his starting

1178
00:58:27,880 --> 00:58:31,039
kind of dual katanas you get the staff. He has

1179
00:58:31,079 --> 00:58:36,519
these like this sort of like a rapier that transforms

1180
00:58:36,559 --> 00:58:39,400
into a drill when you use these Blood Raven attacks,

1181
00:58:39,440 --> 00:58:41,159
which is like a new mechanic for Ninja Guide, and

1182
00:58:41,199 --> 00:58:44,679
where if you hold the left trigger while you are attacking,

1183
00:58:44,800 --> 00:58:47,800
and as long as you have enough of a meter field,

1184
00:58:48,079 --> 00:58:51,119
you'll basically do like stronger variations of your normal attack,

1185
00:58:51,239 --> 00:58:54,960
Like they're a little slower, but they transformed the weapon

1186
00:58:54,960 --> 00:58:57,079
into a sort of like almost a demonic version of

1187
00:58:57,119 --> 00:58:59,039
yourself to where like, oh, a Blood Raven attack with

1188
00:58:59,079 --> 00:59:02,440
your swords makes the sword like extra long and like

1189
00:59:02,599 --> 00:59:04,840
crimson red, and you'll just like deal a ton of

1190
00:59:04,880 --> 00:59:08,559
damage to more enemies at once. I mentioned like the

1191
00:59:08,559 --> 00:59:10,639
the rapier can turn into this drill that you can

1192
00:59:10,719 --> 00:59:12,400
just like toss guys in the air and then just

1193
00:59:12,480 --> 00:59:16,599
drill them apart. Like the staff turns into a big

1194
00:59:16,639 --> 00:59:20,079
hammer that you can smash dudes apart with, and like

1195
00:59:20,119 --> 00:59:23,360
there's a the enemies have certain attacks and defenses that

1196
00:59:23,400 --> 00:59:26,360
can only be broken by using the Blood Raven attacks.

1197
00:59:26,719 --> 00:59:30,039
So like the gameplay is already pretty fast paced and

1198
00:59:30,079 --> 00:59:34,199
a lot about like within like nanoseconds trying to react

1199
00:59:34,360 --> 00:59:37,679
to all these attacks coming after you, but the blood

1200
00:59:37,760 --> 00:59:40,320
Raven attacks kind of make you study the enemies even

1201
00:59:40,360 --> 00:59:41,960
more because now you're trying to watch, like, Okay, this

1202
00:59:42,000 --> 00:59:43,760
guy's eyes are glowing red and he's got like a

1203
00:59:43,760 --> 00:59:46,239
little glow. I can only break through that by using

1204
00:59:46,239 --> 00:59:48,239
my blood Raven attack that I have to weave into

1205
00:59:48,280 --> 00:59:51,280
this combo string that I'm already doing right now to

1206
00:59:51,400 --> 00:59:53,440
like stun him, and then you can go in there

1207
00:59:53,480 --> 00:59:55,840
and deal with with more damage and it feels awesome

1208
00:59:56,400 --> 00:59:59,960
like this game, Like the best thing about this style

1209
01:00:00,159 --> 01:00:02,679
is action genre when it's done right, is that it

1210
01:00:02,679 --> 01:00:04,880
makes you feel like the coolest guy that has ever

1211
01:00:04,920 --> 01:00:09,280
picked up a controller. Like everything you do, you're just like, man,

1212
01:00:09,679 --> 01:00:11,400
no one looks as cool as me. Did you see

1213
01:00:11,400 --> 01:00:13,400
that like ten hit combo that I popped the guy

1214
01:00:13,440 --> 01:00:16,159
in the air, juggled them, then did a Zuma drop

1215
01:00:16,199 --> 01:00:19,000
where it's just like a spinning pile driver basically like

1216
01:00:19,199 --> 01:00:21,480
no one else could have done that, And like all

1217
01:00:21,559 --> 01:00:23,679
the moves are easy to execute but also still have

1218
01:00:23,760 --> 01:00:28,400
enough like kind of like technical aspect to them, because

1219
01:00:28,400 --> 01:00:30,519
it's kind of like fighting game inputs, but it's all

1220
01:00:30,559 --> 01:00:33,639
like simple fighting game inputs, So just like, oh up,

1221
01:00:33,679 --> 01:00:36,760
doown X does this one attack or quarter like they

1222
01:00:36,800 --> 01:00:40,000
have quarter circles like you do, Like quarter circle, X

1223
01:00:40,039 --> 01:00:42,039
will do like this spinning move that just like he'll

1224
01:00:42,079 --> 01:00:44,239
like spin around and hit like a bunch of enemies

1225
01:00:44,239 --> 01:00:46,639
within a radius, and then like your standard like you know,

1226
01:00:46,760 --> 01:00:51,719
like XX triangle whatever. They have like a nice challenge

1227
01:00:51,800 --> 01:00:54,880
room that they present you constantly when you buy new moves,

1228
01:00:54,920 --> 01:00:56,800
so you can kind of try out everything. But I

1229
01:00:56,800 --> 01:01:02,199
also recommend not feeling obligated to unlock every new move

1230
01:01:02,239 --> 01:01:04,920
every time you have the opportunity to do so. I

1231
01:01:04,960 --> 01:01:08,400
think it is smart to sort of like acclimate yourself

1232
01:01:08,400 --> 01:01:10,159
with what you have, because you have a lot to

1233
01:01:10,159 --> 01:01:12,320
work with at the start, and they throw a lot

1234
01:01:12,360 --> 01:01:15,280
at you very quickly to where I think our video

1235
01:01:15,320 --> 01:01:17,199
game mind's kind of like, oh, I should have this now,

1236
01:01:17,280 --> 01:01:20,239
But then that's like another new input you need to use,

1237
01:01:20,360 --> 01:01:22,159
and it's easy to just unlock a bunch of stuff

1238
01:01:22,159 --> 01:01:24,079
in succession and forget that you even have it at

1239
01:01:24,159 --> 01:01:27,440
your disposal. So I could if I could offer a

1240
01:01:27,480 --> 01:01:32,199
pro tip to players, like just leave stuff available until

1241
01:01:32,239 --> 01:01:35,119
you think you're ready to start adding to your arsenal,

1242
01:01:35,119 --> 01:01:36,760
and I think you will have a better time, and

1243
01:01:36,800 --> 01:01:40,519
will also find yourself using the different maneuvers because the

1244
01:01:40,559 --> 01:01:44,199
game rewards kind of like smart implementation of your combos

1245
01:01:44,239 --> 01:01:46,719
and different maneuvers. Because like I said, the game's hard,

1246
01:01:46,719 --> 01:01:49,639
and they throw a lot of enemies at you. The

1247
01:01:49,760 --> 01:01:53,400
enemy variety I think is a little I say, say

1248
01:01:53,400 --> 01:01:55,599
a week, but it could be better. Like I think

1249
01:01:55,639 --> 01:01:58,239
a lot of the encounters kind of as you move

1250
01:01:58,280 --> 01:02:01,880
throughout the different worlds though, throw like a decent selection,

1251
01:02:02,000 --> 01:02:04,199
but then it kind of remains that selection until you

1252
01:02:04,239 --> 01:02:07,960
reach the next brand new area and y. And because

1253
01:02:07,960 --> 01:02:10,960
the encounters can drag sometimes, which is with my other

1254
01:02:11,079 --> 01:02:13,719
kind of criticism, like as fun as the combat is,

1255
01:02:14,480 --> 01:02:18,280
like you, you will be tired playing this game, Like

1256
01:02:18,320 --> 01:02:21,119
your hands will hurt. And I'm speaking from experience, and

1257
01:02:21,159 --> 01:02:22,800
it's one of those times where I almost felt old

1258
01:02:22,840 --> 01:02:24,679
of like, oh my god, please tell them I'm not

1259
01:02:24,719 --> 01:02:27,000
aging out of this genre. But there were plenty of

1260
01:02:27,119 --> 01:02:31,079
combat encounters where I've like, you know, playing ten fights straight,

1261
01:02:31,440 --> 01:02:34,719
and because of how like on on the ball you

1262
01:02:34,760 --> 01:02:36,400
need to be and how quickly you need to get

1263
01:02:36,400 --> 01:02:38,960
these inputs in to keep up with everything around you,

1264
01:02:38,960 --> 01:02:40,559
you will put the controller down and be like, oh

1265
01:02:40,639 --> 01:02:43,159
my kind of almost achy, like if it was a

1266
01:02:43,159 --> 01:02:45,079
cartoon character. I feel like smoke what coming out of

1267
01:02:45,119 --> 01:02:48,880
my hands when I finished playing like a really long

1268
01:02:48,920 --> 01:02:52,480
combat encounter. But like I mentioned before, like it all

1269
01:02:52,559 --> 01:02:57,119
feels super good and it's so fun to play outside

1270
01:02:57,119 --> 01:03:00,960
of battles. This is a very it's a throwbacky in

1271
01:03:00,960 --> 01:03:04,400
the sense of like I think like Soul's likes have

1272
01:03:04,480 --> 01:03:08,079
almost become the de facto action game at this point

1273
01:03:08,639 --> 01:03:13,119
to and where players expect kind of like maybe medior

1274
01:03:13,159 --> 01:03:16,800
exploration outside of battles, whereas this is very much like

1275
01:03:16,880 --> 01:03:19,440
old school in Ninja Guided and kind of what stylish

1276
01:03:19,480 --> 01:03:22,239
action games used to be of. You're just moving straight

1277
01:03:22,440 --> 01:03:26,639
down largely linear corridors, and then occasionally you'll find like

1278
01:03:26,679 --> 01:03:29,679
an alternate path that'll lead you to like a secret

1279
01:03:30,199 --> 01:03:33,960
or a challenge room, or one of the very very

1280
01:03:34,000 --> 01:03:37,159
boilerplate simple side quests that you can do, which it

1281
01:03:37,400 --> 01:03:39,360
all boil down to, hey, can you kill like five

1282
01:03:39,360 --> 01:03:44,079
of these enemies over here? And so it's like refreshing

1283
01:03:44,079 --> 01:03:46,119
in that sense. But I think if you're looking for

1284
01:03:46,199 --> 01:03:48,480
maybe something a little bit more robust, that could be

1285
01:03:49,239 --> 01:03:51,079
maybe a little bit of a disappointment, And I think

1286
01:03:51,079 --> 01:03:55,440
it just comes into like maybe your many your age,

1287
01:03:55,440 --> 01:03:57,360
even like depending on when you got into action games.

1288
01:03:57,440 --> 01:03:59,880
They don't really make action games like this anymore. Yeah,

1289
01:04:01,239 --> 01:04:04,119
and but I like I enjoyed it as an as

1290
01:04:04,159 --> 01:04:05,000
an old person.

1291
01:04:08,000 --> 01:04:11,599
Speaker 4: Like it's been what like fifteen years since the last

1292
01:04:11,599 --> 01:04:12,519
one or something.

1293
01:04:12,360 --> 01:04:15,159
Speaker 3: Since Ninja Guiden three. Yes, not since the last Ninja

1294
01:04:15,199 --> 01:04:17,360
Guiding games. I mean we got Rage Bound this year

1295
01:04:17,400 --> 01:04:19,760
and then The Black Remastered, but this is the first

1296
01:04:19,800 --> 01:04:23,400
like mainline number game since three, which was twenty twelve.

1297
01:04:24,159 --> 01:04:29,159
Speaker 4: Does it feel kind of like an old Ninja Guiden

1298
01:04:29,280 --> 01:04:31,639
but like for twenty twenty five or do you think

1299
01:04:31,639 --> 01:04:33,840
that it feels more in line with like it could

1300
01:04:33,840 --> 01:04:36,719
have come out a couple of years after three, uh

1301
01:04:36,880 --> 01:04:37,840
and fit right in.

1302
01:04:39,280 --> 01:04:42,079
Speaker 3: Hmmm, that's an interesting question. I I don't know if

1303
01:04:42,119 --> 01:04:44,480
this game is doing anything that I mean, if we're

1304
01:04:44,519 --> 01:04:47,480
talking strictly technology, I mean, this game runs it like

1305
01:04:47,519 --> 01:04:50,440
I think one if you have the display to do it,

1306
01:04:50,480 --> 01:04:53,280
which is you know, insane. I mean it runs out

1307
01:04:53,280 --> 01:04:56,039
of Smooth sixty on Xbox Series X, which is where

1308
01:04:56,039 --> 01:04:58,480
I reviewed it. So like maybe in terms of the performance,

1309
01:04:58,519 --> 01:05:00,320
I don't think you could get like this is good

1310
01:05:00,320 --> 01:05:02,119
looking game I don't know if that's I feel like

1311
01:05:02,159 --> 01:05:03,960
that might be lost in some of the discussions too,

1312
01:05:04,000 --> 01:05:06,840
is how good this game looks Like the environments look good,

1313
01:05:06,880 --> 01:05:09,599
the like it never stutters or like they're throwing so

1314
01:05:09,719 --> 01:05:12,679
much at you, and it maintains that silky smooth just

1315
01:05:12,800 --> 01:05:16,639
like fast paces. So and I think that does help

1316
01:05:16,679 --> 01:05:19,400
with kind of selling the action. So I don't I

1317
01:05:19,440 --> 01:05:21,960
think that aspect you couldn't have achieved, you know, into

1318
01:05:21,960 --> 01:05:24,320
twenty tens. But in terms of the mechanics, I mean,

1319
01:05:24,320 --> 01:05:28,000
there's nothing crazy about the mechanics, even though there's new

1320
01:05:28,039 --> 01:05:30,519
stuff that couldn't have been done before. But I also

1321
01:05:30,559 --> 01:05:32,880
don't think that's like a knock against it. I think

1322
01:05:32,920 --> 01:05:36,119
that's sort of like something that maybe like I don't

1323
01:05:36,119 --> 01:05:38,800
know who brought like the new ideas, like if it

1324
01:05:38,840 --> 01:05:41,800
was all Platinum or if it was Team Ninja and

1325
01:05:41,840 --> 01:05:44,719
Platinum together. So I don't want to pin it on like, oh,

1326
01:05:44,840 --> 01:05:47,480
this would have happened if Platinum had stepped in, you know,

1327
01:05:47,719 --> 01:05:51,400
because I don't. I don't really know. But it is

1328
01:05:51,519 --> 01:05:55,719
like it's something that feels like it could come out today,

1329
01:05:56,199 --> 01:05:57,840
but in the ways that I kind of mentioned earlier,

1330
01:05:57,840 --> 01:05:59,800
like it also feels like a throwback to like the

1331
01:06:00,000 --> 01:06:06,199
stylist action Heyday in a good way. Yeah, Like it's

1332
01:06:06,280 --> 01:06:10,639
fun the other the thing that disappoints me most about it, though,

1333
01:06:10,679 --> 01:06:14,440
and it's funny because it's almost sort of like there's

1334
01:06:14,440 --> 01:06:18,039
something serendipitous about this. So this is the fourth numbered

1335
01:06:18,119 --> 01:06:23,519
Ninja Guiden game that is headed by Platinum. Platinum has

1336
01:06:23,800 --> 01:06:27,679
lineage to Devil May Cry because you know, there was

1337
01:06:27,719 --> 01:06:29,920
developers that left Platinum that worked on the Devil mc

1338
01:06:29,960 --> 01:06:33,000
Cry games. The fourth Devil May Cry game also started

1339
01:06:33,000 --> 01:06:38,360
to do protagonists, but also had Dante playable, but they

1340
01:06:38,519 --> 01:06:41,119
it's funny how both Ninja Gayden For and Dil May

1341
01:06:41,159 --> 01:06:46,559
Cry for handle the returning staple protagonists in the same

1342
01:06:46,880 --> 01:06:51,599
bad way. Because Ninja Guiden four you play is for

1343
01:06:51,719 --> 01:06:55,360
you eventually, but it's only for a handful of missions.

1344
01:06:55,360 --> 01:06:58,119
In the latter have and all of his missions are

1345
01:06:58,320 --> 01:07:02,159
just him going through the same stages you played through

1346
01:07:02,360 --> 01:07:06,440
as Yakimo. They're like shorter variations of It sucks, but

1347
01:07:06,519 --> 01:07:09,480
it is like the same content and you even refight

1348
01:07:09,639 --> 01:07:14,079
the same bosses. And even though there is a narrative

1349
01:07:14,199 --> 01:07:17,639
explanation for it that like makes sense, but it still

1350
01:07:17,719 --> 01:07:21,039
doesn't make it, you know, any more exciting that like,

1351
01:07:21,079 --> 01:07:24,519
oh that I already killed this admittedly really cool boss,

1352
01:07:24,559 --> 01:07:27,920
but like you're just doing it again as Rio Hyabusa,

1353
01:07:27,920 --> 01:07:31,559
who does play differently than Yakimo. And yeah, I've gotten

1354
01:07:31,599 --> 01:07:33,920
flat for saying this, but Ryu is fun to use

1355
01:07:33,920 --> 01:07:35,480
in this game, but I think Yaka is the most

1356
01:07:35,519 --> 01:07:38,199
more fun, just because Yakomo has like the four different

1357
01:07:38,199 --> 01:07:40,960
weapons you can cycle through, whereas Reu just has the

1358
01:07:41,039 --> 01:07:44,119
Dragon sword and his Nimpo magic fun in his own way.

1359
01:07:44,159 --> 01:07:46,519
But I just liked having the options of cycling through

1360
01:07:46,559 --> 01:07:49,679
so many different weapons and creating these crazy combo strings

1361
01:07:49,679 --> 01:07:52,599
with Yakimo actually can't really do with Reu, but yeah,

1362
01:07:52,639 --> 01:07:55,480
it was. It was crazy how much this reminded me

1363
01:07:55,519 --> 01:07:57,639
of Double Bay Cry for in the second half of Like, oh,

1364
01:07:57,679 --> 01:08:00,840
you're running through this again as the series fab protagonist,

1365
01:08:00,880 --> 01:08:03,000
but in the most boring way possible.

1366
01:08:03,639 --> 01:08:06,639
Speaker 1: Also, like who cares if there's narrative reason for it?

1367
01:08:06,679 --> 01:08:08,400
If the narrative isn't good.

1368
01:08:09,760 --> 01:08:13,840
Speaker 3: That's like, oh, I understand why this is happening, but

1369
01:08:13,920 --> 01:08:19,159
I still wish it wasn't happening. Yeah, So yeah, that's

1370
01:08:19,520 --> 01:08:21,760
I think maybe that's probably the biggest bummer is just

1371
01:08:21,920 --> 01:08:23,800
the reuse stuff, because like hearing that he was also

1372
01:08:23,800 --> 01:08:27,920
playable was really exciting. And I think the fights against Reu,

1373
01:08:28,000 --> 01:08:29,760
because you fight him a couple of times, like those

1374
01:08:29,760 --> 01:08:31,840
are fun because it's like the you know, like, oh,

1375
01:08:31,880 --> 01:08:33,680
I'm fighting the guy that I've been in the last

1376
01:08:33,720 --> 01:08:36,279
three games. I know what he can do, but also

1377
01:08:36,439 --> 01:08:38,359
I get to know what it feels like to be

1378
01:08:38,439 --> 01:08:40,159
on the other side of his sword because oh my god,

1379
01:08:40,199 --> 01:08:42,399
he's super hard because he should be because he's the

1380
01:08:42,439 --> 01:08:46,239
super ninja. So like the fights against him are more

1381
01:08:46,279 --> 01:08:49,159
fun than actually playing through him, which is a bummer,

1382
01:08:49,399 --> 01:08:53,560
but overall fun game. I love Ninja Gayding four. I

1383
01:08:53,560 --> 01:08:56,159
think it's you know, it's a nice return to form

1384
01:08:56,159 --> 01:08:59,479
after a Ninja guydon three you know famously was not

1385
01:09:00,119 --> 01:09:02,560
very good and even with the Razor's Edge sort of

1386
01:09:02,600 --> 01:09:05,880
like band aid that they did, it was still the

1387
01:09:05,920 --> 01:09:08,199
worst of the three or at the time three ninja

1388
01:09:08,239 --> 01:09:11,159
guy in games. Yeah, but you know, it's nice that,

1389
01:09:11,399 --> 01:09:13,279
you know, or finally the series is back and it's

1390
01:09:13,279 --> 01:09:16,720
finally kind of like back on a on better footing.

1391
01:09:16,760 --> 01:09:18,680
And I hope we get like more games with Yakomo

1392
01:09:18,720 --> 01:09:21,279
because it certainly seems like they have kind of laid

1393
01:09:21,319 --> 01:09:25,600
the runway for a series starring him.

1394
01:09:26,279 --> 01:09:29,479
Speaker 1: Yeah, well, thanks for kind of running that down. I

1395
01:09:29,520 --> 01:09:32,560
think I don't know if I don't know if this

1396
01:09:32,760 --> 01:09:39,039
is I'm also not a character action guy, so I

1397
01:09:39,079 --> 01:09:41,720
don't know if I'm gonna if I'm gonna swing this one.

1398
01:09:41,800 --> 01:09:42,199
I don't know.

1399
01:09:42,359 --> 01:09:44,119
Speaker 3: Do you feel like you've gotten what you needed out

1400
01:09:44,159 --> 01:09:46,760
of it just watching the footage, Like, do you feel

1401
01:09:46,760 --> 01:09:48,640
like you need to play it because of how hard

1402
01:09:48,640 --> 01:09:51,279
it is and it's it's pretty demanding, Like you're like,

1403
01:09:51,359 --> 01:09:53,279
it's fun to just look at it and admire, But

1404
01:09:53,600 --> 01:09:55,159
I don't know if I need to be the person

1405
01:09:55,239 --> 01:09:55,680
doing that.

1406
01:09:56,600 --> 01:09:58,880
Speaker 1: Yeah, it definitely strikes me as like one of those

1407
01:09:58,920 --> 01:10:01,399
games that I could pull up on Twitch and just

1408
01:10:01,399 --> 01:10:04,439
like enjoying the background and like, oh, dang, that's a

1409
01:10:04,439 --> 01:10:06,640
cool fight, you know that kind of thing. But I

1410
01:10:06,680 --> 01:10:09,079
don't necessarily need to need to check it out myself.

1411
01:10:09,600 --> 01:10:11,960
But I am happy for the Ninja Giden fans out

1412
01:10:11,960 --> 01:10:16,079
there that there's like, finally, you know, a good one

1413
01:10:16,119 --> 01:10:18,560
of those again to go and play. Yeah, and kind

1414
01:10:18,600 --> 01:10:20,439
of there's you know, flaws.

1415
01:10:20,159 --> 01:10:22,239
Speaker 3: And like the last I'm pretty sure this is the

1416
01:10:22,319 --> 01:10:24,840
last year of the Ninja game, right, I don't think.

1417
01:10:24,680 --> 01:10:27,880
Speaker 1: There's anything else after this, and yeah.

1418
01:10:27,560 --> 01:10:29,840
Speaker 3: So I think it kind of compleats like the streak

1419
01:10:29,880 --> 01:10:31,680
of Like all of them are good. I think we

1420
01:10:31,720 --> 01:10:32,479
can all agree.

1421
01:10:33,800 --> 01:10:36,840
Speaker 1: Yeah, yeah, I think my favorite one has been Schanobi

1422
01:10:37,000 --> 01:10:40,680
Art of Vengeance out of out of what's come out

1423
01:10:40,760 --> 01:10:43,680
or actually no, probably rage Bound, Ninja Guiden, rage Bound,

1424
01:10:43,720 --> 01:10:48,880
It's probably is really good. Yeah, if you're gonna play

1425
01:10:48,880 --> 01:10:53,279
one Ninja guiding game, I feel like, what do you think?

1426
01:10:53,399 --> 01:10:53,960
I feel like.

1427
01:10:54,359 --> 01:10:56,079
Speaker 3: There's so much it's hard because they're so.

1428
01:10:56,079 --> 01:10:58,239
Speaker 1: They are so different. Yeah, they are, I think.

1429
01:10:58,279 --> 01:10:59,840
Speaker 3: I mean, if you're a Ninja Guyden fan, you should

1430
01:10:59,840 --> 01:11:02,079
play both because you're you're eating real good this year,

1431
01:11:02,199 --> 01:11:05,199
and even the Ninja Guy in two Black from January

1432
01:11:05,279 --> 01:11:07,600
if you have a great remaster of a very good

1433
01:11:07,680 --> 01:11:11,279
Ninja Guy in game. I don't know, Wes, I feel

1434
01:11:11,279 --> 01:11:13,000
like we're gonna have to have that conversation. I mean

1435
01:11:13,039 --> 01:11:13,199
I have.

1436
01:11:13,359 --> 01:11:14,279
Speaker 2: I think it's I.

1437
01:11:14,279 --> 01:11:17,079
Speaker 4: Feel like playing Ninja God in four and then you

1438
01:11:17,119 --> 01:11:19,960
decide either Rage Bound or Shanoby, because Shanoby and Rage

1439
01:11:19,960 --> 01:11:22,800
Bound are kind of doing the same thing in the

1440
01:11:22,800 --> 01:11:26,399
sense that they're like two D action games, whereas yeah,

1441
01:11:26,520 --> 01:11:30,279
rage Bound is so different from four other than like

1442
01:11:30,640 --> 01:11:34,000
the fact that you're going to hear similar names and

1443
01:11:34,039 --> 01:11:35,319
it's demons and.

1444
01:11:35,239 --> 01:11:37,359
Speaker 3: You also fight Reu Hai Busa at different points in

1445
01:11:37,399 --> 01:11:37,880
both ka.

1446
01:11:40,760 --> 01:11:43,520
Speaker 1: Well, I think that's gonna do it for that topic.

1447
01:11:43,720 --> 01:11:47,439
Going to transition to our last topic before the interview

1448
01:11:47,479 --> 01:11:51,479
with Samantha bay Art, I got a chance to go

1449
01:11:52,319 --> 01:11:57,039
hands on with the season one content for Battlefield six.

1450
01:11:57,439 --> 01:12:00,720
Uh So I got to check out like I got

1451
01:12:00,720 --> 01:12:02,680
to check out a new sniper, which was really cool,

1452
01:12:02,880 --> 01:12:05,760
but like the main I think the main draw for me,

1453
01:12:05,800 --> 01:12:09,479
at least with two new maps. One is Blackwell Fields

1454
01:12:10,760 --> 01:12:14,600
and one is Golden State. And Blackwell Fields is like

1455
01:12:15,399 --> 01:12:19,520
very battlefield map, like you know, you're driving over and

1456
01:12:19,600 --> 01:12:22,199
like if you hit like oil rigs, they'll like shoot

1457
01:12:22,199 --> 01:12:24,279
oil into the air and like there's a lot of

1458
01:12:24,359 --> 01:12:27,920
stuff on fire, and you know, it's very very battlefield.

1459
01:12:27,960 --> 01:12:31,199
And then Golden State is in this like idyllic you know,

1460
01:12:31,560 --> 01:12:36,239
California neighborhood that's like really green and lush and like suburban.

1461
01:12:36,560 --> 01:12:39,439
Speaker 3: Yeah, they also both sound like Pearl Jam songs to

1462
01:12:39,479 --> 01:12:40,359
me for some reason.

1463
01:12:42,279 --> 01:12:46,000
Speaker 1: That's funny. Yeah, they do, and I'm I really enjoy

1464
01:12:46,079 --> 01:12:50,920
both maps. Actually, you know, sometimes DLC maps in in

1465
01:12:51,039 --> 01:12:52,840
shooter games, they can be hit or missed. You know.

1466
01:12:52,880 --> 01:12:57,439
It's like, especially when they launched so closely after after

1467
01:12:57,479 --> 01:12:59,760
the main game, is like, oh, these weren't included in

1468
01:13:00,399 --> 01:13:02,319
you know, it was a choice to include these later

1469
01:13:02,359 --> 01:13:06,039
on rather than with like the base the base launch maps,

1470
01:13:06,840 --> 01:13:08,960
and that could be good or bad sometimes depending on

1471
01:13:09,000 --> 01:13:13,640
like confidence levels. But I think that this one, this

1472
01:13:13,840 --> 01:13:17,239
drop of maps is really solid and is going to

1473
01:13:17,319 --> 01:13:21,880
serve as like incentive to keep playing Battlefield six. I

1474
01:13:21,880 --> 01:13:23,800
think these maps and stuff are dropping. It's at the

1475
01:13:24,000 --> 01:13:27,600
twenty six the twenty eighth of October, so it's next week.

1476
01:13:27,640 --> 01:13:32,359
I think it's the twenty eighth on Tuesday. And yeah,

1477
01:13:32,399 --> 01:13:37,119
but I'm really enjoying them. I think, you know, I

1478
01:13:37,159 --> 01:13:40,239
have realized, like, as I've played Battlefield six more and more,

1479
01:13:40,359 --> 01:13:44,680
I think I'm a tank guy. I I you know,

1480
01:13:44,800 --> 01:13:47,960
I in the past, she always was like kind of infantry.

1481
01:13:48,159 --> 01:13:51,479
I was sniper, you know, And now that I'm like

1482
01:13:51,479 --> 01:13:55,439
playing Battlefield six, I'm realizing that, like, man, maybe I'm

1483
01:13:55,439 --> 01:13:58,640
the vehicle guy, but not not the choppers, not the jets.

1484
01:13:58,880 --> 01:14:00,920
Maybe I'm just like, you know, oh.

1485
01:14:00,840 --> 01:14:03,680
Speaker 3: I'm a chopper guy, even though I have no right

1486
01:14:03,720 --> 01:14:06,439
to be. I I crash it every time I've ever

1487
01:14:06,479 --> 01:14:07,399
gotten into one.

1488
01:14:07,800 --> 01:14:09,560
Speaker 1: But I still, yeah, and that's why I'm not a chopper.

1489
01:14:11,840 --> 01:14:15,760
What's really funny is the Golden State map. You can

1490
01:14:15,840 --> 01:14:19,039
drive golf carts around and so you'll just see like

1491
01:14:19,760 --> 01:14:28,920
helicopters crash into golf carts and it's really good. Yeah, exactly. Yeah,

1492
01:14:28,960 --> 01:14:32,880
the flow of the maps are really really great too. Yeah.

1493
01:14:33,000 --> 01:14:36,199
I'm really just enjoying Battlefield six. It's it's for sure

1494
01:14:36,359 --> 01:14:39,279
gonna be on my top ten somewhere. It's really kind

1495
01:14:39,279 --> 01:14:43,000
of doing it for me. And you know, as they

1496
01:14:43,000 --> 01:14:46,079
continue to roll out, there's also more modes coming that

1497
01:14:46,159 --> 01:14:48,279
I actually didn't get a chance to check out yet.

1498
01:14:49,359 --> 01:14:54,039
Speaker 3: Can you do private like matches like team on team stuff?

1499
01:14:56,920 --> 01:15:01,319
Speaker 1: Maybe through portal Battlefield Portal, but uh, there isn't like

1500
01:15:01,399 --> 01:15:05,199
a easy like custom game straight from the menu or

1501
01:15:05,239 --> 01:15:06,399
it's just you and your friends.

1502
01:15:06,680 --> 01:15:09,159
Speaker 3: I was gonna say, like we should do like team

1503
01:15:09,239 --> 01:15:12,920
GI against another outlet, like our squad, another squad.

1504
01:15:13,159 --> 01:15:14,640
Speaker 1: Yeah, we would have to have like.

1505
01:15:15,359 --> 01:15:16,800
Speaker 3: H I don't know if I don't know if the

1506
01:15:16,840 --> 01:15:18,359
game allowed that, but it's just it's just.

1507
01:15:18,560 --> 01:15:20,840
Speaker 1: We have to have like thirty two verse thirty two.

1508
01:15:22,199 --> 01:15:24,359
Speaker 3: You can't like four or five on five or does

1509
01:15:24,359 --> 01:15:24,960
it have to be.

1510
01:15:25,119 --> 01:15:27,359
Speaker 1: The maps are I mean, we can do the infantry

1511
01:15:27,399 --> 01:15:30,520
only maps, but if you're playing battle you want to

1512
01:15:30,560 --> 01:15:30,760
do like.

1513
01:15:30,840 --> 01:15:33,600
Speaker 3: Yeah, we'll get a bunch of XGI thirty two for

1514
01:15:34,000 --> 01:15:37,279
game and four place like it's thirty two other people

1515
01:15:37,319 --> 01:15:38,880
from a different outlet and it's easy.

1516
01:15:39,479 --> 01:15:39,880
Speaker 2: Uh.

1517
01:15:39,920 --> 01:15:42,359
Speaker 1: Well, be sure to follow the guys here. Follow Charles

1518
01:15:42,439 --> 01:15:45,760
at Chuck Duck three six five, Follow Marcus at Marcus

1519
01:15:45,760 --> 01:15:48,479
Stewart seven. Wesley you can follow him at West of

1520
01:15:48,560 --> 01:15:53,640
LeBlanc on Blue Sky or at a Underscore am Underscore

1521
01:15:53,720 --> 01:15:57,479
Wesley on other places like Instagram, and you can follow

1522
01:15:57,520 --> 01:16:00,199
me at It's van Aken. You'll find me on all

1523
01:16:00,199 --> 01:16:03,199
the places that you can find me with that name.

1524
01:16:04,039 --> 01:16:05,800
If you can't find me there, it's because I chose

1525
01:16:05,880 --> 01:16:10,640
not to be there. Yeah, yeah, free. Will be sure

1526
01:16:10,680 --> 01:16:12,479
to share the show with a friend if you don't mind,

1527
01:16:12,800 --> 01:16:18,279
and of course pick up a game Informer magazine subscription.

1528
01:16:18,439 --> 01:16:23,079
We just announced that Dragon Quest seven Reimagined is our

1529
01:16:23,159 --> 01:16:29,119
next cover story, and it's fans are good. It was

1530
01:16:29,439 --> 01:16:38,800
fucking cool. Yeah. Wes and I were walking around Japan. Yeah,

1531
01:16:38,840 --> 01:16:42,560
I don't know why. Yeah, yeah, I've learned Wes is

1532
01:16:42,600 --> 01:16:45,319
really good at them, and I was like, you know,

1533
01:16:45,960 --> 01:16:48,840
trying to be considerate in public places in Tokyo, where

1534
01:16:48,880 --> 01:16:53,960
like Americans are very annoying in places like that, and

1535
01:16:54,319 --> 01:16:58,199
I'm just like cracking up because Wes is whispering sayous

1536
01:16:58,239 --> 01:17:00,399
way and it's just than me.

1537
01:17:01,920 --> 01:17:04,000
Speaker 4: That's why they love us tourists over there.

1538
01:17:04,720 --> 01:17:08,399
Speaker 1: Yeah. Yeah, all right, We'll enjoy the interview everybody, and

1539
01:17:08,479 --> 01:17:11,000
thank you Samantha Bayart for joining the show as well.

1540
01:17:11,479 --> 01:17:13,840
All right, we'll see you next week. Enjoy the interview.

1541
01:17:14,039 --> 01:17:17,439
Speaker 2: Bye bye, Welcome back to the Game of Former show.

1542
01:17:17,680 --> 01:17:19,479
I am your host right now, Charles Hart, and I'm

1543
01:17:19,600 --> 01:17:22,720
joined by the one, the only, Samantha bay Art. How

1544
01:17:22,800 --> 01:17:25,439
is it going, Samantha, I'm good.

1545
01:17:25,600 --> 01:17:25,960
Speaker 8: How are you?

1546
01:17:26,600 --> 01:17:27,159
Speaker 6: I'm great.

1547
01:17:27,239 --> 01:17:30,319
Speaker 2: Well, our audience is probably familiar with you, but I

1548
01:17:30,359 --> 01:17:33,640
thought it'd be fun to do a little trivia icebreaker

1549
01:17:34,039 --> 01:17:36,159
where I'm gonna set up some questions. They'll get a

1550
01:17:36,159 --> 01:17:38,039
minute to answer in their heads, and then you'll tell

1551
01:17:38,039 --> 01:17:40,960
me what the actual answer is, assuming you remember the role.

1552
01:17:41,000 --> 01:17:42,399
Speaker 8: So you say the best of my ability.

1553
01:17:42,479 --> 01:17:45,920
Speaker 2: Yes, yes, in this little segment I've been Soft launching

1554
01:17:46,039 --> 01:17:53,800
called g I auDA No, okay great. Uh so this

1555
01:17:53,880 --> 01:17:57,359
breakthrough role also earned them a Breakthrough BAFT Award in

1556
01:17:57,399 --> 01:17:58,199
twenty twenty three.

1557
01:17:58,359 --> 01:18:04,680
Speaker 6: What game was that, four Samantha.

1558
01:18:05,600 --> 01:18:08,199
Speaker 8: It wasn't an award, It's like an honorary thing. I

1559
01:18:08,239 --> 01:18:09,239
want to be very clear.

1560
01:18:09,640 --> 01:18:10,760
Speaker 2: That's fair. That's fair, that's fair.

1561
01:18:11,399 --> 01:18:14,399
Speaker 8: It was for a game called The Excavation of Hobbes.

1562
01:18:14,439 --> 01:18:19,119
Speaker 2: Barrow Beautiful Smith is also the and correct me if

1563
01:18:19,119 --> 01:18:20,399
I'm wrong on any of these. By the way, this

1564
01:18:20,399 --> 01:18:22,439
is all Internet source stuff. You're that you're the first hands.

1565
01:18:22,760 --> 01:18:24,439
Speaker 8: Yes, Google A.

1566
01:18:27,439 --> 01:18:30,239
Speaker 2: Smytha is the voice of a player character in a

1567
01:18:30,520 --> 01:18:33,800
from Soft game. Which one is it? I'll give you

1568
01:18:33,840 --> 01:18:39,600
a hint. It is not secure. Nothing not. I don't

1569
01:18:39,640 --> 01:18:41,239
think anyone's going to guess it was just like.

1570
01:18:41,399 --> 01:18:42,960
Speaker 8: I don't think I'm going to guess it either. I

1571
01:18:43,000 --> 01:18:43,640
have no idea.

1572
01:18:44,359 --> 01:18:48,680
Speaker 6: Oh, Demon Souls is that from Soft?

1573
01:18:49,279 --> 01:18:52,399
Speaker 5: Yeah, I've got on my CV, I've got Sony and

1574
01:18:52,840 --> 01:18:53,399
Blue Point.

1575
01:18:53,800 --> 01:18:55,760
Speaker 8: I guess it's a remaster.

1576
01:18:56,119 --> 01:19:00,600
Speaker 5: So it was localization, all right, So I didn't get

1577
01:19:00,640 --> 01:19:02,560
from software on my contract sorry.

1578
01:19:02,720 --> 01:19:05,960
Speaker 2: So far, of the of the five questions, I, as

1579
01:19:06,000 --> 01:19:08,239
the trivia writer, have gotten two of them wrong. Let's

1580
01:19:08,239 --> 01:19:10,199
see if I can go five for five.

1581
01:19:10,720 --> 01:19:13,039
Speaker 8: But you can write this wrong. I believe in you, Charles.

1582
01:19:13,039 --> 01:19:17,159
Speaker 2: Well, we'll see. Gina Lestrade a scrappy street orphan is

1583
01:19:17,159 --> 01:19:21,800
another Cemantha Barrick performance. Which visual courtroom no Which courtroom

1584
01:19:21,920 --> 01:19:23,520
visual novel? Does she appear in?

1585
01:19:23,600 --> 01:19:23,680
Speaker 6: Me?

1586
01:19:23,720 --> 01:19:26,000
Speaker 2: And I messed up my own question. Dang it again?

1587
01:19:26,079 --> 01:19:26,560
Speaker 8: Do it again?

1588
01:19:27,560 --> 01:19:28,159
Speaker 6: Say what it is.

1589
01:19:28,319 --> 01:19:29,720
Speaker 2: I'll give up on that one. The next one would

1590
01:19:29,720 --> 01:19:30,000
be good.

1591
01:19:31,439 --> 01:19:36,560
Speaker 8: That is the Attorney Chronicles, Yes, which I went, He's guilty,

1592
01:19:36,680 --> 01:19:38,560
you ana, And that was kind of it.

1593
01:19:38,880 --> 01:19:40,600
Speaker 2: But yeah, I was going to add.

1594
01:19:40,920 --> 01:19:42,600
Speaker 8: Something to people, so I'll take it.

1595
01:19:43,720 --> 01:19:45,920
Speaker 2: Have you played the game I have?

1596
01:19:46,000 --> 01:19:47,439
Speaker 8: But I haven't got to my bit yet?

1597
01:19:47,600 --> 01:19:49,760
Speaker 2: Okay, yeah, yeah, which makes sense, super.

1598
01:19:49,560 --> 01:19:50,960
Speaker 5: Chill, and I need to have the time to just

1599
01:19:51,000 --> 01:19:54,159
sit and read a lot. But yeah, it's really entertaining.

1600
01:19:54,560 --> 01:19:57,119
It's not normally sort of game I play, so I

1601
01:19:57,159 --> 01:19:59,039
actually really enjoyed what I've played so far.

1602
01:19:59,319 --> 01:20:01,359
Speaker 6: Yeah, yeah, yeah, okay.

1603
01:20:01,520 --> 01:20:05,119
Speaker 2: Question four. They are also appear as in Absalom, which

1604
01:20:05,159 --> 01:20:08,319
is a beat them up roguelike that came out recently.

1605
01:20:08,840 --> 01:20:10,239
Speaker 6: What characters do they play there?

1606
01:20:12,720 --> 01:20:19,880
Speaker 5: TikTok TikTok, TikTok in absolom, I play cider. Cider wonderful

1607
01:20:20,000 --> 01:20:23,079
has a telescopic arm, and that is one of the

1608
01:20:23,079 --> 01:20:23,760
best things ever.

1609
01:20:24,279 --> 01:20:28,399
Speaker 2: Cider is like, well, we'll talk, we'll talk about before

1610
01:20:28,399 --> 01:20:31,720
I got a And then finally, which beloved Samantha Barrett

1611
01:20:31,800 --> 01:20:34,840
character got them nominated for a Bathta and later appeared

1612
01:20:34,840 --> 01:20:37,399
in a game in former packing poster.

1613
01:20:40,520 --> 01:20:46,239
Speaker 5: Samantha, I assume that's Karlac. Oh good, I got that right.

1614
01:20:46,319 --> 01:20:48,760
I haven't seen the poster before. Now, very cool.

1615
01:20:49,479 --> 01:20:51,079
Speaker 2: I think it's a It might also be on the

1616
01:20:51,119 --> 01:20:53,680
inside spread of that issue. I'd have to double check.

1617
01:20:54,279 --> 01:20:55,319
Speaker 6: We're very excited about that.

1618
01:20:55,640 --> 01:20:57,880
Speaker 2: So okay, thank you, thank you for thank you for

1619
01:20:57,960 --> 01:20:59,319
joining Bingham Sitting through that.

1620
01:20:59,319 --> 01:21:01,640
Speaker 8: That was I remember some of these roles.

1621
01:21:02,399 --> 01:21:05,880
Speaker 2: Yeah, and apparently it's g I I Charles ont to

1622
01:21:05,960 --> 01:21:06,319
know better.

1623
01:21:06,880 --> 01:21:11,359
Speaker 8: Uh, it's great. I was being picky, thank you.

1624
01:21:11,399 --> 01:21:12,840
Speaker 2: Oh no, you should and you should be picky. You

1625
01:21:12,840 --> 01:21:14,960
should be picky because then someone someone takes a random

1626
01:21:14,960 --> 01:21:16,399
podcast clip and they're like, well this.

1627
01:21:16,399 --> 01:21:20,560
Speaker 5: Is that's actually very true, that's fair them after apparently

1628
01:21:20,640 --> 01:21:23,039
for that's that didn't happen.

1629
01:21:25,520 --> 01:21:30,039
Speaker 2: All right, Well, just like chilling, what games, if anything

1630
01:21:30,039 --> 01:21:30,840
have you been playing lately?

1631
01:21:30,960 --> 01:21:31,359
Speaker 6: Is anything?

1632
01:21:33,920 --> 01:21:34,520
Speaker 8: Absolutely?

1633
01:21:34,800 --> 01:21:37,680
Speaker 5: Because I like to see what the work, how the

1634
01:21:37,680 --> 01:21:40,840
work I've done fits into the larger efforts of everybody

1635
01:21:41,000 --> 01:21:45,600
that's contributed. So absolute, good fun, very addictive because you know,

1636
01:21:45,640 --> 01:21:48,239
it's like that Roaguelike Arcade kind of beat them up

1637
01:21:48,279 --> 01:21:52,000
thing going on and fading Echo as well, has just

1638
01:21:52,039 --> 01:21:54,640
come out of alpha play testing.

1639
01:21:55,640 --> 01:21:57,239
Speaker 8: We'll talk about that, don't you worry.

1640
01:21:57,720 --> 01:22:00,279
Speaker 5: But they've got no nd A policy so I can

1641
01:22:00,279 --> 01:22:02,560
talk about In fact, it's the little character here she

1642
01:22:02,640 --> 01:22:05,520
turns into water now and it's a little fiery character

1643
01:22:05,560 --> 01:22:06,520
and a watery character.

1644
01:22:06,560 --> 01:22:07,800
Speaker 8: So that's fun. I'm going to work on the other

1645
01:22:07,840 --> 01:22:10,159
two elements in time. It's a whole thing.

1646
01:22:10,199 --> 01:22:13,359
Speaker 5: It's like a concept album. Yeah, really cool French studio

1647
01:22:13,359 --> 01:22:16,119
called New Tales, and we're hoping it'll be out early

1648
01:22:16,199 --> 01:22:19,000
next year. It should be out before GTA six, otherwise

1649
01:22:19,000 --> 01:22:21,720
we're going to be in trouble, so let's hope. But

1650
01:22:21,840 --> 01:22:25,199
we've also got Laura Bailey and Matt Mercer in it

1651
01:22:25,199 --> 01:22:28,119
is supporting Roles and Jasmine bulla if you know your

1652
01:22:28,119 --> 01:22:31,760
TTRPGs is writing it and acting in it too, So

1653
01:22:33,079 --> 01:22:35,479
it's based on a TTRPG actually before it was a

1654
01:22:35,560 --> 01:22:39,880
video game. So unpublished so far, but I guess if

1655
01:22:39,880 --> 01:22:41,920
it does well, we'll actually get to see it because

1656
01:22:41,920 --> 01:22:44,159
apparently in this game you can see about five percent

1657
01:22:44,159 --> 01:22:44,600
of echo.

1658
01:22:45,119 --> 01:22:46,600
Speaker 8: There's much more to be discovered.

1659
01:22:46,920 --> 01:22:49,079
Speaker 2: Well that's so exciting. Well, now I'm excited about this game.

1660
01:22:49,119 --> 01:22:51,119
I don't even know about how how long have you

1661
01:22:51,159 --> 01:22:53,279
been working on that project? Like how long?

1662
01:22:53,439 --> 01:22:53,600
Speaker 8: I know.

1663
01:22:53,640 --> 01:22:55,560
Speaker 2: It's a weird thing when you work on a game,

1664
01:22:55,600 --> 01:22:58,680
because you'll like record your stuff and then some amount

1665
01:22:58,680 --> 01:23:00,079
of time might pass and then there'll be.

1666
01:23:00,119 --> 01:23:03,680
Speaker 5: Yeah, what actors love to do is count it from

1667
01:23:03,720 --> 01:23:05,960
the day they signed the contract, and then it sounds

1668
01:23:06,000 --> 01:23:07,640
like they work solidly for years on it, and that's

1669
01:23:07,720 --> 01:23:09,720
not the truth, right, it will be unless like it's

1670
01:23:09,880 --> 01:23:12,279
it will be quite obvious if they have, but it's unusual.

1671
01:23:12,359 --> 01:23:13,880
Speaker 8: Yeah, you're right. It is a sort of on and

1672
01:23:13,880 --> 01:23:14,239
off thing.

1673
01:23:14,640 --> 01:23:16,840
Speaker 5: So I think it was about six months ago we

1674
01:23:16,880 --> 01:23:21,119
signed contracts, but he only started doing the recordings like

1675
01:23:21,199 --> 01:23:23,079
last month because we wanted to get them out for

1676
01:23:23,159 --> 01:23:25,479
this play test. And I've got a couple more sessions

1677
01:23:25,520 --> 01:23:28,439
coming up as well, So yeah, I did two sessions.

1678
01:23:28,560 --> 01:23:32,039
Essentially is the answer a bit a session being four

1679
01:23:32,079 --> 01:23:34,079
hours long, so you can have lots of fun trying

1680
01:23:34,119 --> 01:23:35,920
to work out lengths of time on things.

1681
01:23:36,239 --> 01:23:37,199
Speaker 8: I don't like this whole.

1682
01:23:37,479 --> 01:23:39,640
Speaker 5: Yeah, I spent two years on the project because it

1683
01:23:39,680 --> 01:23:42,560
insinuates that you were on some sort of salary. I

1684
01:23:42,600 --> 01:23:45,399
wish that was a thing we got in games.

1685
01:23:45,119 --> 01:23:45,560
Speaker 6: But it's not.

1686
01:23:46,279 --> 01:23:49,479
Speaker 2: Yeah, what kind of role does your character play in

1687
01:23:49,520 --> 01:23:49,920
this game?

1688
01:23:51,199 --> 01:23:57,000
Speaker 5: So she's the main player character. It's action adventure, very

1689
01:23:57,159 --> 01:24:00,920
bright anime style. They're calling it a desert pun and

1690
01:24:01,319 --> 01:24:03,960
she lives in a place that's very short on resources,

1691
01:24:04,119 --> 01:24:09,000
and very quickly it becomes multiverse, and every different universe

1692
01:24:09,319 --> 01:24:10,439
looks completely different.

1693
01:24:10,640 --> 01:24:13,479
Speaker 8: So as she steps in, everything changes around her. She changes.

1694
01:24:13,640 --> 01:24:16,720
Speaker 5: She can change into water, and what's lovely about the

1695
01:24:16,760 --> 01:24:20,680
gameplay is it's elemental and it's really fluid and responsive.

1696
01:24:20,960 --> 01:24:22,119
Speaker 8: So if the water.

1697
01:24:21,920 --> 01:24:25,479
Speaker 5: Blob comes into contact with lava, then she turns into

1698
01:24:25,520 --> 01:24:28,079
steam if she come and she can use that to

1699
01:24:28,119 --> 01:24:31,640
petrify enemies and you know, weaken them with different substances.

1700
01:24:31,720 --> 01:24:34,359
So she might run into what we call waste in

1701
01:24:34,399 --> 01:24:37,720
the game, she can jump higher and it's puzzle solving

1702
01:24:37,760 --> 01:24:40,800
as well. It's really pretty, it's really dynamic and fun.

1703
01:24:41,199 --> 01:24:46,520
Trailers pretty informative, and the what's their Instagram handle is

1704
01:24:47,159 --> 01:24:49,760
Fading Echo Game and they post loads of behind the

1705
01:24:49,800 --> 01:24:51,239
scenes staff as I have been.

1706
01:24:51,119 --> 01:24:53,479
Speaker 8: As well as well as gameplay and all that. You

1707
01:24:53,800 --> 01:24:54,439
can check it out.

1708
01:24:54,479 --> 01:24:58,520
Speaker 2: It's really cool, awesome with this character compared to like,

1709
01:24:58,960 --> 01:25:01,039
there's always the thing I'm curious about actors. Do you

1710
01:25:01,039 --> 01:25:03,239
feel like you have there's a type of character or

1711
01:25:03,279 --> 01:25:05,319
a personality or something about it where you're like, that's

1712
01:25:05,319 --> 01:25:08,000
a character I want to play, or do you like

1713
01:25:08,319 --> 01:25:10,000
doing a lot of very different stuff.

1714
01:25:11,079 --> 01:25:12,640
Speaker 5: Yeah, I've been saying to folks that I'm in my

1715
01:25:12,920 --> 01:25:16,239
nineteen nineties Gary Oldman era, which is a very cool

1716
01:25:16,279 --> 01:25:16,720
era to be.

1717
01:25:16,800 --> 01:25:18,239
Speaker 8: It's my favorite Gary Oldman era.

1718
01:25:18,520 --> 01:25:20,119
Speaker 5: It's kind of why I got into acting, because he

1719
01:25:20,239 --> 01:25:22,640
just got to do everything back then and that's what

1720
01:25:23,079 --> 01:25:26,159
he got to transform as a more character actor.

1721
01:25:26,159 --> 01:25:27,359
Speaker 8: But he was playing leading roles.

1722
01:25:27,399 --> 01:25:29,680
Speaker 5: And that's kind of what's happening because if I were

1723
01:25:29,720 --> 01:25:31,800
to be typecast, like if you look at my whole

1724
01:25:31,800 --> 01:25:34,239
career theater and audio as.

1725
01:25:34,159 --> 01:25:36,079
Speaker 8: Well, it would not be Karlak, right, that'd be the

1726
01:25:36,159 --> 01:25:36,600
last thing.

1727
01:25:36,880 --> 01:25:40,960
Speaker 5: So that's quite interesting when that does happen, people think

1728
01:25:40,960 --> 01:25:43,279
that's what I want to play, but maybe badasses, you know.

1729
01:25:43,319 --> 01:25:47,079
I grew up on Sarah Connor and Ellen Ripley and

1730
01:25:47,880 --> 01:25:50,520
Shep you know, and those are those sort of roles,

1731
01:25:50,560 --> 01:25:53,640
and particularly in video games, because the main player characters

1732
01:25:53,640 --> 01:25:55,760
are going to be action based most of the time,

1733
01:25:56,039 --> 01:25:58,720
not always, but most of the time, then it lends

1734
01:25:58,760 --> 01:25:59,319
itself to that.

1735
01:25:59,520 --> 01:26:00,720
Speaker 8: So it's it's an arena.

1736
01:26:00,800 --> 01:26:04,399
Speaker 5: I really enjoy it the sort of roles I've appreciated

1737
01:26:04,439 --> 01:26:06,880
growing up and as an adult as well, and it's

1738
01:26:06,880 --> 01:26:07,840
just a joy to play them.

1739
01:26:07,920 --> 01:26:10,119
Speaker 8: But they're all very different from each other. Yeah, that's

1740
01:26:10,119 --> 01:26:10,520
for sure.

1741
01:26:11,199 --> 01:26:14,239
Speaker 2: Yeah, yeah, yeah, Well I want to talk about Absolom

1742
01:26:14,239 --> 01:26:17,119
real quick. I've also been playing it obviously, like a lot.

1743
01:26:17,680 --> 01:26:19,760
I've been playing it with I was playing it and

1744
01:26:19,800 --> 01:26:21,560
I liked it. I said this just before this's on

1745
01:26:21,640 --> 01:26:23,039
podcast listeners to to those, but I was playing it.

1746
01:26:23,119 --> 01:26:25,159
I liked it, and then I played it with my brother.

1747
01:26:25,279 --> 01:26:26,920
We did like co Op for the first time, and

1748
01:26:26,960 --> 01:26:28,920
I loved it. I was like, oh, this is like

1749
01:26:29,680 --> 01:26:32,680
it like scratched an itch and my brother. He's two

1750
01:26:32,720 --> 01:26:35,399
years younger than me. I live in Ohio. He just

1751
01:26:35,439 --> 01:26:38,159
moved to New York, so I like don't get to

1752
01:26:38,159 --> 01:26:40,279
see him very often. But it's like it was a

1753
01:26:40,359 --> 01:26:42,359
nice thing of like we see each other and we're like, oh,

1754
01:26:42,399 --> 01:26:44,159
this is our this is our jam, this is our

1755
01:26:44,199 --> 01:26:45,600
type of thing. So I'm excited to see him for

1756
01:26:45,600 --> 01:26:50,920
Thanksgiving and play more. When you record a game like this,

1757
01:26:51,000 --> 01:26:54,119
it has like an interesting kind of narrative structure. It's

1758
01:26:54,199 --> 01:26:56,760
kind of it reacts to what you choose, and it's

1759
01:26:56,920 --> 01:27:00,119
I mean a lot of games do that, but when

1760
01:27:00,159 --> 01:27:03,359
you're recording this, like, do you remember how long the

1761
01:27:03,399 --> 01:27:05,560
sessions took? Was it hard to keep track of because

1762
01:27:05,560 --> 01:27:08,880
they're very very segmented chunks as opposed to like doing

1763
01:27:08,920 --> 01:27:11,520
like a long cut scene at multiple times.

1764
01:27:12,560 --> 01:27:14,720
Speaker 5: Yeah, So I think all in all it was two sessions,

1765
01:27:14,840 --> 01:27:16,079
and I think it was under a.

1766
01:27:16,159 --> 01:27:18,600
Speaker 8: Te Wow fast, what we do?

1767
01:27:18,680 --> 01:27:20,279
Speaker 5: You know, I've been saying to folks like, if you

1768
01:27:20,319 --> 01:27:23,920
can you understand what session musician does, right, They train

1769
01:27:24,000 --> 01:27:26,000
outside of the studio, They do all their work outside

1770
01:27:26,000 --> 01:27:28,159
the studio, coming and they knock it out in two takes.

1771
01:27:28,600 --> 01:27:29,680
Speaker 8: That is exactly what we do.

1772
01:27:30,479 --> 01:27:33,680
Speaker 5: And particularly if mo caaps involved, it becomes a lot

1773
01:27:33,760 --> 01:27:37,119
longer of a process because that's a different beast. But

1774
01:27:37,199 --> 01:27:39,399
for voice only and particularly for you know, a game

1775
01:27:39,439 --> 01:27:41,680
that's going to be mainly barks. Let's be honest, this

1776
01:27:41,720 --> 01:27:44,720
has more narrative than I'm used to do in that genre,

1777
01:27:44,760 --> 01:27:47,479
which is really cool because I think people enjoy it

1778
01:27:47,520 --> 01:27:49,159
and that's become a thing. I think the borders gate

1779
01:27:49,199 --> 01:27:50,840
they might have something to do with that as well.

1780
01:27:51,000 --> 01:27:53,760
Then Claire obscure and people just really want that storyline.

1781
01:27:53,960 --> 01:27:58,279
So it's probably a longer amount of time I spent

1782
01:27:58,279 --> 01:27:59,880
on it than I would have done a few years ago,

1783
01:28:00,039 --> 01:28:00,720
if that makes sense.

1784
01:28:00,760 --> 01:28:02,520
Speaker 8: It might have been just one session a few.

1785
01:28:02,399 --> 01:28:06,119
Speaker 5: Years ago, so you know, I make an effort to

1786
01:28:06,760 --> 01:28:09,000
try and remember because I have to recall six months

1787
01:28:09,079 --> 01:28:10,520
later a year later for interviews.

1788
01:28:10,640 --> 01:28:12,159
Speaker 8: But otherwise it's in one ear out the other.

1789
01:28:12,319 --> 01:28:14,720
Speaker 5: But luckily most of the time, by the time you're

1790
01:28:14,760 --> 01:28:17,319
coming in, they've got the animation down, which obviously helps

1791
01:28:17,319 --> 01:28:20,880
with the characterization of vocalizations, so I could see how

1792
01:28:20,960 --> 01:28:26,079
cool Cider was, and you know, with either hitting people

1793
01:28:26,199 --> 01:28:28,199
or being hit or you know, then we've got like

1794
01:28:28,520 --> 01:28:31,520
their general attitude and they're very you know, laid back

1795
01:28:31,560 --> 01:28:34,239
and sarcastic and all the cool stuff you get in

1796
01:28:34,239 --> 01:28:37,960
trouble with in real life. Yeah, I just I thought

1797
01:28:38,079 --> 01:28:41,479
they were fantastic. And then yeah, Carl, I love Carl.

1798
01:28:41,560 --> 01:28:44,119
I met the act who plays Carl, Trev Fleming, not

1799
01:28:44,239 --> 01:28:48,000
so long ago, lovely northern Irish guy, and I haven't

1800
01:28:48,039 --> 01:28:50,359
met the other two actors yet, but that's the nature

1801
01:28:50,399 --> 01:28:52,359
of it. It may well be like bumped into each

1802
01:28:52,399 --> 01:28:54,439
other and not realized it. It's probably one of those.

1803
01:28:54,680 --> 01:28:58,399
But yeah, really cool and one of those. You know,

1804
01:28:58,600 --> 01:29:00,159
I've got a lot of things going on so and

1805
01:29:00,239 --> 01:29:02,840
projects I can't talk about right now, but you know,

1806
01:29:03,119 --> 01:29:05,840
you knock these indies out and then one of them

1807
01:29:05,880 --> 01:29:08,600
just lands like absolutely, you know, just overnight there was

1808
01:29:08,640 --> 01:29:10,640
some interest in me talking about that. So that's been

1809
01:29:10,920 --> 01:29:13,000
awesome because I'm obviously proud of all the work I do.

1810
01:29:13,039 --> 01:29:15,640
I think it's all very well written. So it's just

1811
01:29:15,680 --> 01:29:18,079
really cool when something of a genre that you're not

1812
01:29:18,199 --> 01:29:20,239
expected to be and maybe pops up.

1813
01:29:21,359 --> 01:29:21,600
Speaker 8: Yeah.

1814
01:29:21,720 --> 01:29:25,960
Speaker 2: Yeah, I just talked to some of the actors that

1815
01:29:25,960 --> 01:29:29,279
were in Dispatch last week and I was asking them.

1816
01:29:29,479 --> 01:29:30,880
I was like, you finally every hands on the game's

1817
01:29:30,920 --> 01:29:33,600
belongs time recording it. Are you like looking for paths

1818
01:29:33,640 --> 01:29:36,039
to see like certain lines that you said, and they

1819
01:29:36,039 --> 01:29:38,960
were like, no, shade of the writing, it's really good.

1820
01:29:39,079 --> 01:29:41,560
I don't remember saying any of this because they're so

1821
01:29:41,600 --> 01:29:41,960
long ago.

1822
01:29:42,199 --> 01:29:43,960
Speaker 8: Yeah, because we'll say it twice in the room and

1823
01:29:44,000 --> 01:29:47,079
then it's done. Yeah, you don't learn it.

1824
01:29:47,600 --> 01:29:49,800
Speaker 5: If you're lucky, you get the whole script beforehand, but

1825
01:29:49,840 --> 01:29:51,760
it will be out of order, and it's only when

1826
01:29:51,760 --> 01:29:53,439
you're in the room with the team that you can

1827
01:29:53,560 --> 01:29:59,039
ascertain context and motivation and that's what will stick that

1828
01:29:59,079 --> 01:30:00,880
would stick it in your brain. But again, you're just

1829
01:30:00,960 --> 01:30:03,439
doing it very quickly in the studio, so totally understand

1830
01:30:03,479 --> 01:30:05,119
when actives don't remember what they've said.

1831
01:30:05,640 --> 01:30:08,319
Speaker 2: Yeah, well, when you're when you're playing it, well, first

1832
01:30:08,359 --> 01:30:10,159
of all, are you playing as Cider? Are you playing

1833
01:30:10,159 --> 01:30:10,760
as your own?

1834
01:30:11,159 --> 01:30:13,600
Speaker 5: I've played the demo so far, so I have. Yeah,

1835
01:30:13,640 --> 01:30:15,199
of course, I mean that's the first thing I did.

1836
01:30:16,359 --> 01:30:18,319
I do okay, I did okay, But of course you've

1837
01:30:18,319 --> 01:30:20,640
got a fine sider. So I was playing with Carl

1838
01:30:20,840 --> 01:30:23,640
and I was like, bye, I'm here now.

1839
01:30:23,520 --> 01:30:26,960
Speaker 8: It's all good. I like it. I like a little

1840
01:30:27,039 --> 01:30:28,319
fast skippy character.

1841
01:30:28,359 --> 01:30:30,800
Speaker 5: Actually, so I please, I would love to play yeah

1842
01:30:30,800 --> 01:30:34,039
with someone else playing Carl because I think they compliment

1843
01:30:34,079 --> 01:30:34,800
each other really well.

1844
01:30:34,800 --> 01:30:36,600
Speaker 8: So should just picking people up chucking.

1845
01:30:36,439 --> 01:30:37,399
Speaker 2: That was That was me and my brother.

1846
01:30:37,399 --> 01:30:38,119
Speaker 6: That was our combo.

1847
01:30:38,439 --> 01:30:39,319
Speaker 2: Very good, sweet.

1848
01:30:39,800 --> 01:30:40,000
Speaker 5: Yeah.

1849
01:30:40,640 --> 01:30:43,079
Speaker 2: Do you as you're playing it, is it jogging any

1850
01:30:43,119 --> 01:30:46,600
memory for you of like, oh I remember saying It's.

1851
01:30:46,479 --> 01:30:49,039
Speaker 5: Not there's nothing that's come up. Did I say that

1852
01:30:49,199 --> 01:30:51,159
or anything like that? Because that happens in Border's Gate.

1853
01:30:51,279 --> 01:30:54,840
Sometimes people are still discovering lines that, you know, maybe

1854
01:30:54,840 --> 01:30:57,520
on slightly unpopular pars like an Evil Karlac, Like I

1855
01:30:57,560 --> 01:30:59,520
can't remember a lot of that because people choose not

1856
01:30:59,560 --> 01:31:00,359
to play a lot like that.

1857
01:31:00,600 --> 01:31:02,399
Speaker 8: But I think something like this that was done in

1858
01:31:02,439 --> 01:31:03,039
two sessions.

1859
01:31:03,079 --> 01:31:04,960
Speaker 5: Yeah, it's not gonna maybe a year or two down

1860
01:31:05,000 --> 01:31:09,039
the line when it's really gone.

1861
01:31:09,800 --> 01:31:11,119
Speaker 6: Well, that's exciting, it's great.

1862
01:31:12,239 --> 01:31:14,439
Speaker 2: And yeah, I guess the other thing, so you you're

1863
01:31:14,560 --> 01:31:17,279
you're playing as yourself and that's not weird. You're like,

1864
01:31:17,319 --> 01:31:17,960
I want to do that.

1865
01:31:17,960 --> 01:31:19,399
Speaker 8: That's the only way I'll play a video.

1866
01:31:19,560 --> 01:31:21,199
Speaker 5: The first time I did that was because I did

1867
01:31:21,199 --> 01:31:22,840
localization on Demon Souls.

1868
01:31:23,920 --> 01:31:25,399
Speaker 8: I'm the main character in a video.

1869
01:31:25,560 --> 01:31:27,239
Speaker 5: Game. So that was that was something else, but of course,

1870
01:31:27,239 --> 01:31:29,199
it being a soul's game, it was incredibly punishing. I

1871
01:31:29,239 --> 01:31:31,840
think I did the first area just as a point

1872
01:31:31,840 --> 01:31:35,439
of pride. Yeah, I decided to move on with my life.

1873
01:31:35,720 --> 01:31:38,760
But no, that was it was it was, It was wild.

1874
01:31:38,880 --> 01:31:41,880
It's a lot easier than watching myself on film, that's

1875
01:31:41,920 --> 01:31:45,439
for sure. This is okay, another layer detached. Yeah, I

1876
01:31:45,479 --> 01:31:47,640
could just about bear to listen to myself.

1877
01:31:47,680 --> 01:31:47,800
Speaker 8: Now.

1878
01:31:47,840 --> 01:31:51,960
Speaker 5: It's taken decades, but watching myself is still a hurdle

1879
01:31:52,439 --> 01:31:52,720
for me.

1880
01:31:52,800 --> 01:31:56,039
Speaker 2: Yeah, I'm not the podcast editor, and I'm really happy.

1881
01:31:56,039 --> 01:31:57,800
I'm really happy that I don't have to do that.

1882
01:31:58,359 --> 01:32:01,960
Speaker 5: Yeah, yeah, that's what not editing my in show as well.

1883
01:32:03,279 --> 01:32:06,560
Speaker 2: Yeah, definitely okay, And then I do want to talk

1884
01:32:06,560 --> 01:32:08,520
about Karlac a little bit and you so this is

1885
01:32:08,520 --> 01:32:11,319
actually a thing you mentioned, like the evil path of Carlac.

1886
01:32:11,840 --> 01:32:14,840
This is my big this is my big theory specific

1887
01:32:14,840 --> 01:32:18,199
to video acing question that I have. So, Carlac is

1888
01:32:18,199 --> 01:32:21,319
a character, but when you have someone that is influenced

1889
01:32:21,319 --> 01:32:23,800
by so many choices for her story, uh, there's like

1890
01:32:23,840 --> 01:32:27,439
a bunch of different like infinite versions of Karlac basically

1891
01:32:27,479 --> 01:32:32,239
that can exist in Balderskate. I just wanted to ask

1892
01:32:32,279 --> 01:32:35,800
you about your You had a version of Karlac in

1893
01:32:35,800 --> 01:32:38,760
your head before people saw her, like when you were

1894
01:32:38,760 --> 01:32:43,000
performing as her. But then also anyone that plays the

1895
01:32:43,039 --> 01:32:45,079
game has a version of Karlac that they play through.

1896
01:32:45,239 --> 01:32:47,319
And then there's also like a third version that is

1897
01:32:47,359 --> 01:32:50,000
like the fandom kind of aggregated version of Karlac that

1898
01:32:50,000 --> 01:32:52,119
we're like, this is the kind of like Sarah Carlac.

1899
01:32:53,199 --> 01:32:55,680
Do you have a version in your head that's like

1900
01:32:57,039 --> 01:33:00,279
if I think of Carlac as a character, this is

1901
01:33:00,359 --> 01:33:01,760
kind of how she is, and this is how she'd

1902
01:33:01,760 --> 01:33:04,359
behave in These are her traits or are you like

1903
01:33:04,560 --> 01:33:07,560
carlak is is the matrix? Is all of these things

1904
01:33:07,560 --> 01:33:07,960
at once?

1905
01:33:09,319 --> 01:33:12,000
Speaker 5: How do you think of karlak Is absolutely the matrix

1906
01:33:13,319 --> 01:33:15,479
the way I see it is again, it's like doing

1907
01:33:16,920 --> 01:33:19,199
a new piece of writing for theater in that when

1908
01:33:19,239 --> 01:33:22,960
it's still being set, you have infinite possibilities and something

1909
01:33:23,000 --> 01:33:25,840
that came out of rehearsal may end in may end

1910
01:33:25,920 --> 01:33:29,960
up in the play, and you know, every night technically

1911
01:33:30,000 --> 01:33:31,960
is the same, but your partner is always going to

1912
01:33:32,000 --> 01:33:35,079
do something slightly different that then you have to respond.

1913
01:33:34,680 --> 01:33:38,399
Speaker 8: To and truthfully, so it's that sort of it's that layer.

1914
01:33:38,680 --> 01:33:41,319
Speaker 5: But then you've got the live D and D games

1915
01:33:41,359 --> 01:33:42,920
that we played with Wizards of the Coast.

1916
01:33:43,079 --> 01:33:45,039
Speaker 8: There is a version of Karlak that I play that.

1917
01:33:45,079 --> 01:33:49,760
Speaker 5: Is for sure opportunistic, wants a pint, wants to smash things,

1918
01:33:49,880 --> 01:33:53,479
just pure barbar like Viking barbarian kind of thing going on.

1919
01:33:53,520 --> 01:33:56,760
That's the idea behind it. And that's like just the

1920
01:33:56,800 --> 01:34:00,399
most you know, a joyful idiot. That's the most fun

1921
01:34:00,439 --> 01:34:02,640
way to play her. She's not, I guess she can

1922
01:34:02,680 --> 01:34:06,560
be very moralistic in the game dependent, you know, early on, Yeah,

1923
01:34:06,720 --> 01:34:09,399
I think if if you're a dark urge and you

1924
01:34:09,560 --> 01:34:11,800
romance her, there's a bit later on where you can

1925
01:34:11,880 --> 01:34:13,760
really like tell her what you've done. And earlier on

1926
01:34:13,800 --> 01:34:15,279
in the game she'd leave, she'd be like, I didn't

1927
01:34:15,319 --> 01:34:17,239
sign up for this, this is evil, But like later

1928
01:34:17,319 --> 01:34:19,960
on she goes full on ride or die.

1929
01:34:20,079 --> 01:34:21,279
Speaker 2: She's like, we've all.

1930
01:34:21,079 --> 01:34:25,039
Speaker 8: Done things we regret. It's fine, don't worry. It really

1931
01:34:25,079 --> 01:34:25,840
is something else.

1932
01:34:26,079 --> 01:34:29,159
Speaker 5: And that's in every that is in everyone's darker romance

1933
01:34:29,199 --> 01:34:34,520
Carlac playthrough. So I think, you know, I'm obsessed with cults.

1934
01:34:34,920 --> 01:34:38,399
I'm really interested because it's the idea that in the

1935
01:34:38,399 --> 01:34:40,359
way that people are about true crime, because I think

1936
01:34:40,359 --> 01:34:42,319
people have says the true crime are like, oh, this

1937
01:34:42,359 --> 01:34:44,279
is how I behave, this is how I wouldn't get murdered.

1938
01:34:44,439 --> 01:34:46,640
So I think my obsession is like, this is how

1939
01:34:46,680 --> 01:34:49,359
I wouldn't get indoctrinated. And I think that's very much

1940
01:34:49,560 --> 01:34:52,239
Strue Baldos gay as if you had the wrong influences

1941
01:34:52,279 --> 01:34:55,159
around you, maybe you'd make different choices, or if you

1942
01:34:55,239 --> 01:34:57,880
never had the opportunity to redeem yourself, maybe you'd make

1943
01:34:57,920 --> 01:35:01,199
other choices. So that's how I justify the matrix version

1944
01:35:01,640 --> 01:35:04,239
of It's very high stakes. They could die them or

1945
01:35:04,239 --> 01:35:06,840
they got tadpoles in their heads, so it's all very

1946
01:35:06,880 --> 01:35:08,600
you know, it could go either way, I feel, So

1947
01:35:08,880 --> 01:35:09,960
that's how I justify it.

1948
01:35:10,439 --> 01:35:11,239
Speaker 6: Yeah, No, I love that.

1949
01:35:11,239 --> 01:35:14,079
Speaker 2: That makes a lot of sense. I I I'm not

1950
01:35:14,119 --> 01:35:15,520
an actor, so a lot of a lot of my

1951
01:35:15,640 --> 01:35:21,159
questions for actors are either I feel like you you

1952
01:35:21,239 --> 01:35:23,199
had a full understanding of that, and I'm still trying

1953
01:35:23,199 --> 01:35:25,720
to wrap my head around playing like nine characters all

1954
01:35:25,760 --> 01:35:27,479
the same, not nine, but just a bunch of versions

1955
01:35:27,520 --> 01:35:29,319
of them, which I appreciate.

1956
01:35:29,319 --> 01:35:29,960
Speaker 6: I think that's cool.

1957
01:35:31,359 --> 01:35:34,800
Speaker 2: Do you as an actor, I think is it safe

1958
01:35:34,800 --> 01:35:37,399
to say Karlak is like your most famous character that

1959
01:35:37,399 --> 01:35:37,960
you've played.

1960
01:35:38,199 --> 01:35:38,840
Speaker 8: Absolutely?

1961
01:35:38,880 --> 01:35:46,760
Speaker 2: Yeah, I would assume. Do you have instances where I

1962
01:35:46,760 --> 01:35:48,680
don't know parasocial is the right word, but where people

1963
01:35:48,760 --> 01:35:51,439
people come to you and they expect Carlac and you're like,

1964
01:35:51,520 --> 01:35:52,880
I'm a separate person from that.

1965
01:35:54,359 --> 01:35:59,600
Speaker 5: Mainly streaming, if I appear on the string Lak, it's not.

1966
01:36:00,159 --> 01:36:04,920
Speaker 8: Sorry. My lot a pretty cool about it, at least

1967
01:36:04,920 --> 01:36:07,039
to my face. Maybe that's what it is. To my face.

1968
01:36:07,119 --> 01:36:10,119
Most people are cool, and you've got to remember that.

1969
01:36:10,439 --> 01:36:13,600
Speaker 5: To the wider world out there, I am anonymous, which

1970
01:36:13,640 --> 01:36:14,199
is wonderful.

1971
01:36:14,760 --> 01:36:16,760
Speaker 8: In the con spaces, they're going to know me.

1972
01:36:17,640 --> 01:36:20,920
Speaker 5: And I had the loveliest time walking around Pax East

1973
01:36:21,399 --> 01:36:22,960
earlier this year because people.

1974
01:36:22,720 --> 01:36:24,319
Speaker 8: Would go are you and Okay, yeah, yeah, do you

1975
01:36:24,319 --> 01:36:24,920
want a selfie?

1976
01:36:25,000 --> 01:36:25,439
Speaker 2: Yeah?

1977
01:36:25,479 --> 01:36:28,199
Speaker 5: And then they move on and it's great, and that's

1978
01:36:28,199 --> 01:36:29,399
really nice. They just leave me to it.

1979
01:36:29,479 --> 01:36:29,600
Speaker 2: You know.

1980
01:36:29,640 --> 01:36:31,520
Speaker 5: I'm just walking around in my thing, playing my games,

1981
01:36:31,520 --> 01:36:33,479
and I feel part of the community that I've I've

1982
01:36:33,479 --> 01:36:36,159
always wanted to be part of because I've always played games,

1983
01:36:36,199 --> 01:36:38,319
but I could never afford to go to expos, certainly

1984
01:36:38,319 --> 01:36:40,600
not ones in other countries, so it's real life. I'm

1985
01:36:40,600 --> 01:36:42,439
doing a lot of catching up at the moment with that,

1986
01:36:42,479 --> 01:36:45,920
and people are really cool and they have welcomed me

1987
01:36:45,920 --> 01:36:48,159
into that community, so I'm very grateful for that.

1988
01:36:48,319 --> 01:36:50,359
Speaker 6: Yeah, yeah, that's wonderful.

1989
01:36:50,439 --> 01:36:53,000
Speaker 2: And I've also I've seen some of your actual place stuff,

1990
01:36:53,000 --> 01:36:54,479
which I also think is very fine in.

1991
01:36:54,439 --> 01:36:56,960
Speaker 8: Those kind of Carlac places Karlak.

1992
01:36:57,039 --> 01:37:01,319
Speaker 5: Yeah, I did that as a memory job because in

1993
01:37:01,359 --> 01:37:03,840
my head it's all very fragmented, as you can imagine,

1994
01:37:03,840 --> 01:37:06,159
and then to actually see it in some sort of order,

1995
01:37:07,079 --> 01:37:09,920
it sort of helped me remember what I actually did

1996
01:37:09,920 --> 01:37:10,439
on the game.

1997
01:37:10,600 --> 01:37:13,840
Speaker 2: Yeah, yeah, yeah, yeah, Okay, I do want to double

1998
01:37:13,880 --> 01:37:16,279
back to fitting Echo because I'm just curious about this

1999
01:37:16,479 --> 01:37:21,079
project as the concept. How did you initially get acquainted

2000
01:37:21,119 --> 01:37:21,399
with it?

2001
01:37:21,479 --> 01:37:22,520
Speaker 6: Who approached you first?

2002
01:37:23,479 --> 01:37:27,399
Speaker 5: They just emailed my agent with an offer, which doesn't happen.

2003
01:37:27,399 --> 01:37:29,119
Would you like to play lead role in this cool

2004
01:37:29,159 --> 01:37:32,359
indie game that looks like this. It's got some actors

2005
01:37:32,399 --> 01:37:35,760
from a critical role in it, you know, if you're interested.

2006
01:37:36,920 --> 01:37:39,560
And I was waiting for someone to say psych it's

2007
01:37:39,640 --> 01:37:40,079
a joke.

2008
01:37:40,239 --> 01:37:41,960
Speaker 8: Of course, we're not kidding. So yeah, it was a

2009
01:37:42,119 --> 01:37:42,600
straight up.

2010
01:37:42,560 --> 01:37:47,840
Speaker 5: Offer to my agent, and then the creative directors, Sylvan

2011
01:37:48,119 --> 01:37:52,439
and Manu from from Newtails, took us out for lunch

2012
01:37:52,479 --> 01:37:54,399
and pitched and it was like Bybo was there and

2013
01:37:54,439 --> 01:37:55,600
he said, do you want to be the lead role

2014
01:37:55,640 --> 01:37:58,960
in an indie game? And New Tales are former Blizzard devs.

2015
01:37:58,960 --> 01:38:00,640
They're based out in Leon, so I know they can

2016
01:38:00,680 --> 01:38:03,680
make a game, and they seem to have this very

2017
01:38:03,720 --> 01:38:06,119
open door policy. It's very transparent, there's no nda. I

2018
01:38:06,119 --> 01:38:08,119
can talk anything you want to know. I can talk

2019
01:38:08,119 --> 01:38:11,119
about I just personally would avoid spoilers as a storyteller,

2020
01:38:11,239 --> 01:38:13,319
just not going to tell you like that. But a

2021
01:38:13,319 --> 01:38:15,960
lot of what I know is now public information because

2022
01:38:16,000 --> 01:38:19,439
you know they've they've put that right out there. Yeah,

2023
01:38:19,439 --> 01:38:22,399
they're just they're just really lovely people and they've you know,

2024
01:38:22,439 --> 01:38:24,479
they showed me your own roadmap. If it does well,

2025
01:38:24,520 --> 01:38:26,399
what's what we're going to do next in that? And

2026
01:38:26,399 --> 01:38:27,159
I'm not used to that.

2027
01:38:27,199 --> 01:38:27,439
Speaker 8: I got.

2028
01:38:27,520 --> 01:38:30,119
Speaker 5: I got a one hour briefing before we went into

2029
01:38:30,159 --> 01:38:32,600
the studio, which is just as well because again, if

2030
01:38:32,640 --> 01:38:35,159
you're just seeing little peep Pole at the word of

2031
01:38:35,399 --> 01:38:37,199
the World of Echo, I kind of need to know

2032
01:38:37,560 --> 01:38:39,680
most of it before I go in otherwise I'm going

2033
01:38:39,760 --> 01:38:43,000
to spend time and money in the studio asking about it.

2034
01:38:43,079 --> 01:38:45,279
But that is that is the reality for nineteen nine

2035
01:38:45,319 --> 01:38:48,199
percent of games, particularly as you start heading into Triple A's,

2036
01:38:48,600 --> 01:38:50,279
they give you less and less information, which is a

2037
01:38:50,279 --> 01:38:52,560
shame because we can't do our best work when we

2038
01:38:52,560 --> 01:38:56,520
don't know what genre is that really helps, you know, Yeah,

2039
01:38:56,560 --> 01:38:59,479
So I've really the part of the reason I'm talking

2040
01:38:59,520 --> 01:39:01,600
about the first for that's what I want more of

2041
01:39:01,640 --> 01:39:03,319
in the industry. But second of all, Yeah, if there's

2042
01:39:03,319 --> 01:39:05,399
someone on the edge of like asking a boss, can

2043
01:39:05,439 --> 01:39:08,039
we just be a bit more open about this, then yes, please.

2044
01:39:09,119 --> 01:39:11,760
All I really said is what's out there, who's involved

2045
01:39:11,800 --> 01:39:13,640
in what it looks like in the genre and all

2046
01:39:13,680 --> 01:39:15,920
of that, and that's it really.

2047
01:39:16,520 --> 01:39:18,479
Speaker 2: Yeah, And it's fresh in your mind right now too,

2048
01:39:18,479 --> 01:39:21,199
because you're like mid st Yeah.

2049
01:39:21,319 --> 01:39:23,279
Speaker 5: I think we did a live stream yesterday with the

2050
01:39:23,319 --> 01:39:26,279
Irish Video Game Orchestra I've presented with before and they

2051
01:39:26,279 --> 01:39:28,600
had a little playthrough and we talked through it and

2052
01:39:28,680 --> 01:39:30,600
some of the Fading Echo team turned up to have

2053
01:39:30,600 --> 01:39:32,479
a chat. And I mean, again, I don't know that

2054
01:39:32,479 --> 01:39:35,079
I had a chat with Anna Sorrento, who's the head

2055
01:39:35,079 --> 01:39:38,600
of animation, showing me this character long before I went in,

2056
01:39:38,760 --> 01:39:40,720
so you know, the idea of how I was going

2057
01:39:40,800 --> 01:39:43,359
to voice her is just percolating through my brain for

2058
01:39:43,359 --> 01:39:45,319
a couple of weeks before we actually record it. So again,

2059
01:39:45,399 --> 01:39:46,960
when I go in the studio, I've got all these

2060
01:39:46,960 --> 01:39:50,079
strong choices that have been made, and we save a

2061
01:39:50,079 --> 01:39:53,079
lot of time and we can have more fun experimenting

2062
01:39:53,159 --> 01:39:54,479
than just finding that character.

2063
01:39:55,680 --> 01:39:57,680
Speaker 6: Yeah, wonderful, awesome.

2064
01:39:58,319 --> 01:40:01,800
Speaker 2: Uh well, I think that's a more or less wrap

2065
01:40:01,920 --> 01:40:04,399
up what I had planned. Was there anything else you

2066
01:40:04,399 --> 01:40:06,479
want to talk about? Anything recent you're excited about. This

2067
01:40:06,520 --> 01:40:08,880
could be some of your planing, some you're watching some

2068
01:40:09,039 --> 01:40:09,720
on the horizon.

2069
01:40:12,079 --> 01:40:14,239
Speaker 5: So there's a demo for a game called War of

2070
01:40:14,279 --> 01:40:17,399
the Western Deep. It's a point and click adventure game.

2071
01:40:17,520 --> 01:40:24,039
It's stunning. Imagine Don Bluth traveled back from the nineteen

2072
01:40:24,039 --> 01:40:25,439
eighties and made a video game.

2073
01:40:25,520 --> 01:40:26,520
Speaker 8: It's hand animated.

2074
01:40:28,000 --> 01:40:30,199
Speaker 5: I played, The main character is stun it honestly like,

2075
01:40:30,319 --> 01:40:31,239
have check it out later.

2076
01:40:31,520 --> 01:40:36,119
Speaker 8: The it's like whoa yeah demo, whoa yeah yeah.

2077
01:40:36,239 --> 01:40:39,640
Speaker 5: And there's a lot more to be recorded. But because

2078
01:40:39,640 --> 01:40:41,560
it's hand animated, it's going to take some times. We're

2079
01:40:41,600 --> 01:40:44,359
thinking twenty seven if I'm still alive.

2080
01:40:45,920 --> 01:40:47,840
Speaker 2: That's a real yeah, it's a real.

2081
01:40:47,960 --> 01:40:50,720
Speaker 5: Yeah. I'm just I can't think past this one. So yeah,

2082
01:40:50,720 --> 01:40:54,159
that's something else, so that's playable. And then there's my

2083
01:40:54,199 --> 01:40:56,359
own series that takes a Village, which should be coming

2084
01:40:56,399 --> 01:40:58,439
to you November through December.

2085
01:40:58,800 --> 01:41:00,359
Speaker 8: So we've got our first few guests on that.

2086
01:41:00,479 --> 01:41:03,359
Speaker 5: I don't know if you know it, but it's a

2087
01:41:03,479 --> 01:41:05,880
lie what used to be a live twitch chat show.

2088
01:41:06,680 --> 01:41:08,000
And the reason I put it that it's not a

2089
01:41:08,000 --> 01:41:11,640
podcast because it's not audio only, but the whole point

2090
01:41:11,680 --> 01:41:13,760
is to shine a spotlight on people who make our games.

2091
01:41:14,119 --> 01:41:15,720
So obviously there's going to be a lot of actors

2092
01:41:15,720 --> 01:41:17,680
because I know the actors, but we've also got other

2093
01:41:17,760 --> 01:41:23,479
roles like producers, directors, lead artists, composers, all these people

2094
01:41:23,479 --> 01:41:25,560
that you don't normally see apart.

2095
01:41:25,319 --> 01:41:26,479
Speaker 8: From their name in the credits.

2096
01:41:26,520 --> 01:41:28,439
Speaker 5: I mean, for some of them, really prolific people, is

2097
01:41:28,479 --> 01:41:31,520
their first interview in their career. That's all on YouTube

2098
01:41:31,560 --> 01:41:32,800
if you want to take if you want to check

2099
01:41:32,800 --> 01:41:34,600
it out, And there's a second series coming with some

2100
01:41:34,600 --> 01:41:37,520
production values, not just me crying in my room because

2101
01:41:37,520 --> 01:41:40,359
I'm operating everything myself, which was you know, you know good.

2102
01:41:40,439 --> 01:41:43,079
It's good to have ambition, but it wasn't the easiest time.

2103
01:41:43,479 --> 01:41:45,600
So that's now been done in the studio. We still

2104
01:41:45,600 --> 01:41:48,840
take audience questions, but it's not live. But I'm really

2105
01:41:48,840 --> 01:41:52,239
looking forward to that coming out because we've got some caukers.

2106
01:41:53,560 --> 01:41:54,680
Speaker 2: Sorry what was that last word.

2107
01:41:54,960 --> 01:41:57,399
Speaker 8: Caukers, Absolute caukers of guests.

2108
01:41:57,399 --> 01:42:00,680
Speaker 5: So we've got Abby Baker Sealine and if you know him,

2109
01:42:00,720 --> 01:42:06,039
but he was tell Ye studio head and played to.

2110
01:42:06,000 --> 01:42:06,800
Speaker 8: The main role in that.

2111
01:42:06,960 --> 01:42:09,680
Speaker 5: And by accident I managed to get to other people

2112
01:42:09,680 --> 01:42:11,680
who'd worked and it's a Corey Brothers and who wrote on.

2113
01:42:11,640 --> 01:42:16,600
Speaker 8: It and JJ Merrill in the Village.

2114
01:42:16,640 --> 01:42:20,239
Speaker 5: So their long form interviews at about an hour long,

2115
01:42:20,560 --> 01:42:22,079
in which you get to know about the whole careers

2116
01:42:22,119 --> 01:42:23,920
as well as some of the game starle how they

2117
01:42:23,960 --> 01:42:26,600
came to be in games, and then a bit more

2118
01:42:26,600 --> 01:42:28,520
on the career, and then we have some real deep

2119
01:42:28,560 --> 01:42:30,760
cut questions from the audience because they'll know them in

2120
01:42:30,760 --> 01:42:31,720
a different way than I do.

2121
01:42:32,279 --> 01:42:34,920
Speaker 2: Yeah, that's awesome. I yeah, I know you're pitching to

2122
01:42:34,960 --> 01:42:38,119
the audience. You've saw you sold me personally completely I'm like, wow,

2123
01:42:38,159 --> 01:42:38,840
this is so cool.

2124
01:42:40,159 --> 01:42:42,159
Speaker 5: Yeah, it's it's great, and it's it's got themes of

2125
01:42:42,239 --> 01:42:45,319
you know, coadvocacy and community collaboration, all the good stuff

2126
01:42:45,319 --> 01:42:48,119
which you can take into your own industries. The messages

2127
01:42:48,319 --> 01:42:50,279
have the real people around you. You're going to need

2128
01:42:50,319 --> 01:42:53,520
them as much as it is about like this industry

2129
01:42:53,520 --> 01:42:55,640
can be hostile on the on the business side, on

2130
01:42:55,680 --> 01:42:58,159
the money side, in terms of the devs, the creatives

2131
01:42:58,199 --> 01:42:59,439
you make it it's it's.

2132
01:42:59,720 --> 01:43:01,119
Speaker 8: Really lovely space to be in.

2133
01:43:01,680 --> 01:43:03,520
Speaker 5: Yeah, and it's a celebration of that as well as

2134
01:43:03,560 --> 01:43:05,279
the individual Yes.

2135
01:43:06,079 --> 01:43:08,760
Speaker 2: Great, Well, thank you so much for joining us.

2136
01:43:09,640 --> 01:43:11,039
Speaker 6: And I'll say it.

2137
01:43:10,840 --> 01:43:14,920
Speaker 2: Right to the outro, Thanks so much for tuning into

2138
01:43:14,960 --> 01:43:17,159
this episode of the Game Informer Show. As always, can

2139
01:43:17,239 --> 01:43:20,359
go to Gaminformer dot com slash subscribe to subscribe to

2140
01:43:20,640 --> 01:43:23,800
our magazine. We've got the Outer World's two issues should

2141
01:43:23,800 --> 01:43:25,680
be shipping out now people hopefully get that soon. We

2142
01:43:25,720 --> 01:43:28,000
just announced our next cover, which is Dragon Quest seven

2143
01:43:28,319 --> 01:43:31,840
Reimagine And as always to get a physical subscription anywhere

2144
01:43:31,840 --> 01:43:33,479
in the US can get this issue shipped straight to

2145
01:43:33,560 --> 01:43:35,760
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2146
01:43:35,760 --> 01:43:37,720
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2147
01:43:37,760 --> 01:43:40,279
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2148
01:43:40,279 --> 01:43:43,399
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2149
01:43:43,479 --> 01:43:45,560
And of course it helps us here a Game Informer,

2150
01:43:46,359 --> 01:43:48,600
stay in business and it's the best way to support us.

2151
01:43:48,600 --> 01:43:51,039
To go to gameformer dot com slash subscribe. Thanks so

2152
01:43:51,119 --> 01:43:53,319
much for watching Slash listening, and we'll see you guys

2153
01:43:53,319 --> 01:43:53,760
next week.

