Episode Transcript
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0:00
Hey hey hey, time to put your middle
0:03
to the test now My
0:06
my my no, hey hey hey Don't you
0:08
know you're messing with the best now I
0:11
know, I know Right
0:21
gang, got a bit
0:23
of a production meeting before we crack on
0:25
like before we talk to all the children
0:27
listening Um, actually that's the problem
0:29
Oh We need
0:31
to modernize to appeal to
0:34
the ute Because I don't know
0:36
if you've noticed But the
0:38
Jimquisition brand isn't quite as hot as it used
0:40
to be And I
0:42
think what we need is an influx
0:44
of new blood to the fanbase So we need
0:46
to appeal to the younger audiences So
0:49
I'm I'm workshopping ideas, this is a bit of
0:51
a brainstorming sesh My first
0:53
suggestion is we change this show's name
0:55
to Coolquisition So that people
0:57
know it is cool I
1:00
mean people wouldn't have known otherwise That is
1:02
that is a smart idea perhaps Right, I'm
1:04
drinking a cup of coffee Because
1:06
hey I can't start the day without my
1:08
shot of Morning Joe That is relatable Like
1:11
people listening will say Ha ha, I too
1:13
drink coffee and I like the caffeine for
1:15
the effect it has I gotta
1:18
pretend they have effects on me because of the ADHD But
1:20
yeah totally totally like oh god it
1:23
jitters me up I've
1:26
been working on a similar but alternative
1:28
way of growing the audience Which is
1:30
that we start appealing to old people
1:32
We start getting old people listening to the show
1:35
I don't know can we get away with that much racism? Oh
1:38
well look that's up to them what they
1:40
do We've not got any control of them
1:43
But my rebrand idea to maybe get
1:45
them on board is to try and
1:48
trick them into thinking like It's like
1:50
a countdown or one of
1:52
those daytime game shows Because
1:55
we call it Podquizition Oh my
1:57
god they love quizzes You
2:00
just make it sound like it's a data and TV
2:02
show quiz and like maybe that maybe look at it,
2:04
right? Okay, we
2:06
could do that. Hey, I'm gonna
2:09
be Richard Whitely Can't
2:22
do it can't do it Okay, but
2:24
I think I'm old enough now to
2:26
sort of like fill their demographic of
2:28
what they like to see on TV
2:30
because like I'm old Enough that if
2:33
they dated me, they wouldn't look like
2:35
creeps but the tits are a lot
2:37
younger so Decuins
2:39
in come red you you've got any rebrand
2:41
ideas for the show to bring new audiences
2:43
in hits with it chill bean I mean,
2:46
I I accepted defeat a long time
2:48
ago I When
2:51
you said get some new blood into the
2:53
audience, I thought we were recording the billionaire
2:55
class. Oh Yeah,
2:59
because that's what they're doing, you know getting
3:01
that young blood injecting it in themselves Trey
3:04
I think the gambit if we want to get the
3:07
billionaire crowd listening is that we make this a show
3:09
That you can only make it like those vanity
3:11
Phone apps that you have to pay like a
3:14
million pounds to have the app on your phone
3:16
and it's just a status symbol you
3:18
can only download the show if you pay
3:20
like a million pound per episode and Like
3:23
having the new episode is the status symbol
3:25
we can maybe get some billionaires Like
3:28
we'll hit up the star citizen people for
3:30
like like advice on how to overcharge in
3:32
nickel and diamond really exploit the fuck out
3:35
of our family The
3:37
way I see it. We really only need one
3:39
billionaire listening Like we should
3:41
just pick one and focus hard on
3:43
them We once had a millionaire listening
3:47
But then I said trans rights one too many times
3:49
and notch unfollowed me and pulled his support I
3:52
was gonna say there was a brief
3:54
moment where notch the port is beyond
3:56
patreon and then that didn't last Oh,
3:58
he once tweeted that he thinks God
4:00
for me and weirdly he doesn't
4:02
know he's not transphobic remember that
4:04
like remember that no transphobic ever
4:06
is transphobic but he did pull
4:08
that support them like just
4:11
as I was talking about trans rights. I
4:13
can summarize my interactions with Notch as he
4:16
paid me 30 dollars a month to
4:18
um complain that it was quite low
4:20
it was quite sad being a multi-millionaire
4:23
and having all that money it was quite
4:25
rough and then and then he
4:27
stopped giving me 30 quid a month. No one
4:30
suffers like Notch in his house full of sweet
4:32
dispensers. His wall full of the
4:34
the wall that is just M&M. Yeah. It's
4:36
a hard life. I've got a glass pig
4:39
never mind sweet. I've
4:41
got a tiny glass pig that's smaller
4:43
than my thumb. I was reunited
4:45
with it. Sorry this is apropos of nothing
4:47
but I invited my friend John and Mark
4:49
my friend John and Mark around Monday night.
4:51
I hadn't seen them since New Year's Eve
4:53
where I was given a small glass pig
4:55
by an Austrian person where apparently
4:57
at the holidays it is customary
4:59
to give small glass trinkets of
5:02
incredibly twee things. There
5:04
was like a small mushroom and a
5:06
small ladybird and I let everyone pick
5:08
first so the mushroom was long gone
5:10
but I've got a little white glass
5:12
pig with little black spots on it
5:14
like a cow and it's got like
5:16
legs like a balloon like a balloon
5:18
animal. It's brilliant and this year I
5:20
propose we all give glass trinkets to
5:22
people because it's the most mortgage
5:24
thing in the world but
5:27
I love it the little twee bastards.
5:29
So yeah that's my policy and that
5:31
is how I think we're going to
5:33
appeal to the Austrian
5:35
demographic at least with
5:38
glass trinkets so I think we should call
5:40
this show Glass
5:47
trinket circumcision that is that's
5:51
a bad scene. That is more of
5:53
a Jonathan pitch. What
5:55
kind of an emergency are you in
5:57
that you can perform the circumcision? right
6:00
then at what you have to hand. ALICE
6:03
It's a small glass pig. ALICE
6:05
In summary, we would need quite
6:07
a few millionaires or billionaires to buy
6:10
into our expensive podcast thing for it
6:12
to actually be a sustainable model. It
6:15
seems like it would probably be less sustainable
6:17
than the current model where we
6:19
don't have any billionaires involved. ALICE There'd
6:21
be a lot of churn. Because
6:24
yeah, the moment someone wealthy listens, they'll
6:26
pull all support immediately. So yeah, a
6:28
lot of churn. So we've
6:30
got to keep appealing. And there
6:32
we go. I haven't had enough sympathy for nearly breaking
6:34
my neck. I know I mentioned it on the Jimquisition
6:36
and on the bottom's favourite summary recorded, and now I'm
6:39
doing it now. But I, for
6:42
a brief second, I was carrying an
6:44
entire adult human on the back of
6:46
my neck. How brave am
6:48
I? Let's not use words
6:50
like stupid, foolish and reckless. Let's use
6:53
words like brave, mighty and brilliant. I'm
6:55
alright. I hurt more because it's been raining than
6:58
because I nearly broke my neck. We
7:00
were talking about this before the show. We
7:03
both have barometric joints from various things
7:05
going on with us. ALICE Oh sure,
7:07
yeah. And the thing is, once you
7:09
hit like 30, if
7:12
you have any injury from your
7:14
youth, then that's just
7:16
when it kicks off. ALICE Yeah.
7:19
Mine was 16 being hit by
7:21
a car, and it gave
7:23
me the war... it gave me my barometric knee.
7:25
And that one's done the barometric thing since I
7:28
was 16. My other
7:30
joints are finally catching up. It's like, oh,
7:32
you did get hit by a car more
7:34
than just that knee got hit. ALICE Knee
7:36
drop on a DDR machine in 2000. ALICE
7:39
Ooh. I didn't
7:42
even do anything. I
7:44
was just born with shit knees. They
7:47
just collapsed in my
7:49
teens. And then of course there's my back.
7:52
And then wrestling for a year
7:54
with a dislocated shoulder didn't help. ALICE But
7:56
yeah, no, we've had similar weather here where
7:58
it's just been hot. and then cold
8:00
and then hot and then cold and
8:03
I can't deal. I cannot deal. Living
8:05
in Yorkshire especially, like the weather here
8:07
is just... it always
8:09
wants to be cold and raining. But
8:12
because it's British summertime, that stuff
8:14
is forceful. Like that is... British
8:17
summertime is an imposition. So
8:20
it will like force its way
8:22
in and then the rain will fight it
8:24
back and while they're having fucking deal with
8:26
the fights out there, I'm Robin Minnie's going
8:28
to go, hmm, I don't want to get
8:30
up off this chair. Oh,
8:32
welcome to Vlogs with a Ching. Welcome to Vlogs with a Ching. We're
8:35
here, it's a show, we talk about
8:37
video games sometimes. Monologues and demagogues all
8:39
day long. Who's played
8:42
stuff this week? Anyone who played
8:44
any things? I tell you what,
8:47
I tell you what I didn't play much of. After
8:49
desperately like trying to get done with the podcast
8:51
last week, I've only played about 10 minutes of
8:54
Hades 2. Yeah,
8:56
did you enjoy that 10 minutes?
8:58
It was alright, yeah. I think
9:00
it's hard to adjust starting again,
9:02
which is why I didn't immediately like get
9:04
hooked again. Because I'm so used to, you know,
9:07
I played Hades 1 for so long,
9:09
I'm used to it being the back-end
9:12
experience, which is quite different from the
9:14
front end. So having to reset
9:16
that has been a bit tricky, plus
9:18
I've had some other stuff to be getting on
9:20
with. That's what Linda and I have been running
9:23
into a lot of. She keeps commenting on how
9:25
much longer it seems
9:27
to take to get through a
9:29
run, you know, how much time
9:31
it takes to accomplish the task, regardless of
9:33
how far in you're going. Oh yeah, I
9:35
found it unacceptable that I lost to the
9:37
first bus the first time I saw it.
9:39
I was like, no, no, it's the first
9:41
bus. I walk through these forgetting
9:44
what early Hades was like. Well,
9:46
and the bosses feel like they
9:48
drag because you are, you know,
9:51
you don't realize how much benefit
9:53
you're gaining from the gradual
9:56
progression of just
9:58
baseline better. shit and
10:01
so you can utterly stomp
10:03
something in in 25 seconds
10:06
that you've forgotten used to take you
10:09
like three minutes. Mm-hmm.
10:11
So yeah unfortunately I can't speak
10:13
much on it. That's
10:16
fair. You know I can tell very
10:18
good I can tell I mean it's
10:20
more Hades. The character designs because
10:22
of my memory I would need
10:25
to have a proper side-by-side comparison.
10:28
Unfortunately the most readily available side-by-side
10:30
comparisons right now are the Hades
10:32
2 artwork and something some terminal
10:35
wanker has edited to quote unquote
10:37
fix it. Oh
10:39
yeah. But looking at them in isolation
10:41
the character designs are really cool. Yeah.
10:43
I haven't seen what the new Dionysus
10:45
looks like yet so that's gonna hinge
10:47
on it. I don't think Dionysus is
10:50
in here yet. Oh yeah I'm not
10:52
I'm like 45 50 hours in I've
10:54
not seen Dionysus. Okay
10:57
well there's a character there's an actual character
10:59
fix. Put him back in
11:01
there so that I can start wanking over
11:03
Hades again. I have a suspicion he will
11:05
be in and I have a suspicion when
11:08
he'll be added but I I have a
11:10
suspicion what they're holding him for. It is
11:12
curious the specific gods
11:15
that are absent from here
11:17
particularly as it pertains to
11:20
the narrative that they're telling.
11:23
Like where's Ares? Where's Athena? Now
11:25
Athena I'm expecting will crop up
11:27
later simply because of some of
11:29
the other characters that are present
11:32
but Ares seems like a
11:34
huge gap and I don't necessarily miss
11:36
him because Doom
11:38
effects were so-so and
11:41
they seem to have been replaced by
11:43
Blitz effects working more or less the same
11:46
way but with a damage component. So
11:48
I you know I don't miss
11:50
Ares from a gameplay
11:52
perspective but it is
11:55
a curious narrative gap I think to not
11:57
have him running around or even a
11:59
reference to that. reference to it. I think
12:01
Athena's very understandable why she's not there,
12:03
in that mechanically a lot
12:06
of people did a lot of reliance on
12:08
Athena's defensive stuff, and that definitely does change
12:10
up how you have to play. If there's
12:12
one character whose boons you're gonna remove to
12:14
really change up a playstyle, hers is probably
12:16
a really good candidate. But also I think
12:18
narratively they have set up the
12:20
hooks really well for her
12:22
not being present but if she could
12:24
show up later and that would create
12:26
some interesting tension. And
12:29
I'm definitely okay with that one. Yeah.
12:33
I'd also like to amend what I said about
12:35
the character art. I
12:40
would like to fuck Chaos if
12:42
that's what you're saying. Yes!
12:44
Chaos's new art is fucking... The first
12:46
time I saw it I had to
12:48
stop for a minute and process
12:51
what I was looking at. That is perfect for
12:53
Chaos. I don't want to intrude. So
12:56
I need to just... I
12:58
need to emphasise for the listeners
13:00
exactly how fuckable Chaos is. In
13:04
all the years I've known Conrad and it's been
13:06
knocking on 15, he has
13:08
never said out loud
13:10
that he wants to fuck someone. I've
13:13
never heard you just say I wanna fuck
13:15
that. That is how
13:17
fuckable Chaos is. I know that there would
13:20
be consequences for it and I accept that.
13:23
Oh yeah! I'll
13:26
put it this way, for anyone who's
13:28
not seen Chaos's art, Chaos
13:30
is hot and fuckable
13:32
and attractive enough that
13:36
I would look past the fact that Chaos
13:38
is holding a skull with
13:40
an attached spinal cord with a foetus
13:42
on an umbilical cord coming out of
13:45
the mouth. Well yeah
13:47
because I'm looking into Chaos's other head
13:49
and eyes while that one is on
13:51
my eye anyway. in
14:00
the weeds on Hades 2, it is still the big
14:02
thing I'm sinking time into when I have time. I
14:05
have made it to
14:08
as far as the game will currently
14:10
go in any directions
14:12
presented. I've seen currently
14:16
the limits of what combat
14:18
and location content there is in the game.
14:21
There is still a lot of stuff
14:24
for me to be doing. I've gotten
14:26
a good 45-50 hours already out of
14:28
early access and I've barely
14:30
started scratching the bit of the game that
14:32
would be turn the difficulty up and keep
14:35
fucking around. I'm
14:39
really digging it.
14:41
I still don't like
14:43
the weapons. Yeah, none of
14:45
them have grabbed you. No, I mean
14:47
there are ones that I can
14:50
see practical benefit to. Like
14:52
I'm warming to the flames. Those
14:54
are the ones I've been really
14:56
gravitating to. And I've
14:59
warmed to the flames because
15:01
Hera becomes a thing and
15:04
Hit with the flames can
15:06
be so effective. But
15:08
otherwise, yeah, I
15:10
finally unlocked the aspects and I like
15:12
the way that those work. One thing
15:15
I will give this game credit for
15:17
is while there is
15:19
an obscene number of
15:22
collectible resources, I mean
15:24
just so
15:26
many of them, they
15:29
at least have made
15:31
a concerted effort to
15:34
make them all valuable and continue
15:36
to have value as you
15:39
continue to play and get deeper into it.
15:41
And I appreciate as well that a lot
15:43
of them feed into other resources where if
15:45
you end up with an abundance of one,
15:48
there might be an incantation to turn it
15:50
into a rarer one in its place.
15:52
There is a degree of flexibility around
15:54
them. Yeah, and some of that was
15:56
present in a much more minimalist
15:59
way. fashion, you know,
16:01
through the shop in Hades
16:04
1, and I was
16:06
worried about the complexity of that
16:08
when I saw just how many
16:11
more things there are, but
16:14
it's not too bad. I am finding
16:16
myself doing a lot of, all right,
16:18
well I'd rather go this path,
16:20
but I want that resource, so
16:22
I'm gonna go get that resource
16:25
than I would have thought necessary,
16:27
but it's fine. I have
16:29
one thing of note, and I'm not going
16:31
to go into specifics on this because to
16:33
discuss it in specifics would require some spoiler
16:35
discussion. I will say, look
16:37
out on Friday of this week, I will
16:39
have a video up on youtube.com/Laura K Buzz
16:41
talking about the thing I want to talk
16:43
about here in some, like, proper spoiler depth.
16:47
I have hit a point of frustration
16:49
with one mechanic in this game. It
16:52
is a mechanic that,
16:54
without getting into specifics, disables
16:57
some accessibility accommodations and
17:00
access to some accessibility
17:02
settings as a gotcha
17:06
that I don't think is a
17:08
good move on the game's part.
17:10
Yeah, I know, I now know
17:12
what you're talking about, and yeah, not
17:15
being able to access those
17:17
things is unnecessary. Yeah,
17:19
I understand narratively what they're going for,
17:21
I understand the impact they want to
17:24
have and I think for some people
17:26
it will have the intended impact. Sure.
17:29
I don't think it's malicious, but I think that
17:31
they had, oh, this would be
17:33
a neat narrative idea and didn't think
17:35
about the impact it would have on
17:38
the players that are actively
17:40
using the accessibility accommodations the game
17:43
otherwise provides. I
17:45
also think that the
17:48
way that you get the game to back
17:51
off of that whole
17:53
mechanic is not
17:55
a good design decision because it
17:57
forces you to play the game
17:59
with without the accessibility accommodations available
18:02
to you in order, like
18:04
multiple times, in order to get your accessibility
18:07
accommodation back. And I think that, like, had
18:09
they made it so that
18:11
you could get that situation
18:14
resolved some other way without
18:16
having to go through the
18:19
situation that you don't have accessibility accommodations
18:21
in, I'd have been more forgiving of it.
18:24
It's a frustrating design decision, I won't go any
18:26
more specific into it here, but if you want
18:28
to know more and go spoiler-y, keep an eye
18:30
out on YouTube on Friday, because it's the only
18:33
thing about this game that has really rubbed me
18:35
a little the wrong way. And I think that
18:37
there's even a simple solution to that, that would
18:40
retain the effect for
18:43
players of that sort of realisation, and
18:48
then back it off. Like, all
18:50
they really need to do is
18:52
add an option in
18:54
the gameplay menu after it happens the
18:56
first time. Yes. And that would
18:58
solve the whole thing. In the video I've
19:00
got going up this week, I make like four different
19:02
suggestions of ways you could work around it, that is
19:04
one of them, there's a few other ways I think
19:07
you could do it. I think
19:09
there's really easy fixes that don't involve
19:11
having to remove this little gotcha.
19:13
Yeah. Because it is good,
19:16
it is good. Like, it's clever. And
19:18
I appreciated it. It's clever, but
19:20
it is not considerate of
19:23
disabled players, which is
19:26
something you have to be if you're going
19:28
to have an accessibility dedicated menu in your
19:30
game. You are saying to disabled
19:32
players, we are thinking about your needs. You
19:34
kind of have to keep those in mind,
19:36
even in moments like this. But
19:39
generally speaking, I'm really digging Hades 2
19:41
still. There is already more variety of
19:43
content to see in this than there
19:45
was in the finished first Hades. I'm
19:48
more than happy to support a game in early access
19:51
in that kind of situation. I'm like, yeah,
19:53
you've certainly earned getting my money's worth out
19:55
of me already. Yeah, I agree with that.
19:58
I think it's very good. I played
20:00
a couple of other things, I might jump in
20:02
with one. I started playing a really adorable little
20:05
game that I don't have a huge amount to
20:07
say about, but that's not because it's not good.
20:10
I started playing Little Kitty, Big City.
20:12
I've been keen on this coming out,
20:14
in fact, Linda reminded me of its
20:16
release the other day, and I've heard
20:18
it's a little buggy, but pretty good.
20:21
I've heard as much, but I've not
20:23
experienced it myself, and I don't know
20:25
whether it's because I'm playing on console
20:27
or what. I've been playing it on
20:29
Switch and haven't really experienced much buggy
20:31
with it. But yeah, the gist of
20:33
this is you are a little black cat
20:35
that's fallen out of the apartment window, and in
20:38
theory the game is you trying to get
20:40
back to your multiple floors up apartment that
20:42
your human lives in. To
20:45
say that that's the aim of the game
20:47
completely doesn't do it justice, because the
20:49
point of the game is, sure, we're
20:51
meandering our way back to get
20:54
back there, but also we're a cat and there's
20:56
gonna be a lot of taking
20:58
the scenic route involved in that journey.
21:01
The game has really good
21:04
expressive animation, uses a lot
21:06
of exaggerated squash and stretch to really fun
21:08
effect. Having put like maybe an hour and
21:10
a half or so into it so far, it
21:13
feels comparable to something like Untitled
21:15
Goose Game, but with a little
21:17
bit different of a vibe, because
21:19
where Untitled Goose Game was like
21:22
vengeful chaos, like
21:24
vengeful mischief. This is
21:27
mischief under a layer of I'll look at
21:29
you with big soppy eyes and go, oh
21:32
you can't blame me, I'm adorable, it's not
21:34
my fault that I'm wrecking shit. And
21:37
that little change in tone I think works
21:39
in its favour, it does a lot to
21:41
help set it apart. Generally
21:43
speaking it's just a nice little
21:45
crafted sandbox-y environment.
21:49
Go find a bunch of stuff to
21:51
do. Objectives will sort of naturally pop
21:53
up as you explore the
21:55
world and will interconnect with each other a
21:58
little bit. I... had
22:00
a quest where someone wanted to be paid
22:02
in feathers, so I had
22:04
to go and learn that I could trip
22:06
over a human carrying a sandwich and steal
22:09
their bread, and put it down on
22:11
the floor, and then crouch, and then pounce on a
22:13
bird, and I let the bird go but it just
22:15
got a little feather. It's half that,
22:17
and it's half going around shops knocking glass jars
22:19
off the top of countertops while people shout at
22:21
you and you're like, ah, I can't get me,
22:23
I'm up on the top of the shelves, knocking
22:26
stuff around. It's very cute. I streamed maybe
22:28
an hour of it and then decided like,
22:30
I don't want to stream more of this,
22:33
I want this to be my like, chill,
22:35
not particularly for work kind of game, and
22:38
I've been chipping away at it and having a
22:40
lovely time. It's a very wholesome little game. Either
22:43
of you played anything else this week? Uh,
22:45
I played a fair bit this week. I
22:49
guess the one that was the most
22:51
relevant to listeners to
22:53
start off with would be Crow Country. Again,
22:55
another thing that I wanted to play this
22:58
week, and the only thing I've
23:00
had time for is Hades. It's
23:02
on my list, just didn't have time. Yeah,
23:05
this one is on a lot of lists. I
23:08
mean, it's on Friend of the Showcasey Explosions Game
23:10
of the Year list. She's that taken
23:12
with it. I'm not quite as taken with
23:14
it as Casey, but it
23:17
is very good. It is a high-quality
23:19
game. One that deserves praise for being
23:21
one of the very, very, very few
23:24
in the retro survival horrors that didn't ask
23:26
the question, what if we just made a
23:28
shit game on purpose? This
23:30
one doesn't like, put in awkward
23:33
controls because of that fucking ruinous
23:35
misconception that shit controls made old
23:37
horror games scary. This one has
23:39
real controls, which is great, played
23:41
in this isometric perspective, which is
23:43
really nicely done in that you
23:45
get a good view of the
23:47
space, but just enough is
23:49
obscured that if you start sprinting headlong,
23:51
you could bump into something. I
23:54
was a bit unsure of the visual style
23:56
at first, because the main characters, well, the
23:58
human NPCs, all of them, look
24:00
a bit too cheap with their very
24:03
clearly segmented limbs and that they look
24:05
a little bit like they were made
24:07
in dreams or something like that like
24:09
using basic models but the monster designs
24:12
and the environment designs are lovely so
24:16
that really offset it the monsters in
24:18
particular they've nailed that Jacob's ladder thing it's
24:20
my favorite type of horror design where
24:23
the monsters are inherently
24:25
goofy and silly looking and
24:28
that somehow makes them scarier because something
24:30
that silly being that dangerous and that
24:32
just sort of slightly disturbing really speaks
24:34
to me so I love the enemies
24:37
they're all really horrible mutilated body horror
24:39
type things a really good job to
24:41
be done with the limited graphics and
24:43
sound to just communicate that whatever these
24:45
things are or where they do not
24:48
want to be what they are now
24:50
really freaky stuff I really like that
24:53
it's quite witty as well the writing's
24:55
nice it's got a cool
24:57
little story that unfolds like with the
24:59
backstory and everything decent puzzles
25:02
you know it is very much a
25:04
survival horror game and it's core doing
25:06
all of the things you'd expect lots
25:08
of solve the soup cams type of
25:10
puzzles they use the conceit of the
25:12
theme park well with that regard in
25:14
that you interact with some animatronics or
25:16
some rides nothing like
25:18
major but you know a
25:20
battery you might need is in there you
25:22
know a mechanical mermaid or something there are
25:24
some funny little silly moments like there are
25:27
these little mushrooms that are hidden around and they're
25:29
like hello I'm a little mushroom boy I will
25:31
grant any wish you want oh you want
25:33
to upgrade the range of your flamethrower weird
25:35
wish and so there you're up your weapon
25:37
upgrades of these little mushroom boys there's a
25:39
lot of adorable stuff in it but
25:42
also just yeah creepy body
25:45
horror shit I like it a lot
25:47
they do a really cool thing with the
25:49
backtracking where obviously there's a
25:51
lot of that as you get new keys
25:53
to open new things but they've
25:55
got this cool little it's a
25:57
very subtle thing but I really like it where You
26:00
can avoid combat and it's advisable a lot
26:02
of the time, as with many survival horrors,
26:04
but it's a risk-reward thing because as you
26:06
progress in the game, new
26:08
monsters populate older areas.
26:12
So the game warns you like, if
26:14
you don't think the herd now, you've
26:16
got worse problems later. It's
26:19
like population control almost. You're
26:21
fighting enemies not to kill
26:23
them all, but just
26:25
to make areas manageable later if you think
26:27
you're going to need to go through this
26:30
area a lot. The only drawback
26:32
for that is they do the same
26:34
with traps and fuck the traps. There's
26:36
something just especially unexpected about going into
26:38
a room you've cleared and walked through
26:40
like several times and suddenly there's a
26:42
chandelier on the ceiling that drops on
26:44
your head and you're not really looking
26:46
up there because you're looking down where
26:48
all the other traps and enemies are
26:50
and the amount of times I've been
26:52
gotten with it. It just feels snide
26:55
and they deal so much damage that I've
26:57
actually saved scum at points just to be
26:59
like, no it doesn't feel fair and sometimes
27:01
it just feels arrogant and I'm not letting
27:03
it win so I've actually like done myself
27:05
out of progress just because I'll get hit
27:07
with a fucking chandelier I didn't see coming.
27:09
I'm not adding that. I'll do the puzzle
27:11
again to not be hit by that chandelier.
27:14
Same goes for like the poison traps. You get
27:16
poisoned so much in this game you're constantly going
27:18
in your menu to get antidotes. Multiple
27:20
different types of glass uh
27:23
gas traps. I do like the
27:25
traps that appear in the back end
27:27
that are item pickups that are rigged
27:29
to explode. That's a cute
27:31
idea. They're the same shape as other
27:33
pickups but the labeling is different and
27:36
you you eventually learn sort of at
27:38
a glance which are dangerous. But those
27:40
first few moments are really tense like
27:43
until you you work out what to
27:45
look for. So yeah it's really cool.
27:47
I'm very fond of it. It's probably
27:49
the best retro indie survival
27:51
horror like those ones inspired by classic
27:53
Resident Evil and Silent Hill. It's probably
27:56
the best example of those that I've
27:58
seen. Very Recommended. Very.
28:00
Recommended. It's. It's gonna
28:03
say I'm glad to hear and see
28:05
I live since. Decent? Yeah, that's that's.
28:07
just a lot going for a well
28:09
written, well paced, good horror. At
28:12
ease later feels as we go
28:14
matter of just being the Hades
28:16
to is just been the Hades
28:18
ah off a flight. A couple
28:21
of other things I can I
28:23
can quickly chime in on. I'm
28:25
a playing an interesting game.net only
28:27
gonna stick more with cool details
28:29
of can Zara the Hell I'm
28:31
which is a natural read vein
28:33
as it is published by. Ea
28:36
originals which is to my understanding
28:38
that in be publishing label for
28:41
we would we would like to
28:43
have some games that were attached
28:45
to the like might win some
28:47
game of the year awards for
28:50
like a Game for Impacts because
28:52
they you know tackle Ah untold
28:54
stories it's it's the we would
28:57
like some some kudos awards will
28:59
will pay to publish them in
29:01
be stuff and this one is
29:03
a side scrolling Medford Mania Ah.
29:06
Where. The. Gimmick is
29:08
you have access to a couple
29:10
of different mosques that you can
29:13
tap meet combo to change your
29:15
fighting style midway through fighting and.
29:18
He wants really well as a gimmick.
29:20
I'm the starting set up for each
29:22
form of your character is. Just
29:26
a light attack, heavy attack, or-and
29:28
a jump and you add. additional
29:30
maybe like so far as seem
29:33
like one additional thing palm ask
29:35
form opposite of movement that ah
29:37
and the way that they they
29:39
play will be different between them
29:41
as a few things i've really
29:43
like about about this games presentation
29:46
in particular so far i'm i
29:48
really like the i'm the environment
29:50
designs who has has been doing
29:52
the environment design service game has
29:54
a really fantastic ali for making
29:57
sure that like big shots as
29:59
an invite have one feature
30:02
element that will really help that area
30:04
stick in your mind. The
30:07
opening shot of the game, for example, is a sort
30:09
of futuristic cityscape, but the
30:11
one thing that sticks in my head
30:14
is this one building that's a giant pyramid
30:16
with an inverted pyramid on top of it.
30:19
It's almost like an hourglass of
30:21
pyramid in the middle of this
30:23
big futuristic city. And there's
30:25
a lot of use of things like this where it's just,
30:27
that's just one very simple silhouette
30:30
that makes that area not
30:32
just feel cookie cutter in its design.
30:36
There's also a lot of really nice
30:38
design choices, like when wearing one of
30:40
the combat masks, the sun mask, your
30:43
male character you're playing
30:45
as has this movement
30:47
to them that is
30:49
very ballet inspired. This
30:51
combat movement system that
30:53
almost is like pirouettes and sort of like would
30:56
not look out of place in something like Swan
30:58
Lake. The kind of
31:00
movements you very rarely see given
31:03
to male lead
31:05
characters and like that really struck
31:07
me quite well. The
31:12
game is doing some interesting
31:14
stuff narratively with being a
31:16
story about coming to
31:18
terms with grief. On
31:20
the surface it is, I thought
31:23
it was going to be like a lot
31:25
more predictable than the
31:27
premise actually seems to be because like the
31:29
initial setup is that tried and true, someone
31:34
you love has passed away, you're going to
31:36
go on a quest to convince death to
31:38
give you your dead loved one back. And
31:40
like usually that entirely plays out as somewhere
31:42
along the journey you come to terms with
31:45
the fact that like the correct thing to
31:47
do is to walk away and accept the
31:49
the death of the person who's passed on.
31:52
This adds a little wrinkle to that
31:54
up front where the deal made with
31:56
death is cool, we'll go on this
31:58
journey together. But if
32:01
you don't see it through to completion,
32:03
you will be mine. You will
32:06
be taken by death. So there
32:08
is like an acknowledgement of usually
32:10
the trope is you come to terms with it
32:12
and you just walk away from the quest. That
32:16
is from the start not presented
32:18
as an option. And I'm
32:20
very curious where they're going with that. I
32:23
have one main problem with the game and
32:26
it's not a deal breaker of a problem,
32:28
but it's a problem that
32:30
annoys me specifically. I'm
32:34
someone that's very completionist about like if you show
32:36
me an optional challenge, I want to go do
32:38
that optional challenge before I move on. I
32:42
struggle to walk away from
32:44
optional challenges. And the
32:46
problem this game has is with
32:49
how those optional challenges are balanced
32:52
relative to how far into the game you are. The
32:55
very first optional challenge you're presented
32:58
involves a fast moving
33:00
river that changes your movement speed dramatically
33:02
increases it and a corridor where you
33:05
have to slide to slide under things
33:07
and jump over things. With
33:10
like pinpoint precision or
33:12
hit one hit kill spike
33:15
walls with zero checkpointing. It's
33:18
the kind of optional challenge where if in any
33:20
other like metroidvania type game you offered me this
33:23
like 80% of the way into the game. I'd
33:25
go cool this feels like an appropriate
33:28
level of challenge for an optional challenge toward the
33:30
end of the game. The very
33:32
first optional challenge presented. I
33:36
know I could just walk away. I personally
33:39
struggle to do that and therefore I'm finding
33:41
myself frustrated going this feels way too precise
33:43
of a challenge for I've barely gotten my
33:45
bearings with the game. And
33:48
generally the optional challenges feel like they
33:50
have that kind of they're
33:53
not built
33:56
in a way that is that feels
33:59
respectful of. how much experience you have with
34:01
the game. I'm okay with it being real
34:03
challenging. It feels like just a
34:05
little off of the curve. But
34:08
so far I've been enjoying it. I'm curious to
34:10
stick with it and see where it's going. I
34:12
like a lot of the voice acting and presentation.
34:16
It's definitely interesting. It's caught my attention. What
34:20
about you Steph? What else have you been playing this week? So
34:23
I started a game that came out yesterday called
34:26
Athenian Rhapsody. I
34:29
saw a trailer for it. It immediately fell in
34:31
love with the
34:33
look and the sound of it. It
34:36
looked like a very unsubtle copy
34:39
of Undertale. And having played
34:41
it, I can in fact say that it is. It
34:44
is so shamelessly
34:46
aping Undertale. It's
34:49
very shameless. The
34:51
general can see is the trailer
34:53
at least and the marketing promises that no
34:55
one playthrough is ever the same. Everything
35:00
plays a little different. Now we hear claims
35:02
like this all the time. I'm not exactly
35:04
sure how it manifests. I do know I
35:07
started the game very briefly then restarted it when
35:09
I realized I'd spelt my name in all caps.
35:12
And it did pair me off with a
35:14
completely different character at the beginning based
35:17
on a questionnaire that
35:19
I was asked before the
35:21
main game started with
35:24
silly questions and answers. It's
35:27
got that dorky humor that you see in
35:29
games like this. So yeah,
35:31
yeah, at least that's different. Instead
35:34
of getting a little red devil, I've
35:36
been dealing with a little pink coral
35:39
looking guy called Richard. It's good. It's
35:41
just shameless. I'm
35:44
okay with shameless. I've
35:47
heard it before, the joke it's telling,
35:50
but it tells it
35:52
well. And that's what's keeping
35:54
me going is as obvious as it
35:56
is what this game is being. It's
35:59
doing it quite well. This is not a
36:01
cack-handed half-baked attempt to cash in on Undertale. It's
36:03
a very well-done attempt to cash in on Undertale.
36:05
The writing is quite funny. It actually made me
36:07
laugh out loud. I spoke to an NPC who
36:09
was fishing and saying he had to catch the
36:12
fish because if you don't, they come and make
36:14
fun of you. But if you catch it, it
36:16
is he who makes the fun. I just was
36:18
very charmed by the idea that that's the objective
36:20
of fishing, is mockery. It's
36:24
full of little NPCs with silly little
36:26
things. The battle system, yes, has a
36:28
befriend mechanic that is exactly Undertale.
36:31
You can attack or you
36:33
can select various commands to interact
36:35
with the enemies. One
36:38
thing that seems to be different is you
36:40
only have to make friends with an enemy
36:42
type once, and there
36:44
isn't a pacifist genocide thing going on,
36:46
I don't think. It
36:49
does track your friends versus your victims,
36:51
but it seems that... It
36:53
has to be this way because if you had to
36:55
make friends every single time, it'd
36:58
be such a way more boring game because
37:00
of how long it can take to befriend
37:02
things. So you fight
37:04
an enemy the first time, you do
37:06
the Undertale thing of interacting with it,
37:08
avoiding its attacks, which again, exact same
37:11
thing. You're playing a little
37:13
version of yourself on a board with enemy
37:15
attacks represented as various shapes or things flying
37:17
at you. Once
37:20
you've befriended one, that seems to be it. You
37:22
can then kill subsequent versions of them and level
37:24
up and everything, which
37:27
I like because there is a whole battle system very much like
37:29
Undertale has that one doesn't feel like they can use if they
37:31
want to play it properly. Whereas
37:35
here it's a bit different. It seems
37:38
the benefit of befriending enemies first is you
37:40
collect them on each biome, and then you
37:42
report it to a character who will give
37:44
you a badge for befriending every enemy
37:47
type in the area. Then
37:49
it seems you're free to play it as normal. That's
37:53
at least my read so far. Other
37:55
than that, it looks lovely. The visuals
37:57
are fantastic, the character designs are a
37:59
lot. of fun, it's really
38:01
bright and colourful, lovely animations,
38:03
the music is outstanding. That's
38:06
one of the things that got me excited
38:09
to play it. The soundtrack has got one
38:11
of the best soundtracks I've heard in a
38:13
long, long fucking time. It's
38:15
been a while since I've heard
38:17
a soundtrack just this consistently catchy.
38:20
Even in the early goings, every
38:22
area I've been to, every single
38:25
bit of music is great. So
38:28
if nothing else, the soundtrack I'm really
38:30
into. For your interest, Laurie, you can
38:32
change the menu sound effects to be
38:34
various duck quacks. Hell yeah! Yep, I
38:36
thought of you as soon as I saw that. There
38:40
are silly things to play around
38:42
with in the menus. There's
38:45
a help section, one of the helps being
38:47
that you feel sad when you're alone at
38:49
night and it just gives you some life
38:52
advice. It's very cute, very adorable, very dorky
38:54
and very, very unashamed
38:57
of what it's doing. And
38:59
I so far like it. So far
39:01
I really like it. I thought I'd cringe
39:03
at how much it's copying Undertale
39:09
but the fact that they're still managing
39:11
to be funny is
39:13
letting them get away with it. Because
39:15
for all it's copying, like
39:18
I said, I've heard it before but
39:20
it's the way you tell them and they're telling
39:22
it well. So we will say, it
39:25
also calls me out harder than any games
39:27
ever called me out before because it lets
39:29
you name your character. I named my character
39:32
Steph and then when someone asked my name
39:34
they said Steph, I was expecting a caller
39:36
name like James and
39:38
I felt very, very called
39:40
out. But
39:43
yes, that was pure random chance.
39:45
Someone did ask that, does the devs follow you
39:47
and are they trying to fuck with you? No,
39:50
pure coincidence. Pure coincidence can do
39:52
things like that. When
39:54
playing the Stanley Parable Ultra Deluxe, I did think
39:56
of you when I got to the room. where
40:00
it's the button that says your name, but no matter
40:02
what your name is you press the button and it
40:04
says Jim. And there's moments in
40:06
games like that where I'm like, sometimes you're
40:08
just gonna put a name in a game
40:10
and it's gonna seem way more targeted to
40:13
like one person than it otherwise would. Although
40:15
funnily enough, the Stanley Parable does have
40:18
a reference to me, and famously the
40:20
developers reached out to use my new
40:22
name. Exactly! Which was lovely. They
40:25
updated the screenshot of a Destructoid review
40:27
and changed the text on it, which
40:29
is really amazing. Yeah! So yeah, I'm not
40:31
currently beaming about Athenian Rhapsody being on the
40:33
line, like oh my god you've got to
40:35
play this, it's so amazing. But it's got
40:38
me on the hook, and
40:40
fingers crossed I will have that opinion.
40:44
Right now I have the opinion of this is
40:47
very promising, not
40:49
original in terms of any of
40:51
the conceits going on, but
40:53
the humour is on point, the
40:55
visuals are fantastic, and the soundtrack
40:57
is fucking incredible. I gave it
40:59
a Google, I'm definitely intrigued, shameless
41:02
as it clearly seems to be.
41:05
I'm fascinated by one mechanic I've
41:07
seen mentioned, which leads into the
41:09
question of exactly how variable these
41:11
playthroughs will be. Apparently
41:14
your specific playthrough will create like
41:16
a trading card save file at
41:18
the end, you can trade with other people,
41:20
and it will some kind
41:22
of playable experience that's based on whatever
41:24
your friend played, and I'm like, I
41:26
don't know what that means, but I
41:29
admire the ambition. So I've not
41:32
beaten a playthrough yet, so I can't speak
41:34
fully on it. I've not even seen the
41:36
trading card, but there is reference to it,
41:38
it's called your Rhapsody, and
41:40
it tells you various things that will be
41:42
added to it, like there is an accessibility
41:44
option, there's just one, but it gives you
41:47
invincibility frames when you get hit in battle,
41:49
so that you don't just like take a chain of damage. And
41:52
they do mention that if you use it,
41:54
it will just like be shown
41:56
on your Rhapsody that you've used it, like that's
41:58
it, there's no other part. I've
42:01
said this before, I'm not keen on
42:04
making permanent markers that you've used in
42:06
accessibility. No, me neither. It is just
42:08
the first example I can think
42:10
of. Oh no, no, I get it, yeah. But
42:13
no, I'm not keen on it either. Another
42:15
thing is there are cameras set up around
42:17
the world, and you can use them to
42:20
take a picture that I guess will be on the
42:22
trading card. So you can only
42:25
have one, but there are various locations, and
42:27
as you make friends or party members and
42:29
they follow you, you can take the picture
42:31
with them. So currently it's just a little
42:33
picture of me and a little sausage dog
42:35
that I found, and
42:38
this battle with, and it became a friend, and so it
42:40
can follow me around as a party member. And
42:42
you can swap to them during battle,
42:45
and they've got their own commands and stuff. And
42:47
that's really cute. It seems you can
42:49
only have one at a time, but you can switch them
42:52
once you get to the first city area, you can
42:54
switch them out like any other ones you've collected. And
42:57
looking at the amount of question marks on the
42:59
list, there's a lot of them to collect. And,
43:02
you know, presumably take your favourite one to
43:04
your favourite location where there's a camera, take
43:06
a photo, and then that's the front of
43:08
your card, which is really cute. How
43:12
extensive all of that is, I do not
43:14
yet know. So how extensive, how
43:16
dramatic the story change is, who
43:19
knows yet? But we will say, hopefully
43:21
it's extensive because it's the original
43:24
thing this game's like doing. I'm
43:27
intrigued enough that I have it downloading
43:29
right now to get around to
43:31
when I have time to check it out. I
43:34
would be curious to see what you think, because it is, I mean,
43:36
I'm curious to see what I think, because I
43:39
don't quite know yet. I know I'm enjoying it.
43:41
Like, I'm having a lot of fun. So
43:43
whether it's original or not, that's
43:46
one of the beautiful things about games is the
43:49
difference between plagiarism and an homage is
43:52
how good the game is. The
43:55
only other thing I've really played this week is
43:57
I've been playing around with the new Vampire Survivors
43:59
DLC. operation guns.
44:02
Which is the Contra
44:05
DLC. Weirdly they didn't let me near
44:07
that one. No, the Konami one didn't
44:09
get you anywhere near that one. Honestly
44:12
the thing I keep thinking about since
44:14
having played through this is
44:17
I weirdly think like the two
44:19
DLCs that have been brand tie-ins
44:22
with other properties have been two
44:24
of the best DLCs for vampire
44:26
survivors and that's not to be
44:29
a negative comment on the Fascari
44:31
or Moonsfell DLCs but
44:33
I have been really impressed at the
44:35
quality, the amount that the tie-ins with
44:37
Among Us and Contra hasn't felt like
44:39
cash grabs. I really like the new
44:41
map in this Contra one. It
44:44
is a pretty big sprawling environment that
44:46
goes between like grassy
44:48
outskirts into still
44:51
somewhat stable but a little
44:53
bit sort of bombed cityscape
44:55
into desert barren
44:58
environment. It feels
45:00
like there's a lot more variety of enemy types
45:02
showing up. Really cool soundtrack stuff
45:04
in there. I feel like
45:06
this is the most characters and weapons
45:08
they've added at one time in a
45:11
DLC for this. The fact that
45:13
they're basically all guns hasn't
45:16
stopped them feeling varied and I think that is
45:18
that is impressive. Given that I'm
45:21
not usually a person playing characters
45:23
and vampire survivors that require me to
45:25
direct my weapon direction, particularly once evolved
45:28
a lot of these weapons reach
45:30
a point where I'm very into them. It's
45:33
a neat DLC. That's good to know. I've
45:35
not got round to it. I have actually
45:38
been working on a bunch of vampire survivors
45:42
stuff. I'm so excited for the shape
45:45
you've been working on to be in
45:47
there. Hopefully,
45:49
hopefully. I'm very proud of it and
45:51
then like Ponce was happy with it.
45:55
Yeah I would have loved to
45:57
have been commissioned to have done a little
45:59
bit of best theory or stage
46:01
descriptions for the Contra stuff. I'm
46:03
already delighted that a project I
46:05
work on has had
46:08
Konami's involvement. That already amuses
46:10
me greatly. There's probably an ability
46:12
to, if you have the DLC,
46:14
look at the credits and see
46:16
your name and also Konami in
46:18
the same credit list. I
46:21
mean, possibly, possibly. I might ask if
46:23
I can have some of the assets.
46:25
I just, just so I feel like
46:27
I've done something. I better not.
46:29
But yeah, like
46:31
between that and the Among Us
46:34
DLC, the
46:36
crossovers are really interesting and
46:38
the game is so thematically loose.
46:42
It doesn't matter. That's what I love
46:44
about the game. It doesn't matter what
46:47
it's doing. And, you know, it's
46:49
what gave me a lot of creative freedom for
46:51
the writing projects I've done, because Luka is a
46:53
fascinating game director who really is like not
46:56
big on established canon, not
46:58
big on making everything make
47:01
sense. So really is like,
47:03
have fun with this world, have fun
47:05
with the characters and what you can
47:07
do with it. And it's very refreshing.
47:09
I think that that loose and floatiness
47:11
has done a good job of making
47:14
it so that weird little ideas that
47:16
feel very unique can be part of
47:18
like to make sure that times with other
47:20
properties don't feel like they have to be
47:23
wedged into the mold of just vampire survivors. Like
47:25
I think a lot about the Among
47:27
Us one, having the alarms gone off, you
47:30
have to go hit the thing to stop
47:32
the emergency mechanic. It's a
47:34
little thing, but it goes a long
47:36
way to carrying that feeling of tone.
47:38
Yeah, definitely. One thing I've been learning
47:40
lately, again, not to give away too
47:42
much, is just how, just
47:45
how much you can do with
47:47
one or two mechanics to completely
47:49
change how something is played or
47:51
approached. And that again is
47:53
something vampire survivors has been really good
47:55
at is taking this
47:58
incredibly simple idea and. then
48:00
he's racing on it to maximize the
48:02
mechanics to do different things which a
48:04
lot of the games copying it have
48:06
not even considered. What happens if you
48:08
add just one mechanic and then play
48:10
around with what that does and layer
48:13
it and layer it and there you go.
48:15
It's one of my favorite things which a
48:17
lot of people confuse with backtracking which is
48:19
why some people have been trying to make
48:22
me sound like a hypocrite because the dragon's
48:24
dog they're saying but I'm a big fan
48:26
of maximizing the potential of something be it
48:28
an environment or a mechanic or something like
48:30
that. Let's take this thing and
48:32
not just retread it. How do
48:34
we remix it? How do we
48:36
make the same interaction do something
48:38
different? Seeing the applications
48:41
of those mechanics based on the
48:43
different properties crossing over with it
48:45
and some of the stuff going
48:47
on in the adventure mode it's
48:49
just really cool to say. And
48:51
obviously I'm somewhat biased but I do think
48:53
it's a big key to the game's longevity
48:56
especially where so many other games copy just
48:58
the basics but do not have the imagination
49:00
to pull off making it compelling
49:02
and worth going back to. The amount
49:04
of thought that Poncel is
49:07
putting into this game, forethought and
49:09
the variety, it's one
49:11
of the reasons why it's enduring. That
49:13
game is constantly updating a lot of
49:16
it for free and it's
49:18
yeah it's an incredible game not just
49:20
because of the general gameplay conceit that
49:22
sort of launched a genre. It's doing a
49:24
lot more that I think it
49:27
could stand to get a little bit more credit
49:29
for. Well put. Have you played anything
49:31
else before we move to the news?
49:33
I'll tell you two things. I'm
49:36
playing Final Fantasy 6 and I've never
49:38
properly gone through that one. That's been
49:40
an albatross around my neck for a
49:42
long time so I'm deeper into that
49:44
than I've ever been. It's fun. Final
49:47
Fantasy 6, you know, those who
49:49
aren't too fond of the more latter-day sort
49:52
of after Final Fantasy 7 took off and
49:54
the series went mainstream. A lot
49:56
of the older school fans will name 6 as
49:58
the best one or their favorite. at one. I wouldn't
50:01
go that far but you know Kefka is a great
50:03
villain and the gameplay is cool and
50:05
you see a lot of sort of the
50:08
turning point in six from the
50:10
older school Final Fantasy to the
50:12
more modern stuff so that's cool and
50:14
not a great deal to say about it because it's
50:16
you know Final Fantasy 6.
50:18
The other one I've played is Slayer's let's
50:20
see if I can remember the name of
50:23
this Slayer X Terminal Aftermath Revenge of the
50:25
Slayer. I think that's the full title there's
50:27
two colons in there this is the
50:29
sequel to Hypnospace Outlaw that I somehow
50:31
didn't know about oh yeah apparently it
50:33
came out on like PC and Xbox
50:36
last year and then came to
50:38
Switch PS5 yesterday. I was given
50:40
an advanced copy to check out
50:42
and so it's the sequel
50:44
to Hypnospace Outlaw but it's a first-person shooter
50:48
an incredibly puerile pathetic
50:51
edgy first-person shooter developed by
50:54
Zane the guy
50:56
whose website you moderate in Hypnospace
50:58
Outlaw the edgy kid with the
51:00
really shittily drawn comics he
51:03
made a game in like 1998
51:05
or something and there have been
51:07
many many retro shooters that like
51:10
the whole boomer shooter thing many
51:13
ones that have been like oh we're reminiscent
51:15
of Doom or you know Quake
51:17
or something I've not seen one
51:19
as authentic as this one this one
51:22
really nails it the visual quality they've
51:24
put on the opening FMV to make
51:26
it look like a an
51:29
artifact-laden PC cut scene complete
51:31
with beautifully flat acting as
51:33
a woman character and whoever
51:36
they got to do her
51:38
voice they managed to like
51:40
nail the kind of bored
51:42
flat tone that those kinds
51:44
of types of characters had back in the day like
51:47
one-to-one perfection this looks like
51:50
it could have been a Duke Nukem
51:52
3D clone I
51:54
was about to say yes the game
51:56
is very derivative on
51:58
purpose universe it was
52:01
made by someone who'd watched The
52:03
Matrix and learned the wrong lessons
52:05
from it. Riddled with spelling mistakes,
52:07
constant references to nards and sleeping
52:09
with people's moms, human feces as
52:11
enemies, like completely immature but
52:13
just done in a way that
52:15
works. And yeah it's
52:18
very clear that Duke Nukem 3D is
52:21
a big sort of thing being parroted. There's
52:23
a dedicated button to flip off like
52:26
just throw the bird and
52:28
what really sells it is Zane who's
52:30
like providing the voice for the main
52:32
character because obviously the main character is
52:34
Zane and he is cool and awesome
52:37
but you can just hear him like just
52:40
very genuinely sniggering as he flips the bird
52:42
just just giggling to
52:44
himself at how clever he is. Loads
52:46
of great sight gags all over it,
52:48
the gameplay is rock-solid nothing too spectacular
52:51
very much like Bolt Gun and some
52:53
of the other retro FPS's it does
52:55
suffer from the thing that the back
52:57
end is not as fun as the front
53:00
end because the novelty wears off and they
53:02
introduce a green werewolf enemy with a rocket
53:04
launcher that can take you down in two
53:06
hits and there's loads of them and they're
53:08
bullet sponges and you just get to some
53:11
of the later levels where you're like yeah
53:13
this this is like a really
53:15
cheap way of escalating the challenge
53:17
but that front end is great and
53:19
the second the back end isn't bad overall
53:24
really fun very funny and
53:26
the fact that it is such a pathetic derivative
53:29
shooter makes it the perfect sequel
53:31
somehow to Hypnospace Outlaw which itself
53:33
is one of the most unique
53:36
things out there and
53:38
I'm very excited at the prospect of this
53:40
being a thing taking
53:42
old not just the
53:45
early internet that Hypnospace para did.
53:47
They now para did sort of
53:50
shitty first-person shooters made by edgy boys
53:52
in the 90s and there's all sorts
53:55
of other things they could do now
53:57
like educational games or adventure games just
53:59
anything that was big on PC back
54:01
then, I would love to see a
54:03
Hypnospace in-universe version of. So
54:06
yeah, we'll see what they do next,
54:08
if they do anything next. I also
54:10
appreciate that they made a Steam
54:13
developer profile for
54:15
Big Z Studios. Big
54:18
Z Studios is the developer of Slayer's
54:20
Ex, and that is... Damn right. That's
54:23
great. Good for them. Yeah. I
54:26
think that speaks volumes as to why it's so successful, why it's good
54:28
at what it does. It's like I always say,
54:30
commit to the bit. It commits 100%,
54:33
and it does it in a way that
54:35
feels more genuine, just because it's the little
54:37
things. It's not just, here's
54:40
a shotgun and some pixel graphics.
54:43
We've nailed the tone of what
54:46
a kid would make in the 90s. We've
54:49
nailed the way FMVs
54:51
are animated, not just the filters they've
54:53
put over them, the way they're animated,
54:56
the way they're acted, the way they're
54:58
dressed even, it's just dripping in. Either
55:01
well researched, or very fondly remembered
55:03
90s stuff. I
55:06
like it a lot. It's obviously
55:08
not as inventive as Hypnospace
55:10
is, conceptually. But the very
55:12
fact they did it, and
55:14
it's worth playing not just for the joke,
55:17
which it could have been. Like
55:19
some of these games where the concept is
55:21
really silly and inventive, but the joke lasts
55:23
as long as the trailer for it and
55:25
you don't need to play it. This
55:27
one I wouldn't say you need to play it, but you'll have
55:29
a really good time if you do, more than like, as
55:32
far as these modern day boomer shooters go. I
55:35
reckon it's up there. It's definitely
55:37
up there. Not top tier, but
55:39
definitely under that. Like just under
55:41
it. Nice. We've got
55:43
a couple of little bits of news before we finish up today.
55:46
And they're both Xbox not
55:49
handling messaging very well around having
55:52
shuttered those studios recently. Xbox
55:55
not handling messaging well? I'm...
55:58
Nice, I'm stunned! surprise.
56:00
So first one we've got
56:02
is Xbox president Sarah Bond
56:05
was interviewed at the Bloomberg
56:07
tech summit and gave
56:10
some answers about why those
56:12
studios that got closed were
56:14
closed and they
56:16
are incredibly non-answers. You know,
56:19
I've heard some non-answers out
56:21
of corporations before but let
56:23
me pick
56:26
some nice little quotes for you. When
56:29
asked specifically about the closure of Tango
56:31
Game Works she said, you know,
56:33
one of the things I
56:35
really love about the games industry is
56:37
that it's a creative art form and
56:39
it means that the situation and what
56:41
success is for each game and for
56:44
each studio is also really unique. There's
56:46
no one-size-fits-all to it for us and
56:48
so we look at each studio and
56:50
each game team and we look at
56:52
a whole variety of factors when we're
56:54
faced with sort of making decisions and
56:56
trade-offs like that but it all
56:59
comes back to our long-term commitment to the
57:01
games we create, the devices we build, the
57:03
services and ensuring we're setting ourselves
57:05
up to be able to deliver on
57:07
those promises. It's fucking nothing. Why
57:10
did you shut down Tango Game Works? Success
57:13
looks different for every game and
57:15
studio. I mean
57:17
that's... that is the game
57:20
industry in a nutshell though. The
57:22
fact that success doesn't look like
57:24
success to them. Let's face it, that's what
57:26
they really said. Success looks
57:28
different. That is an incredibly,
57:31
like you say, it's a nothing statement.
57:33
That is a complete nothing burger
57:35
but it is also weirdly telling,
57:37
not in an intended way but
57:40
it speaks volumes that they look at
57:42
something successful but we're all looking at
57:45
as successful and they're telling us it's
57:47
not because success looks different. This is
57:49
alternative facts all over again. Maybe what
57:52
they're telling us is that sometimes success
57:54
looks like getting your studio shut down.
57:56
You know what makes that particular quote
57:59
all the more? fucking ironic.
58:01
There is a screenshot that
58:03
accompanies the livestream of when
58:05
that quote was being read
58:07
and above her head is
58:09
a graph of Xbox's year-over-year
58:11
growth showing all of the
58:13
big growth and income and
58:15
increased profit for Xbox. Mm-hmm. Like
58:18
she's literally sitting under a Xbox
58:20
is making more money graph going,
58:22
you know, sometimes you make a
58:25
critically acclaimed game and that's not
58:27
enough. Let's reword what
58:29
they said to be more honest. Success
58:32
looks the same. It's
58:35
their reaction to success that's different
58:37
because in this fucked
58:40
up industry and indeed in
58:42
industry success does
58:45
not determine if you live or
58:47
die as a studio. In fact
58:49
success can lead to you being
58:51
shut down because the more successful
58:53
the more money you generate for
58:55
your publisher the more as we've
58:58
always had to say the more
59:00
desperate they get to cut costs
59:02
to keep the profit going next
59:04
financial quarter and that's when we
59:06
have layoffs and shutdowns. The more
59:08
money you make for a company
59:10
the more you increase your fucking
59:13
risk of getting shut down.
59:15
Mm-hmm. It's but
59:17
of course if you don't make money you'll get
59:20
shut down. You are truly
59:22
damned the moment you sell.
59:24
That's the lot of
59:26
an indie studio. Doesn't mean you shouldn't
59:28
sell. Like there are many reasons you'd
59:30
want to sell possibly to just fucking
59:32
get out of the industry and obviously
59:35
depending on how many employees you have
59:37
relying on you that could either be
59:39
a wise business move or a really
59:41
shitty thing to do. But you've
59:44
just got to be aware that the moment
59:46
you sign on the dotted line and hand
59:48
your studio over to a company like Microsoft
59:51
you are damned. Yeah
59:54
well well you see we shouldn't be too
59:56
mean about Sarah Von Kommens here.
59:59
Because the we got one other
1:00:01
story this week and it's about being
1:00:03
mean to Xbox executives. Um, yeah,
1:00:06
so former Blizzard boss Mike Kiyobara
1:00:08
decided this would be a great
1:00:10
time to try and step in
1:00:13
and defend Xbox, and
1:00:15
specifically to defend the
1:00:17
hurt feelings of poor poor Phil
1:00:19
Spencer, oh poor Phil
1:00:21
Spencer, in a tweet thread, and I
1:00:23
will I will just start reading from it. I
1:00:26
see a lot of shots at Phil over
1:00:28
today's Xbox announcements on social media. I
1:00:31
get it, but knowing him as a human,
1:00:33
I know this hurts him as much as
1:00:35
anyone else. Fuck off! Fuck
1:00:38
off! He's rich! Yeah.
1:00:41
It doesn't hurt him as, it
1:00:44
doesn't, that is so vile.
1:00:46
That is a vile thing. You know
1:00:48
what, I did a video about
1:00:51
shit Mike Kiyobara was like spewing out of
1:00:53
his moron mouth a few weeks ago, and
1:00:56
I felt a bit bad, even
1:00:58
though he worked as an executive and
1:01:00
therefore didn't like have feelings the way
1:01:02
a human does. Part of me
1:01:05
never like singling someone out. I only do
1:01:07
it to the executive class because again, they're
1:01:09
not really people, but I
1:01:12
felt a little bit bad. I'm like well he's not,
1:01:14
he's out of Blizzard and all of that and
1:01:16
he wasn't named as any of the
1:01:18
shitty people. Maybe I'm a bit, fuck
1:01:21
off. It's clear that he does not
1:01:23
think like an average normal person, that
1:01:25
his money poisoned like the fucking rest
1:01:27
of them. That you just say something as
1:01:29
offensive, and it is offensive, as
1:01:31
offensive as it hurts him just
1:01:34
as much as anyone else. That
1:01:37
is despicable. Sorry. No,
1:01:39
no, no. That is, that is
1:01:42
the bit that got everyone. It's barely
1:01:44
a fucking sentence into his ramble. I'll
1:01:47
let him keep, keep, get Weasel in a
1:01:49
couple more words out. I can't
1:01:51
speak for all the leadership there, but I do
1:01:53
know him and I do know what he is
1:01:56
likely going through. I'm not trying to defend the
1:01:58
decisions. I think we all get our into
1:02:00
situations that are tough and unexpected, certainly
1:02:03
I have. It's part of the
1:02:05
job, as is the accountability
1:02:07
for the outcomes. I'll stop
1:02:10
here. What accountability for outcomes?
1:02:12
Phil Spencer sure didn't take accountability
1:02:14
for all the people who lost
1:02:16
their jobs. No. But
1:02:19
he's a good human and he cares deeply
1:02:21
for the creative process and developers.
1:02:24
Sorry, I've got to stop you again. Human?
1:02:28
No. The moment you're promoted to
1:02:30
the executive class, you leave
1:02:33
your humanity behind. Fuck
1:02:36
off. Fucking hell,
1:02:38
my Kizbara. Yeah, I'll leave it
1:02:40
there. He really thought, like, hey,
1:02:42
great time to go. You know
1:02:45
who's the real victim in this?
1:02:47
The man whose feelings were hurt after he
1:02:50
took away a bunch of people's jobs. People
1:02:52
said it was bad of
1:02:54
him to take those jobs away. Think of
1:02:56
him and his feelings. It always gets me
1:02:58
when they do this, because you see it
1:03:01
with other, like, billionaires have feelings too. Like,
1:03:03
you see when they try and humanize these
1:03:05
people. And just the
1:03:07
fact that they think it'll work, even
1:03:09
after so many failed attempts, just speaks
1:03:12
volumes as to how out of touch
1:03:14
they are. Like, how dare you even
1:03:16
pretend that your feelings are hurt when
1:03:18
you're criticized, that you keep doing the
1:03:20
thing you know doesn't wash with us
1:03:23
again and again, to an
1:03:25
insulting degree. How dare you
1:03:27
pretend that we've hurt your
1:03:29
feelings when you show
1:03:31
none towards us. How
1:03:34
fucking dare you. Yeah,
1:03:36
yeah, that sums it up. Yeah,
1:03:38
so yeah, I will not
1:03:40
be having any empathy for the feelings
1:03:43
of Xbox executives today. I'm gonna
1:03:46
have some feelings. I'm still gonna have
1:03:48
some feelings. Yeah, very strong ones. Can
1:03:51
you just imagine being someone who is laid
1:03:53
off having to read that? Right.
1:03:56
How fucking dare you.
1:04:00
I was trying to remember what it was Ibarra said
1:04:02
last time that was so fucking stupid, and he's the
1:04:04
one that wanted the tip system. Oh
1:04:06
yes. Oh yeah. He's the one that thinks we
1:04:08
should tip publishers, and they'll definitely go to the
1:04:10
devs wink wink. Mike
1:04:12
Ibarra, what a fucking toll. Maybe the
1:04:15
tips need to go to
1:04:17
the executives because their feelings have been
1:04:19
really hurt, so like we should probably...
1:04:22
We should probably help. Yeah. The money will
1:04:24
soften the blow of being told you were
1:04:27
mean. Tell you what, right? The workers could
1:04:29
like hold off on one week of Pizza
1:04:31
Friday that they got in lieu of a
1:04:33
raise, and they can save that to buy
1:04:36
him a little present. Fucking
1:04:38
cunt. Ohhh. Indeed.
1:04:42
But there we go, we done it. We done did
1:04:44
it. We've done did
1:04:46
it. We've done did it. We have indeed. Well,
1:04:49
I know someone who
1:04:51
doesn't engage in layoffs because they don't lay around
1:04:53
at all because they're really busy and their name
1:04:55
is Laura Kaybuzz. Kay... Day or Kaybuzz. I
1:04:58
couldn't choose which one I wanted to go with. Can you
1:05:00
tell us about the stuff you've done? Ah,
1:05:02
yeah, the stuff I've done. Laura Kaybuzz,
1:05:04
you'll find all that stuff, what I've done on
1:05:07
the internet, wherever you happen to find things. The
1:05:10
same day as this goes up, there will
1:05:12
be a new episode of Control-Alt-Access, so go
1:05:14
check that out on YouTube. There will be
1:05:17
an Access-Ability episode about Hades 2 and going
1:05:19
into spoiler depths on my thoughts on that
1:05:21
one thing that I vaguely talked around today.
1:05:23
You can go check that out, that'll be
1:05:25
up Friday. The
1:05:28
big one to keep an eye open
1:05:30
for is the Access-Ability Summer Showcase is
1:05:34
weeks away. It is happening on
1:05:37
Friday, June 7th at
1:05:39
4pm UK, 11am Eastern, 8am
1:05:42
Pacific. This
1:05:45
year, I'm real proud of some of the
1:05:47
stuff that's going on around that. I
1:05:50
can suggest that maybe there'll be a
1:05:53
place where you can find all the
1:05:55
games from the showcase together in one
1:05:57
convenient place to promote them
1:05:59
this year. I'm quite excited about.
1:06:01
There's going to be a
1:06:04
bunch of cool accessible video games, tune
1:06:06
in for that. What
1:06:08
about you Conrad? Where are you at
1:06:10
on the internet? Oh, you can find
1:06:12
me at Conrad Zimmerman on Instagram and
1:06:14
Blue Sky. You can hang out with
1:06:16
me on Twitch at twitch.tv
1:06:19
slash that Conrad Zimmerman where
1:06:21
I've been playing a lot
1:06:23
of Hades 2 when I'm
1:06:26
there. You can buy anti-capitalist
1:06:28
propaganda and Jimquisition merchandise at
1:06:31
mercenarycreative.com and
1:06:33
everything that I do online gets
1:06:35
supported through Patreon at patreon.com/fist shark
1:06:37
and you know who else has
1:06:40
a Patreon, Stephanie Sterling. I do,
1:06:42
jimquisition.com. No, that's, well, the jimquisition.com
1:06:45
is a website. You can go there if
1:06:47
you want. There's a review of Slayers
1:06:49
X and Crow Country on there or there
1:06:51
will be in a minute. patreon.com/Jimquisition is the
1:06:53
Patreon. You can support this, that, and the
1:06:56
other. I do have wrestling dates lined up.
1:06:58
Can't remember them right now but there's
1:07:00
stuff kicking off in June and July so
1:07:02
look forward to that. I'll have details on
1:07:04
that next week. Thank you all so much.
1:07:07
We will be back next week so
1:07:09
thank you. Bye. Bye. Bye.
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