Episode Transcript
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0:00
What did they fuck? Every day
0:02
on the road Is
0:05
nothing good on the radio
0:08
What's the game gonna do?
0:11
Who should I turn to? The
0:15
Rebel of M The
0:18
Rebel of M The
0:22
Rebel of M Hello.
0:26
Welcome to Rebel of M, episode 637. For
0:30
the people that are listening to the show, you don't know this,
0:32
but I had a big gap between
0:34
when Arthur said we could start courting and when I said
0:37
that I'm Anthony Ayer, I was joined by Arthur
0:39
Giesemasche. I was wondering if I was gonna have to like, nudge
0:42
you. No, no, no. I was trying to think of how long it
0:44
was until we get to 666. And
0:46
so my brain was briefly doing mental math. 29
0:51
weeks at least. Exactly. And briefly I
0:53
was like, wait, it'd be awesome if it was at the
0:55
election. I was like, nah, it's not the election at all.
0:57
Is it close to the inauguration? Anyways,
1:03
that's where my brain, that's where my
1:05
brain train went to. Why did your brain want you
1:07
to go to 666? Oh,
1:11
just because I think it's hilarious. Because the devil's got
1:13
him. And
1:17
just that now it's within sight, you know?
1:21
Yeah, sure. Yeah, why not?
1:23
Yeah. I mean,
1:25
it's the closest we've ever been. Just
1:28
like last week in 100 episodes, we're the closest we've
1:30
ever been. Shut up. Video
1:35
games. Video games. They
1:38
keep coming out now. Yep,
1:41
they keep coming out and they keep
1:43
coming out to both aplomb
1:46
and bombs. Aplomb?
1:50
Aplomb and bombs. Yeah.
1:55
Speaking of applause, I finished Astrobot. I
1:57
thought the game was really cute. And the back half. of
2:00
it was better than the front half of it and the
2:02
front half's good. Really interesting. But I like the back half. I
2:05
thought the levels were really fun. The
2:07
one thing I think that I disliked about
2:09
the back half was that the front half of
2:11
the game introduces new suits for Astrobot and new
2:13
gear and then the back half largely
2:16
is like it's that again. And
2:20
I was hoping we'd keep getting the equivalent of new hats.
2:24
I feel like that's what you know, that's
2:27
what Mario games do. Oh
2:29
yeah, I just thought this would be a little different. I
2:31
thought we were just going to keep getting different tools for
2:33
different levels. I totally get the reuse. But
2:37
I still think that that game does
2:39
a good job with like, you
2:42
know, fun bits of physics that they
2:44
can do by virtue of the fact that there's
2:46
not a ton going on on the screen. Otherwise,
2:48
like you know, you have these floating island levels
2:50
and stuff which helps you not have,
2:53
you freeze up a lot of space and cycles
2:55
for you to do things like gems falling from
2:58
the sky like there's a lot of physics driven
3:00
objects and you can run through them and spin
3:02
and gems go flying and you're like, this is
3:04
fun. But
3:06
more than that, the platforming in game itself
3:08
is good and I think the challenge gets
3:10
pretty good and the checkpoints are extremely forgiving.
3:14
And all those things make it like a perfect Mario
3:17
esque game. It reminds me a lot more of
3:19
a rare game to me than it does a
3:22
Mario game, but I can see that. 3D
3:24
platformer. Just because it's much
3:27
more of a I think
3:29
of that game like like Mario games
3:31
are still collectathon. It's often about getting
3:33
to the end of the level to
3:35
get a thing. But this game feels
3:37
even more like a collectathon in the
3:39
traditional sense because you're finding things constantly
3:41
throughout the level. I think that rares
3:44
platformer sort of pedigree sits
3:46
kind of between Nintendo and Sega.
3:49
Yeah, I'd say this fits right in there too.
3:51
Yeah. Nintendo is
3:53
like a lot of substance over
3:56
style and Sega is
3:58
like way more style over substance. and
4:00
rare sort of between those two things where
4:03
it's like I see there's more style than
4:05
Nintendo stuff But it's kind of gaudy so
4:07
it's not as cool as Sega's But
4:10
I think that the the design the ultimate
4:12
sort of like design of the levels is
4:16
better than Sega's platformers Yes,
4:19
thank God knows. It's been a while since we've consistently gotten
4:21
this So
4:23
yeah, I think that a rare the rare comparison
4:26
makes a lot of sense But also I didn't
4:28
really care for many of rarest platformers. So yeah,
4:30
I mean I like me either I liked
4:33
Banjo Kazooie and Which
4:36
probably doesn't hold up especially well conquer
4:38
bad for a day nuts and bolts does okay
4:41
nuts and bolts is fine Yeah, that's a lot more recent and
4:44
obviously the original Donkey Kong country. I
4:46
actually just beat that recently again Really?
4:50
Yeah, I made you go back to that It
4:53
was just simply that I was with my wife and she was like,
4:55
you know I'd play an old Donkey Kong game and
4:57
then I was like I don't feel like hooking
4:59
up an emulator, but I bet it's on the
5:01
Nintendo subscription thing and it was That's
5:04
right. Yeah, and so it was even easier
5:06
because now It was like oh if
5:08
we get really far into a level and we die and we don't want
5:10
to redo it There's a rewind feature.
5:12
Yeah But
5:15
yeah, I asked her about still really good I
5:20
don't I think that's gonna be yet another game that
5:22
struggles to probably Maybe
5:24
make considerable amount of money
5:26
despite the praise but it will break
5:28
even Although
5:32
I think we talked about this I don't know if we
5:34
talked about this last week I think that The
5:37
PS5 pros release could be a
5:40
problem in that respect because
5:42
I think that that's diverting a lot of money
5:44
away from people Who would buy games? Yeah
5:49
Yeah, Astrobot gets you like one Seventh
5:52
of the way there No
5:55
Astrobot gets you 114 point a there oh my
5:57
bad So,
6:00
and the extra buy is a $60. Oh,
6:05
okay. So like one, one 12th. Okay.
6:09
Yeah. Yeah. Yeah. The
6:13
game's good. The game is good.
6:17
I have a, I have a confession. Yeah.
6:19
It's not as related. I really
6:21
want that PlayStation anniversary PS5 Pro. The
6:26
one that comes with like the PlayStation one
6:28
fake USB C input and stuff. That's cute.
6:31
I, it's just, it's like the, it's
6:33
honestly the closest to a not ugly
6:35
PS5. I think they've released.
6:41
That's totally fair. Like
6:43
I hate the piano, the cheap
6:45
piano black gloss on all
6:48
of the PS5 models. I think it looks
6:50
terrible. And
6:52
also attract scratches incredibly easily.
6:54
Yeah. Yeah. The
6:57
other controllers look nice. Yeah. Are
7:01
they releasing those controllers outside of that thing? I
7:03
wonder. Yes. Okay.
7:06
The controller. I'm
7:08
like, Oh, also the PlayStation 30th logo looks like
7:11
it says X-Box, which is funny. Everyone's noticing that
7:13
in the last day or so. Um,
7:19
but yeah, I don't, I don't know. Like I, I
7:21
don't know that I'll ever actually play all the way
7:24
through astrobot. My partner is making their way through it
7:26
and is obsessed with it. Yeah.
7:29
For me, it was just a simple thing that I could
7:31
do like, you know, two levels a night and then three
7:33
levels a night. And then some days we'd do five and
7:35
it was pretty
7:37
easy to mainline it. I don't think I'm
7:39
going to be like a hundred percent completionist or anything like
7:42
that. Yeah. But
7:44
I, I very rarely am that guy in
7:47
anything. Yeah. That's neither. The
7:50
rest of the games I played were decidedly smaller
7:53
and less production. Interesting.
7:56
Um, well, maybe that's not true. The
7:58
one game I played that was actually. really well done.
8:01
It's a game called Five
8:03
Nights at Freddy's Into the Pit. I
8:05
was only curious about this one. I'm
8:07
not a Five Nights at Freddy's person. I was
8:10
told by people that were watching me play that there was a
8:12
lot of lore that was going way over my head, but I
8:15
was interested in this one because it
8:17
has 7,000 reviews and it's overwhelmingly positive.
8:20
And it's like it's from a game
8:22
studio called Mega Cat out of Pittsburgh and
8:25
they do a lot of like 2D pixel
8:28
art like throwback games. So
8:32
like they do a ton of games that end
8:34
up, you can buy off their website that are
8:36
put on Sega carts, put on Nintendo carts, put
8:38
on GBA carts that are like... So
8:40
they do a lot of these games that are
8:43
for people that are looking for new shit to
8:45
play on old hardware. And
8:48
they do really good pixel art. And
8:51
this is a 2D side-scrolling
8:54
pixel art game set
8:56
in the Five Nights at Freddy's universe. That's
9:00
kind of like an interesting stealth-based
9:03
horror game where you're like you
9:06
have to actually like watch your audio meter and
9:08
when you run and when you're carrying stuff
9:10
the audio that it's making and it tells the story
9:12
of this kid whose dad
9:14
is basically pulled back in
9:16
time to like an old
9:18
Five Nights or old Freddy's pizza
9:20
place. And he's like trying and his dad is
9:22
replaced by a monster who comes alive at night and hunts
9:25
him in their own house and their mom doesn't believe him.
9:28
Jesus. And so
9:30
yeah mom's like go have breakfast with your dad
9:32
and he's like oh my god dad's been replaced
9:34
and everyone just thinks he's a psychopath. Christian's a
9:36
weird man. And then at night his dad
9:38
comes to life to try and like kill
9:40
him. And it's
9:42
good. Really solid audio design.
9:45
Is this from the original creator of Five Nights
9:47
at Freddy's? No no no this is
9:49
developed and published by a studio called Mega Cat.
9:53
But I mean his name's attached to it
9:55
because he's a license holder or whatever. But
9:59
it's it's just a pretty solid horror
10:01
game that does a lot without ever
10:03
being gory too, unsurprisingly given the guy's
10:05
background. You
10:07
know that it's a lot of like body
10:09
horror stuff, but it's all implied. And
10:15
it just does, it's one thing that I
10:17
took away from it when I was playing. I was like,
10:19
this is actually a really interesting way to do like, what
10:23
was the horror game that Outlast,
10:26
it's like Outlast, but
10:29
from a side scrolling like
10:32
2D point of view. I
10:34
mean it is three-dimensional in the sense that your character can move up
10:36
and down planes, but it's like a 3D 2D game in
10:40
terms of art. And you could still
10:42
have to like, you know, run and hide under a
10:44
table, getting to pull yourself into a cabinet, that type
10:46
of thing. And even though
10:48
it is in 2D, there's really good 3D audio so
10:50
that you understand if I move up in the house
10:53
and to the right, I can hear them when they're
10:55
up and to the right in my headphones and understand
10:57
where they are in the level. Just
11:01
some really interesting, really well
11:04
done mechanics. Although I ultimately
11:06
don't think it's really for me, I think a lot of
11:08
it's going way over my head because it's made for like
11:12
the people who are into it, into the story
11:14
and the lore. Yeah, like I think it's an
11:16
okay horror game on its own. But
11:18
like I feel like this is a game
11:20
that the people who made it must have
11:22
immersed themselves into like the other fucking 30
11:25
games at this point. And
11:28
we're like, we're gonna hit the brief of Five Nights
11:30
at Freddy's and understanding like
11:32
the lore. And did you know there's like 15
11:35
books about Five Nights at Freddy's at this
11:37
point? Like not a whole lot of that many, but I'm not
11:39
surprised. So it's just all the shit
11:41
that this is like wrapped up in and
11:43
making good on. So like that
11:46
overwhelmingly positive is all these people that grew
11:48
up with Five Nights at Freddy's game. It's a weird thing
11:50
to say, but those games are like 11 years or 12
11:52
years old at this point. And now
11:56
they're adults and they're playing this and they're like, holy shit,
11:58
all the lore and everything. that I grew up with
12:01
is all there. The
12:03
response to the movie seemed pretty positive. Yeah.
12:07
Yeah. I just
12:10
think it's just a surprisingly well done little horror game.
12:12
And if it didn't have anything to do with Fighting
12:14
It to Freddy's, it would be kind of cool on
12:16
its own. And
12:18
it's, you know, I don't
12:21
know. It's
12:24
$25, which is like probably on the more expensive end for
12:26
a lot of horror games. But
12:30
I just think the atmosphere and the audio
12:32
design in it and the
12:34
art, even the art, just really solid art.
12:38
When you are existing in this 2D world and like
12:40
an SNES game walking your character around on the screen,
12:42
when you hide in a cabinet and the monster comes,
12:45
there's usually a mini game and they do a
12:47
really good job with the monster looking in the
12:49
cabinet and breathing in your face and stuff.
12:52
If I wasn't a broken person, it would actually probably
12:54
be scary. But
12:58
it seems to scare a lot of people. It did not scare me at all. I'm
13:00
just like dead inside. I guess I shouldn't be
13:03
surprised that this has so many Steam
13:05
reviews. Yeah,
13:07
that's why I checked it out because I was like, it's got 7000
13:09
reviews, over when we pause it, but I was like, I
13:12
feel like duty bound to look at this a little bit. Just
13:16
to understand why people are so into it. Yeah,
13:18
people fucking love it. I don't know.
13:22
I was surprised, but you're right. In hindsight, should
13:24
I be surprised? No. At
13:28
this point, I'm scared
13:30
to look up Five Nights at Freddy's, but I'll
13:33
do it. Because
13:38
on Steam, Five
13:40
Nights at Freddy's brings up 100 search
13:43
results. Granted, a lot
13:45
of these. Okay.
13:48
Like 10 games down, when I look up Five Nights at
13:50
Freddy's, it's five nights at Stalin. So
13:54
there's a lot of really
13:56
shitty clones. This
14:00
is the studio that made Wrestle Quest, apparently.
14:02
Yeah, and they also made that Renfield,
14:05
like, SNES style game recently. So,
14:11
yeah, I guess the original Five Nights at Freddy's is actually on
14:13
Steam at 2014, so 10 years at
14:15
this point. But
14:20
yeah, the last couple games they put
14:22
out in the franchise has done really well. Probably
14:25
one of the best-selling VR games is the Five
14:27
Nights at Freddy's VR game. Yeah.
14:31
I don't know. I was just curious
14:33
about it, just because that's a franchise that I
14:37
feel like spawned a lot of clones. And
14:40
I just... I
14:42
get it, but at the same time I don't get it. I
14:47
want to understand it more. I
14:50
feel like I want to understand it too,
14:52
but I've had a couple people in my
14:54
life who have tried to educate
14:56
me about the allure and appeal of Five Nights
14:58
at Freddy's, and I just I don't fucking get
15:01
it. I'm the wrong
15:03
generation, I think. Yeah, I think it
15:05
just comes down to the fact that it's
15:07
fun to get got and avoiding...
15:10
It's like tag, you know? It's fun to
15:12
run away and try and not get tagged. Yeah,
15:15
I guess that's true. I think it's also... It's just...
15:18
Like, it's like very peak internet culture from
15:20
a very specific moment, which is like
15:22
peak Tumblr,
15:25
peak Reddit, like sort of
15:27
like Creepypasta era shit. And
15:30
that is a thing that is
15:32
impossible to replicate now. Yeah,
15:35
and it also ran on everything.
15:38
Yes. The shittiest computer at the
15:40
time. Because the person making it was making it on a
15:43
piece of art. Terrible art. Yeah.
15:46
And it was low priced, you know? It was just... Yeah.
15:49
It was a really interesting choices made. So
15:54
I can't begrudge them their success. I'm just like...
15:56
No, me either. Definitely not.
15:58
More power to them. a little something,
16:02
but what are you gonna do? But
16:07
it's interesting to have a horror game that is geared
16:09
towards children without the gore and stuff like that, and
16:12
what you can do with that. Yeah,
16:16
I don't know, it's interesting. So
16:20
yeah, I played that. I don't know if I'll
16:22
finish it. I was definitely like, that was one of the
16:24
ones where I was like, start the clock on this one. I
16:26
don't want that two hour mark. Because
16:30
I don't think this is gonna be for me. Then
16:33
you ended up actually enjoying it. Yeah,
16:35
I think it's pretty well done. I still don't know if
16:37
it's something that I'm like, oh, this is something I'm interested
16:40
in long term, but I'm like, man, a
16:42
lot of the mechanics and just polish
16:44
and systems they'd made, I'm like, yeah,
16:47
these people are pretty good. Now I
16:49
was like, how come I've never heard of the studio? Because
16:52
I went to their website and stuff, and based
16:55
out of the, the reason we looked them up, actually, was because
16:57
when I looked at the credits, there was
16:59
such a diversity of last names that
17:01
I was, I couldn't figure out what country they were from. So
17:04
I was like, I was like, oh, am I gonna see
17:06
like a bunch of Russian or Polish or like Spanish? And
17:08
then it was such names, I was like, where are they
17:10
from? And I was like, oh, America, okay, melting pot, sure.
17:13
In a big city. They actually got people
17:15
from, you know, everywhere. That's
17:18
pretty funny. And I was like, looking
17:20
them up, and I was like, dude, they've made
17:22
like 45 games in the last 10 years. Like
17:24
they are super prolific. The
17:26
final, the Into the Pit Devs? Yeah,
17:29
the Into the Pit Devs. They just
17:31
make tons of these little like SNES,
17:33
GBA, Sega style games. And
17:36
some of them are interesting because some of them
17:38
go from, range
17:40
from like full on platformer to
17:43
art piece. Like there's one that's like
17:45
an NES cartridge that's a
17:47
celebration of the guy dancing with the
17:49
pumpkin mask. And it's like an EP
17:52
of some band that just plays while that
17:54
guy dances and you put it near NES and it plays. And
17:57
it's like a way to play music. Of these
17:59
games. are like somebody put
18:01
Maniac Mansion on the Neo Geo.
18:05
That's a great way of putting it,
18:07
yes. It's like super way higher frame
18:09
rate, way better animations, way crisper, but
18:11
still looks classic. Like an
18:14
adventure game almost. Yeah.
18:17
Just really interesting. I just hadn't
18:20
heard of them at all and I thought that was weird how
18:22
that came out. So many games,
18:24
man. Yes, that's what I'm saying,
18:26
so many fucking games. I
18:30
also played this game that just came out called Lauren's Lure. It's
18:34
getting pretty positive reviews. That's the hardcore,
18:36
decent one, right? Right, so it's
18:38
like you have climbing
18:40
hooks and you're trying to get down.
18:42
I saw the trailer. Like this nearly
18:45
endless sort of shaft.
18:49
And the way you do that, I thought
18:51
it was gonna be a lot faster paced. Like it was
18:53
like you're doing crazy big jumps and doing all the, it's
18:56
not that, there are times that it moves really
18:58
fast and you're like sliding down like a mega
19:00
scaled fucking piece of cement
19:02
or something like that. But it
19:05
is much closer to like something
19:07
like the Legend of Zelda because you
19:09
have a limited stamina bar and
19:12
only certain surfaces allow your hooks to go into
19:14
them. So it's much more like I'm
19:16
planning out, I'm gonna slide off this thing, land on
19:18
this pipe, jump off the pipe and hook into something.
19:21
And then I know that I'm gonna have just enough
19:23
stamina climbing with my hooks to like drop onto the
19:25
next pipe and then figure out from there, I'm gonna
19:27
jump onto this and hook. And then you
19:30
can't do like, you have to worry about
19:32
velocity because it'll kill you. So
19:36
it really is more of a puzzle game of
19:38
I see where I need to get to, but I don't
19:40
understand how I'm gonna get there. And
19:43
the trial and error that comes from trying
19:45
to figure out how to effectively climb. It's
19:47
interesting because as a sci-fi setup
19:49
to it where you're like this Android and
19:52
often you're going past like human huts that are like
19:55
500 years old or something like that. But
19:57
really, at
20:00
its core, it could be
20:02
set on like a mountain and
20:04
you're just trying to figure out how to descend
20:06
a mountain without breaking your ankles or something like
20:08
that. And I think
20:12
that that's an interesting take on a puzzle
20:14
game, but it's just
20:16
like it's only that, you know, whereas like in
20:18
Zelda, I liked figuring out how to
20:20
climb up stuff that was part of it, but that was
20:22
just like one smaller part of the game. So
20:25
I don't know if this
20:27
is going to have the sort of like
20:29
staying power that I
20:31
would hope it would have. But
20:34
the game itself is doing pretty
20:36
well for an indie game. It's
20:39
that like, I mean, doesn't have a ton of reviews.
20:42
It only came out yesterday, but it's
20:44
got like 250, it's 90 something
20:46
percent. People seem to love it. And
20:48
I think it'll be one of those games
20:50
that'll like be like a really insane speed runner game.
20:54
Oh, yeah. Because some of
20:56
the later platforming looks crazy
20:58
where you're having to like do really
21:00
precise like jump, jump, jump, jump, jump,
21:02
hook, slide, jump, hook, slide, jump. And
21:05
it's like, you're just
21:07
like, is it the kind of thing where
21:10
if you were a speed runner, you could like
21:13
figure out a way to jump
21:15
and fall like through and through like half
21:17
the stage and then like find the exact
21:19
thing and like just slide the slide enough
21:21
on the ground to like not make your
21:23
velocity build up too much or something. Yeah.
21:25
So I think that's where it'll be interesting
21:28
is seeing like what people do with it.
21:32
I mean, I like precision platformers like this. I
21:34
think it feels I know
21:37
it gets tagged a lot with like a
21:39
parkour thing. It feels a little less parkour to me
21:41
because other than like
21:43
sliding and jumping and doing it's more of it's more
21:45
of a climbing game to me than it is about
21:49
parkour because you're not doing like, you're
21:51
not so far, at least what I've seen. It's
21:53
like you're like doing like, you can't wall run.
21:55
You can't like, do
21:57
like a jump to the wall and do like a flip off
21:59
of it. There's not like the things that
22:01
I often associate with parkour necessarily. There's
22:03
a couple of wall running things in the trailer that I
22:05
was just looking at. Okay, well this
22:07
is lighting. At least they don't like wall run things. Honestly,
22:10
looking at this game. Maybe just
22:13
sliding by. Looking at this game on Steam, it looks like a
22:15
VR game. It
22:17
kinda does. Yeah,
22:20
it would be cool as a VR game if I could
22:22
choose to like use one hook and then, you know, or
22:24
use the hooks in interesting ways. There'd be a cool VR
22:27
thing for this. It's
22:29
probably good that it's not. Cause like I
22:31
played VR games and yeah, it was not
22:33
like the Horizon VR game. It was a
22:35
climbing game. The Horizon VR game was a
22:37
challenge. Yeah. Why
22:40
was it a challenge? I haven't played it. Any
22:42
games where, because that often has Horizon
22:44
style claiming where you're hitting
22:47
a hand and then pulling yourself up in
22:49
that pulling motion. That's like
22:51
the majority of the game is that. Yeah,
22:54
so there'd be times I'd be fine and there'd be times where
22:56
I would have to close my eyes and
22:59
just like grab and hope that I was grabbing
23:01
things because it was making me sick. Gotcha.
23:04
I didn't realize that the climbing thing could make people
23:06
sick. Yeah, anything where I'm
23:08
not in control of the motion. Like it feels like
23:12
my physical form is not sliding with it.
23:15
Yeah, yeah. And it's specifically things that slide.
23:17
Like I can fly ships in VR, but
23:20
there's a thing where I understand that my form,
23:22
my human form is supposed to be pulled along.
23:25
That for some reason, because of VR, activates
23:28
something in my brain that says, wait, we're
23:31
moving, but we're not moving. And my equilibrium is
23:33
like, oh, fuck. So, but
23:36
yeah. Yeah,
23:39
okay. I mean, as a demo, if
23:42
you're interested in like a climbing game, yeah,
23:45
in the demo, I think we'll show you what you need
23:47
to see if you're like actually interested in this. Pretty
23:52
simple, pretty clean. The
23:57
last thing I played that I want to talk about was a game called Fusion.
24:00
future race for 2000. This was
24:02
a horror game recommended to me by a coworker, Kimberly,
24:04
who's like, she does not
24:06
herself play horror games. But
24:09
she watches a lot of people play horror games,
24:12
which seems to be a lot of ways
24:14
people that don't like to are a little scared of horror
24:16
games experience them. Yeah, we talked
24:18
about this a little bit because I was saying I watched you
24:20
play some of it on stream where
24:22
you were like in the apartment building and stuff
24:24
like that, right? Yeah, so the premise
24:26
of the game is that you exist this woman
24:30
in an apartment building that
24:33
is under quarantine, kind of like that
24:35
movie. It's
24:39
just called quarantine, where it's like, there's
24:41
a special Spanish and then they made an American
24:43
one where it's like, there's like an outbreak and
24:45
they're like. It was wreck in Spanish, right? Okay,
24:48
yeah, and we'll shoot you if you leave. So
24:51
you exist in a building where no one's allowed
24:53
to leave. It's like some type of virus that
24:55
comes from octopuses or something like that, but
24:57
it's spreading through humans. And so you're
24:59
not supposed to talk to anyone in your building, no one
25:02
wants to talk to you. And
25:05
then what ends up happening is you get like a shipment
25:07
from the city of these video game consoles that are going
25:09
out to people. And these video
25:11
game consoles only play one game, future race of 2000.
25:15
And it starts to make people increasingly
25:17
more obsessed with it and hallucinate. And
25:19
so as things
25:21
start showing up and monster sharks showing up,
25:24
it's unclear if it's a
25:26
hallucination or if it's future race or
25:28
2000 causing this. And
25:32
it's really hard to talk about it without spoiling because it's
25:34
not a particularly long game. But
25:37
I did think that in the terms of like psychological
25:40
horror, it's a pretty good
25:42
one of those, especially
25:44
given like the limited sort of interactions that
25:46
you can do. And
25:49
it does a really good job with the idea of
25:51
like lurking monsters with that ever being, if this all
25:53
sounds like something you're interested in, but you're like, I
25:55
hate being chased. It is not a
25:57
game that pretty much ever really has like intense. chase
26:00
scenes or anything like that. It's not about that.
26:03
It's about the idea, it's
26:06
much more of a game that's about like the
26:08
power went out to the building and you have to go to
26:10
the basement to reset the breaker. That
26:12
feels scary. I hate
26:14
going into Dark Breaker Place and it's more about
26:17
that. But
26:21
set with this weird sci-fi-ish
26:24
background that gets really fucking out there as
26:27
you go along and keep getting obsessed with this
26:29
console. I don't know. Gotcha.
26:31
It's like $5. And
26:35
doesn't the game force you to play
26:38
Future Racer 2000 on your console in
26:40
the apartment in order to progress or
26:42
something like that? Yeah, there are times
26:44
that you literally can't not play Future Racer
26:46
2000. Because
26:49
it's like your character. And that's the thing, I think the
26:52
game's trying to play with this idea of like, are
26:54
you in control of your own will or
26:56
is this thing actually taking over? It
27:01
took me, looking at Steam, it took me 53 minutes to
27:03
finish it, it's 4.99. That's
27:06
worth it. Yeah, to
27:08
me it was like, and there's a lot of horror games
27:10
that I'm really appreciating them being short because
27:14
there are a certain degree that a
27:16
story and a mechanics can support time.
27:19
And sometimes I feel like there's a lot of games that
27:21
really try and be like, we'll just repeat it over and
27:23
over again and you're like, oh, that actually sucks to be
27:25
that long. But doing it in
27:27
a short format thing, almost like a horror short that
27:29
you'd see on Vimeo or something like that actually
27:32
feels pretty good. So
27:35
I appreciate it for that. All
27:39
right, thanks for coming to my TED Talk. That's
27:41
my weekly video game book report. Not
27:46
actually. That's basically the whole show. Well,
27:48
speaking of video game book reports though,
27:50
I wanna know Arthur, you played UFO 50. That's
27:53
something I've looked at because I'm like, it's
27:55
a bunch of small games. And I'm like, that could
27:57
be cool. But I have to pull the trigger yet.
28:00
the Day of the Devs Summer Showcase
28:02
this year, so we edited a segment on it and put
28:04
that in the show, and that made me really curious about
28:06
it, because they talk about, at least in the
28:08
Day of the Devs segment, about this
28:11
is not just like, it's
28:14
not like a WarioWare or something like that,
28:17
where it's a ton of little mini games.
28:19
These are actually full games
28:21
that are on this fictitious console
28:23
that you can play, as
28:25
though you discovered this old library, a
28:27
nostalgic library for an old console that
28:29
never existed. And it's like it's actually
28:31
50 full game
28:34
experiences on this fictitious
28:36
console. Does that hold up when
28:38
you actually play it? Does
28:41
that sound like kind of an incredible achievement? If so.
28:43
I think it's, okay. It's
28:47
weird. The
28:50
people who are talking the most about this game
28:52
are very online in a specific
28:55
way. They're
28:57
the people that are like the game
28:59
preservation people, like the indie game people,
29:01
the itch people, who
29:04
are like, oh my God, it's so fucking cool
29:06
that we've done this thing. The amount
29:08
of work that it took to get all these people to get on
29:10
the same page is an
29:12
achievement that everyone should respect. And I
29:15
agree. I
29:19
think that most people will
29:22
probably blast through six
29:25
or seven of these games and find them
29:27
incredibly boring. I
29:31
think that I've dug through nine at this point, because I'm just
29:33
going through and trying them all. It
29:38
actually leaves me with a very, it
29:41
reminds me of a very specific kind
29:43
of eight bit memory that
29:47
not everybody has, but I think might be
29:49
more familiar now. I don't know if you
29:51
ever had the friend,
29:53
most people when they were playing eight bit games,
29:55
like in the NES or even the Atari area
29:57
or Commodore 64 era, like had a...
30:00
few games and they
30:02
go to a friend's friend's place and they
30:04
would have a few games and like, you
30:06
would, your options would be limited. And so
30:08
that would force you to sort of invest
30:10
time and effort and energy into what they
30:13
had. Like, you were sort of tied to
30:15
that. No matter what it was. Yes.
30:19
Sometimes some
30:21
people might have a friend who
30:23
had like the big tub
30:26
full of games. And
30:31
you would start putting in games. And
30:33
if something didn't grab you right away, if it wasn't
30:35
like awesome, if it was at all boring, it was
30:37
like, Oh, well fuck this onto the next one. Even
30:42
if like a game might be good, you just didn't give
30:44
it a chance. And I
30:46
think this to me so
30:48
far feels much more like the
30:51
tub of games. There
30:55
have been a couple so far that I've played that
30:57
I've thought have been better than others. There's
31:00
ironically this one that's like paint called paint racer
31:02
or something like that where
31:05
you are controlling like what
31:07
it looks like an F one car that drags paint
31:09
behind it. And you were trying to
31:11
like, it's kind of like Splatoon honestly. And
31:13
that one, you have a limited amount of time
31:15
to paint a percentage of the level with the
31:19
paint that your car leaves behind. But
31:21
there are enemies on the map that
31:23
are also painting the map and some of
31:25
them you can destroy from certain angles
31:27
or in certain ways and others you can't.
31:33
And the other one that I've played so far that
31:35
I that I actually kind of like is
31:38
called let me
31:40
double check this. I
31:43
think it's mortal. It's
31:45
what is what it's called. It's like it's
31:48
like this future space, the society where
31:51
these monsters invade and you are part
31:53
of a crew that have to sacrifice
31:55
yourselves to defeat them. And
31:58
so you start with this ship full of. 20 people
32:00
and like you have
32:02
three different things that each crew person
32:05
can do. And
32:08
it should like walking around and jumping around, like they can
32:10
walk around and jump around, but you
32:13
can turn yourself into a stone
32:15
block, which kills you. Okay.
32:19
You can launch yourself horizontally across
32:21
any gap until you
32:23
collide with the wall, which also kills
32:25
you, but turns you into a platform
32:27
that can be jumped on. Or you
32:29
can blow yourself up. Okay.
32:32
Which, you know, destroys some
32:35
enemies and some bricks and stuff like that. Yeah.
32:37
Basically you are trying to make it to the
32:39
end of the level without expending all of your
32:42
crew. Like, gotcha.
32:46
And does it then move on to like the
32:48
next level or something? Yes, but you don't get
32:50
all your crew back. Oh,
32:52
wow. Okay. And as you move through the levels,
32:54
you'll like see pickups of like
32:56
three or five or even 10 additional
32:59
crew. And sometimes if you kill
33:01
enough enemies, like you'll get another one. Um,
33:04
but like you will virtually
33:07
always have to sacrifice crew to
33:09
get to that. Yeah. Number
33:12
bump. Um, you
33:15
know, it's like lemmings like solar jet man, like
33:17
that kind of stuff. It's like, it's a very
33:19
much, it feels very
33:22
much like a UK Nintendo game. Um,
33:25
which is kind of a contradiction in terms, because there
33:28
weren't really any serious
33:30
UK developed Nintendo games. The exceptions are rare
33:32
did. Yeah. Cause
33:34
everyone was developing for the Commodore 64 Commodore.
33:38
And yeah, yeah. Oh my God. Um,
33:40
or the spectrum, the
33:42
spectrum, the spectrum ZX.
33:44
Yeah. Um, so
33:47
that that's fun. And then there's other stuff that
33:49
I haven't gotten to yet. That's like much more
33:51
advanced because like it's basically as you progress through
33:53
the games, the year of the game is changing.
33:56
So like it starts with like an 82 and
33:58
I think I'm at like 85. or
34:00
86. The games get more advanced. And
34:02
also there are apparently, there's a lot of stuff hidden
34:17
in it. And the more that I, the more
34:19
that I'm seeing people dig into it online, the more that
34:22
it's seeming like, like
34:24
a frog fractions kind of situation where people
34:26
are finding more and more hidden stuff. Okay.
34:29
I'm interested now. And like all the games, like
34:31
not all of the games, all the games don't
34:33
tie to every one of the other games. So
34:36
like lots of games tied to other games. There's
34:39
like a war and sort of like a
34:41
story behind all that. And so there's a
34:43
meta game there for sure. Um, And
34:47
is there like a, a lore embedded
34:49
in the games to like the
34:53
UFO console and stuff like
34:55
that about like, yeah, I
34:59
probably, I would assume so. Um,
35:02
but it's like very much, it's like
35:05
a love letter to
35:07
an era of gaming. It's a
35:10
love letter to a specific kind of
35:12
culture around gaming, like a schoolyard culture
35:14
around gaming, honestly, or even dare
35:16
I say a Nintendo power culture
35:19
around gaming. Um, right.
35:22
And, and also to meta
35:25
games and secrets and like
35:28
almost like a lost style
35:30
deep war kind of thing.
35:33
Um, and you know,
35:35
that's all fine and good. And I think that it's
35:37
interesting, but I also think that at a certain point,
35:39
you
35:41
know, it would be nice that the games were all good and
35:43
they are not all fun. Yeah,
35:46
that was my feeling about it. Why I didn't check it
35:48
out initially was I was like, am
35:51
I basically like paying to check out someone's
35:53
like abandoned prototypes? You know, like
35:55
something, the games that were like, uh,
35:57
school. And I'm not saying that badly. everyone
36:00
has those, but it's like, you know, you
36:02
like you have a developed idea and you're like,
36:05
and so it's a bunch of things you were like about,
36:07
you know, I'll just say there's like a
36:09
video when you go to the store page and like
36:11
the games that it shows are
36:13
not like
36:16
the first sort
36:18
of games. Like I think you might
36:20
have more fun if you sort of like
36:22
bounce around between like the different eras
36:24
more than I am, but I'm like
36:26
going chronologically through. I see. And
36:29
some of this stuff very much feels like a
36:31
game jam, like itch.io stuff. And some stuff feels
36:33
far more fleshed out. And
36:36
so to say that it's
36:39
a bunch of prototypes isn't totally fair. Like
36:41
not all of them are. That's right. I
36:44
mean, that's just me speaking ignorantly. I don't know shit about it.
36:46
No, I'm not. I'm not. I'm
36:48
not, you know, shitting on you. I'm just, you know, it
36:50
just varies. But
36:53
there's some neat stuff in there. I'm playing,
36:55
I'm also playing on my ally, which kind of feels
36:57
like the right place for
37:00
it. Yeah. Yes.
37:03
Yes. You can use
37:05
a controller. Yeah. Yeah. That
37:08
makes sense. It
37:11
does seem like it would be a good steam deck game. Slash
37:15
games. I'll be curious to see how
37:17
it does. Like it's got like a decent amount
37:19
of reviews. It's got like
37:21
just under 600 very positive
37:23
reviews, which
37:26
isn't bad, but I, you know, I
37:30
don't know. We'll see. I think that this is
37:32
for a very specific kind of weirdo. Yeah.
37:35
Like Jeff Gershman. It's for
37:37
Jeff Gershman. It's for Jeff
37:40
Gershman. Well, another thing that might
37:42
have people that might get people interested
37:44
is that the developer and publishers listed
37:46
as Mossmouth of Spelunky
37:49
fame. So, but it's not just, it's
37:51
not, it's, it's not, it is
37:53
not him making all of these games. No, it's
37:55
like lots of people making games. Interesting.
38:00
So, you know, I wouldn't look
38:02
to that as like, oh man, well that guy is
38:04
like awesome in making games. Like I'm
38:06
sure all these games are up to that standard. It's like, oh no, a lot
38:08
of these games are like concepts
38:11
that are not in keeping with what you would
38:13
expect from him. So I
38:16
don't know. It's hard to say it's
38:19
not worth $25 because there's a lot of
38:21
game here. But
38:24
it is, it's either
38:26
for olds or people who are kind of
38:28
obsessed with 8-bit games. Okay.
38:30
Yeah. Yeah.
38:34
And I don't feel like either of those things,
38:36
but it does draw to
38:38
a lot of my like very
38:40
specific experiences on my 8-bit
38:42
video game journey growing up. Yeah, that's fair. I
38:45
think I, part of me is just wondering if
38:47
I'm gonna end up playing it and being like
38:49
the type of person that's like played something for
38:51
five, like 60 seconds is like, nah,
38:54
move on. I think you will know within the
38:56
two hour window whether or not it's something you want to keep. Okay.
38:59
Because I definitely find like when I open
39:01
the Nintendo store, like let's say I have
39:03
an emulator right in
39:06
front of my face that has every Nintendo game
39:08
on it. I often find that I play one
39:10
for like two minutes and I'm like, oh God,
39:12
move on. Oh God, move on. I'm
39:14
just like, I'm not actually like sitting there
39:16
playing those things. Well,
39:21
I think it's also worth pointing out that
39:23
it's not 50 different developers either.
39:25
It's six people, at least according to
39:27
their website. So it's
39:29
not like it was a whole bunch of different
39:32
teams putting this together. No,
39:34
they're working together, but it's not. Yeah.
39:37
There's not like a unifying theory of game design
39:39
behind it. No way that you might expect if
39:41
someone said, oh, it's from the guy who did
39:43
Spelunky because with Spelunky it's like the guy who
39:46
did Spelunky. That's how people think of Spelunky. Yeah.
39:49
Yeah. Yeah. So
39:51
did you have anything more to say about UFO 50? No,
39:54
I think that that's
39:56
all I've got to say about UFO 50 for now. I
40:00
will continue to play it. I'm only,
40:02
you know, again, I'm like 10. I'm like
40:04
nine or 10 games into 50. And
40:07
seeing the trailer on the Steam page is
40:09
like a bunch of games that I not
40:11
only have I not seen, but that like
40:13
are way more graphically intensive than anything I've
40:16
played so far. So, yeah, you know. My
40:19
journey is not done. So,
40:24
you know. Well,
40:29
well, OK, then. Someone
40:32
wrote in an email. Yeah. And
40:36
it said, I've been listening to your podcast
40:38
since I was five and now I'm 20. Just
40:40
kidding. I'm in my mid 40s. They didn't want to
40:42
say. So
40:45
I'm a big fan of Eternal Darkness and
40:48
some of us fans on Reddit are really hoping
40:50
for a remake or remaster on the
40:52
Switch or any other platform. Do you
40:54
have any advice on how we could go about motivating
40:56
Nintendo to make this happen? And I thought this
40:58
was just an interesting. Email
41:01
because remakes just keep happening. But
41:04
I don't know how you motivate Nintendo to me happen because
41:06
I don't even know if Nintendo has the
41:09
ability to make that happen, not on their own. I'm
41:12
sure that that's they got to go
41:14
talk to whatever is Silicon Knight's holding.
41:18
Yeah, whoever has the IP
41:20
for that, which might be epic, honestly. Oh,
41:24
geez. Why
41:26
would Epic own it? Because Epic
41:28
sues Silicon Knight. Epic. Oh,
41:31
they did. Don't ask a
41:33
question, then talk over me when I'm answering it.
41:39
Epic sues Silicon Knight's because
41:42
Silicon Knight's tried to weasel out
41:44
of paying them any royalties for
41:46
too human because they said that
41:48
Unreal Engine was not what
41:50
was promised and they had to make their
41:52
own engine, which was actually a hacked version
41:54
of Unreal Engine 3, which
41:56
turned into a lawsuit and. Uh,
42:02
all like
42:04
basically all copies of two human on
42:06
store shelves had to be like confiscated.
42:10
And then I think Microsoft got, got the
42:12
rights and gave it away. Yeah.
42:15
See that's what I'm saying. I don't know who owns the rights to any
42:17
of this stuff anymore. Um, but
42:20
you would need to negotiate with us. You would need to know.
42:23
Okay. So, uh, how
42:27
would you get them to make it? I don't know. They'd have to
42:29
be proven that there's a market that makes it worth their while.
42:32
I don't know that. Yeah. Or someone would have to
42:34
approach them and say, Hey, we'll do it for
42:37
no development cost to you and just pay you out this
42:39
percent and they would love it. I don't
42:41
know. Um,
42:44
they refiled the, the,
42:47
the trademark in 2020, but a
42:50
lot of that is probably just
42:52
because they didn't want to lose it. Yeah.
42:56
So. But remakes are a thing to
42:58
keep happening. A lot.
43:01
It's like, I mean, it's been the, it's
43:03
not, it's not like remakes or anything new. They've been doing them
43:05
for a while, but
43:07
it does seem like, especially
43:10
with like THQ Nordic and these, some of
43:12
these other companies that companies
43:14
are going ham. I'm trying to figure out
43:16
ways to sell their shit a second
43:18
time. Um, was there
43:21
an email that you wanted to read in that pain,
43:23
Anthony? Well, that was the, this was the remake one
43:25
that I want to talk about because I was
43:28
like, well, even like what you've been playing, right? Dead
43:30
rising is like a game that's getting a
43:32
remake. That's really cute. Dead rising is
43:34
getting a remake. Uh, you
43:37
know, it's been a, it's been, oh
43:40
Jesus Christ. I was like, it's
43:42
going to be 18 years. I was about to say it's been
43:44
10 years. And then I was like, wait a second. I
43:48
was living. Dead rising is old enough to vote as of
43:50
last month. As
43:55
Anthony rocks himself back and forth. with
44:00
that. What does the email say? Well,
44:03
it was the email asking about Eternal Darkness and how
44:05
do you motivate, how do you
44:07
make remakes happen? And I think there's an interesting
44:10
conversation there to have more broadly about how
44:13
do they decide when to do remakes? Like,
44:15
you know, 18 years or sometimes two years
44:17
later. So for
44:19
Eternal Darkness, I think it's tough
44:23
because so much of Eternal Darkness
44:25
was rooted in a specific era
44:27
of media presentation. Like,
44:31
a lot of what that game did was play with
44:33
your, the
44:35
sort of non-diegetic
44:39
elements of presentation,
44:42
right? Like TV stuff and like
44:44
playing with save game stuff. Yeah.
44:47
And a lot of stuff that just wouldn't work
44:49
in a modern context. And
44:54
also, you know, it's not like Eternal Darkness sold
44:56
that well. So
45:00
you know, like, demand is
45:02
like one of the first things that
45:04
come to mind. Like, is there demand
45:07
for a thing? Is
45:09
there like a good reason to do it?
45:11
I think is like the best place to
45:13
start and that can mean a lot of
45:15
different things. Yeah.
45:17
Ideally, if Eternal Darkness had had like a
45:20
successful franchise and made like three games, they
45:22
could have justified doing like a bundle or
45:24
something. But yeah,
45:26
I don't know. That feels like a really tough one for both
45:30
for is there enough of a market
45:32
there, but also for what Arthur said,
45:34
because a remake would actually have to account for
45:36
and either remove certain instances of
45:38
the psychosis stuff that did
45:41
things like restart the GameCube logo, or
45:43
you would have to like change them. So you couldn't just or
45:46
the volume thing on screen or, you know, right.
45:51
So there's a lot of things that just wouldn't
45:53
work. Yeah, damn.
45:56
I as for
45:58
other games, it just depends on the game.
46:03
But like, it's almost always,
46:05
is there an opportunity here? Or
46:08
can this create an
46:10
opportunity for us like,
46:13
you know, just going down the list, like
46:16
the Dead Space Remake as an example
46:18
was a desire
46:20
to capitalize on an IP
46:24
with some affection behind it with like
46:26
some nostalgia and name recognition behind it,
46:29
as well as to hopefully
46:31
onboard an entirely new team
46:35
about what made that game
46:37
special in the first place. Like,
46:41
how do you teach a
46:43
new developer that had nothing to do
46:45
with a game how to make that
46:47
game? Like, that's what
46:51
Gears of War Ultimate Edition was.
46:53
That was how can the Coalition learn
46:56
to make a Gears of War game?
47:00
Like a game that feels right, a game that the community
47:02
will accept. And
47:04
the easiest answer was
47:06
to go back and study
47:09
literally everything that made the original game
47:11
function and make it prettier. And,
47:16
you know, like, sometimes
47:19
it's a matter of this,
47:23
this, you know, I
47:27
think it gets complicated when you start going to
47:29
Sony's remakes. Because
47:31
there are some good reasons to do it
47:33
and some not. Like,
47:35
I know that The Last of Us gets a lot of shit,
47:37
but that's an example of a remake that actually made sense to
47:39
me. Going from PS3 to PS4? No,
47:44
because that was that was like a essentially
47:46
just like an upresed re-release. Are
47:49
you talking about the one that they did recently?
47:51
I'm talking about the PlayStation 5 and PC Last
47:54
of Us. Technical
47:56
problems notwithstanding, like that
47:58
is a game where The original
48:00
was 10 years old, right? It
48:06
was on two generations older hardware,
48:10
and it had not
48:12
held up in a particularly strong
48:14
way against both Last
48:16
of Us Part II and also as
48:18
a product for people who
48:20
see the show and get interested in the games to
48:22
go back to. Like,
48:25
it's a bad place to jump into those games.
48:28
You know, and also,
48:31
once again, the development process of
48:35
The Last of Us Part II was
48:37
so arduous and so long and
48:40
so fraught that a lot of
48:43
that studio left over the course of the development
48:45
of that game. Like, an
48:47
enormous amount of talent left Naughty Dog
48:49
during the making of Last
48:51
of Us Part II. And
48:55
a lot of people left while
48:58
they were finishing Uncharted 4. The
49:02
development environment at Naughty Dog was such
49:04
that they were hemorrhaging talent, and by
49:06
the time they were trying to ship The Last
49:09
of Us Part II and, you know, I don't know how
49:11
much of this you can confirm or deny or dispute
49:13
or agree with, Matt. Like, they were
49:15
hiring people from outside of the video game industry,
49:17
because that's all that was left to
49:19
hire to finish that game. And,
49:24
you know, at
49:26
a certain point, once the game ships,
49:29
then even more people leave. So,
49:34
you know, like, you have this core
49:36
of people that maybe have worked on a Naughty Dog game, that
49:38
have worked on a Last of Us game, but
49:40
you have so many new people to fill
49:42
that studio who
49:45
have no experience making a Naughty Dog product.
49:48
And in
49:50
some ways, it's also a sign
49:52
of sort of dysfunction at
49:54
Sony, because the word on the street was that
49:56
it was originally like Sony Bend that was gonna
49:58
work on that. So
50:01
that Naughty Dog as a studio could work
50:03
on something that wasn't uncharted to the last
50:05
of us. And then people at Naughty Dog
50:07
kind of flipped out and said, we
50:10
don't want other people to touch our toys. We
50:13
want to do it. And so they plucked it away. And,
50:18
you know, that
50:22
is stupid because if you've got to let go at a
50:24
certain point, either you're making
50:26
these games forever or someone else is going to make
50:28
new ones of it while you get to do something
50:30
new. You don't get
50:32
to hold on to everything. Just
50:34
like the game that I
50:37
would I honestly would
50:39
be surprised isn't getting a remaster
50:41
is uncharted. Because
50:45
that is a now fairly more series.
50:48
Yeah, the original uncharted. That's
50:50
like a more than series or like a soft
50:52
reboot from a different team. Because
50:56
there's not that that uncharted brain trust
50:58
isn't there anymore. Yeah. And
51:01
uncharted never sold as well as last of us
51:03
did. So, you know,
51:06
what do you do with that? But
51:10
then, you know, like
51:13
there's other stuff where sometimes these games just don't
51:15
make enough money. And.
51:20
I think that the Last of Us Part Two remake. Or
51:25
remastered is as a prime example of that.
51:28
That's a game that shouldn't have needed a remaster,
51:30
but got one. And
51:34
I think it's because Sony has put themselves
51:36
in a situation where selling 10 million of
51:39
something isn't enough. And
51:42
that that's a dangerous place to be in. And
51:47
when you're not watching on PC, like the. You
51:50
know. I
51:52
think you're putting yourself in a position where you
51:54
have to start scrambling, looking for ways to make
51:57
money on development stuff that you've done already. Yeah,
52:00
I think to one of the things that
52:02
I I think people get drawn into the
52:04
idea of remasters, too is If
52:07
it was something you skip the first time around
52:09
because maybe you heard word of mouth about bugs
52:12
Or you heard word of mouth about like
52:14
other DLC was the best part Sometimes those
52:16
remasters include everything and so you're like,
52:18
oh I'm getting the best experience. It's now finally the
52:20
time and That may not always be
52:22
true, but that's like the mindset. I think that draws a lot
52:25
of people It definitely works on me sometimes or I'm like, oh,
52:27
yeah I should go back and play that because it's the
52:29
it's the the final version or whatever. I'm
52:31
like, oh perfect. Yeah, you know Yeah,
52:34
I'm being rewarded for waiting in a way Or
52:38
this is how the game was always supposed to
52:40
be it's a director's cut man exactly Yes, it
52:43
feels like I'm getting the director's cut. Yeah, and
52:45
they will sometimes beauty with all the time. They didn't
52:47
have and yes Well,
52:50
sometimes a remake or a remaster is
52:52
Kind of
52:55
like playing the version the way that you remember
52:57
it in your head. Yeah You
53:00
know It's like because it looked a lot prettier back when
53:02
you played it in the time and like you play you
53:04
go back and you Play sometimes you you know We've all
53:06
had this experience where you go and you play back an
53:08
old game and you play an old game that you May
53:11
or may not have fond memories of but you know the
53:13
ones you have fond memories of you know Like you tend
53:15
to be like, oh, okay I remember it being this way
53:17
and feeling this way and it felt so good to play
53:19
and it looked so pretty then you go Backing a plane
53:22
and like yeah, this isn't what
53:24
I remember But the remaster might give you the
53:26
opportunity to have that same kind of experience as
53:29
you remember it as opposed to how it actually was
53:32
Yeah, and I and I
53:34
think thus far we've had a lot of
53:36
that like with Gears Ultimate and with like
53:38
the Last of Us Part 1 remastered and
53:41
also Dead Rising Deluxe
53:45
remaster I think that that's
53:47
all true and Also
53:49
Dead Rising Deluxe remaster means that it gets to
53:51
be a doctor doctor But
53:56
I do there are rumors this
53:58
week of so near Masters where I
54:00
just don't think that that's going to be the case. I
54:04
think that there is like a
54:07
a dwindling return on investment for
54:10
increased graphical fidelity, especially with Sony
54:12
first party stuff, because like the
54:15
Sony first party secret for
54:17
the PS4 era was that
54:20
everything was really expensive. And
54:22
it turns out that the best way to make a
54:25
game look really good is to spend a lot of
54:27
fucking money and time going
54:29
over every inch of it to like make
54:31
a bunch of bespoke assets and
54:34
make sure that everything is perfect.
54:37
Yeah, that does make it play better, but it does make it
54:39
look better. But the thing is
54:41
when you like manually light everything that way,
54:44
which is how Last of Us Part Two
54:46
was lit, everything was manually lit. When
54:50
you go back and say, but now we've added real time
54:52
lighting and real time shadows and all this other stuff on
54:54
top of it's like it doesn't
54:56
look better. It already
54:59
looked as perfect as hundreds of millions of
55:01
dollars could make it look like you
55:04
did it. And we already
55:06
did the thing. The
55:10
rumor this week, like the most reliable rumor, the
55:12
one that's been floating around for a long time
55:14
is that we're getting a Horizon Zero Dawn remake,
55:17
which that
55:20
is a 2016 game or 2017 game. I
55:27
think that's a 2017 game. That
55:30
is very recent for
55:33
a remaster, like a seven year old game. Forbidden
55:37
West. I'm
55:39
looking this up just so that. Sorry,
55:43
no, I'm looking up Zero Dawn because Forbidden West
55:45
was the second one. Zero Dawn was
55:48
February 28, 2017. Like we're seven years
55:50
out from that. That is like a
55:52
really, that's
55:54
like really soon. And that game also
55:56
got a PC version that was kind
55:59
of remastery. Yeah, as
56:01
well as like a PlayStation
56:03
5 patch that was
56:05
a little remastery. And
56:08
then the other thing that surfaced this week
56:11
in part because like,
56:15
Astro Bot is full of references to
56:17
other PlayStation games and one of the
56:19
bots is... Aloy. Well,
56:23
yes, but also the dude from
56:25
Days Gone. Oh, yeah. Don't
56:28
remember his name. I don't either. Sam
56:31
Whitworth is the guy that acted him, but is
56:33
it Deke? Deacon. Good
56:38
job, Arthur. The
56:42
original producer on that game, the one who
56:44
got who got canceled because he's a fucking
56:47
dumb ass, was complaining
56:49
on Twitter that that
56:51
game has been forgotten by Sony except to have
56:53
a bot dressed like him in the
56:55
game and how disrespectful that is, which
56:59
got people talking again. And then another rumor sort
57:01
of sprang up and started gaining some heat that
57:03
the other game that Sony has a remaster for
57:05
in development is Days Gone. Which
57:09
was a 2018 title, if I remember correctly.
57:12
I feel like it necessarily needs one. It still looks pretty good. I
57:15
mean, it looks pretty good playing it. 2019.
57:19
That game is five years
57:21
old. Wow.
57:25
And with these, it feels different. These
57:27
feel different. And with
57:31
Days Gone, I think more obviously, that is
57:33
a game that didn't sell well. Like,
57:37
eventually it moved up to nine million players,
57:39
but like they gave that game away really
57:41
fast. I played that game for free because
57:44
it was like a PlayStation, buy a PlayStation
57:46
5 and it
57:48
just came. Yeah, it was like part
57:50
of the like before the PlayStation Plus subscription stuff,
57:52
there was like a whole catalog of PS4
57:55
games that were just free when you had a PlayStation 5.
57:57
And it was also a PS Plus game. Right.
58:01
Yeah. D.K. Is the name
58:03
of the main character Deacon St. John, which wow.
58:06
I remembered his friend's name, Bozer. Bozer,
58:09
man. That
58:12
game went on sale really fast. It went on PS
58:14
Plus really fast. That was a game that was in
58:16
development for a really long time that did not sell
58:18
well. And
58:21
you know, again, it's another game where
58:23
they clearly spent a lot of time and money on
58:25
making that game look good. But
58:28
it went on PS4. Like it looked great. But
58:31
that wasn't it looked very generic. And
58:36
I apologize for anyone whose feelings I hurt with
58:38
it. But what I was calling it was the
58:40
least of us. But
58:44
you know, like not for lack of trying. Yeah,
58:47
I think that game has some really
58:49
cool horde mechanics that made it cool. But
58:53
it was a commercial failure. It was. And
58:57
it like crippled that studio. So
58:59
you know, like wanting to actually get a
59:01
return on investment from that, I guess, makes
59:03
sense. And PlayStation audiences have
59:06
demonstrated at least some willingness to
59:10
buy those games. And
59:12
I'm going to be honest and say
59:14
something that will not happen. And that
59:16
will make PlayStation fans angry. But
59:19
it's true. If they released a
59:21
days gone remaster on every system, including Xbox,
59:23
I think they might actually make their money
59:25
back. That's
59:28
not going to happen. But yeah. But
59:31
the other rumor, you know, Horizon
59:34
Zero Dawn as a
59:36
remake, like one
59:38
of the funniest things I've ever heard about that
59:41
game is that it is the video game industry
59:43
equivalent of an industry plant. I
59:47
don't get it that term. An
59:49
industry plant in the music business
59:51
is a apparently independent artist that
59:54
actually is like
59:57
a record label, like sort of
59:59
manufactured success. Yeah,
1:00:01
they like they like pay
1:00:03
for promotion and basically like make it
1:00:05
a success. And
1:00:10
that that is like the thing that people
1:00:13
say about Horizon like Horizon is an industry
1:00:15
plant. I mean, how can it be a
1:00:17
plant though and it's only first party? I don't know. Yeah.
1:00:20
I have to wait is that
1:00:23
it seems like Sony is so desperately
1:00:25
trying to make Horizon like this big
1:00:27
pop culture thing. And
1:00:30
it just like it never has been.
1:00:36
Like it's always it's always been a little
1:00:38
weird how hard Sony pushes Horizon as a
1:00:40
game that like there's something
1:00:42
about that game that doesn't to me doesn't
1:00:45
sort of register that way. And
1:00:48
I played all of them. Yeah.
1:00:55
Retelling the fucking Lego Horizon game like I
1:00:57
don't I'm not generally a
1:00:59
who asked for this kind of guy, but like I
1:01:01
don't know. I
1:01:03
would like to be in the room when someone green lit
1:01:05
a Lego Horizon game. Yeah.
1:01:10
Retelling the beloved story of the
1:01:12
first Horizons game. I don't
1:01:14
I don't understand. I
1:01:19
somebody was somebody who's really good in their
1:01:21
pitch meeting. I
1:01:23
don't think Horizon has ever been as successful
1:01:25
as Sony wanted to not organically because that's
1:01:27
another game that went on sale kind of
1:01:29
fast that they
1:01:31
gave away on PS Plus that
1:01:35
they also just took off of PlayStation
1:01:37
Plus whatever
1:01:39
the subscription library
1:01:41
I think I forget what they
1:01:43
called that. I know. Yeah. But
1:01:46
that makes me think that that's going to get
1:01:48
announced and happen probably pretty and
1:01:51
it got rated. So.
1:01:55
So in that case, I think that it comes down to
1:01:57
those games never having made the money that Sony wanted. to
1:02:00
and them wanting to. Like
1:02:03
add to their bottom line without having
1:02:05
to greenlight a new five year project.
1:02:08
Yeah. And I think
1:02:10
that that's going to be very
1:02:12
important for Sony moving forward, because.
1:02:14
Every every wave of
1:02:16
Sony titles, like another year has been added
1:02:19
onto their development time. Like.
1:02:24
God of War Ragnarok was a four year game
1:02:26
after God of War was a three year game.
1:02:29
Yeah. Forbidden West was
1:02:31
a four. It was a four. It was
1:02:33
a five year game. After
1:02:36
Zero Dawn was like a three and a
1:02:38
half year game. You
1:02:40
know, like it was four
1:02:42
years between the release of The Last of Us Part Two
1:02:44
and. No,
1:02:47
like three and a half years between The Last of Us
1:02:49
Part Two and a remake of The Last of Us. So
1:02:56
we're just hitting a point where it's taking them too long to
1:02:58
make these games like we're. We're
1:03:01
for we're more than four years since Ghost
1:03:03
of Tsushima. As
1:03:06
an example, and all the rumors are that
1:03:08
Ghost of Tsushima is their next game. So
1:03:11
I mean, everybody should just start
1:03:14
using AI to make all their
1:03:16
assets and save all the development
1:03:18
time. Problem solved. Cut
1:03:20
me a check. I just consulted you into
1:03:23
a profitable video game business. Yeah,
1:03:25
asset creation isn't what's making these games take
1:03:27
too long. You
1:03:30
don't think so? No, I think it's
1:03:32
constant change is a direction. I
1:03:34
think it's asset creation as well. Asset
1:03:36
creation is incredibly
1:03:39
time consuming compared to where it was even
1:03:41
like 10 years ago. I
1:03:43
but you look at something like
1:03:45
The Last of Us Part Two, which has a
1:03:47
ton of bespoke assets, but they like threw away
1:03:49
like half a game. Oh, sure. I'm not saying
1:03:51
there isn't a direction issue that causes as well,
1:03:53
but games definitely take longer because of art fidelity.
1:03:57
I I think project management is
1:03:59
the single. biggest problem.
1:04:02
And I would point to Jedi Survivor
1:04:04
as like the counter example of a
1:04:07
game that had an enormous variety of
1:04:09
assets and was a
1:04:12
huge game and successful and took three and a
1:04:14
half years. Yeah, which is helpful when you're making
1:04:16
a sequel and you know exactly what it is.
1:04:19
I agree. But I but I but
1:04:21
all of these games are sequels that
1:04:23
are not particularly different from their predecessors
1:04:25
like the last of us part two
1:04:29
is the last of us. Forbidden
1:04:31
West is more horizon like God of
1:04:33
War Ragnarok is God of War 2018.
1:04:35
Like these are not games that like
1:04:37
really blow it out with like bold
1:04:39
new mechanics or new directions like they're
1:04:41
more and they're taking
1:04:43
longer. Yeah. And I
1:04:45
think some of that's because there's probably a lot
1:04:47
more varied environments and like number
1:04:50
of rocks they use and all these things
1:04:52
like assets
1:04:54
take for fucking ever. Which
1:04:57
is why I don't know how many people. I
1:05:00
also think that Sony's first party games are too
1:05:02
long. Like
1:05:06
they're they're all too long like God of War
1:05:08
Ragnarok is both too long and not long enough
1:05:10
for the story they try to tell because they
1:05:12
didn't want to make two games. Yeah.
1:05:17
Yeah. I was thinking that like you know Space Marine probably
1:05:19
took me eight hours to beat right
1:05:21
around there. And I was like that was good. I'm
1:05:24
glad that game didn't go on for. Yeah.
1:05:26
Same. You know like a ton much more
1:05:29
longer. That felt like the length
1:05:31
that felt good for that. I
1:05:33
honestly I would have made that game like an
1:05:35
hour shorter but I understand why they didn't. Sure.
1:05:38
I'm just I just mean the sense that it
1:05:40
was like you know like for instance when I
1:05:42
played alien isolation that was the game where
1:05:44
I got like nine hours in and I was like dude
1:05:46
what's got to be near the end right. Matter
1:05:51
of fact you were about the halfway mark.
1:05:53
Exactly. I was like that was so hard
1:05:55
for me. Yeah.
1:05:57
I was actually for some reason I was
1:05:59
rereading. a re-review of that game
1:06:01
at Kotaku, like that Luke
1:06:04
Plunkett, right? And I, and I don't, I'm
1:06:06
not like a Luke Plunkett
1:06:08
and I don't agree on a lot, but
1:06:12
his re-review of his like, man, how did I sleep on
1:06:14
this? Like the tone is so good. The graphics are great.
1:06:16
Like the vibe is so strong. And then he got like
1:06:18
halfway into it and he was like, why the fuck is
1:06:21
this game still going? And he was like, hitting it by
1:06:23
the end. And I was like, that
1:06:26
is exactly what happened with that game. Yep.
1:06:30
It goes from an alien game to an
1:06:33
aliens game, but without any guns. Yeah.
1:06:37
Yeah. Yeah.
1:06:39
I didn't get to the aliens part.
1:06:41
I was still just engaging with alien
1:06:43
and androids, but
1:06:46
yeah, I don't know. Like some
1:06:50
remakes are there to try to revive
1:06:52
an IP and also to teach new
1:06:55
people, either at the same studio or at another studio, how
1:06:57
to make it. Um,
1:07:01
and some are there to take
1:07:03
advantage of development work. That's already
1:07:05
been done to try to break
1:07:07
even or like boost a publisher's
1:07:09
bottom line,
1:07:14
like that's, that's kind of it,
1:07:17
right? Yeah. Yeah. And
1:07:19
then sometimes it's
1:07:22
to modernize
1:07:24
or make make available
1:07:27
and appreciable by modern audiences
1:07:29
and old game. And that's
1:07:31
what, um, night
1:07:33
dive does basically with
1:07:38
like quake and dark forces and system
1:07:40
shock and that stuff. That's like, how
1:07:42
can modern audiences appreciate this old thing?
1:07:45
Yeah. Yeah. Hmm.
1:07:49
Yeah. Just
1:07:52
don't only like new things. That's
1:07:54
the way new
1:07:57
things are always original. Old things are. nostalgia
1:08:00
for anything? No, no, no, especially
1:08:02
if it's at least, if it's like ancient, like came
1:08:04
from the 90s. I
1:08:08
saw a video recently that was like kids talking about
1:08:10
what they think is old. And
1:08:12
it was like, oh my God, don't do
1:08:15
that yourself. And they were like, definitely anything
1:08:17
before the year 2000, like what the hell?
1:08:20
And I was like, and as they
1:08:22
were talking, I just felt like I was like, that
1:08:25
scene in Terminator where there
1:08:27
it gets blown up by the nuclear bomb
1:08:29
and their skeleton. That's what I felt like
1:08:31
was happening to me as I kept
1:08:33
on going. I was like, oh no. Well,
1:08:36
when you think about it, it makes sense because like
1:08:39
I, you know, when I was a kid in the
1:08:41
eighties and nineties, I thought anything from the seventies and
1:08:43
sixties was old. Totally. So we
1:08:45
use to have flashback dances and the flashback
1:08:47
dances were all 70s stuff, you know, dress
1:08:50
up like disco, so yep.
1:08:55
And it worked because you could go to your dad and be like,
1:08:57
dad, I want that old shirt that you have hanging in the
1:08:59
closet. It's like really gross.
1:09:01
That's not old. That's my favorite shirt. I
1:09:03
know. Yeah, that's
1:09:05
where we're at. But
1:09:09
Arthur, did you like Dead Rising? All that
1:09:11
to say. Dead Rising
1:09:13
Deluxe Remaster. Yeah. Did
1:09:15
you like Dead Rising when it came out? I
1:09:17
did, but I hated the save
1:09:19
system so much. Okay.
1:09:22
Same. Same. And
1:09:24
like speaking of a game that went on too long. So
1:09:28
in Dead Rising Deluxe Remaster, it saves every
1:09:30
time you load into a new zone. Like
1:09:32
it almost saves. Oh my God. Okay, well
1:09:35
that actually might make that game finally playable.
1:09:37
Yeah. There's also
1:09:39
a control, like a
1:09:42
more modern control thing where you can move while you're
1:09:44
aiming. Okay. But
1:09:46
when you fire a gun, like you can't move for a
1:09:48
second. So like
1:09:50
you can't like slowly sidestep
1:09:54
and shoot, but
1:09:56
you can move, then shoot, then move. I
1:10:04
mostly I'm enjoying it. I find that
1:10:06
that save system does sort of allow
1:10:08
for a lot more margin for error.
1:10:14
And you know, I've been careful and
1:10:16
methodical and have generally sort of like
1:10:18
just like blasted through it, like
1:10:22
without a lot of problems. But
1:10:26
there is a point I think in that game
1:10:28
where it like starts like piling
1:10:30
optional cases on top of you and
1:10:34
very close proximity with like a very limited amount
1:10:36
of time. And
1:10:39
I have trapped myself in a situation
1:10:41
where I have like eight fucking people
1:10:43
with me. And
1:10:47
I can either go outside in the courtyard
1:10:49
where there are convicts driving a Jeep with
1:10:51
a fucking machine gun. Oh, that thing. That's
1:10:53
the fight that made me quit that game.
1:10:56
Yeah. Or I can
1:10:59
try to go through the crowded
1:11:01
open air area next to like
1:11:03
the hardware store that is full
1:11:05
of a ton of zombies and also a
1:11:07
cult of psycho humans and
1:11:11
try to get your eight people lose
1:11:13
all of these people. Yeah. Or
1:11:16
I can reload and
1:11:18
just avoid any of it. Yeah.
1:11:22
But I have to make that decision now because I was
1:11:25
like beating my head against that for like 45 minutes
1:11:27
trying to figure out how
1:11:29
to do it. And it just wasn't it wasn't
1:11:31
working. And part of this is because there's
1:11:34
a boss you fight this like crazy police
1:11:36
woman that has like four people or five
1:11:38
people chained up in like
1:11:40
a jewelry store. And
1:11:42
when you defeat her, then
1:11:44
you have to go around and free all of
1:11:47
these people. But then you have fucking five
1:11:49
people, none of whom can carry a
1:11:51
gun because Capcom was sexist and
1:11:54
they're all like scared women who can't
1:11:56
carry weapons. 18
1:12:01
years ago. Not everyone you find is like that, but yes,
1:12:03
it is an 18 year old video game. Um,
1:12:05
18 years here, it doesn't
1:12:07
seem like that long, doesn't seem like that age. It
1:12:09
doesn't, but that was, if we go back now, we'd
1:12:11
look at the magazine ads and stuff of that era
1:12:14
and be like, Jesus Christ. Yeah.
1:12:16
This was the era of like
1:12:18
the, the mostly naked victim
1:12:21
in a hit man blood money ad. Yeah.
1:12:24
Yeah. Yeah. Um, and
1:12:27
also if I recall the one
1:12:29
up show conversation about Tomb Raider,
1:12:33
the Tomb Raider game that came out in 2006 where
1:12:35
people were complaining about her ass or
1:12:40
people complaining about people complaining about her ass.
1:12:42
So it was a different time. Yeah,
1:12:44
it was. There was a one up
1:12:46
show episode about it. I
1:12:49
wasn't on that one. No, I think that
1:12:51
was right before your time. That was before
1:12:54
my time. Um,
1:12:56
I don't know, it plays better. It
1:12:58
looks pretty good. Like it's not
1:13:00
like perfect, but it looks pretty good. Um,
1:13:02
it's still, I think
1:13:05
that they were still sort of like struggling
1:13:07
with tone a little bit on that because
1:13:09
they're like just totally ridiculous things and like
1:13:11
deadly serious things. Um,
1:13:14
and I think that they got much better about that
1:13:16
and dead rising too. Um,
1:13:20
but part of this also to me seems like
1:13:22
an experiment a little bit with the, the, RE
1:13:26
engine. Oh, it
1:13:28
was just done in the, oh, interesting. Yeah. Huh?
1:13:31
That's a true remake. I thought it was just going to be
1:13:34
like a up-resing, but yeah.
1:13:36
Yeah. Let me double
1:13:38
check just to make sure a dead rising. I
1:13:40
mean, it wouldn't surprise me. Capcom's been using
1:13:42
that for everything. ReMaster. Yeah. Engine.
1:13:45
I got to wonder if the, uh, the dual
1:13:47
change saws after you beat the clown, is that
1:13:49
still like the, the nuclear weapon that like, cause
1:13:51
basically once I beat the clown and I got
1:13:54
the dual change saws, that was the only weapon
1:13:56
I used for the rest of that game. You
1:14:00
have to beat him to be able to do that? Yes.
1:14:03
Okay. You have to beat the killer clown to get the
1:14:05
dual chainsaws. Yeah,
1:14:08
I didn't fight the clown because fuck that guy.
1:14:12
Yeah, it's a very engine. And
1:14:14
in this case, it seems like both
1:14:16
an opportunity to try to like reboot
1:14:18
the residue or the Dead Rising franchise
1:14:20
and see if people have any interest.
1:14:22
And also this seems like a technical
1:14:25
experiment, which I think a lot
1:14:27
of Capcom stuff actually is doing
1:14:29
because it's like this is the first time with the
1:14:31
RE engine that I've seen this many things on screen at
1:14:33
once. That's what I was thinking. A
1:14:35
lot of it feels like sometimes they do these remakes to
1:14:37
determine if this is like a
1:14:39
viable tech exercises, viable business platform like RE2.
1:14:42
They're like, great. Now here's RE3. And
1:14:45
should we keep doing these other ones? I don't know. You
1:14:47
know, Veronica. Oh, geez. I,
1:14:51
I will be amazed if Code Veronica ever
1:14:53
gets a remaster. That game is so long
1:14:55
and so much bigger than the other games. There's
1:14:58
also a very, very tricky
1:15:01
trans slash gender
1:15:05
storyline in that game. I believe you. And
1:15:07
I played the entire game. I have no
1:15:09
memory of that whatsoever. My
1:15:12
brother, my sister, my brother, my sister.
1:15:14
Nope. Don't remember that. I
1:15:16
believe you. The
1:15:18
main villain in that game is like
1:15:20
a dude is like a like a
1:15:22
aristocrat dude who also I think is
1:15:25
like cosplaying as his sister. Yeah,
1:15:28
I guess I don't, I don't remember that at all. I
1:15:30
mean, I think I played Code Veronica like, like
1:15:32
my second year in college. It's been a
1:15:35
long time. So and
1:15:38
you are high the entire time. No, if I
1:15:40
definitely was not, I know. I
1:15:45
have no idea that honestly. So here's a little
1:15:47
thing. Right. Other than of all
1:15:49
the classic Resident Evil games, that's the only one I've played
1:15:51
from start to finish. I've never played RE1 from
1:15:53
start to finish, RE2, RE3. Just
1:15:56
Code Veronica. Me either. Weird. Okay.
1:16:00
Why that one just because it was the one that
1:16:02
was available? It was that I think at the time,
1:16:04
if I remember, Code Veronica came to me. Somebody had
1:16:06
a Saturn or somebody had a Dreamcast? It came to
1:16:08
the original Xbox, if I remember right. And
1:16:13
my roommate, Joe, had an original Xbox and had bought it.
1:16:15
And so I started playing it and I was like, yeah,
1:16:17
I guess I'm gonna finish this. That was why
1:16:19
I ended up playing a lot of games like Shenmue 2. That
1:16:22
was another one that came out to original Xbox and
1:16:24
so I started playing it because
1:16:27
I was curious about Xbox games and there
1:16:29
you go. Yeah. Whatever
1:16:32
the zombie one, zombies. What's
1:16:35
that one, Arthur? The zombie, the only other game made in
1:16:37
the Halo engine ever. Stubbs,
1:16:40
the zombie. Stubbs, yeah. Oh.
1:16:44
That was made in the Halo engine? Yep. Mm-hmm.
1:16:47
Code Veronica came out on the PlayStation 2. Oh,
1:16:51
okay. So maybe someone just had the PlayStation 2
1:16:53
version in our house. Huh, yeah. Okay,
1:16:55
that's where I played it then. Because
1:16:58
it was the only, well, no, it was like the
1:17:00
second Resident Evil game that didn't
1:17:02
launch on PlayStation, the first one being Zero. Oh,
1:17:05
wow. Yeah, Zero was-
1:17:07
That was a Nintendo 64 game. Yeah.
1:17:13
But the rumor is that there
1:17:15
is development happening on a Code Veronica remake. I
1:17:17
just don't know how the fuck they
1:17:20
would do that. Huh. And
1:17:23
also possibly Zero. Zero
1:17:27
is a game that I completely forgot existed. Yes.
1:17:30
I mean, they're running out of Resident Evil games to make.
1:17:34
Yeah. Because like, what are they? Like,
1:17:36
they remake Five. Five is
1:17:38
also tricky. Five's,
1:17:41
yeah, it is tricky, but it has been
1:17:43
long enough that I would say Five. Sure.
1:17:46
They could make it visually quite different.
1:17:50
But then you got six. Let's
1:17:52
just, let's just- Nah,
1:17:55
do that. Let's not do that. That
1:17:57
game is such an enigma. I would
1:17:59
love to see- Jason Schreier, I write a
1:18:01
book about that. How did that happen after RE4 and
1:18:03
5? How did they make 6? So
1:18:06
bad. Was like a post- it was a
1:18:08
post- uncharted world, right? Yeah.
1:18:10
Just... I
1:18:13
guess, but still. Just a horrific piece
1:18:15
of shit. I don't know. I-
1:18:18
to go back to Dead Rising Deluxe Remaster for
1:18:20
a second, I- it like- it changes enough stuff,
1:18:22
or like adds enough quality of life stuff that
1:18:24
I think that like, it
1:18:26
is more accessible and playable than it's
1:18:28
ever been. While not
1:18:31
getting rid of a lot of the bullshit in that
1:18:33
game that is frustrating from a playing
1:18:35
it point of view. Right. I
1:18:40
think it's neat. I think that like people were probably more
1:18:42
primed in 2024 to appreciate that
1:18:44
game than in 2006. Yeah.
1:18:49
I would like it if they did- honestly,
1:18:51
I'd like it if they did Dead Rising 2 as well. I
1:18:56
knew Dead Rising 2, I fell off pretty hard.
1:18:58
I remember being super excited because I did
1:19:01
power through all of the shit
1:19:03
that I hated about Dead Rising 1 and I beat it, and
1:19:05
Dead Rising 2 came out and I jumped in and I think
1:19:07
I played it for a total of maybe five or six hours
1:19:09
and never went back. The
1:19:11
funny thing is Dead Rising 2 is what like a lot
1:19:13
of people know the series for, because it had the weapon
1:19:16
crafting. And also you had
1:19:18
that really excellent like free Xbox
1:19:21
Live thing. Demo. The K-Zero
1:19:23
thing they did. Yeah. There was like
1:19:25
the prelude. That thing was rad. It was so
1:19:27
good. And
1:19:30
then Dead Rising 3 I actually thought was
1:19:32
an incredibly visually impressive game, and
1:19:34
actually like probably my favorite Xbox
1:19:36
One launch game. But
1:19:40
that's when people started shitting on Dead Rising, and I
1:19:42
think that that has no small- isn't
1:19:45
no small part due to the fact
1:19:47
that that's when Xbox started paying for
1:19:49
the development of those games. Oh.
1:19:51
I didn't realize that. What do you
1:19:54
mean? I guess that makes sense because it wasn't a four. It
1:19:56
was the one that was like very Xbox. So,
1:20:02
Dead Rising 2 was Blue
1:20:04
Castle, like the Canadian, the
1:20:06
Vancouver team for Capcom that made
1:20:08
it. And then Dead
1:20:10
Rising 2 did OK but not amazing. And
1:20:14
so, for Dead Rising 3, Microsoft paid
1:20:16
for all of it. And
1:20:20
you know, it launched as an Xbox One launch game, and same
1:20:23
thing with Dead Rising 4. They paid
1:20:25
for all of it. And then when Microsoft
1:20:28
stopped paying for Dead Rising games is when
1:20:30
Blue Castle got shut down. So,
1:20:37
I would like to see a Dead Rising
1:20:40
2 remake as well if we're doing these,
1:20:42
but we'll see what happens. Let's
1:20:46
see how well this one does, I guess. How
1:20:51
satisfactory 1.0, Matt. Yeah,
1:20:54
I haven't played in a long time and I'm like,
1:20:56
oh geez, do I have time for this? I
1:20:58
don't know. I hadn't played in a long time either.
1:21:02
But you know, we brought it up in
1:21:04
my other friend group because
1:21:06
my buddy Chris, who passed away, I've talked about
1:21:09
several times, that was a game that he loved
1:21:11
to death and that we all played together a
1:21:13
ton. And so,
1:21:16
we were kind of like, we have to play this, right?
1:21:19
Like those of us who did play were like, yeah, I
1:21:21
think we have to. So I went and I rented a
1:21:23
dedicated server and yeah, we hadn't
1:21:26
played in, I want to say four
1:21:29
or five years, maybe longer. No,
1:21:32
because it's been in development. It's been in development
1:21:34
for like five, six years, right? So it hasn't
1:21:37
been out that long. I
1:21:39
think the last one we played was like beta
1:21:42
seven, something like
1:21:44
that. But anyway,
1:21:48
I honestly think that that is
1:21:50
one of the all time great
1:21:53
names of a video game ever satisfactory
1:21:58
because it's a
1:22:00
game. about building satisfying factories
1:22:02
and it is incredibly satisfying
1:22:04
when you get your production
1:22:07
pipelines in order and everything
1:22:09
is running at maximum efficiency and you take
1:22:11
advantage of all the things that that game
1:22:14
can do and the 1.0
1:22:16
release is it it's
1:22:20
it is a true 1.0 release you know
1:22:22
it's not like they it's
1:22:24
not like they released it early and called at 1.0 it's
1:22:27
like it's been in early access
1:22:29
forever and the game
1:22:31
engine feels incredibly solid the
1:22:34
it feels like they've got the
1:22:36
tech figured out now you know
1:22:38
I haven't like we
1:22:40
haven't gotten to a point where we've
1:22:43
run like such a massive factory that
1:22:46
you know it's like we're trying to
1:22:48
see if we can break the server
1:22:50
with the amount of conveyor belts we're
1:22:52
running everywhere but sure the just everything
1:22:54
seems to run better in general and
1:22:58
you know I rented a dedicated server through you
1:23:00
know one of those one of those hosting companies
1:23:02
that I have that now because that means that
1:23:05
you know there was definitely times that people wanted
1:23:07
to keep playing before and I would just be
1:23:09
like well I'm gonna leave my
1:23:11
computer on and leave me yeah and I
1:23:13
woke up one time and they're
1:23:15
like sorry when you logged back in we built the factory
1:23:17
around you because you ended up standing in a place that
1:23:20
we needed and so like I
1:23:22
became like an obstruction for building
1:23:24
that's cool that
1:23:28
actually is interesting to me because dedicated server
1:23:30
costs are usually pretty minimal yeah
1:23:33
exactly I think the service I'm paying for
1:23:35
is like 12 bucks a month
1:23:37
and like eight people can connect simultaneously which
1:23:39
is more than we usually have
1:23:41
on it in one time and
1:23:45
like we started in a new area that none of
1:23:47
us had played which is the grasslands biome which I
1:23:49
guess is like it's the biome that they recommend like
1:23:52
you start in that and the other desert biome or
1:23:54
the two places they recommend you start in but I
1:23:56
don't think any of us had ever actually started in
1:23:58
the grasslands before So that's
1:24:00
been really cool. They've done
1:24:02
a ton of tuning of
1:24:05
where nodes are placed and the value
1:24:07
in those nodes. And so
1:24:11
one really interesting thing with the development of Satisfactory
1:24:13
is that I can't remember what beta version or
1:24:15
what early access version, but at some point they
1:24:17
decided that they were no longer going to break
1:24:19
your saves. Like a
1:24:22
new version would come out and your old factory would
1:24:24
still load in and it would still do everything that
1:24:26
it was doing. With
1:24:29
the 1.0 release, they're like, OK, we did move some
1:24:31
nodes around. We changed the values on some of the
1:24:33
nodes that you have to put your miners on. And
1:24:36
the way the game works is there's miners
1:24:38
which will, there's mining nodes that you can
1:24:40
put a miner on and they will essentially
1:24:42
just mine infinite resources. Like it's
1:24:44
not limited like it is in some games. Like
1:24:46
there will be, it's a fully
1:24:49
realized open world 3D game and it'll
1:24:51
have these places on the ground that
1:24:53
you find where resources are and you
1:24:55
have to build some kind of extraction
1:24:57
device on those resources. But those resources
1:24:59
are then infinite. And then the
1:25:01
game isn't about like resource
1:25:04
management. So much as it is a
1:25:06
game about logistics and logistics management, like
1:25:09
building your power supplies. Like you start out
1:25:11
with bio reactors where you have to like
1:25:13
literally running around chopping trees and gathering leaves
1:25:16
and feeding them into machines to like burn
1:25:18
and generate power. And then you move on to coal
1:25:20
and then you move on to oil. And
1:25:23
like the whole
1:25:26
thing about this game is that it has
1:25:28
a very cool art style that fits in with
1:25:30
the whole vibe of like being a
1:25:33
science fiction quest on a
1:25:36
planet that's out there in the
1:25:38
universe. You're ostensibly trying to save humanity and you
1:25:40
go down as workers to exploit the resources on
1:25:42
this ADM planet and send them back
1:25:44
up on a space elevator. And in the
1:25:46
1.0 release, I don't know if they had this
1:25:48
in later beta versions, but on the 1.0 release you
1:25:50
send up the space elevator and you can see a
1:25:53
space station in the sky. And so like
1:25:55
every time you see. Yeah, that wasn't in
1:25:57
like past versions. I don't know if they added it
1:25:59
in like beta. to eight or nine or something like that, but
1:26:01
this is the first time we've seen it. And
1:26:03
the goal is the way you
1:26:05
unlock certain phases of tech is
1:26:09
that you have to build, you have to
1:26:11
use your factories and your production pipelines to
1:26:14
build enough of certain items that you then load
1:26:16
into the space elevator and you send up the
1:26:18
space elevator. And now when you send those loads
1:26:20
up to the space elevator, which unlocks new phases
1:26:22
of tech, the space station way
1:26:24
up in the sky expands and
1:26:27
it starts building itself out. So it's like you're
1:26:29
gradually building a space station by the stuff that
1:26:31
you send up there. Yeah, none of that. That
1:26:33
was just sending stuff up to the space elevator
1:26:35
before it was just like sending it to God.
1:26:38
Who knows what? Yeah, exactly. Yep. And
1:26:42
it looks so cool that last night when
1:26:44
we moved on to phase two to
1:26:48
send up the space elevator, like I said, okay,
1:26:50
phase two is ready to go. Let's all get
1:26:52
on at the same time so we can watch
1:26:54
it happen. Because it's actually an event now. Because
1:26:57
it goes up there and you can just see
1:26:59
the space station just building out there like way
1:27:01
above the atmosphere. And it's incredibly cool looking. It's
1:27:03
a really fun animation. And I
1:27:05
would say that's another thing I've noticed about this game
1:27:07
is that the animations seem like they've improved across the
1:27:09
board. Like your assemblers, the way
1:27:11
that they're assembling things, it always did that.
1:27:14
Your extractors, it always did that. There's
1:27:16
additional supplies that you can send off
1:27:19
from your hub, your logistics hub, which
1:27:21
is like kind of your home-based starting
1:27:23
point. That's how you also
1:27:25
unlock some other tech is there's resources that you
1:27:27
put in that and you send that off. And
1:27:30
then there's a little ship that like launches from
1:27:32
your resource hub and goes up to the space
1:27:34
station. That animation and the sound effects
1:27:36
with it are really cool the way that it comes
1:27:38
in. It comes back through the atmosphere and there's a sonic
1:27:40
boom and then it comes and like lands down. And
1:27:43
like, I feel like every
1:27:46
single animation basically for all this stuff
1:27:48
has been improved across the board. That
1:27:50
makes sense. There's, yeah. The
1:27:54
game itself, just it's
1:27:57
tuned to, Over
1:28:00
the course of its development and its early access, it's
1:28:02
just been tuned and tuned and tuned and tuned and
1:28:04
it has that feeling to it. It's
1:28:06
a very crisp, very pun intended,
1:28:10
satisfying experience just to play the
1:28:12
game before you're even doing any
1:28:14
of the factory stuff. And
1:28:17
they've done quality of life improvements
1:28:19
that are related to tech upgrades now
1:28:22
too. So it's like there's stuff
1:28:24
that they'd added in the past. They've added
1:28:27
in trucks for transports, train system for transports,
1:28:30
things that improve your run and jump speed, the
1:28:32
ability to zip line along power lines. There's
1:28:36
human transport tubes that are ways to zip
1:28:38
around the environment where it's like Futurama style.
1:28:40
You go into a tube and it goes
1:28:42
voom, and you just go through a
1:28:44
tube and get shot
1:28:47
out somewhere else wherever you built the tube at
1:28:49
the other end. But
1:28:51
a really big quality of life improvement that they put
1:28:53
in the 1.0 release is dimensional storage.
1:28:59
So you can eventually unlock
1:29:01
a thing where you can upload
1:29:04
one stack of a resource into dimensional storage.
1:29:06
So if a stack is like 200 iron
1:29:09
plates, you can upload 200 iron
1:29:11
plates to your dimensional storage and then
1:29:13
whenever you're doing any crafting, it'll pull
1:29:16
from your player inventory and it'll pull
1:29:18
from dimensional storage and anybody can pull
1:29:20
from dimensional storage. And then you can
1:29:22
eventually unlock more stacks of
1:29:24
items in your dimensional storage. So
1:29:26
it's just another way. It's
1:29:29
just a quality of life improvement
1:29:31
that feels in world to
1:29:33
the game because your personal storage, your
1:29:35
personal inventory storage, the reason why you
1:29:37
can carry like 8,000 concrete on
1:29:40
you is because you have a dimensional pocket
1:29:43
as the worker. And so like
1:29:45
this is dimensional storage, dimensional pocket,
1:29:48
you know, it's all in world
1:29:50
related and they've every time
1:29:52
you unlock a tech or unlock a
1:29:54
phase, beta, the computer has a lot of
1:29:56
really well written, very funny lines that are
1:29:58
all in world because A
1:30:01
little bit like helldivers, you
1:30:03
know has tongue-in-cheek fascism. This
1:30:05
game is like tongue-in-cheek
1:30:08
indentured servitude. Yeah,
1:30:10
and it has that vibe throughout the
1:30:12
whole thing The
1:30:17
the one of the really cool things about the game
1:30:19
is you can played in a couple different ways to
1:30:21
like My buddy Chris and I were
1:30:23
always the factory builders Chris was the master at it
1:30:25
I'm okay at it, but Chris was the frickin master
1:30:28
And like I learned a lot just
1:30:30
by like being in games with him And so I'm
1:30:33
I'm mostly the one building out the factories this time
1:30:35
my little brother Unlocked
1:30:38
the concrete Pieces
1:30:40
and like the half-pipe and curved pieces and he made a
1:30:42
skate park That you can
1:30:44
drive the little factory Chuck around and it like
1:30:46
he made a Like jumps where
1:30:49
you can literally like jump it up a half
1:30:51
pipe wall and like land on another jump to
1:30:53
jump up another one Cuz that was fun for
1:30:55
him My buddies
1:30:57
Josh and Gordon love running around
1:30:59
the world like killing animals and
1:31:01
like finding Like
1:31:03
the Mercer spheres and these other things and then
1:31:05
upgrading all of our tech through the research stations
1:31:07
and everything That's where they find the most fun
1:31:11
So there's a lot of different ways that you can play the
1:31:13
game as a team Like if you're not if you don't want
1:31:15
to build the factories Just let other
1:31:17
people build the factories and you can be
1:31:20
the resource tracker Exactly. Yeah, you can also
1:31:22
go out and find the electrical slugs or
1:31:24
you know, there's a reasons to explore
1:31:26
the world To which
1:31:28
is nice. Exactly. Yep big reasons and it's
1:31:31
a very very vast world
1:31:33
that is 3d open world But it's not
1:31:35
procedure at all. They have the whole thing
1:31:37
is entirely handcrafted. So, you know,
1:31:39
I don't know if that like that
1:31:42
might limit replayability in some people's minds,
1:31:44
but the world is so vast and
1:31:48
You can try different starting points like it you
1:31:51
could play this game for literally hundreds of hours
1:31:53
and you would never get to Everything that's in
1:31:55
the world Yeah,
1:31:58
so anyway, it's really It's really good. Satisfactory
1:32:02
is a very, very fun game.
1:32:04
I'm glad they've hit their 1.0 release. I
1:32:07
think they knocked it out of the park and we're
1:32:09
having a lot of fun with it. If
1:32:11
you want, Anthony, I'll just send you the invite to our
1:32:13
dedicated server because we have plenty of player slots. Yeah,
1:32:16
I could help out. I won't build
1:32:18
anything because I tend to build things
1:32:21
in a like, this is fine sort
1:32:23
of way. We'll make it work. And so my efficiency score
1:32:26
is probably pretty low. Like
1:32:29
we always hit our goals in the old game that
1:32:31
we played, but like at the end, our factory looked
1:32:33
like something out of like a Dr. Seuss book. It
1:32:35
did not look sensical. It
1:32:38
was like, no, we just built, well, we don't want
1:32:40
to redo this line. So just build the new one
1:32:42
up and over it. And it's like, so inefficient, you
1:32:45
know? There are many
1:32:47
nights that I love that game running overnight because I
1:32:49
was like, I just needed to accrue. So
1:32:51
I'm just gonna set my computer on and leave it. Yep,
1:32:55
we have the dedicated server set
1:32:57
to currently pause if
1:32:59
nobody's online, but I think I
1:33:02
may change that to like just run while people
1:33:04
aren't online because there's not enough of us building
1:33:06
out crazy factories. And once you
1:33:08
get into the later texts, like you're building,
1:33:10
you know, you're extracting iron to
1:33:13
build screws, to build plates, to build stators, to go into
1:33:15
motors, to go into these things, to go into, and like
1:33:17
by the time you get to the end of it, you're
1:33:19
creating like one of this
1:33:21
thing every five minutes. And
1:33:23
you have to have like 500 of those, you know, to
1:33:26
like upload for the like the phase eight or phase
1:33:28
nine. And like, at some point it's like,
1:33:31
I don't really want to be online. I don't want to have
1:33:33
to be online to waiting for all that stuff. So
1:33:36
I'll probably turn the, the
1:33:39
server will just stay on and the factories will stay running
1:33:41
even when we're not online. But
1:33:43
the other thing is this world is so big that like,
1:33:46
you know, maybe I'm over there trying to
1:33:48
build like my ultimate, you
1:33:51
know, like maximize deficiency factory,
1:33:54
but you can walk, you can walk,
1:33:56
you know, a couple of hundred meters away to
1:33:58
a different node and build whatever. Whatever the fuck
1:34:00
you want. It doesn't matter, you know, like because
1:34:02
there's so much space that you're not going to
1:34:04
interfere with things It doesn't matter like who builds
1:34:06
what where you can kind of just do whatever
1:34:08
you want Yeah
1:34:13
Uh, I don't have time to go back but I should It's
1:34:17
a good game Well, just jump into our
1:34:19
server that way you don't even have to bother
1:34:21
with like the tier one two and three stuff
1:34:23
Okay, you can just like kind of have fun.
1:34:25
Like we have we have like the the upgrade
1:34:27
We have like a bunch of the movement upgrades
1:34:29
unlocked We just unlocked gas masks so you can
1:34:31
go into the poison areas, you know Okay, so the
1:34:33
lot of the initial busy work has
1:34:35
been done. Yeah, perfect a lot of
1:34:38
the initial busy work Yeah, and like the first
1:34:40
manager. Yeah, there you go Now
1:34:44
look at the first good job The
1:34:48
first tier that's really tedious
1:34:50
is tier 4 tier
1:34:52
4 is where a lot of people like quit
1:34:54
the game because there's these Things you
1:34:57
have to make called versatile frameworks and
1:34:59
the versatile frameworks Create
1:35:01
a have a pretty long production pipeline I
1:35:03
like and I've seen online people
1:35:05
say like yeah tier 4 like after tier 4
1:35:07
like I'm able to like kind of make things
1:35:09
Work, but getting stuff to work for tier 4
1:35:11
was hard and we just got past
1:35:13
here for so you don't even have to go Through the
1:35:15
tedious part Right
1:35:18
now I tore apart all our original factory stuff
1:35:20
that's close to the base and I'm rebuilding all
1:35:22
that out And
1:35:24
bringing in a new source of coal
1:35:27
because I've maximized our available coal into
1:35:29
the power plants that we have Because
1:35:33
there's a lot of stuff that I need to build out so
1:35:35
I can build out motors because motors are the next The
1:35:39
next manufactured item that we need a lot of
1:35:41
to like really upgrade our shit
1:35:44
and like get to the get moving again They
1:35:48
Did a lot of tearing down of stuff like
1:35:51
found a new resource and then I
1:35:53
like that I really like the building in this game
1:35:55
too because it's Minecraft style where stuff can just be
1:35:57
floating in the sky You don't have to worry about
1:35:59
structural support or any of that nonsense
1:36:01
like in Valheim, you
1:36:03
can just like build the wackiest shit.
1:36:06
Like I built, since you
1:36:08
can zip line along power lines, I built
1:36:10
a power line that goes from our hub.
1:36:12
Oh, that's cool, that didn't exist before. That's
1:36:14
awesome. Yeah, yeah, it's really fun. I
1:36:19
built a power line that goes from our hub, which
1:36:21
is up on a cliff, and there's just
1:36:23
power line that's just floating in the sky. Like I
1:36:25
built a bunch of foundations, like a bridge all through
1:36:28
the sky to this other area where I was like
1:36:30
creating a whole big steel works and everything, so I
1:36:33
built a bunch of foundations, hung a
1:36:35
bunch of power lines on the foundations, and then
1:36:37
deleted all the foundations. So you're
1:36:39
just like flying through the sky on this
1:36:41
cable. Yeah, see the game definitely
1:36:43
is like fine with breaking reality, which I
1:36:45
appreciate. They don't make it so like, they're
1:36:49
not like, oh, this foundation doesn't have structural integrity
1:36:51
or anything, they're like, fuck it, who cares? Yep,
1:36:54
exactly. It'll
1:36:57
be like you can build this power, I can't build
1:36:59
this power plant because the ground is too uneven. So
1:37:01
I'll build a bunch of foundations, build the
1:37:03
power plant, and then I can just delete all the
1:37:05
foundations and the game doesn't care. I think there's like
1:37:07
a metric for how
1:37:09
serious people are when they play this game, and
1:37:12
it's, is your factory a single
1:37:14
floor, or is it multi-floored? Yep.
1:37:19
Well, what is your factory? Is it single floor?
1:37:21
Oh, no, it's multi-floored.
1:37:23
Okay, so that's- I mean like I have multi-floored
1:37:25
factories and like the starting area that we're all
1:37:27
like stuff just put on the ground, that's the
1:37:29
stuff that I just deleted so that I can
1:37:32
build a more efficient version now that I've unlocked
1:37:34
a new tier of stuff. Exactly, so like me,
1:37:36
our factory was one sprawling one
1:37:38
floor thing where things were having to like get
1:37:40
carted like 800 feet over to the thing that
1:37:42
would process them. And real people will like
1:37:44
redo it to where it's like, you know, we
1:37:48
funnel resources up to the top floor and it
1:37:50
all comes back down or something, you know. Uh-huh.
1:37:52
And I'm like, okay, that's like, that's like
1:37:54
real planning, you
1:37:57
know. Yep. Yep.
1:38:00
And I have a lot of fun with
1:38:02
trying to make efficient, compact factories and multi
1:38:04
floors and stuff like that. Of course, that's
1:38:06
why that part of it is made for
1:38:08
you. Yep.
1:38:10
Yep. And the
1:38:13
thing that was really nice about playing with Chris
1:38:15
is that not only was he better at the
1:38:17
factories than I was, but that gave
1:38:19
me more free time where I could do the
1:38:22
other part of the game that I love is
1:38:24
building stuff and building things to make
1:38:26
them look cosmetically beautiful, which
1:38:29
this time I've just been focusing on. But building
1:38:31
the factories, I haven't put up
1:38:33
walls and made things look like they have realistic
1:38:36
supports and all that kind of stuff like I
1:38:38
normally do. Yeah. But
1:38:41
yeah, the beautification stuff was the thing
1:38:43
that Chris was never really interested in
1:38:45
that. So we kind of were a
1:38:48
good team because we would both build factories, but he
1:38:50
would build more factories and I would focus more on
1:38:52
civic beautification. Okay. Now
1:38:54
I'm just, I'm factory guy this time. Yeah,
1:38:58
it's good stuff. It's a lot of fun. I'm
1:39:01
right there with Chris. Let's make it
1:39:03
functional and move the fuck on. Yep.
1:39:08
I appreciate beauty. I'm too lazy to do
1:39:10
it. Sure. That's really what it comes
1:39:12
down to. Yep. Yeah. Well,
1:39:15
it's about like having enough people on to like
1:39:17
handle all the different jobs because that's the thing
1:39:19
is like this game, I can't imagine playing this
1:39:21
game single player. It would get so fucking tedious.
1:39:24
Yeah. Like, like I
1:39:26
have a lot of fun with Minecraft and single player. I
1:39:28
don't think I could do this game single player. Yeah,
1:39:32
I've tried. It's
1:39:34
a, it's not for me either. Too
1:39:37
much. Um, Arthur, you've been kind of on
1:39:40
a trip for the olds. It feels like you played
1:39:42
that UFO fifties for the old. Then you
1:39:44
went and saw Beetlejuice Beetlejuice, which I feel like is also
1:39:46
for the olds. I
1:39:49
think that that movie has done enough business that it
1:39:51
is not strictly for the olds. You don't think it's
1:39:53
just a bunch of the olds going to see it
1:39:55
because they have money and time. No,
1:39:58
there were a lot of younger people. when I'm in general
1:40:01
or Tigger has a big draw. No,
1:40:04
they were there without their parents. Um,
1:40:08
wow. I mean, that's insulting. Thanks,
1:40:10
Anthony. Hey, I'm right there with you. We're
1:40:14
pretty much the same age group. Yes.
1:40:16
So, you know. It
1:40:20
is funny to me that one half of your mustache is
1:40:23
grayer than the other half. Oh, yeah.
1:40:25
And dude, when I think it's awesome. When I'm
1:40:27
like hanging out at the skate park, I think people have an
1:40:29
idea of me being one age and then I take my helmet
1:40:31
off and they're like, oh, okay.
1:40:38
Yeah. You can't tell, but this eyebrow has a
1:40:40
whole bunch of gray hair in it and my
1:40:43
right eyebrow does not. Yeah, I also I also
1:40:45
have those. Oh, you can't tell my eyebrows that
1:40:47
grow like. Oh,
1:40:50
wild and crazy. Yeah. Yeah. And really long
1:40:52
and my wife goes, oh, I can't. And
1:40:54
she just grabs it and rips it out.
1:40:56
Like, I just can't. Oh, I
1:40:58
can't. No, dude, just go to a barber that like,
1:41:00
you know, knows how to trim those things. It's
1:41:02
fine. Or you could just trim it. Oh,
1:41:05
I just never notice it. And then she's like,
1:41:07
Jesus. Yeah. So anyways,
1:41:11
my fucking ear hair. I hate it. This is
1:41:14
one of the few movies that I think we're going to try and make an
1:41:16
effort to go to the movie theater to see. Right
1:41:19
on. I.
1:41:22
Despite that. Despite the. I
1:41:29
think that the second half of the movie
1:41:31
is a little bit stronger than the first half, but there's
1:41:33
it's. There
1:41:35
are way too many fucking plot lines and
1:41:37
it doesn't really do any of them justice.
1:41:41
And in a way,
1:41:43
it's not that different from the original
1:41:45
Beetlejuice that way, because the first Beetlejuice is
1:41:47
way more of a vibes movie than it
1:41:49
is like a plot movie. Yeah.
1:41:54
But in the original Beetlejuice, they're like,
1:41:57
essentially. There
1:42:00
are two core sets of characters
1:42:04
and Beetlejuice as like a side character.
1:42:07
Yeah. Um, and in this, and
1:42:09
so that basically means there's like two to
1:42:12
three subplots, you know, and they all like
1:42:14
interweave with one another. And in
1:42:17
this there's like seven or
1:42:19
eight subplots that mostly exist separately
1:42:22
from one another and occasionally
1:42:24
intersect, but in a way
1:42:26
that feels very clumsy. And in
1:42:28
a way that just doesn't give
1:42:30
anybody much time. This felt like some of
1:42:33
the problems I had with some of the modern
1:42:35
Ghostbusters movies as well. They had too many
1:42:37
things going on to try and make them work.
1:42:40
I liked the last Ghostbusters
1:42:43
reboot with the kids more
1:42:45
than the most recent Ghostbusters movie with
1:42:47
the kids. Cause that one felt to
1:42:49
me like a pilot for a TV
1:42:51
show. That's fair. Yeah.
1:42:54
Um, with this, it's like, you
1:42:56
know, Monica Belucci is fairly
1:42:58
heavily featured in the trailers. She's
1:43:01
barely in it. Oh, she's
1:43:03
like barely, barely in it. She's more like,
1:43:07
she's more like a plot MacGuffin,
1:43:09
honestly than anything. Um,
1:43:13
and yeah, it's
1:43:15
just, I dunno, it's really.
1:43:19
Sounds like it's pretty mediocre for you. Yeah.
1:43:23
Okay. Here's my thing. The tone of
1:43:25
this movie vacillates pretty wildly between
1:43:27
like something that
1:43:31
is that
1:43:33
is easy to invest in on a human level, like
1:43:35
a big fish versus
1:43:38
fucking Mars attacks. Yeah. Like
1:43:41
it feels often much more like,
1:43:43
like Tim Burton's view of people
1:43:45
in Mars attacks than Tim Burton's
1:43:47
view of people in Beetlejuice or
1:43:50
some of the other stuff. He's done. I
1:43:52
see. And
1:43:54
so, I dunno, like the,
1:43:57
I think that the actors often save it.
1:44:00
Like I think Winona Ryder is interesting in
1:44:02
it. Jenna Ortega is great in
1:44:04
it. Michael
1:44:06
Keaton is good in pretty much anything Michael
1:44:08
Keaton is in. He's just like, I don't
1:44:10
think, I
1:44:12
think Beetlejuice is like a less interesting character
1:44:14
in this than he was. Like he was
1:44:17
much more of a direct antagonist in
1:44:20
the first movie. And in this, I
1:44:22
think that it tries way too hard to make
1:44:24
him someone whose
1:44:27
side you wanna take. Yeah,
1:44:30
no, the first movie he was just a poltergeist. I
1:44:32
mean, he's bad. Yeah. It
1:44:36
wasn't even that like he was explicitly
1:44:39
evil. He was just like- He's a
1:44:41
nuisance. He's like a gremlin. He's a
1:44:43
nuisance, yeah, yeah. And
1:44:47
the funny thing is that like there is a
1:44:50
sort of core like emotional
1:44:52
idea behind this movie, which is like grief.
1:44:57
The ways that people like
1:45:00
deal with grief or avoid dealing with
1:45:02
grief. And in
1:45:04
a way, like that's kind of how
1:45:06
what the first movie was about. Although the first movie
1:45:08
I think was more about like not
1:45:11
wanting to deal with mortality, like refusing
1:45:13
to deal with mortality rather
1:45:16
than to accept that
1:45:18
sort of like logical end point for
1:45:20
everyone. Yeah. I
1:45:24
don't know. There's just
1:45:27
too much happening. And
1:45:29
it all wraps up in a way that
1:45:31
just does it, that feels a little forced.
1:45:33
And there's another musical number in this
1:45:35
that personally I think just is in
1:45:38
no way, shape or form nearly as
1:45:40
creative as the original. Sure. It
1:45:45
is- How about the practical effects? They've talked
1:45:47
about that. So I'm like, you know. I
1:45:49
think the practical effects are pretty good. I
1:45:52
think that like some of the waiting room ghosts in it are
1:45:54
a lot of fun. Like looking at the movie is often fun.
1:46:00
There's one waiting room ghost in particular
1:46:02
that I like, but I won't spoil it. But
1:46:09
there's one actor in this movie
1:46:11
that is like very, very
1:46:14
noticeably absent. Well,
1:46:16
despite the fact that his character is present,
1:46:18
who is Jeffrey Jones. Uh,
1:46:21
was that the dad? Yeah,
1:46:24
Jeffrey Jones was the dad. Well, yeah. And Beetlejuice.
1:46:26
So I got arrested for like child sexual.
1:46:29
Yes. Yeah. Child
1:46:31
sexual content. I guess they didn't know that.
1:46:33
Oh, fuck. Yes. I thought he was dead.
1:46:35
And then someone was like, no, it's worse
1:46:37
than that. Yeah.
1:46:43
Yeah. It really changes the feeling of going
1:46:45
back and watching the like Ferris Beeler's day
1:46:47
off, you know? It
1:46:50
does. Yeah. Now that you mention it.
1:46:52
So yeah, that's unfortunate. Um,
1:46:56
I don't know. It just, it, the movie wants to do
1:46:58
to go in too many different
1:47:00
directions. I, as a business
1:47:02
exercise, I think it's fascinating. Um,
1:47:04
and I respect it in particular, like
1:47:07
the fact that Tim Burton was adamant that it
1:47:09
not be a direct to streaming movie.
1:47:12
Yeah. Um, and the
1:47:14
decisions that he and like the
1:47:16
key players made to make sure
1:47:18
that it got a theatrical release,
1:47:20
yeah, are interesting. Um, and hopefully
1:47:22
like a sign, like a positive sign
1:47:24
for the future of the theater business
1:47:26
and movies, um, it's been
1:47:28
incredibly successful. Well, between that and alien, right?
1:47:30
Alien was going to be a streaming thing
1:47:33
and then it wasn't. And it's made them
1:47:35
plenty of money. Um,
1:47:38
yes. And that's, you know, which
1:47:40
is great. And I think that I'm
1:47:43
glad when, when, you know,
1:47:45
things went out that way, it's like, it's almost $300 million.
1:47:48
Yeah. On
1:47:52
a budget of 80 something. Yeah.
1:47:55
It's almost like you can make okay movies for reasonable
1:47:57
budgets. Like you used to be able to. I
1:48:00
don't know, it's like so many movies these days are
1:48:02
like we spent 400 million, but we're
1:48:04
expecting over a billion. Just
1:48:06
like dude. And in a way like that, that
1:48:08
feels like it should be kind of where things
1:48:10
are going and like that
1:48:13
these companies need to start diversifying
1:48:15
their slates again. Yeah. Yeah.
1:48:20
So, you know, we'll see what happens, but I
1:48:22
don't know, I'm glad that it's doing as well
1:48:25
as it has, but I did not, like
1:48:28
I was definitely waiting for it to be over by
1:48:30
the end of it. Sure. And
1:48:34
then I saw another movie
1:48:36
that's like a counter example to that
1:48:38
conversation, which is a movie called Wolf's.
1:48:42
Never heard of it. Yeah, because
1:48:44
it's an Apple movie that they've
1:48:47
decided to stop advertising. Because
1:48:50
it's bad? I
1:48:52
think it's because they aren't
1:48:55
confident about it and just
1:48:57
want to let it go onto streaming.
1:49:00
So originally, Wolf's
1:49:02
is a movie that was supposed to get like
1:49:05
a wide theatrical release and then go to Apple
1:49:07
TV. And
1:49:10
it is a movie starring George Cooney and
1:49:13
Brad Pitt as rival
1:49:15
fixers that get called to the
1:49:17
same crime and
1:49:19
have to work together to figure out how
1:49:21
to make this problem go away. And
1:49:26
there are some slightly awkward moments, but it's a fun movie. And
1:49:29
watching George Cooney and
1:49:32
Brad Pitt act against each other is a perfectly fun way to
1:49:34
spend like an hour and a half,
1:49:36
in my opinion, especially when they're old and
1:49:39
cranky. And
1:49:43
having lived here for a few years now, it's a very New York
1:49:45
movie. Like
1:49:48
it's a very, very New York movie. And also
1:49:50
a Christmas movie. It's
1:49:53
another movie that takes place against Christmas rather
1:49:55
than being about Christmas. but
1:50:00
it takes place against Christmas. I like that
1:50:02
distinction. Yes. Yeah.
1:50:06
But it's like fun. It's not amazing. I would
1:50:08
say it's like a solid two
1:50:11
and a half out of four stars kind of movie. Like
1:50:13
it's like the kind of thing where you're like, I'd
1:50:16
be willing to go see this in theaters and
1:50:19
be satisfied with it. But like, something
1:50:21
happened and they've pulled back on all the
1:50:23
promotion and now it's gonna be in theaters
1:50:26
for like a week and then come
1:50:28
out on Apple Plus or yeah, on Apple
1:50:30
TV at some point, which
1:50:35
is weird. Yeah. But
1:50:39
I don't know. Like if you can see it in theaters, I think it's
1:50:41
a fun movie to see in theaters. I don't know that I want to
1:50:43
pay like $50 fucking dollars with someone else
1:50:46
to go see it in theaters, but you
1:50:48
know, I've
1:50:51
seen worse movies in theaters. I've
1:50:56
seen worse movies. I've seen worse
1:50:58
movies. We've definitely all seen worse movies. And
1:51:01
I need to go see Transformers One, which is apparently
1:51:03
very, very good. Yeah. That's
1:51:06
what people keep saying. I just don't know. I kind
1:51:08
of want to see it too. I
1:51:10
do too. I haven't seen a single negative thing about
1:51:12
that movie. It just feels like a movie I'd rather
1:51:14
watch in my house, but maybe I don't know. Maybe
1:51:18
I'm wrong. It's
1:51:20
weird. It's
1:51:23
pretty fun to me. Should
1:51:25
I read a couple emails and then I'm gonna go pick
1:51:27
myself one? Yeah.
1:51:34
Bob says, I
1:51:36
was wondering if you spent
1:51:38
any time with the iPad Pro M4
1:51:40
chip and what you thought about
1:51:42
it. I currently
1:51:45
have the iPad Pro M1 chip and was
1:51:47
considering an upgrade. I'm
1:51:49
another one of those folks that has listened to the show
1:51:51
from day one. I
1:51:54
started a little sorry. I'm sorry. My son was
1:51:56
a teenager and he's 35 now. Fuck.
1:52:00
Fuck! Stop! Hahaha!
1:52:06
I already get this like directly in
1:52:08
my own home with my ever aging
1:52:10
child who refuses to stop being a
1:52:12
baby. Or refuses to stop
1:52:15
growing up. I don't know if
1:52:17
we can answer an email that hurts my feelings this
1:52:19
way. Hahaha! Anyway.
1:52:25
Does he say what he's doing with it? No.
1:52:28
I think I have an M2 one. So
1:52:30
I don't, yeah. I have an, I have,
1:52:32
so I have an M1 iPad that I
1:52:34
own. And I have an M4 iPad here
1:52:36
that I have not opened yet. Yeah.
1:52:40
For work. My
1:52:43
understanding is that the
1:52:45
only real reason to
1:52:48
use an, to get an M4 iPad is if you do like
1:52:54
audio or video production on an iPad, which
1:52:56
is a very small amount of people. Yeah.
1:52:59
Or if you wanna play like triple A,
1:53:03
like super good looking video games on it,
1:53:05
that it is like the best way to
1:53:07
do that on an iPad. And
1:53:09
like dead games like
1:53:11
Resident Evil 4, Remake and
1:53:14
Assassin's Creed, Mirage, run
1:53:16
pretty well on it. Yeah.
1:53:20
But, otherwise.
1:53:22
I use mine as like a fake laptop
1:53:25
for work meetings and stuff, so it's not
1:53:27
really something for me. Yeah,
1:53:30
I, otherwise I don't like, the
1:53:34
thing that I'll say is that if you do like art on
1:53:36
it, if
1:53:38
you sit at home and do art on it, there's
1:53:40
no reason to upgrade. Yeah. I
1:53:43
mean, my wife's still using her M1 iPad for
1:53:45
at home art and it's fine. But,
1:53:48
and this is something I need to test,
1:53:50
but my operating theory is
1:53:52
that if you wanna
1:53:54
get to go like
1:53:57
on site somewhere where you're drawing and sketching
1:53:59
and holding it. then that is
1:54:01
a situation where the M4 iPad might make
1:54:03
sense because it is so much lighter. Oh,
1:54:06
interesting. Hmm. Like,
1:54:09
it is way, way
1:54:12
lighter than the M1 or
1:54:14
M2 iPad Pros. I wonder why that is,
1:54:16
because you would think the battery and stuff
1:54:18
would kind of still weigh the same, the
1:54:20
aluminum would relatively weigh the same. Interesting. It's
1:54:22
a totally re-engineered chassis. Huh. Okay.
1:54:27
So, you know, like if you're in a situation where
1:54:29
you have to hold it all the time and like
1:54:31
a pound difference
1:54:33
is like a big deal, then
1:54:36
I think that that's a situation where it would
1:54:38
be worth looking into. But otherwise, I don't think
1:54:40
that anything has changed to
1:54:42
make an M1 iPad Pro not worth it. Like
1:54:45
that iPad Pro should be awesome for at least a
1:54:47
couple more years. Yeah.
1:54:52
Yeah. So, and the M4s are
1:54:54
really expensive. They're really, really expensive. Well, I
1:54:56
mean, the M2s were really expensive when it
1:54:58
came out. So it was the M1, but
1:55:00
the M4s are even more. Yeah. So.
1:55:04
Apple. Uh,
1:55:06
let's see. Um,
1:55:11
Matthew writes in and says, I
1:55:15
want to build a new PC, but
1:55:18
I've never built one with the idea of
1:55:21
making it upgradable. He's
1:55:23
always just done wholesale, build one,
1:55:25
swap it out for a new one. He
1:55:28
says, what do I need to keep in mind when
1:55:30
I'm picking out parts for something that I would like
1:55:32
to make upgradable? Like
1:55:34
annually. Um,
1:55:39
sockets, like CPU
1:55:42
sockets. Um,
1:55:45
ramp motherboard, RAM capabilities, I guess,
1:55:47
maybe. Well
1:55:49
yeah, but also, you know, like with AMD,
1:55:51
um, the 7,000 series introduced a new
1:55:56
socket type from the 5,000 series and before.
1:56:00
Oh, it did. Wow. Yeah. But
1:56:02
like the the
1:56:04
Ryzen, Ryzen 2 and Ryzen 3 processors
1:56:06
all use the same sockets. So they
1:56:08
use the same sockets for like a
1:56:11
good six or seven years.
1:56:15
And now we're like at the second
1:56:17
generation of processors on this new socket.
1:56:21
So I feel like AMD is
1:56:23
kind of offering a better path forward for
1:56:25
people. Like
1:56:28
I have a 7900X3D
1:56:30
and I could upgrade to like
1:56:33
a 9900X3D or the next AMD
1:56:35
processor over that, probably.
1:56:40
Other than that, like the more you spend
1:56:43
on a motherboard, the more likely it is
1:56:45
to have multiple NVMe slots. And
1:56:49
like multiple full speed NVMe slots.
1:56:55
And, you know, like
1:56:57
lots of USB ports is nice for people
1:56:59
who like plan on keeping a PC for
1:57:01
a long time. The
1:57:04
NVMe slots thing is a big one. Yeah.
1:57:08
Yeah. I'm actually I'm rebuilding
1:57:10
my PC at some point this weekend because
1:57:13
I am responsible for.
1:57:17
I have to do our NVMe testing like
1:57:20
for our new our new hard drive picks.
1:57:22
And so I am I bought a new
1:57:26
sort of potentially open case that I
1:57:28
can wall mount. Interesting.
1:57:30
Interesting. I didn't know that was
1:57:33
a thing. Me either. It's
1:57:36
what is the name of this case? Show you what it is.
1:57:39
So you can is it so you can just like have
1:57:42
easy access to swap out multiple drives to test?
1:57:44
Yeah. Yeah. That's exactly cool. Mom,
1:57:49
are these like or P3 Pro? So
1:57:53
what I want to work with. So are these is
1:57:56
this like a pretty common
1:57:58
like test bench case? I
1:58:01
don't know. But
1:58:03
if you look at it, this looks
1:58:05
like way easier to work in constantly.
1:58:07
Totally. It looks like something I would see on
1:58:10
a show floor because they wanted to show you, let
1:58:12
you get a good look at something. Yeah,
1:58:15
but you can just take off the glass
1:58:17
panel and then just use it.
1:58:19
Yeah. And it's
1:58:22
fairly inexpensive, honestly. Yeah. Yeah,
1:58:24
130. That's not
1:58:28
bad at all. And supposedly it has VESA mounts. Wait,
1:58:31
what's... Oh, I was about to ask
1:58:33
what that is. Interesting. That's TV mount
1:58:35
stuff. Yeah, interesting. Yeah. Yeah,
1:58:38
it looks like it would be really easy to work in for that
1:58:40
kind of task. So
1:58:43
yeah. But
1:58:45
like a case that's easy to work
1:58:47
in that like provides expandability, like would
1:58:49
be nice. Like get it...
1:58:51
Basically, the more you spend, the longer something
1:58:54
will last, typically, like PC part
1:58:56
wise. I'm
1:58:59
confused about the horizontal tray of PCI
1:59:01
ports. How
1:59:05
does that work? That
1:59:11
is... There
1:59:14
are like PCI sort of extenders. Oh,
1:59:17
okay. You'd have to get a piece
1:59:20
and then probably a... Yeah,
1:59:23
and then a cable to attach it to the
1:59:25
motherboard. Yeah. Yeah. That's
1:59:28
an optional thing. Yeah. That's not a
1:59:30
mandatory thing on this. Anyway.
1:59:32
Anyway. But if you want a
1:59:34
PC that you can upgrade a bunch like
1:59:37
every year or so, I think
1:59:39
AMD is your best bet. Anyways,
1:59:47
that's a show. I
1:59:49
got to make myself dinner or
1:59:51
wait, lunch, fuck. Goodbye show. Letters
1:59:55
at eat-sleep-game.com. I'm
1:59:58
a chef money. everywhere everywhere
2:00:04
and Matt is that talking orange Twitter
2:00:07
and blue sky and he's that Matt chandrin
2:00:09
a twitch and
2:00:12
our is that a
2:00:15
eg is pretty much everywhere
2:00:17
except Instagram where you decided to
2:00:19
be a weirdo make it at pragmatic my
2:00:22
fucking username was taken on Instagram we got
2:00:24
to go kill the other one is joking
2:00:28
anyone we're not harming anyone thought jokes
2:00:31
okay
2:00:35
I'm gonna say goodbye now before I say any other
2:00:37
things might give me trouble goodbye she
2:01:03
goes straight straight for
2:01:05
the deep end
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