Silksong Act 1 Impressions, Hell Is Us Review, Borderlands 4 Interview
Hollow Knight: Silksong is finally available, and we've been playing the highly anticipated Metroidvania. In this week's episode of The Game Informer Show, we dive into our impressions of Silksong's first act (roughly the first eight hours until the Greymoor area) and boss fights. Beforehand, Marcus interviews Gearbox leads Graeme Timmins and Andrew Reiner (big disclaimer: Reiner was formerly EIC of Game Informer) about Borderlands 4, which was released a few days ago. Finally, we round out the show by breaking down our Hell is Us review, a fascinating investigation puzzle game with action elements. Notably, it's not a Soulslike.
The Game Informer Show is a weekly podcast covering the video game industry. Join us every Thursday for chats about your favorite titles – past and present – alongside Game Informer staff and special guests from around the industry.
Subscribe to Game Informer Magazine: https://gameinformer.com/subscribe
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00:00 - Introduction
03:35 - Borderlands 4 Interview
50:32 - Hollow Knight: Silksong Act 1 Impressions
01:27:17 - Hell is Us Review
01:50:39 - Outro
The Game Informer Show is a weekly podcast covering the video game industry. Join us every Thursday for chats about your favorite titles – past and present – alongside Game Informer staff and special guests from around the industry.
Subscribe to Game Informer Magazine: https://gameinformer.com/subscribe
Follow our hosts on social media:
- Alex Van Aken (@itsVanAken)
- Marcus Stewart (@MarcusStewart7)
- Eric Van Allen (@seamoosi)
00:00 - Introduction
03:35 - Borderlands 4 Interview
50:32 - Hollow Knight: Silksong Act 1 Impressions
01:27:17 - Hell is Us Review
01:50:39 - Outro
2025-09-12
111 min
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Transcript
<v Speaker 1>Hey, everybody, Welcome back to the Game Informer Show, a <v Speaker 1>weekly podcast covering the video game industry. Join us every <v Speaker 1>week for a discussion about the latest gaming news, reviews, <v Speaker 1>and exclusive reveals, alongside Game and Former staff and special <v Speaker 1>guests from around the industry. I'm one of your hosts today, <v Speaker 1>Alex van Aiken, and today I'm joined by Marcus Stewart. <v Speaker 2>Hey doing, Marcus, I'm doing well? Ready to hunt some vaults? <v Speaker 1>Yeah, yeah, it's uh, it's about that time now. Uh, <v Speaker 1>Borderlands four as of the time that you were hearing <v Speaker 1>this is out in the wild. We've been playing it. <v Speaker 1>But before we get into that, Eric Van Allen, how <v Speaker 1>you doing, Eric? <v Speaker 3>I'm ready to hunt some bugs, you know. Yeah, Hunters Marsh, Yes, <v Speaker 3>the evil, evil place of Hunters Mars. <v Speaker 4>Yeah. <v Speaker 1>The the the hell season of game reviews is upon us. <v Speaker 1>But it's a very exciting time. Some people look at <v Speaker 1>it as Christmas, video game Christmas. We've got all the <v Speaker 1>releases coming out this week. We've got Borderlands four out. <v Speaker 1>We've been playing some Silk song that dropped last week <v Speaker 1>and having a blast and this is a packed episode. <v Speaker 1>In just a moment, we're gonna transition Marcus you sat <v Speaker 1>down with some folks from the Borderlands team, didn't you <v Speaker 1>to ask them some questions about the game? <v Speaker 2>Yeah. I spoke with the creative director of the game, <v Speaker 2>Graham Tim So I believe you also spoke to during <v Speaker 2>our cover story. <v Speaker 4>Cover Yeah, yeah, absolutely, and. <v Speaker 2>Good old Andrew Reiner, who was the global Global executive <v Speaker 2>what is. <v Speaker 1>This, Yeah, global creative executive officer at Gearbox, formerly our boss. <v Speaker 1>Big disclosure, big disclaimer. Yes, we worked with Reiner for. <v Speaker 4>A long time. <v Speaker 2>Tell us what to do. <v Speaker 4>Yeah, he used to tell us what to do, and <v Speaker 4>now he's on the other side of this thing. <v Speaker 1>And Graham, Yeah, there you go. It's him and Graham <v Speaker 1>and Marcus sitting down and talking about Borderlands four. And <v Speaker 1>then after that the three of us are going to <v Speaker 1>get into Hollow Night Silk Song for a very good, <v Speaker 1>deep discussion on I would say the first five to <v Speaker 1>eight hours of the game, you know, we talk about <v Speaker 1>Hunters marsh March, rather we talk about I think a <v Speaker 1>little bit of gray More and that's kind of like <v Speaker 1>where we stop our conversation if you're wanting to kind <v Speaker 1>of you know, avoid certain spoilers, that kind of thing. <v Speaker 1>And then later in the show Marcus surprises both of <v Speaker 1>us with a very fascinating hell is us review? And yeah, <v Speaker 1>exactly right. And I didn't realize that that thing was <v Speaker 1>not a Soul's like. And so I'm excited for you <v Speaker 1>to dive in and tell us all about maybe some <v Speaker 1>of the misconceptions about the game and why you think <v Speaker 1>it's worth playing. So that'll be later on in the show, <v Speaker 1>but right now we're going to jump into that Borderlands <v Speaker 1>for interview. We'll see you on the other side. <v Speaker 2>Hey, welcome back to the Game Informer Show. My name <v Speaker 2>is Marcus Stewart. You may or may not have heard <v Speaker 2>me earlier in the episode, but I am here with <v Speaker 2>two special guests to talk about the impending launch of <v Speaker 2>Borderlands four on September twelveth. First off, we have the <v Speaker 2>game's creative director, Graham Tenmons. Hello, I'm good, and we <v Speaker 2>have a familiar face to Game Informer fans, the Globo <v Speaker 2>creative executive and former Game Informer editor in chief Andrew Reiner. <v Speaker 2>How are you. <v Speaker 5>Oh my gosh, this is surreal. I'm great, this is awesome. <v Speaker 5>It's good to be back with you. Marcus. <v Speaker 2>Yeah, when was the last time you were on the <v Speaker 2>GI Show? <v Speaker 5>Two decades ago to day. Yeah, exactly twenty years. No, <v Speaker 5>it feels like a long time, but it was I <v Speaker 5>don't know, like three years maybe, yeah. <v Speaker 2>Yeah, I guess so. I can't remember if we had <v Speaker 2>you on after you'd left or not, but regardless, welcome back. <v Speaker 2>We've kept our seating form for you. And yeah, like <v Speaker 2>I mentioned, we are on the precipice of the launch <v Speaker 2>of Borderlands for Depending on when you are listening to <v Speaker 2>this at the time of recording, it's coming out this Friday. <v Speaker 2>Odds are it's probably already out if you're listening to <v Speaker 2>this now. And the first question I want to ask, <v Speaker 2>I'm sure you both are hard at work, and now <v Speaker 2>that you are this close to launch, how are you <v Speaker 2>both feeling? I'll start with you right how are you <v Speaker 2>feeling right now? <v Speaker 5>Confident? If you would have asked me this a year <v Speaker 5>ago or six months ago, even, it would have been excited, <v Speaker 5>but nervous, like we were still proving things out, we <v Speaker 5>were still working on the game. But now that it's <v Speaker 5>done and I know what we have, I think we <v Speaker 5>have an amazing game on our hands. And yeah, I'm <v Speaker 5>I'm super excited for people to play it. <v Speaker 2>Yeah, you guys have just got back from from a <v Speaker 2>games calm. I would imagine what a game was. I <v Speaker 2>believe it was playable there. It seems like just from <v Speaker 2>that and from the uh the preview coverage for Packs, Yeah, <v Speaker 2>from Packs, and it seems like people are pretty high <v Speaker 2>on It's so farm Graham, how have you how are <v Speaker 2>you feeling right now and how have you been how's <v Speaker 2>the early reception to the game so far been for you? <v Speaker 6>I mean, it's an exciting time. I'm obviously a little anxious. <v Speaker 6>I want to make sure that people enjoy the game. <v Speaker 6>And you know, I've been with the franchise since day <v Speaker 6>one and so being in this position this time around, <v Speaker 6>you know, I'm really excited about what the game is <v Speaker 6>and I want people to play it and just see <v Speaker 6>what the reaction is because we put a lot of <v Speaker 6>hard work into this one and I think it's going <v Speaker 6>to show nice. <v Speaker 2>So going back to the beginning of this project, Grahm, <v Speaker 2>you mentioned you've been working on the Borderlands franchise from <v Speaker 2>the beginning. Can you give just the the fan base <v Speaker 2>sort of just a quick overview, like how where did <v Speaker 2>you start in the Franchi from Borderlands one and sort <v Speaker 2>of how has your role changed to where you are <v Speaker 2>now to creative director on this latest century. <v Speaker 6>Sure, you know, I joined Gearbox basically back in two <v Speaker 6>thousand and five. I became the lead level designer in <v Speaker 6>Borderlands one, so I went through the whole storied are <v Speaker 6>transition you know, many years ago, and then I went <v Speaker 6>on to be leads on other projects. I was lead <v Speaker 6>level designer on Borderlands three as well, so and I <v Speaker 6>you know, I made a ton of levels for Borderlands two. <v Speaker 6>I worked on the I made the first Moon level <v Speaker 6>and then the pre sequel. So yeah, I've been with <v Speaker 6>the franchise since it started as like just Project Willow. <v Speaker 6>It was as code name and see it kind of <v Speaker 6>transition and become you know, this this massive ip that <v Speaker 6>I'm very proud to be a part of. <v Speaker 2>Awesome. And for you, Ryan or this is your first <v Speaker 2>big game that you've worked on since you've get to <v Speaker 2>the to the dev side of the industry, how did <v Speaker 2>this look for you in the beginning in terms of <v Speaker 2>just your your expectations for what it would be like <v Speaker 2>to work on not only a game, but one of <v Speaker 2>the biggest franchises on the planet. <v Speaker 5>Uh. When I started, a lot of it was on paper, Uh, <v Speaker 5>you know, I knew what the pillars are or were, <v Speaker 5>and I was excited by the promise that they were <v Speaker 5>putting forward. When they had me jump into the build, <v Speaker 5>it was just this sprawling field of nothing, you know, <v Speaker 5>just gray blocks. So I hit it pretty early on. <v Speaker 5>They were proving out a lot of the concepts, you know, <v Speaker 5>the new move set, traversal set, all that was still <v Speaker 5>coming online, so I've been pretty connected with it since <v Speaker 5>its inception. <v Speaker 2>Nic And I'm glad you mentioned those pillarsus. I would <v Speaker 2>love to know what sort of coming off of the <v Speaker 2>reception the Borderlands three, what were those like initial pillars <v Speaker 2>for what the team wanted to accomplish, what Borderlands were, <v Speaker 2>What were the areas of improvement that you wanted to <v Speaker 2>focus on, and how did those pillars change over the <v Speaker 2>development cycle. <v Speaker 5>I'll like Graham talk to this a little bit, but <v Speaker 5>the one that stood out to me was the seamless world. <v Speaker 5>This promise of just this sprawling terrain with no load <v Speaker 5>times on it, and then just being able to explore that. <v Speaker 5>That's something that in previous Borderlands games, you were kind <v Speaker 5>of on a linear path, right, like you'd have buildings <v Speaker 5>around you, but you knew you were never going to <v Speaker 5>be jumping around on those or exploring them how you <v Speaker 5>wanted to. This game allows that, right you You can <v Speaker 5>get up to everything and explore pretty much everything that <v Speaker 5>is in that you see, you know, whether it's on <v Speaker 5>the far horizon or near you. <v Speaker 6>Yeah, that was a core a thing that we, you know, <v Speaker 6>we wanted to do since Borderlands one, and software and <v Speaker 6>technology just hadn't caught up to our ambition there until <v Speaker 6>this generation. And you know, seamless, we use that word <v Speaker 6>not just for the world, but I wanted a seamless <v Speaker 6>player experience. So that's why you can get your mission rewards, <v Speaker 6>you know, directly into your inventory. You can change your characters, augments, <v Speaker 6>and capstones and your skill tree without respecting your whole tree, <v Speaker 6>and you can do that on the fly. You know. <v Speaker 6>The whole goal was to make sure that players are <v Speaker 6>not interrupted as they played the game. You know, back <v Speaker 6>in Borderlands three, I would count all of the level <v Speaker 6>transitions you'd have to go through permission, and I said, <v Speaker 6>there's like a hard cap. I don't want to see <v Speaker 6>players to see any more than two to three load <v Speaker 6>screens per mission. And if your mission was going to <v Speaker 6>show go into multiple environments, well break up your mission <v Speaker 6>into a couple of missions so you could get some <v Speaker 6>you know, reward and turn in effect. So yeah, going <v Speaker 6>into Borderlands, for we just want to make sure players <v Speaker 6>could just pick up the game and never be given <v Speaker 6>an excuse to put it down. And so we really <v Speaker 6>looked at all those those friction points and tried to <v Speaker 6>smooth them out. <v Speaker 5>And another one was a more grounded tone, right like <v Speaker 5>kind of getting back to Borderlands one and two, just <v Speaker 5>kind of establishing that that world setting and flow, both <v Speaker 5>for the narrative and and just for what players can <v Speaker 5>expect around you know, every corner as you're discovering what <v Speaker 5>this world has to offer. H those things. You know, <v Speaker 5>when when I was at Game Informer, we'd look at <v Speaker 5>games and it was like, that's the factor, that's the attacker. <v Speaker 5>I thought this one had it all over the place. <v Speaker 5>I was really excited just just from the prospects that <v Speaker 5>I saw on paper. <v Speaker 2>Awesome with the uh with the writing and Borderlands of <v Speaker 2>or how did you decide to sort of like overhaul <v Speaker 2>or go back to the writing Borderlands one and two? <v Speaker 2>Like what when you were looking at those first two games, <v Speaker 2>how would you describe sort of the approach to humor <v Speaker 2>and the tone, and then where do you guys feel <v Speaker 2>like you might have strayed when it came to the <v Speaker 2>Borderlands three, I. <v Speaker 6>Mean I would say that looking at the tone, we <v Speaker 6>wanted to just, you know, always be creative and try <v Speaker 6>new ideas, and we do that every game. Like Borderland's <v Speaker 6>one story was very like had a lot of dark humor, <v Speaker 6>but you had to read it all because it wasn't <v Speaker 6>self evident in the missions, right, And so from BL <v Speaker 6>one to BL two, you know, we added a lot <v Speaker 6>more life to our missions through dialogue and these characters, <v Speaker 6>you know, Anthony Birch, you know, developed Handsome Jack, who's <v Speaker 6>become kind of an icon of a character. And then <v Speaker 6>from BL three, we didn't want to redo BL two <v Speaker 6>we had done that, and so we tried inventing these <v Speaker 6>two new other characters to the clipso twins and tried <v Speaker 6>bloring a different type of tone in that game, so <v Speaker 6>like it has changed game to game. I think going <v Speaker 6>into Borderlands, for my goal for the team was I <v Speaker 6>wanted the player to feel like the hero. You know <v Speaker 6>that was a critique in BL three story is that <v Speaker 6>you felt like you were kind of a bystander to <v Speaker 6>some of the more pivotal moments moments. So with Bill four, <v Speaker 6>you know, we have the player in the cinematics. It's <v Speaker 6>your character with your cosmetics, it's you in the cinematics, <v Speaker 6>and we wanted to make sure that the motivations of <v Speaker 6>the world and the player matched so that the story <v Speaker 6>was more clear, you knew what was going on, and <v Speaker 6>to have stakes, you know, there's something at risk here <v Speaker 6>to get you involved and passionate about. We still have <v Speaker 6>tons of humor though in the game. We love humor. <v Speaker 6>It's core to Borderlands, of course, but in the campaign <v Speaker 6>we wanted to be a little more grounded. The side missions, <v Speaker 6>you're going to meet more crazy, crazy characters, but the <v Speaker 6>humor itself is more grounded in the situations of the <v Speaker 6>game and of the characters of this world, as opposed <v Speaker 6>to kind of leaning on pop culture references. You know, <v Speaker 6>and that's hard to do anyway, because game development takes <v Speaker 6>so long. A lot of the things that are popular <v Speaker 6>won't be popular culture and when the game comes out, <v Speaker 6>and so you know, this approach to have the humor <v Speaker 6>be more grounded in the situation of the game and <v Speaker 6>the in the moment to moment of the of this world, <v Speaker 6>you know, was our goal, and I think we found <v Speaker 6>a great balance of having those stakes and having some <v Speaker 6>and some like important meaningful moments, but still having levity <v Speaker 6>throughout the whole game. <v Speaker 5>Yeah, Graham brought up the stakes there and that that <v Speaker 5>kind of begins with the timekeeper, right, just his presence <v Speaker 5>creates a much darker tone what he's trying to accomplish, <v Speaker 5>and you know what you're trying to overcome with him there. <v Speaker 5>The story kind of moves along with that. You know, <v Speaker 5>it's just very dark and from the moment you begin <v Speaker 5>to get me. I don't want to spoil what happens, <v Speaker 5>but from there, that's that's the tone, you know, that's <v Speaker 5>the line that the game follows. And as Graham said, <v Speaker 5>you know, there's a lot of fun stuff on the side. <v Speaker 5>Like the other day, I was playing the game and <v Speaker 5>there was a guy that was trying to argue that <v Speaker 5>Kiros is a flat planet. You know, it's it's the <v Speaker 5>flat world. So I was like, I'm gonna go talk <v Speaker 5>to this guy. I want to find out what's going on, <v Speaker 5>And all of a sudden, I'm on this zany mission. <v Speaker 5>You know that lasts for a good hour. So we <v Speaker 5>have we have it all, you know, humor all over <v Speaker 5>the place. But yeah, foundationally I think the Timekeeper at <v Speaker 5>the core of this is really kind of driving that tone. <v Speaker 2>Yeah, how did you approach a designing the Timekeeper like <v Speaker 2>he's seems like a very cool and unique villain. And <v Speaker 2>but I've I've always thought that the series because of <v Speaker 2>how good of a villain Handsome Jack was in Borderlands too, <v Speaker 2>it always felt like to me subsequent games were almost <v Speaker 2>trying to chase the ghost of Handsome Jack because he <v Speaker 2>was such a strong character in such a strong presence. <v Speaker 2>Was there any sort of like intimidation of trying to <v Speaker 2>again like him we make create a villain that lives <v Speaker 2>up to Handsome Jack in terms of how memorable and <v Speaker 2>like flesh out he is. And how did you approach <v Speaker 2>sort of like trying to differentiate the time keeping him <v Speaker 2>making his own unique Anitay. <v Speaker 6>Well, you know, we're not intimidated by the challenge, but <v Speaker 6>it is a challenge, like we you know, we had <v Speaker 6>great success, but that's a good problem to have, right <v Speaker 6>to live with a character is you know, revered as <v Speaker 6>Handsome Jack. Going into this project, we wanted the Timekeeper <v Speaker 6>like We didn't want to do Handsome Jack again. We <v Speaker 6>never want to revisit that character. That is his role <v Speaker 6>in our franchise, and that's a special place and he's <v Speaker 6>going to be there for this time around. As Andrew <v Speaker 6>was saying, really the goal was to have a world <v Speaker 6>with stakes and that's more grounded. So we wanted this <v Speaker 6>character to take the world more seriously, to be you know, <v Speaker 6>a little a little more sinister in terms of like, <v Speaker 6>he's got this goal of keeping all of the inhabitants <v Speaker 6>of Cairos on lockdown, putting these bolts on them, and <v Speaker 6>basically controlling a planet worth the people. Because he has <v Speaker 6>a very specific goal, and we wanted to make sure <v Speaker 6>that there was some stakes to that so that you understand, like, oh, <v Speaker 6>this guy, he doesn't mess around. He's he's got a <v Speaker 6>goal and you're you're part of that goal in executing <v Speaker 6>some of his plans. So over the course of the game, <v Speaker 6>you know, we have some great moments where you, uh, <v Speaker 6>you see firsthand how serious the Timekeeper takes this goal <v Speaker 6>of keeping Cairos on lockdown. <v Speaker 2>Nice and for the new volt Hunters with all of <v Speaker 2>which look awesome to play in control, Where was the <v Speaker 2>starting point for each of them. How do you ensure <v Speaker 2>just in general with each game, how to not sort <v Speaker 2>of overlap with the Volt Hunters and previous series. How <v Speaker 2>do you how did you approach making these four Volt <v Speaker 2>Hunters feel distinct from each other? And just for fun, <v Speaker 2>who was your Favoritevault Hunter play ASDs for each of you? <v Speaker 6>Andrew, you start, I want to hear you what. <v Speaker 5>Do you want me to start with? You could speak <v Speaker 5>more to the designs of the characters themselves. Obviously want <v Speaker 5>them all to be distinct and to not feel like <v Speaker 5>someone from the past, right, Like even with the Sirens, <v Speaker 5>we have a siren in each game, but it's how <v Speaker 5>do how do we make this version Borderlands for Sirens <v Speaker 5>stand out and be memorable? Right? I think that's just <v Speaker 5>foundationally where we start with as we're designing these characters. Graham, <v Speaker 5>you could speak to that a little more. <v Speaker 6>Yeah, I mean, you know, we do have some archetypes <v Speaker 6>game to game that you're going to see, right, and <v Speaker 6>the siren is an example. We always have like a <v Speaker 6>soldier like class as well, because we want to speak <v Speaker 6>to different fantasies, right, and you know, but we always <v Speaker 6>want to twist those fantasies game to game. So if <v Speaker 6>our Siren is like your prototypical mage fantasy in the <v Speaker 6>RPG world, you know, this time around we went down <v Speaker 6>a like a warlock kind of like fantasy or a <v Speaker 6>witch fantasy. I kind of I viewed the acts as <v Speaker 6>a witch this time around, and that's how we came <v Speaker 6>up with Trouble as re pet. You know, there was <v Speaker 6>another act skill that she had earlier in development that <v Speaker 6>was just not appropriate in terms of the scale and <v Speaker 6>scope and the technical challenges, and so I was like, <v Speaker 6>we really don't want to go down that road. And <v Speaker 6>but you know, if we look at VECs as a witch, <v Speaker 6>which is always have a familiar, they always have a <v Speaker 6>black cat. And so you know, that was how we <v Speaker 6>started to look at Vas through a different lens as <v Speaker 6>opposed to a mage, but more of that witch. Same <v Speaker 6>thing with the soldier. You know, we always want to <v Speaker 6>have a great character for strict first person shooter players <v Speaker 6>that can just like pick up the gun, go to <v Speaker 6>town killing dudes. But even with the soldier, you know, <v Speaker 6>he's got a couple action skills that you can just <v Speaker 6>press a button and more or less get you know, <v Speaker 6>hit the wind button. We also have our first third <v Speaker 6>person action skill ever in a Borderlands game, in the <v Speaker 6>Soldier in the Exo Soldier of Rafa, And so again <v Speaker 6>we're looking at all these fantasies, but how can we <v Speaker 6>twist each time we look at these characters? And then, <v Speaker 6>you know, we love like I said, we love being <v Speaker 6>creative and being inventive, and I think we you know, <v Speaker 6>this time we're I'm very proud of the work that <v Speaker 6>the character team did because I'm in the same camp <v Speaker 6>as everyone else. I play all the characters, and I <v Speaker 6>really do think this time around, there's going to be <v Speaker 6>way more players running multiple characters because they're just so <v Speaker 6>all enjoyable to play all of their personalities, and the <v Speaker 6>writing with these characters are so great that you know, <v Speaker 6>I think people are going to have more than a name. <v Speaker 6>It's going to be who are you maining right now? <v Speaker 6>Until you swap over and run another character up to cap. <v Speaker 5>And then the second part of the question is who <v Speaker 5>are we playing now or who do we like the <v Speaker 5>most out out of the cast. That's a difficult one <v Speaker 5>to answer, but I'll say this, I love Harlow like <v Speaker 5>the power of fantasy that's there, being able to bubble <v Speaker 5>up enemies and slam them around. That speaks to the <v Speaker 5>Star Wars fan in me a little bit the Jedi <v Speaker 5>kind of thing. And you're shooting at the same time, <v Speaker 5>like you're doing two things at the same time, and <v Speaker 5>then she kind of has a BFG effect and then <v Speaker 5>a great uh what is that one Graham the area <v Speaker 5>of effect? Like yeah, like she has that as well. <v Speaker 5>Like I think she's amazing. But story moments where I <v Speaker 5>laughed the hardest is with aim On. I think he <v Speaker 5>is fantastic as a personality, and then co op if <v Speaker 5>I like being vex, I like giving crowd control and <v Speaker 5>kind of directing that way for for the friends I'm <v Speaker 5>playing with. So right now I'm just leaving Rafa out <v Speaker 5>for Rafa, but I love him too. <v Speaker 2>He's great. <v Speaker 6>I think by my current favorite is I've been playing <v Speaker 6>aim On a lot. I like the depth of his <v Speaker 6>action skills and kind of the crafting you can do <v Speaker 6>through the multiple elements. And then I also really enjoy Rafa. <v Speaker 6>I think I can kind of zone out when I <v Speaker 6>go into his exo blades, the hack and slash mode. <v Speaker 6>It's just fun zipping around the world with him. So yeah, <v Speaker 6>it you know, like I said, I've got characters on <v Speaker 6>all of them, but those are the two I've played <v Speaker 6>the most recently, and you know, just enjoying the game. <v Speaker 5>With Marcus, I'm gonna ask you, like, who's speaking your <v Speaker 5>interest right now? If you're just looking at the characters, <v Speaker 5>you know, you're booting it up for the first time, <v Speaker 5>who do you think you're you're gonna go with? <v Speaker 2>I Usually, especially in the first two games, I gravitated <v Speaker 2>towards the sirens like Lilith and whatnot, and the siren <v Speaker 2>in this game, especially with the being able to summon <v Speaker 2>the they're not ghost, but yeah, they that's pretty cool. <v Speaker 2>So I'm kind of leaning towards her as like my <v Speaker 2>my first sort of like I guess, like main playthrough, <v Speaker 2>So yeah, I think that's that's probably where I'm gonna <v Speaker 2>go to begin and then move around from there. <v Speaker 6>Cool well, like. <v Speaker 2>Someone ghosts through a people and rates and all of <v Speaker 2>stuff as you do as you do well, I mean <v Speaker 2>of old Hunter is no good without a fun world <v Speaker 2>to explore, you know. This game takes place on a <v Speaker 2>brand new area called cairosh moving away from Pandora, sort <v Speaker 2>of following up from the way that Borderlands three ends. <v Speaker 2>Can you talk about sort of the design inspirations behind <v Speaker 2>Cairos and sort of what was your initial goals for <v Speaker 2>designing a more engaging open world to explore. <v Speaker 6>Well, you know, as we said, we wanted to build <v Speaker 6>a seamless world this time around, so that was like paramount, <v Speaker 6>and I really wanted us to kind of explore re <v Speaker 6>establishing a single planet. You know, in Borderlands three, we <v Speaker 6>had a great depth of environments because we want planet <v Speaker 6>hopping right or the course of Borderlands three. But this <v Speaker 6>time around, I really, as you know, I'm a level <v Speaker 6>designer at heart, I really wanted the opportunity to re <v Speaker 6>establish a whole planet and its cultures and its history <v Speaker 6>through its you know, visual storytelling and the characters that <v Speaker 6>would inhabit this world, and really establish Chiros as its <v Speaker 6>own planet that you know, a lot of people think <v Speaker 6>of Borderlands, they think of Pandora. You know, I wanted <v Speaker 6>to have us go into Borderlands for and have another <v Speaker 6>planet at that same level. And so you know, our <v Speaker 6>goal was to be really thinking about every part of <v Speaker 6>this world in terms of what its history was, what <v Speaker 6>the timekeeper was doing here, what happened to the inhabitants <v Speaker 6>over you know, over these many years on the planet <v Speaker 6>and you know show that in the world through visual storytelling. <v Speaker 6>And then previous games, if you weren't on a camp, <v Speaker 6>if you weren't on a mission, as Andrew was talking <v Speaker 6>about earlier, you didn't really have a reason to explore <v Speaker 6>these different areas, right. The campaigns and the side missions <v Speaker 6>drove you through the content in a really entertaining way, <v Speaker 6>but you never were completely rewarded for kind of veering <v Speaker 6>off the beaten path. So using our nutraversal mechanics of <v Speaker 6>like the grapple and the glide, the dash, double jump, <v Speaker 6>we wanted to make a world that you could just <v Speaker 6>freely explore and still be rewarded without having a single <v Speaker 6>mission on your screen, and so we had to, you know, <v Speaker 6>invent a whole host of new activities that players can <v Speaker 6>come across. We have a whole layer of dynamic events <v Speaker 6>and patrols that kind of fill out the environment, so <v Speaker 6>you know, on foot point to pay point, you're always <v Speaker 6>coming across something new to explore and see and interact with. <v Speaker 6>So really, you know, we wanted to make a big, <v Speaker 6>seamless world, have a cohesive story, and then just literally <v Speaker 6>pack it full of content. I do not enjoy open <v Speaker 6>world games that are just large for the sense of scope. <v Speaker 6>I think that's there's some games that create a lot <v Speaker 6>of atmosphere through that. But for me are you know, <v Speaker 6>first person shooter players and myself, we always like to <v Speaker 6>be shooting and killing stuff. We don't want to just <v Speaker 6>be running around with nothing to shoot at. And you <v Speaker 6>know that's important to Borderlands. You have to shoot things, <v Speaker 6>get experienced, to use your gear, to level up, to <v Speaker 6>use your action skill. So we literally packed the maps <v Speaker 6>just chock full of stuff to do. So now you <v Speaker 6>can literally run around without a mission and still have <v Speaker 6>a super enjoyable time. Like I spend many a nights <v Speaker 6>just grinding out areas because I'm having fun naturally without <v Speaker 6>needing to have a side mission moment to moment. <v Speaker 5>Yeah, it's really interesting. Early on is we were trying <v Speaker 5>to figure this out, Graham kind of had a directive <v Speaker 5>of like, the players should never go I don't remember <v Speaker 5>how many seconds it was going twenty that'll always be <v Speaker 5>ingraded in your head twenty seven seconds without something happening, <v Speaker 5>And I think it's even lower than that. Now we <v Speaker 5>have like dynamic events, migrations of enemies coming in. There's <v Speaker 5>always something in front of you, which I think is <v Speaker 5>really impressive and something I haven't seen in a game <v Speaker 5>of this scale before. No matter where you look, you <v Speaker 5>could be standing at a cliffside and be like, there's <v Speaker 5>like eight things I can interact with or I want <v Speaker 5>to go explore just in front of me, and that's <v Speaker 5>not even including what's behind me. Right, So the density <v Speaker 5>we have is really impressive, and there's a lot of <v Speaker 5>things that are just going to lureal along and we <v Speaker 5>have some great prizes for you to to uncover. <v Speaker 2>Graham. Why twenty seven seconds that's such a specific number. <v Speaker 6>Well, it comes down to player speed and their actual <v Speaker 6>movement and how many units they can pass and unreal <v Speaker 6>at a time. <v Speaker 3>You know. <v Speaker 6>Another thing I remember early on when we were starting <v Speaker 6>to look at the open world, I went back to <v Speaker 6>Borderlands three and it was re exploring some of the <v Speaker 6>zones there because we always like we've made open world <v Speaker 6>asque games. Borderlands have always given that impression, right, I'm <v Speaker 6>very proud of that that you know, you could look <v Speaker 6>into another zone and then you would level transition there <v Speaker 6>and you'd be there and you look back and you'd <v Speaker 6>see stuff in the skybox where you were so we've <v Speaker 6>always given this illusion of that, and in the larger <v Speaker 6>in the larger maps and like Borderlands three, you know, <v Speaker 6>they were very still, very big, the ones that had vehicles. <v Speaker 6>So again I literally traveled Borderlands three maps and time <v Speaker 6>from point to point to point, and the average was <v Speaker 6>about twenty seven. And so there's always a new camp <v Speaker 6>of enemies, maybe a hut to explore, maybe you come <v Speaker 6>across one of the collectibles. In Borderlands three, I think, <v Speaker 6>you know, the world of Borlands three was an excellent world, <v Speaker 6>and I said like, hey, guys, we've done this before. <v Speaker 6>We just need to do this at a scale we've <v Speaker 6>never done. Typically those open worlds and Borlands three, there <v Speaker 6>was only like you know what five six of those, <v Speaker 6>and I was like, well, now we're doing the whole <v Speaker 6>game is that? And there's just a handful of these <v Speaker 6>linear areas, and so the scope and scale is kind <v Speaker 6>of flipped on its head this time around. And that <v Speaker 6>was a little intimidating to the level design team and <v Speaker 6>the world creation team, but they absolutely understood the assignment <v Speaker 6>and execute it. And I'm really excited about how well <v Speaker 6>all of these different elements have come together so that <v Speaker 6>you can just like I said, just play Borderlands four <v Speaker 6>and have fun without needing a side mission. I loved <v Speaker 6>using our playing our side missions, but this is the <v Speaker 6>first time where you can just kind of run around <v Speaker 6>and have fun, and that really wasn't quite the case <v Speaker 6>in the previous games. <v Speaker 2>Yeah, were there any other like genre that you guys <v Speaker 2>look to for inspiration? Like even just hearing you describe <v Speaker 2>sort of the the events that can happen in the world. <v Speaker 2>When I first heard about that a while ago, I <v Speaker 2>initially I was like, Oh, it's kind of like a <v Speaker 2>live game. It sounds like they're kind of pulling little <v Speaker 2>pieces of that to make the world feel more dynamic. <v Speaker 2>Were there any other like live game specifically that you <v Speaker 2>guys enjoyed it? She said, like, oh, we can maybe <v Speaker 2>turn take some of that and put it in our <v Speaker 2>put our own spin on it. Excuse me? And what <v Speaker 2>were Were there any other sort of shooters or even <v Speaker 2>just the other genres that you guys use for inspiration? <v Speaker 6>We I mean for me? I, I I mean like, <v Speaker 6>because I've win that the game so long, I can <v Speaker 6>look at any other game and try to look at <v Speaker 6>their designs and how would I interpret their designs for <v Speaker 6>a Borderlands game? With our pillars, and so I take <v Speaker 6>inspiration from a lot of games. You know, I love <v Speaker 6>old Genesis games, So I've got some like in the <v Speaker 6>back of my head. As far as like how I <v Speaker 6>could interpret some of those ideas this time around, I <v Speaker 6>would say genre wise, though, we do look a lot <v Speaker 6>of people like Gearbox play a very wide variety of games. <v Speaker 6>All of our team, our game players ultimately, so we <v Speaker 6>look at a lot of like RPG games. I know, <v Speaker 6>we've got a lot of people who play Diablo or <v Speaker 6>Path of Exile. I still play Call of Duty and <v Speaker 6>war Zone and Overwatch, probably too much and get a <v Speaker 6>little too competitive, but yeah, we take you know, we <v Speaker 6>look at all types of games through the lens of <v Speaker 6>like why are they successful? Is there anything for us <v Speaker 6>to learn there? But never lose sight of we're making <v Speaker 6>border Lands, So we never just kind of look at <v Speaker 6>another game in terms of how can we just like <v Speaker 6>take that idea. It's really about like what are they <v Speaker 6>doing and how is it satisfying ditter goals up there? <v Speaker 6>What are they doing that we could learn from to <v Speaker 6>help us satisfy satisfy our gument design goals and interpret <v Speaker 6>it for Borderlands, you know, Borderlands we have our own <v Speaker 6>kind of brand of you know, action and depth, and <v Speaker 6>we want to make sure that we're always like staying <v Speaker 6>current and you know, leveling up our experience. So we <v Speaker 6>look at our contemporaries, but always through like a distinctly <v Speaker 6>like border Lands approach. <v Speaker 5>Yeah, there's some you know there. I'll give a couple examples, <v Speaker 5>like some environment puzzles. I'll be like, oh man, that <v Speaker 5>reminds me of like Half Life two, Like that was <v Speaker 5>really cool, Like figuring out how to how to get <v Speaker 5>in that building, or coming across a cave that has <v Speaker 5>like a mysterious sigil energy sigil on it and you're like, well, <v Speaker 5>how do I get in here? This looks important. That <v Speaker 5>reminds me of like the Zelda's and the Metroids, you know, <v Speaker 5>that kind of elemented discovery, knowing like I got to <v Speaker 5>go do something else and then come back here, making <v Speaker 5>a mental note that I got to go explore this cave, <v Speaker 5>and once I do something later in a different region, <v Speaker 5>I come back that cave gives way to a whole <v Speaker 5>like dungeon like experience that has a boss at the <v Speaker 5>end of it. <v Speaker 3>Like I love that. <v Speaker 5>And that's all throughout this game and you know, there's <v Speaker 5>subtle nods or you know, lessons we've learned, you know, <v Speaker 5>from playing games ourselves of what feels good and what doesn't. <v Speaker 5>And we really leaned on those moments of making it satisfying, <v Speaker 5>not having friction things that will frustrate the player, but <v Speaker 5>just great discoveries along the way and great you know, <v Speaker 5>just moments you're going to celebrate, whether it's like a <v Speaker 5>legendary gun dropping or seeing a familiar character return or <v Speaker 5>taking on a boss of a scale that you wouldn't expect. Like, <v Speaker 5>we like to surprise and delight, and I think Borderlands <v Speaker 5>has that in spades. <v Speaker 2>We mentioned a legendary gun shopping. Of course, Borderlands all <v Speaker 2>about guns, billions and billions of guns. You guys have <v Speaker 2>a really cool sort of like weapon like customization system <v Speaker 2>where you can just take the different weapon manufacturer parts <v Speaker 2>and just pretty much making like weapons that are just <v Speaker 2>an amalgamation of different manufacturers. Can you talk about how <v Speaker 2>you came up with the idea for that system. Was <v Speaker 2>there any concern over whether because when I think about <v Speaker 2>just previous boarding goings, games is a loot game. It's <v Speaker 2>all about just like I have a gun, kill a guy, <v Speaker 2>find a gun, it's better ditch that old gun, rinse <v Speaker 2>and repeat. But now that I can sort of more <v Speaker 2>or less make my own gun, was there like is <v Speaker 2>there a balance in that between making sure like, Oh, <v Speaker 2>I want to make something that feels like it's gonna <v Speaker 2>last and it feels valuable, but I'm afraid I'm immediately <v Speaker 2>gonna get a drop that kind of makes me get <v Speaker 2>rid of this gun that I just put all this <v Speaker 2>time kind of building. <v Speaker 6>Well, to be clear, there's no customization. What it is <v Speaker 6>is we you know, we've established all these great brands <v Speaker 6>in the Borderlands University's manufacturers, and they all have, you know, <v Speaker 6>very identifiable mechanics, and so Jacobs as an example, you <v Speaker 6>fire Jacob's gun in the previous games, if you got <v Speaker 6>a critical hit, it would ricochet that bullet one more time. <v Speaker 6>So getting crits with Jacobs always felt super satisfying. What <v Speaker 6>we did this time around, you know, we wanted to <v Speaker 6>make each gun feel more unique, and instead of it <v Speaker 6>only being driven primarily through maybe stat changes as you <v Speaker 6>were alluding to, like the numbers go up, must be better, <v Speaker 6>we wanted the behaviors of the guns to change and <v Speaker 6>you build around that so that Jacob's behavior could spawn <v Speaker 6>on like a lad Off gun, so you could have <v Speaker 6>a lad Off SMG, which are big mags and high <v Speaker 6>fire rate, and now you could with the Jacob's license <v Speaker 6>behavior on it. You can now ricochet all those headshots <v Speaker 6>that you're just pouring into. So like you're not you know, <v Speaker 6>customizing your guns. Because we are a loot game, loot <v Speaker 6>is paramount, we like put it up on this pedestal. <v Speaker 6>We don't want players to like ever be able to <v Speaker 6>customize something and feel like they've they've accomplished their goal, <v Speaker 6>like you should always be reaching for something better. So <v Speaker 6>this time around, we just wanted to add way more <v Speaker 6>depth to the gear chase by having guns spawn up <v Speaker 6>to multiple manufactured behaviors. So you might be a Jacobs <v Speaker 6>player and in the previous games you'd only only look <v Speaker 6>at Jacob's guns, those are the only ones you enjoy, right, Well, <v Speaker 6>this time around you can look at every gun and <v Speaker 6>see if they have that Jacob's behavior really like. And <v Speaker 6>now you're playing with our gear as a player like <v Speaker 6>you've never you know, wanted to before, because now any <v Speaker 6>gun can actually fit your character, if the role is right, <v Speaker 6>if the job is right, if those behaviors are right <v Speaker 6>that play into your build, so you know it. Really <v Speaker 6>what I love is I'm playing with way more different <v Speaker 6>manufacturers myself in my own playthroughs because of those licensed <v Speaker 6>behaviors possibly showing up on all of the guns this <v Speaker 6>time around. <v Speaker 2>Awesome. Can you a real quick sort of going back <v Speaker 2>to favorites? Do you guys have a favorite weapon manufacturer <v Speaker 2>for your preferred place though? <v Speaker 6>I mean, right now, I'm really enjoying Jacobs. That's why <v Speaker 6>I mentioned that. I think Jacob's shotguns are really satisfying <v Speaker 6>the kind of old school shotgun vibes paired that with <v Speaker 6>like Torg stickies as they're called, so that on a reload, <v Speaker 6>all of your my my ricocheted Jacob's bullets from the <v Speaker 6>shotguns all blow up at the same time. So that's <v Speaker 6>kind of my current builds has been around Jacobs and <v Speaker 6>Tourgs Sticky. So again, whenever I see a shotgun drop, <v Speaker 6>I'm checking to see if it's got that combination of <v Speaker 6>licensed behaviors. <v Speaker 5>Yeah, right now I'm rocking a Torg gun that has <v Speaker 5>like it. I don't know how many forty sticky grenades <v Speaker 5>I can shoot at an enemy, So it's just like <v Speaker 5>it looks like a Christmas tree that's just glowing and flashing, <v Speaker 5>and then you reload and it's like a bag of <v Speaker 5>popcorn in the microwave. It's just so satisfying to see <v Speaker 5>them go up. But t R is a lot of fun. <v Speaker 5>You know, these are guns that you could as you're <v Speaker 5>you load, you throw them out. They have personalities, you know, <v Speaker 5>as you throw them away, they'll be like I love <v Speaker 5>you or why'd you do that? <v Speaker 6>You know, like, well, how many times have you killed <v Speaker 6>yourself with the TDR? <v Speaker 5>Quite a bit some of them are tricky. Some of <v Speaker 5>them try to lure you. They'll walk around in front <v Speaker 5>of you and it'll the little pet icon will come <v Speaker 5>up and you're like, oh, my gun wants me to <v Speaker 5>pet it, and then it explodes on you and it's like, yeah, <v Speaker 5>that's not cool. But there's there's things like that that <v Speaker 5>you just never know what to expect from the guns. <v Speaker 5>And when you get those legendary drops, they really do matter. <v Speaker 5>Like I have a machine gun right now, that assault <v Speaker 5>rifle that just basically spits death right. It's amazing. I've <v Speaker 5>had it for a while, Like it's kind of running <v Speaker 5>towards the end as I level up throughout the game, <v Speaker 5>but it's been powerful and something I could use for <v Speaker 5>a good ten levels, right, that's the legendary tag on <v Speaker 5>that one. Whereas if I have something I can epic <v Speaker 5>or below that, the life of it's probably not going <v Speaker 5>to be that long. Right, even though I like the style, <v Speaker 5>I'm going to be hunting for that again, like I <v Speaker 5>want the leg version of what I had. You know, Like, <v Speaker 5>there's so much depth there. It's a lot of fun <v Speaker 5>just to see, especially as you level up. Graham, you <v Speaker 5>might want to talk about this a little bit, how <v Speaker 5>different drops happen at different levels and basically what you <v Speaker 5>can get expands over time. <v Speaker 6>Yeah, I mean, our gun system is the deepest has <v Speaker 6>ever been, and you know, it's so deep. We found <v Speaker 6>out early that we were overwhelming the players with too <v Speaker 6>much stuff. Early in the game. There was too many mechanics, <v Speaker 6>too many things that could happen on a piece of <v Speaker 6>gear that just made it overwhelming. So it's not until <v Speaker 6>you hit level twenty five before all of the weapon <v Speaker 6>parts are actually in the pool to spawn on on <v Speaker 6>the drops, and so you know, and then even after that, <v Speaker 6>we added firmware, which are our new gear sets that <v Speaker 6>you can get on things that are not guns, like <v Speaker 6>your shields and rough kits and whatnot. Those don't start <v Speaker 6>spawning until level twenty, and then there's even more that <v Speaker 6>you get unlocked when you get into our endgame. So <v Speaker 6>you know, we wanted to kind of meter out that <v Speaker 6>experience so that players don't feel overwhelmed. They start to understand, Okay, <v Speaker 6>this manufacturer does this, this manufacturer does that. Oh, I'm <v Speaker 6>getting more comfortable. My character's action skill is really going <v Speaker 6>into this damage type. Oh well, that will make sense. <v Speaker 6>If I get this type of gun, it will feed <v Speaker 6>into my action skill this way, right. And so as <v Speaker 6>you're leveling up your character through the campaign, we're adding <v Speaker 6>in these new behaviors and gun parts that naturally kind <v Speaker 6>of grow with the character as much as your action <v Speaker 6>skill tree, and so you know, by the time you <v Speaker 6>complete the campaign, you're now just starting to see the <v Speaker 6>full range of everything. And it's like I said, as <v Speaker 6>a result, gear feels new all the way up until <v Speaker 6>you hit level cap, and even then you're still going <v Speaker 6>to be grinding for the god roles. <v Speaker 2>Right. <v Speaker 6>So I think we struck a great balance of adding <v Speaker 6>a really what kind have been complex or overwhelming level <v Speaker 6>of gunplay through the gear. We kind of metered it <v Speaker 6>out in a way that just feels really natural and <v Speaker 6>it's super approachable. <v Speaker 2>Right, And I mean, and that probably feeds into the <v Speaker 2>end game. I know when we did our our cover <v Speaker 2>story coverage for the game, we had to speak quite <v Speaker 2>a bit about just how Borderlands four has sounds like <v Speaker 2>a pretty substantial end game, I imagine, don't want to <v Speaker 2>get too too deep into that, but can you at <v Speaker 2>least we could talk about it now, Okay, yeah, let's <v Speaker 2>get into it. Can you elaborate on just sort of <v Speaker 2>like how big is the end game, how much content <v Speaker 2>is sort of waiting for players on the other side <v Speaker 2>of the credits, and how does the loop continue to <v Speaker 2>evolve sort of post game? <v Speaker 6>Sure, well, like I said, we expect most players to <v Speaker 6>be in the mid thirties, let's say, after they completed <v Speaker 6>the campaign. But you'll still want to want to head <v Speaker 6>up to level cap, which is level fifty, so you'll <v Speaker 6>still want to go back out into the world complete <v Speaker 6>side missions and complete activities to level up your character. <v Speaker 6>But you'll also have unlocked Ultimate Vault Hunter mode in <v Speaker 6>Ultimate Vaul Hunter Rank one, which is a difficulty, and <v Speaker 6>then that difficulty, you'll have access to new firmware that <v Speaker 6>will start dropping. But the whole goal of our endgame is, <v Speaker 6>you know, have the game changing week to week to <v Speaker 6>keep it fresh and then also kind of have you <v Speaker 6>prove that you can complete a set of challenges. So <v Speaker 6>at launch, there's five difficulties of Ultimate Vault Hunter and <v Speaker 6>to do that, each rank has about four challenges that <v Speaker 6>task you to go out and kill a particular enemy <v Speaker 6>at the current level that you're at right and there's <v Speaker 6>no gaming it. You can't like want to do the <v Speaker 6>hard stuff on the easy mode that ain't a thing, <v Speaker 6>and you'll want to get to the Ultimate Vault Hunter <v Speaker 6>five is kind of bragging rights, and also it gives <v Speaker 6>you the best you know drops in terms of world drops, <v Speaker 6>currencies for the economy, and you know, continue to build <v Speaker 6>your character to level fifty and then over the course <v Speaker 6>of week to week, we're going to have weekly wildcard missions. <v Speaker 6>We're a different mission each week. You'll get to replay <v Speaker 6>it for a guaranteed legendary for completing that mission using <v Speaker 6>a set of specific enemy traits. We have these kind <v Speaker 6>of like minor behaviors that we add on to enemies, <v Speaker 6>and you know, we'll add those to that mission. We <v Speaker 6>also have Maurice's Vending Machine was a feature that we <v Speaker 6>created in Borderlands three where somewhere hidden in Cairos is <v Speaker 6>Maurice's black market vending machine with a couple pieces of gear, <v Speaker 6>a legendary gear that you can spend your cash on <v Speaker 6>that will move week to week. And then each Moxie, <v Speaker 6>you know is in Borderlands four, she has the big <v Speaker 6>Encore Machine where you can farm bosses right in the <v Speaker 6>game now without having to save load, and each week <v Speaker 6>one of those bosses will be marked as the big <v Speaker 6>Encore Boss of the week, and then you can go <v Speaker 6>use your endgame currency Iridium to purchase a more difficult <v Speaker 6>version of that boss, but with much better dedicated drop <v Speaker 6>rate of that that specific enemy's loophool. So you know <v Speaker 6>there's a and then even beyond that, you know we're <v Speaker 6>going to have our first invincible, which is like our <v Speaker 6>raid boss will be coming later this year. So even <v Speaker 6>once you've got your character kitted out, you feel like <v Speaker 6>you you know, max them out, Well, there's going to <v Speaker 6>be this new challenge you know, in a few months <v Speaker 6>from now that's going to really test you. And then <v Speaker 6>if you do that you'll unlock a new Ultimate Hunter <v Speaker 6>Mode difficulty that's where you get the first one, and <v Speaker 6>there'll be new firmware there, and so you'll have to like, <v Speaker 6>oh man, I can mind max my character a different <v Speaker 6>way if I get this gear set, I could do this. <v Speaker 6>So you know, it's going to evolve over the whole <v Speaker 6>course of the first year as we add more content <v Speaker 6>to the game for everyone, uh just the base sque. <v Speaker 5>And that's going to give way to our first big <v Speaker 5>story blc UH, which is matt Ellie and the Vault <v Speaker 5>of the Damned. Well have more on that very soon <v Speaker 5>at TGS. <v Speaker 6>We can't talk about yet. <v Speaker 2>I have I have to ask because at the time <v Speaker 2>that we're recording, there's a new episode of Conan O'Brien's <v Speaker 2>Clueless Gamer where he is playing Borderlands for uh sort <v Speaker 2>in support of a new charity. I watched it not <v Speaker 2>too long before hopping on here. I have asked, is <v Speaker 2>it more exciting or nerve wracking to see Conan O'Brien play? <v Speaker 5>And occasionally it's awesome. Yeah, it's awesome. I always enjoyed <v Speaker 5>seeing that. For the other games we know, it's tongue <v Speaker 5>and cheek. It's just for fun, right, I think it's cool. <v Speaker 7>Yeah, yeah, I mean it's kind of a big moment <v Speaker 7>to know that Borderlands has kind of reached that kind <v Speaker 7>of space where you know, these other highly refevered games <v Speaker 7>of my that I really love have been on there, <v Speaker 7>and to have Borderlands be part of that. <v Speaker 6>Is you know, it's a it's a cool, like more <v Speaker 6>and fuzzy feeling. It's nerve wracking because he doesn't know <v Speaker 6>how to play and having him stare up at the <v Speaker 6>ceiling is just like my god, dude, but it's still cool. <v Speaker 2>That's awesome. Well, now that we're uh said, you guys <v Speaker 2>are very close to to I know saying the other <v Speaker 2>side of launch, even though you guys have like a <v Speaker 2>full year of content playing planned and who knows what <v Speaker 2>beyond that. So you guys are still going to be <v Speaker 2>hard at work, but you know, of the initial launch, <v Speaker 2>you know, now that you're you can look back on <v Speaker 2>in hindsight of development, what do you guys feel like <v Speaker 2>is you know, maybe the biggest accomplishment is something you're <v Speaker 2>proud of that you've worked on with this game, anything <v Speaker 2>that stands out in your in your mind for something <v Speaker 2>that you're like, I'm glad we were able to pull <v Speaker 2>this off. <v Speaker 5>U Ryan, I'll start with you, and there's a lot. <v Speaker 2>Uh. <v Speaker 5>We've done so much work on this game over time. <v Speaker 5>I work closely with Graham. Like working with Graham has <v Speaker 5>just been amazing. <v Speaker 1>Uh. <v Speaker 5>He tolerated me writing him team's messages all the time <v Speaker 5>about certain things in the game. I'll bring up one <v Speaker 5>that Graham and I could Bill speak to. Is this <v Speaker 5>guy here the Becus bobblehead. Not you Marcus. It's a <v Speaker 5>different Marcus. <v Speaker 2>But you know, I asked. <v Speaker 5>I was playing the game and exploring it, I was realizing, <v Speaker 5>like I'm getting up to places that I didn't you <v Speaker 5>know as a player. I was like, oh, I can't <v Speaker 5>believe I got up here jumping around, gliding all over <v Speaker 5>the place, climbing around, and there would be nothing up <v Speaker 5>there right, Like it was just kind of like a <v Speaker 5>little cavern or just this little space on a rooftop <v Speaker 5>or around a cliff. So I nervously went to Graham <v Speaker 5>one day and I was like, hey, I kind of <v Speaker 5>think something is missing. <v Speaker 6>Here pretty late in game development. <v Speaker 5>Yeah, and so yeah, grem you could you could take <v Speaker 5>it from there? <v Speaker 6>Well yeah, and he pointed out this kind of like <v Speaker 6>there was something missing for like getting to these places. <v Speaker 6>He had this kind of expectation because so much of <v Speaker 6>the world was packed with things to do and see <v Speaker 6>and get reward through. He would find these locations and <v Speaker 6>they just felt oddly and given kind of the content <v Speaker 6>that we already had put in the world. And you know, <v Speaker 6>he threw out some ideas and I was like, well, <v Speaker 6>those ideas I don't agree with, but you're absolutely correct <v Speaker 6>there is something missing here. And so I took that <v Speaker 6>and I interpreted it as like, Okay, what is something <v Speaker 6>that's distinctly Borderlands And you know, growing up on Borderlands <v Speaker 6>one we had the Marcus bobble head that you know <v Speaker 6>it's on the van or the bus. Sorry, And so <v Speaker 6>I was like, okay, I know that content exists. We <v Speaker 6>can get that imported quickly, and maybe we'll just hide <v Speaker 6>these around and reward players with just experience. There's not <v Speaker 6>it's not a collectible. You don't have to find all <v Speaker 6>of them in the world. They're there just as something bonus. <v Speaker 6>So just like finding a loot chest or an ambo chest, <v Speaker 6>now you might find a bobble head somewhere out in <v Speaker 6>the world that Ryan or here might have said. I <v Speaker 6>think this is a good spot for one, and he'd <v Speaker 6>give me the coordinates and we would go in there <v Speaker 6>as level designers and put one in there. So I <v Speaker 6>think it was a great ad, which said came on late, <v Speaker 6>but usually you know, if it makes the game better, <v Speaker 6>we're going to keep doing it up until we can't. <v Speaker 6>And that was a great moment for sure. <v Speaker 5>Yeah, and the team puts so much work into it too, <v Speaker 5>Like they made like little scenes for Marcus, like he'll <v Speaker 5>be like in front of this beautiful artwork, like this <v Speaker 5>framed artwork, like admiring it, you know, and you go <v Speaker 5>over and click them in his head bobbles, and you <v Speaker 5>get experience, and I just love it. I think there's <v Speaker 5>over two hundred of them in the game for players <v Speaker 5>to uncover. But it's not like we're not Needle and <v Speaker 5>Hay snacking it. You don't have to find these, but <v Speaker 5>it's just like if you get up somewhere and you <v Speaker 5>find that bobblehead, it's like, yeah, we knew you'd get <v Speaker 5>you were going to get there. Now, Graham, what about you? <v Speaker 5>What stands out to you? <v Speaker 6>I am proud of the intro because I actually got <v Speaker 6>to add like actually still do a level in the game. <v Speaker 6>So the very opening of the game, I did the <v Speaker 6>layout of the opening moments the game. One of our <v Speaker 6>goals was seamless. I think the opening of our game <v Speaker 6>is our most seamless experience in terms of like player experience. <v Speaker 6>So and a lot of people did a lot of <v Speaker 6>work to get our intro to gameplay seamless. So I'm <v Speaker 6>really proud of the team to like take my vision <v Speaker 6>and Adam maze vision for the art direction side and <v Speaker 6>execute it as well. I'm very proud of our characters. <v Speaker 6>Like I said, I think this is the first time <v Speaker 6>I think, I know I'm playing all four characters, and <v Speaker 6>that seems to be kind of the consensus online is <v Speaker 6>that everyone's got got a pretty even split between all <v Speaker 6>the characters and then the seamless world in the missions. <v Speaker 6>I think we've got a really great world to explore. <v Speaker 6>We've got really memorable missions and characters to come across, <v Speaker 6>and you can you know, explore and see Cairos as <v Speaker 6>a whole planet with its own whole history. That kind <v Speaker 6>of now joins Pandora in terms of having that memorable <v Speaker 6>world and environment to really explore. <v Speaker 2>Nice and yeah, I guess as we wrap up here, <v Speaker 2>is there anything else you would like fans to know <v Speaker 2>about Borderlands four before they get to play it themselves <v Speaker 2>in the very very near future. <v Speaker 6>I mean, I'm excited for everyone to play it. I <v Speaker 6>think from the story you don't have to have played <v Speaker 6>the previous Borderlands games. That was another goal, so we <v Speaker 6>wanted to make sure this was an approachable So if <v Speaker 6>you're new to the franchise, this is an excellent time <v Speaker 6>to play because we open the game assuming you know nothing, <v Speaker 6>and over the course of the game, though, for those <v Speaker 6>people who have grown up on Borderlands and know our lore, <v Speaker 6>know our story, the connections we make to the previous games, <v Speaker 6>and kind of what that sets up for our future, <v Speaker 6>I think is going to really speak volumes to our <v Speaker 6>returning audience. I think they're going to really like the <v Speaker 6>direction that we take as they go through the game. <v Speaker 5>For me, it's I think it's such a great social experience. <v Speaker 5>I think it's an amazing co op game. <v Speaker 2>Uh. <v Speaker 5>You know, whether you're together as a tight knitue group <v Speaker 5>riding on your your bikes down the road, or if <v Speaker 5>you divide and conquer. There could be moments like we <v Speaker 5>had a play session where we just was playing with <v Speaker 5>Graham and we just kind of went off on our own. <v Speaker 5>We were doing our own things. Uh, and then all <v Speaker 5>of a sudden, after like an hour of silence, came <v Speaker 5>back together for like this big, big encounter that that <v Speaker 5>he needed help on. And I think it's just a <v Speaker 5>really freeing co op game that that really kind of <v Speaker 5>celebrates what it's like to play with friends. And yeah, <v Speaker 5>I love that element. I think that's it's our best <v Speaker 5>co op game yet. <v Speaker 2>Awesome. Well, one last thing, ryin Er, since you're pretty <v Speaker 2>much done with this game anyway, I've got this feature <v Speaker 2>I've been working on. Do you think it's okay if <v Speaker 2>an inbox to see you can give it a. <v Speaker 5>Yeah, I'll give it, I'll yeah, I'll give you some notes. Yep. <v Speaker 2>Okay, that's great. Yeah, it's coming your way. Thank you <v Speaker 2>both so much. Best of luck with the launch, and yeah, <v Speaker 2>excited to could get in there and blade myself. And <v Speaker 2>thanks for listening everyone. <v Speaker 1>Welcome back to the Game Informer show. Everybody, it's time <v Speaker 1>to get into some Silk Song. <v Speaker 4>Now. <v Speaker 1>I know everybody out there is probably worried about, like <v Speaker 1>you know, we're not going to spoil big things from <v Speaker 1>the game. We are going to talk about the explicitly <v Speaker 1>the first act, but up until Graymore. So if you <v Speaker 1>are playing along and you know what, Graymore is great <v Speaker 1>if you if you're in Hunter's Marsh, you're kinda that's <v Speaker 1>kind of like the area we'll be talking about and <v Speaker 1>other places around there, but we're gonna kind of try <v Speaker 1>to stick to those those points, so folks, you know, <v Speaker 1>can can have reference. Yeah, I would say like first <v Speaker 1>five hours, five. <v Speaker 3>First five to eight hours is definitely that ballpark. <v Speaker 1>Yeah, yeah, man, y'all. <v Speaker 4>I adore this game. <v Speaker 3>It's good. <v Speaker 1>This is I'm coming from. I I bounced off of <v Speaker 1>the first hal Hollow Night, not because I didn't think <v Speaker 1>it was great. I just I think I got busy <v Speaker 1>at the time, and so I told myself I would <v Speaker 1>play this and if I really loved it, I would, <v Speaker 1>you know, consider going and playing a full play through <v Speaker 1>a Hollow Night one. Uh And right now that's my <v Speaker 1>plan because I have really been enchanted by this, this <v Speaker 1>world that is on display in Silk Song. I think <v Speaker 1>bugs have won your heart, the bugs of one dude. <v Speaker 1>I started looking at Hollow Night tattoos. I was like, okay, okay, <v Speaker 1>I gotta get these bugs on my body, on my <v Speaker 1>body now. Yeah, Yeah, I'm having such a blast exploring. <v Speaker 1>Don't get me wrong, there are times where I want <v Speaker 1>to rip my hair out because I am it's like <v Speaker 1>the choice between an incredibly difficult boss who's like really <v Speaker 1>really challenging me. Uh, and then like this other room <v Speaker 1>that's like what I call the hell room, which is <v Speaker 1>like there's a I have to fight like twenty enemies <v Speaker 1>to progress, and it's just as it's pretty much its <v Speaker 1>own boss fight and its own But yeah, I'm really <v Speaker 1>enjoying the I think Miller called it search action Games <v Speaker 1>and his review and progress or like a metroid Vana. <v Speaker 1>But I'm having just so much fun, like you know, <v Speaker 1>getting back to those those kind of genre staples and <v Speaker 1>and the exploration and satisfaction of of getting to new <v Speaker 1>areas that come with that kind of play style. But <v Speaker 1>I just think Hollow Nite Silk Song does it better <v Speaker 1>than almost anyone else. It's it's incredible, I think so <v Speaker 1>far so. But I want to hear what you guys think. <v Speaker 1>Maybe you disagree, Maybe you're right up there with me, Eric, how. <v Speaker 4>Are you feeling. <v Speaker 3>I'm actually in the same boat that you are, where <v Speaker 3>I've I've tried the beginning of Hollow Night a few <v Speaker 3>times and it never stuck for various reasons. And I've <v Speaker 3>heard from people who are in the know who enjoy <v Speaker 3>those games that the first hour to two hours of <v Speaker 3>Hollow Night are definitely a bit slow, take a while <v Speaker 3>to build up. I think Silk Song it has absolutely <v Speaker 3>won me over, and it is a combination of things. <v Speaker 3>I think the opening areas are a lot more vibrant <v Speaker 3>and interesting than some of the early Hollow Night areas. <v Speaker 3>I do like the kind of dark decrepit depths and <v Speaker 3>all of the you know, shells lying everywhere. But in <v Speaker 3>Hollow Night one, I remember getting like the gray scale <v Speaker 3>vibes of it, kind of getting a little sam y <v Speaker 3>as I've played, Whereas here in the first few major areas, <v Speaker 3>it feels like you move through this game a lot <v Speaker 3>faster than I felt like I was moving through Hollow <v Speaker 3>Night one. But also you have the Massy area. You <v Speaker 3>have this kind of deep lava rock area that has <v Speaker 3>a lot of danger in it and things like that <v Speaker 3>and really cool mechanics around it. Then you have Hunters. <v Speaker 1>There's a Marrow, which is like Marrows Great, You're kind <v Speaker 1>of getting your like gray scale there, but it's intersected <v Speaker 1>by It's like book gunned by vibrancy. <v Speaker 2>I think they introduce more vibrancy a lot quicker than <v Speaker 2>I do in the first game. <v Speaker 3>I like the Marrow because it feels like the spine <v Speaker 3>of the first act where you have this like tree <v Speaker 3>trunk of area that you learn to kind of navigate <v Speaker 3>through and get to sort of the branches that give <v Speaker 3>you different things, and the Marrow kind of connects it all. <v Speaker 3>I really like design like that. I find it really interesting. <v Speaker 3>But I also you get some more as folks may <v Speaker 3>call it, sh movement options very fast, some real shmoven <v Speaker 3>that you can do where within the first I want <v Speaker 3>to say, three to four hours, you have the obviously <v Speaker 3>the diagonal down dash slash thing, which I know has <v Speaker 3>been contentious, but I think feels really really good when <v Speaker 3>you start to latch on to it and figure it out, <v Speaker 3>and you start doing these backflips off of enemies into <v Speaker 3>other enemies and then moving, and Hornet just feels like <v Speaker 3>she moves differently than the main character of Hollow Night. <v Speaker 3>And you eventually get the dash, you get some other <v Speaker 3>really cool things, and then you start changing the way <v Speaker 3>that your weapon could work and things like that, and <v Speaker 3>all of the toolkit that you get just immediately feels <v Speaker 3>a little bit more expressive, like they kind of said, Okay, <v Speaker 3>you've played Hollow Night one, You've seen what the curve <v Speaker 3>looks like over a long period of time. It feels <v Speaker 3>like they have shortened that by a certain degree. And <v Speaker 3>I actually enjoy that because I want to get powers. <v Speaker 3>I want to start to build up and do cool <v Speaker 3>things with my toolkit very early on, and having that <v Speaker 3>expanded vocabulary faster really feels good. But I also just <v Speaker 3>love the world. I think having Hornet as this vocal <v Speaker 3>protagonist also adds a lot to this game, and having <v Speaker 3>a care character that you feel like you're watching go <v Speaker 3>on a journey, it does a little bit more for me. <v Speaker 3>And so all of these things have combined to make <v Speaker 3>me I do want to go back to Hollow Night <v Speaker 3>now and see more of it. But I think Silk <v Speaker 3>Song is really winning me over in a way that <v Speaker 3>I would be surprised if Hollow Night can match, you know, <v Speaker 3>at least for me personally. But I do. I really, <v Speaker 3>I really like it so far. I did not think <v Speaker 3>I would like it. I thought I would enjoy it. <v Speaker 3>I didn't think I would like it as much as <v Speaker 3>I like it right now? <v Speaker 4>Yeah, Marcus, what about you? How are you feeling? <v Speaker 2>Yeah, I'm probably not knowing where you guys are at <v Speaker 2>in a game. I'm probably made the least amount of <v Speaker 2>progress just because I've been busy with all kinds of <v Speaker 2>stuff over the last week. <v Speaker 4>Traveling. <v Speaker 2>Yeah, a lot of traveling. But I am a probably <v Speaker 2>like two three hours into the game. I did beat <v Speaker 2>the first Holid Night back in its stay because I'm <v Speaker 2>a real gamer boy like that, you know, as they <v Speaker 2>tell me. And I did really like the game a lot, <v Speaker 2>love it like everyone else was really excited for this game, <v Speaker 2>and initially when I was playing this game, and I <v Speaker 2>also want to say that I feel like I don't <v Speaker 2>even feel like I kept my expectations in check for <v Speaker 2>this game because it was initially announced as an expansion <v Speaker 2>that then became a sequel. But I even throughout all <v Speaker 2>the years of hype in my fandom for the first game, <v Speaker 2>I kind of never allowed myself to think this would <v Speaker 2>sort of like change my life. I guess maybe some <v Speaker 2>people would, so that kind of helped me with the <v Speaker 2>first couple of hours of the game, which I think <v Speaker 2>are good, but they don't like blow you away. It's <v Speaker 2>very much like the I would say, up until you <v Speaker 2>get the dash ability, which I'm gonna elaborate on a bit. <v Speaker 2>It's very much like, okay, yes, this is hollow Night. <v Speaker 2>It's kind of like easing you back into it as <v Speaker 2>someone that has not played the original game since twenty <v Speaker 2>eighteen when it came to switch and getting used to <v Speaker 2>sort of like the rough edges of it, and I <v Speaker 2>mean rough, just like intentional rough edges of like oh right, <v Speaker 2>there's no map, Okay, I have to go look for that, <v Speaker 2>and oh right, I can only equip at least for now, <v Speaker 2>like a single like a single piece of equipment that like, <v Speaker 2>I wish I could have two of these things, but <v Speaker 2>only one of them, and one of them is like, hey, <v Speaker 2>would you like to see where you are in the <v Speaker 2>map in real time? Or would you like to be <v Speaker 2>able to heal uninterrupted? And you're like, I'd like both <v Speaker 2>of those. Actually this would be extremely helpful right now. <v Speaker 2>But okay, it's like, that's right. The first game was <v Speaker 2>a lot making a lot, not even just a lot <v Speaker 2>of hard choices, but making basically specialized builds or even <v Speaker 2>just changing the way that the game operates just through <v Speaker 2>the different pins you could attach. Like the combat feels <v Speaker 2>the same, Like, you know, it's got that weightiness to it. <v Speaker 2>It's got that impact where you kind of go backwards <v Speaker 2>a bit when you hit something. It's got you know, <v Speaker 2>the art style. While like I think the animation is <v Speaker 2>a bit better, it's still it's that hollown Are still <v Speaker 2>looks good. So it's like, you know, if you're coming <v Speaker 2>today expecting to be like blown away, I think initially <v Speaker 2>you're like, yeah, it's holid night, and you know, and <v Speaker 2>I say, this is someone that's returning. But and I <v Speaker 2>would say that I was a little I was a <v Speaker 2>little disappointed, just because I remember Team Cherry talking about, like, yeah, <v Speaker 2>the difference between Hornet and the guy in the first <v Speaker 2>game whose name I don't even remember, is that Hornet's <v Speaker 2>a lot faster and more nimble. And you know, there <v Speaker 2>are I don't know if you guys, I had got <v Speaker 2>far enough in the first game where because you do <v Speaker 2>fight Hornet a few times in the first game, she's <v Speaker 2>like a recurring rival and you see her like flipping <v Speaker 2>around and doing stuff and you're like, oh, ow I <v Speaker 2>get to be that that sounds great, and you don't <v Speaker 2>really get a lot of that. Like she's a little <v Speaker 2>bit more nimble first guy, but she isn't like wild <v Speaker 2>Like you're moving kind of slow ish in the beginning, <v Speaker 2>but when you get that dash ability and you can <v Speaker 2>run around and jump and flip into things, that's when <v Speaker 2>the game becomes the game to me of like, oh, <v Speaker 2>this is what I was promised with this sequel, like <v Speaker 2>because I was having like a pretty good time in <v Speaker 2>the sense of like, oh, it's cool to be playing <v Speaker 2>a Holidnight again. But then that's when it Okay, this <v Speaker 2>is what Silk Song is gonna be, all right. That's <v Speaker 2>and as someone that just prefers speedier characters and games <v Speaker 2>in general, like I love just a flippy, nimble person, <v Speaker 2>I'm like, yeah, this is this is exponentially more fun <v Speaker 2>than the first game so far. So yeah, I'm I'm <v Speaker 2>not too much farther beyond that, And I know it <v Speaker 2>sort of varies based on direction you kind of decide <v Speaker 2>to head in. <v Speaker 4>Yeah, what have you unlocked so far? <v Speaker 3>Marcus? <v Speaker 2>I have are we talking about just like pens and <v Speaker 2>stuff areas or areas so I I mean I might <v Speaker 2>get names wrong, but there's like the green area that <v Speaker 2>just start in the mossy area. Did as much of <v Speaker 2>that that I probably can at the moment, unless I've <v Speaker 2>missed something, and then I've did all of the next. <v Speaker 4>Area that bottom. <v Speaker 2>Is it the it's got fire and lava and yeah, yeah, <v Speaker 2>yeah I did that. I I've unlocked fast Travel. <v Speaker 3>Okay, I've done that really fun early moment, I really <v Speaker 3>really like that part of the game. That that was <v Speaker 3>where it started to click for me. <v Speaker 2>And of course I have the associated ability that you <v Speaker 2>need to be able to even get to the fight <v Speaker 2>that unlocks fast Travel, which is like a cool like <v Speaker 2>like basically like a rope spear that you throw out, <v Speaker 2>which I like, that's the other thing that clicks with me, <v Speaker 2>and ask action games like if you have any range <v Speaker 2>weapon that can just if I can throw a thing <v Speaker 2>at an enemy from afar and maybe even preferably bring <v Speaker 2>them back to me, like if the closer you can <v Speaker 2>get me to Scorpion for Mortal. <v Speaker 3>Komba at the better Basically I had that and then <v Speaker 3>I stopped using it because I got the Virgil slash, <v Speaker 3>the like circle area slash, and I was like, that's <v Speaker 3>that's what I like. <v Speaker 2>Okay, I do not have a virtual Slash's. <v Speaker 3>I I think this game just does move at a pace, <v Speaker 3>and I think that's been maybe one of the more <v Speaker 3>contentious parts. Obviously, there's been a lot of discourse about <v Speaker 3>how difficult the game is. I do think it's challenging. <v Speaker 3>I don't know that I would personally say that I <v Speaker 3>find it as difficult as other games I've beaten, at <v Speaker 3>least at this junction, at this. <v Speaker 2>Odds, I think we're all still relatively early, but. <v Speaker 1>I will say I have fought some things that that <v Speaker 1>are yeah, I don't know, but even then, I feel <v Speaker 1>like they feel doable, they feel se Yeah, they still <v Speaker 1>feel doable, Whereas in other games there are some bosses <v Speaker 1>where I'm like, I'm not even gonna I'm not even <v Speaker 1>gonna try, Like there was I have no hope. <v Speaker 3>My experience comes from like playing games like Original Launch <v Speaker 3>Dark Souls too, where I'm like, I don't think this <v Speaker 3>game is built for the average person to beat it, <v Speaker 3>which was infamous back in its day for just having <v Speaker 3>wild runbacks, and this game does have some for for <v Speaker 3>those may not know, runbacks are basically this has the <v Speaker 3>same Soul's style mechanism where when you die, your body <v Speaker 3>drops and if you want to get your stuff that <v Speaker 3>you were carrying, your kind of rewards, your currency, which <v Speaker 3>are rosary beads, which I really really like. I think <v Speaker 3>that's a very flavorful currency in this game. <v Speaker 4>Yeah, I like that a lot. <v Speaker 3>If if you want to go get that back, you <v Speaker 3>have to go get back to where your body dropped <v Speaker 3>and kill the silk cocoon that was there, which I <v Speaker 3>like more than I think in Hollow Night it was <v Speaker 3>like this malevolent spirit that you would have to kill <v Speaker 3>or something like that, if I remember correctly. But I <v Speaker 3>like in Silk Song that there's a cocoon that you <v Speaker 3>take out and then you kind of you do your <v Speaker 3>corpse run. <v Speaker 1>It fills it also fills up your when you hit <v Speaker 1>that cocoon, it fills up your silk meter right, so <v Speaker 1>you can instantly heal from it or you have access <v Speaker 1>to your R one ability two charges of it typically. <v Speaker 3>So that's your corpse run. And then a run back <v Speaker 3>is if you're fighting a boss, it's the distance between <v Speaker 3>your most recent rest point, your your checkpoint, and then <v Speaker 3>getting back to the boss room. That's the runback. And <v Speaker 3>I do think there are some pretty challenging runbacks in <v Speaker 3>this game, but they. <v Speaker 1>There is one in particular, and Hunter's Marsh that just <v Speaker 1>is demoral. <v Speaker 3>I'm so I think I know that one, and I <v Speaker 3>think that's where I am right now. If I end <v Speaker 3>up like leaving and going and doing a bunch of <v Speaker 3>other stuff and finding all kinds of things that felt <v Speaker 3>like I was advancing too far, and now I'm back <v Speaker 3>in Hunter's March because I want to go back and <v Speaker 3>finish that part, and I love I think Hunter's March <v Speaker 3>is my favorite area in the game so far, just <v Speaker 3>because it's the moment where the game says, all right, <v Speaker 3>lock in, you got to learn the mechanics. <v Speaker 1>It's kind of like I view it as like the <v Speaker 1>klid a little bit, a little bit this game. <v Speaker 4>That's what comes to me. <v Speaker 1>I think it's also it's also red yeah, yeah on <v Speaker 1>the map like Klein, and so I just think there's <v Speaker 1>some natural but it's like the point where you're like, <v Speaker 1>oh damn, like I out of the kiddie pool. <v Speaker 3>It's it's the part where the game says, Okay, you <v Speaker 3>have this mechanic of it. Literally, I think there's some <v Speaker 3>very clever level design in this game where to enter <v Speaker 3>Hunter's Mars you have the red spike pit with a <v Speaker 3>single red flower, and that one is literally just teaching you, <v Speaker 3>like Mario one to one. Okay, this is how you <v Speaker 3>do your you know, pogo jump to get across where <v Speaker 3>you jump you if you're downward diagonal slash, and if <v Speaker 3>you hit this red flower, you'll get a backflip off <v Speaker 3>of it, and that you can get more distance that way. <v Speaker 3>And then as you go through it, it gradually begins <v Speaker 3>to introduce new pogo jumps. So you have one that's <v Speaker 3>several of those flowers in a row, and then you <v Speaker 3>have flower and then escalating flowers that kind of turn <v Speaker 3>into stairs and you move upwards from them, and eventually <v Speaker 3>it starts creating these rooms where you have different branches <v Speaker 3>in different paths where you're thinking about how you want <v Speaker 3>to pogo between them. And now it introduces flying in <v Speaker 3>mes that can disrupt you while you're poe going, so <v Speaker 3>you have to think about it. I genuinely think one <v Speaker 3>thing that I'm bummed is not getting talked about enough <v Speaker 3>is I think there's really good level design in Silk Song, <v Speaker 3>just really interesting, nailed down. We're going to show you <v Speaker 3>a mechanic, We're going to teach it to you. And <v Speaker 3>then we're going to escalate it over the course of <v Speaker 3>an area. And Hunter's March, I think is the best <v Speaker 3>encapsulation of that, and I love it. I think it's great. <v Speaker 3>But it also means that some of the runbacks do <v Speaker 3>end up being a little bit challenging because you have <v Speaker 3>to keep passing that test over and over again. Sometimes <v Speaker 3>there's a bench right outside the boss room that gets <v Speaker 3>you right back into it, and sometimes there's like a <v Speaker 3>longer track you have to make, and that's just the <v Speaker 3>way the game is. But I don't think it's I <v Speaker 3>don't think it's overbearing for me yet. That's that's what <v Speaker 3>I'll say. I think it's challenging, but I don't think <v Speaker 3>it's overbearing for me yet. <v Speaker 2>Yeah, I will say one of the one of the <v Speaker 2>biggest sort of like almost kind of funny middle fingers <v Speaker 2>in the game is the way that Rosary Beach just <v Speaker 2>can bounce all over the place. <v Speaker 4>Yeah. <v Speaker 2>The first time I hit on those things and I <v Speaker 2>just like scattered, Everyone's like, oh no, just like why <v Speaker 2>do they work like this? And then it's like, okay, <v Speaker 2>all a night, I see what this is. And then <v Speaker 2>very quickly you meet like I think it's the first <v Speaker 2>merchant that's like, hey, you can buy a pin where <v Speaker 2>you just get like magnet powers and you just set <v Speaker 2>those things up. And I'm like, well I need that <v Speaker 2>immediately until I found the hey do you want to <v Speaker 2>see yourself on the map pin? And it's like, well, <v Speaker 2>I would rather see myself on the map, I guess, <v Speaker 2>so now I gotta be. <v Speaker 1>Yeah, I never I never even bought that magnetic. <v Speaker 3>I have a necklace. <v Speaker 2>I haven't gone I want to go money to get it, <v Speaker 2>but I was like I should. I should probably have <v Speaker 2>this on deck for when I eventually can equit more <v Speaker 2>than one. <v Speaker 1>Yeah, although I will say there are I have lost <v Speaker 1>a lot of rosary beads when I accidentally push people <v Speaker 1>into spike pits and it's like, well I'm not going <v Speaker 1>to get those rosary beads because I'll die. <v Speaker 3>You have like an idol. You should be able to <v Speaker 3>like pope down in there and fish the mole now. <v Speaker 1>Like like a cartoon man with a bunch of donuts <v Speaker 1>strung along a stick, Liken it. <v Speaker 2>Cursing under her breath the whole time, Like this is ridiculous? <v Speaker 2>Can I say that? The Also, I really like the <v Speaker 2>and it was just true at the first game too, <v Speaker 2>like the music is quite good and also just like <v Speaker 2>the the the emotes of all the bug people, particularly <v Speaker 2>man I love meeting at warrior merchant guy. I like <v Speaker 2>his little song that he sings to let you know <v Speaker 2>that he's nearby. <v Speaker 4>Oh her chakra, Yeah is that? <v Speaker 2>What? What is what's her name? <v Speaker 4>Chakra Chakra? <v Speaker 2>Okay? Yeah, tall tall warrior person. Yeah hear that? Yeah, yeah, <v Speaker 2>every time I hear I've I have literally put the <v Speaker 2>controller down just so I can listen to that. It's <v Speaker 2>just like, oh, this is just the Really. <v Speaker 1>It's comforting when you come across her and you're like, oh, <v Speaker 1>thank god, I've got a friend here that too. <v Speaker 2>You're like, I can buy some stuff and wor these <v Speaker 2>these rosary beads for a while. <v Speaker 4>Yeah. <v Speaker 1>There's also along the way there are ways to consolidate <v Speaker 1>your rosaries that you'll find that I recommend so that <v Speaker 1>you can keep them throughout death. <v Speaker 2>You know, have you guys finished any side quest yet? <v Speaker 4>Yeah? <v Speaker 1>I've finished many, Okay, I would say the ones in <v Speaker 1>the ones in when you get to moss the Mossy area, <v Speaker 1>there's a couple of side quests that I think are <v Speaker 1>really worth it. <v Speaker 2>Yeah, guys, still that I'm ready to turn it and <v Speaker 2>I just have to go back. I have to make <v Speaker 2>my way back to where. <v Speaker 1>The have you done the Mossberry's quest yet? <v Speaker 2>That's one that I am ready to turn in. I <v Speaker 2>got to go back and see her. <v Speaker 4>I use the reward from that. <v Speaker 3>I still haven't found third Mossberry. I feel like I <v Speaker 3>was talking to people for a while. I know exactly <v Speaker 3>where it is. We know where two of the Mossberrys are. <v Speaker 3>We can't find the third ones. <v Speaker 1>Okay, I know exactly where the one that you needed. <v Speaker 1>We got to talk after this then. Yeah, it is <v Speaker 1>like I I it's so memorable because I'm like, if <v Speaker 1>I hadn't been here in this moment to see this, <v Speaker 1>I feel like it's possible I would have missed this <v Speaker 1>moss Berry, which I. <v Speaker 4>Know exactly where it's at. I can tell exactly where. <v Speaker 2>Yeah. <v Speaker 7>Yeah. <v Speaker 2>And also I have the flea one, like, hey, can <v Speaker 2>you find my flea buddy? <v Speaker 1>Yeah one is interesting. <v Speaker 3>Let me tell you. Let me tell you that's I <v Speaker 3>think that's the one that takes people by surprise sometimes <v Speaker 3>the thing you get from turning it in. <v Speaker 4>And I still haven't completed a flea. <v Speaker 2>Yeah, I just got to get back to that guy. Okay, <v Speaker 2>that's exciting. <v Speaker 3>Yeah, yeah, I do. I think some of the side <v Speaker 3>quests are really good. I just finished one where you <v Speaker 3>were hunting three different bugs that had different like they <v Speaker 3>had this special explosive power or something like that, and <v Speaker 3>you could find them naturally just throughout the marrow, or <v Speaker 3>you would find their droppings and you would hunt them. Basically, <v Speaker 3>it would give you like a ghostly outline and you'd <v Speaker 3>follow their scent to the track and things like that. <v Speaker 3>I thought that was a cool mechanic, but then ultimately <v Speaker 3>it was a go kill three of these things, come back, <v Speaker 3>get a reward, and the reward was okay, it was <v Speaker 3>all right, I. <v Speaker 4>Know exactly which one you're talking about. <v Speaker 3>Yeah, And that was the moment where I thought, to myself, <v Speaker 3>this is cool, but I kind of wish it was <v Speaker 3>more thought out and just part of something else, and <v Speaker 3>I don't. It's made me worry that not all of <v Speaker 3>the side quests will be particularly effective because the other <v Speaker 3>factor is I've seen side quests like the Fleas one <v Speaker 3>that are surprisingly impactful on your progress through the game, <v Speaker 3>and if it's hard to tell what the difference is <v Speaker 3>between the ones that are just go kill things, come back, <v Speaker 3>get something, and oh, this is going to have a <v Speaker 3>noticeable effect on your game. I don't want to do <v Speaker 3>a bunch. <v Speaker 1>Of I've got a tip for you. I've got a <v Speaker 1>tip for you. Yeah, the side quests that are given <v Speaker 1>to you by NPCs are the meaning are there really <v Speaker 1>important ones? And the ones that you pick up from <v Speaker 1>bounty boards are going to give you like some sort <v Speaker 1>of just currents the reward. <v Speaker 3>That's good to think. <v Speaker 2>Okay, Yeah, can I also ask have you guys purchased <v Speaker 2>the pins that tell you points of interest, because I've <v Speaker 2>only got the ones that show you, yes, point. <v Speaker 3>I have the bench one. Yeah, I haven't really invested <v Speaker 3>in the others, but that's supposedly I have invested in <v Speaker 3>all of them. <v Speaker 2>Does the does the other one tell you like where <v Speaker 2>NPCs are? <v Speaker 3>Like? <v Speaker 2>What does the show you exactly? <v Speaker 1>Well, it depends on where you're at, because you're talking <v Speaker 1>about like the things that you can buy from Chakra. <v Speaker 2>Yeah, like a lot, like hey, these shows and. <v Speaker 1>She will have more things. Yeah, you will throughout the <v Speaker 1>game get more things from her. But yeah, they're I <v Speaker 1>think in the first the first time you meet her, <v Speaker 1>she lets you buy obviously, like maps and markers, because <v Speaker 1>the event eventually you get them for like. <v Speaker 4>Vendors, and. <v Speaker 1>There's one, there's another one for fast travel points okay, yeah, <v Speaker 1>and it'll start to fill out your map. <v Speaker 4>I still use. <v Speaker 1>I mean, I'm, like I said, fIF probably close to <v Speaker 1>fifteen hours in and I am still using all sorts <v Speaker 1>of markers, and eventually she'll eventually I get to the <v Speaker 1>point where I was running out of markers to place. <v Speaker 2>So those are ones like the other ones I'm talking about, <v Speaker 2>you can manually place those. <v Speaker 4>Yeah. <v Speaker 1>Yeah, I was running out of those, okay, and then <v Speaker 1>I found she'll sell you more later, like a different color. <v Speaker 2>Okay. I wasn't sure if it just auto populated like <v Speaker 2>the bench one does or if it was the place one. <v Speaker 2>So that's good. The notes, I've been wanting to get those, <v Speaker 2>just you know, it would be easier to know where <v Speaker 2>the flea guy is if I could just yeah. <v Speaker 3>Yeah. There's also times when you run into I found <v Speaker 3>a door that I can't get to yet, or I <v Speaker 3>can't open yet, and stuff like that. I've definitely wanted <v Speaker 3>to put something on the map, and I don't hate <v Speaker 3>the idea of it being you know, you gotta spend <v Speaker 3>currency to get that. You've got to, you know, prove <v Speaker 3>your metal to get it. But it has on occasion, <v Speaker 3>maybe be like, Okay, I know there was a place <v Speaker 3>that I needed the dash forward to get to and <v Speaker 3>I can't remember where it was, and I'm like going <v Speaker 3>through all of the different hallways and stuff just looking <v Speaker 3>for it. <v Speaker 1>I would say I would recommend buying the pins. I <v Speaker 1>bought the pins before I bought all the maps I bought, <v Speaker 1>like the main map for like. <v Speaker 3>This guy buying before he buys the car. <v Speaker 1>That's crazy because what you can do, even though you <v Speaker 1>don't have a map, you can pull up the map <v Speaker 1>and it would just be like black space that you're in. <v Speaker 1>You can still put a pin point down where you're at, <v Speaker 1>and then once you populate the map, your pen will <v Speaker 1>be in the relative place. <v Speaker 3>If that makes sense. Now that's gonna bother me too much. <v Speaker 4>Does that make sense? It's Marcus, you's looking confused. No, no, no, <v Speaker 4>And I explained that, Okay, I can. <v Speaker 2>I can see the value. <v Speaker 4>You're just wondering why I would do that. <v Speaker 3>Why you would do such a thing. <v Speaker 2>I mean, sometimes you know, some people, for me, left <v Speaker 2>brain thinkers, some are right brain thinkers, and you know <v Speaker 2>that's a that's a left brain thinker. If I had <v Speaker 2>ever heard one. M It's not an insult, I swear. <v Speaker 3>I'll also say I think one thing that I would <v Speaker 3>be a distraction for me so far, but is also <v Speaker 3>a positive. It's kind of weirdly mixed in that way. <v Speaker 3>There's a lot of combat arenas in this game. I <v Speaker 3>don't know if that was a hollow Night thing as well, <v Speaker 3>but just a lot of rooms where you go in <v Speaker 3>the door shuts and you fight, say four to five <v Speaker 3>waves of enemies over you know, the period of time <v Speaker 3>where they come in different combinations. I feel like I'm <v Speaker 3>running into a significant number of those in this game, <v Speaker 3>and some I would. <v Speaker 4>Say there's like two or three per area. <v Speaker 3>Yeah, and some of them works super well. The one <v Speaker 3>in Hunter's Marsh, I think is one of the more <v Speaker 3>notable and interesting ones because it was the one that <v Speaker 3>has forced me to use my movement the most, where <v Speaker 3>I had this really cool moment of there's one of <v Speaker 3>the flying guys with a harpoon that he can throw, <v Speaker 3>and then one of the warrior guys that'll do the <v Speaker 3>charging thrust, and they basically were on either side of me, <v Speaker 3>and I saw a harpoon guy like gearing up to <v Speaker 3>throw like and I was in the air, and so <v Speaker 3>he was gearing up to throw, and then guy on <v Speaker 3>the ground was gearing up to do his dash, and <v Speaker 3>so I was going to get just that's that's a <v Speaker 3>chop block in the NFL. That's a red flag right there, <v Speaker 3>yellow flag. But I managed to kind of just hit <v Speaker 3>the right verticality and then dash between it. And the <v Speaker 3>feeling of having the spear under me and the harpoon <v Speaker 3>over me and me dashing in the middle doing my <v Speaker 3>downward slash, popping up and then hitting the guy on <v Speaker 3>the top and taking somebody out, I was like, that <v Speaker 3>was cool as hell. Well, man, I wish i'd recorded <v Speaker 3>it because it was really really interesting. And I do <v Speaker 3>feel like those arenas force you to get really good <v Speaker 3>at the combat system and use all the tools you have. <v Speaker 3>But there's also just a lot of them, and some <v Speaker 3>of them aren't super interesting. Some of them are just <v Speaker 3>fight a bunch of the grunts you've already been like <v Speaker 3>murdering up to this point, and I don't know that <v Speaker 3>they always work for me. <v Speaker 1>There's one that I'm in right now, and I won't <v Speaker 1>say where I'm at, or yeah, I won't say where <v Speaker 1>I'm at, but I'll say I get into the room <v Speaker 1>and I'm currently like, I'm if I boot my switch up, <v Speaker 1>I switch to up. I'm right at the start of <v Speaker 1>the room about to fight it again to try to <v Speaker 1>get my stuff back. But it is a previous boss <v Speaker 1>from that I that I defeated earlier in the game. <v Speaker 1>But there are now two of them, and that room <v Speaker 1>is sinister as hell. <v Speaker 3>Oops too bosses. <v Speaker 1>Yeah, yeah, yeah, but I'm in a really interesting area <v Speaker 1>and I'm like, I have to see this through. I <v Speaker 1>gotta figure it out. Yeah, but it's I I really <v Speaker 1>really am enjoying the game. Some of the bosses, man, <v Speaker 1>and some of the bosses. I just straight up I'm like, Okay, <v Speaker 1>this is clearly not a main crit path boss. I'm <v Speaker 1>gonna come back to this once I've got some more <v Speaker 1>pips on my health bar and I'll mark it on <v Speaker 1>the map and come back. I'm looking at you, Savage <v Speaker 1>beast fly. I know what's I know the reward behind it, <v Speaker 1>and I think a lot of people think it's worth it, <v Speaker 1>but it's not like a crit path boss, and so <v Speaker 1>I'm like I'm gonna come back later to that. <v Speaker 2>But your pride, man, your pride. <v Speaker 1>Well he'll die eventually to my blade, but my needle. <v Speaker 1>Yeah yeah, yeah, but man, this I can't wait to <v Speaker 1>be done with work today so I can jump back in. <v Speaker 3>I was having that thought as we were talking that. <v Speaker 3>I was like, man, I could really go for playing <v Speaker 3>some Silk Song right now. <v Speaker 2>Yeah, do we have a like, I assume people have <v Speaker 2>finished it at this point, because there's always those people, <v Speaker 2>but like, do we have a sense of how big <v Speaker 2>this game is? Like, because the first it was probably <v Speaker 2>like I feel like I remember putting like forty hours <v Speaker 2>into it, but I was also pretty thorough playing. <v Speaker 4>Yeah. <v Speaker 1>I asked a friend who beat it. I was like, <v Speaker 1>how long did what was your our count? And he <v Speaker 1>told me his our count, which was like forty to <v Speaker 1>fifty hours. But then he said it's about double the <v Speaker 1>size of Hollow Night. <v Speaker 2>That's what I was wondering, because you know, Team Cherry <v Speaker 2>has kind of said like, yeah, this is gonna be <v Speaker 2>That's why this is a sequel now and non expansion. <v Speaker 2>We made it real big. I'm even just wondering, yeah <v Speaker 2>versus the first the first game, how much bigger? It <v Speaker 2>actually wound up being. <v Speaker 1>Yeah, the how long to beat? I? How long to beat? <v Speaker 4>Says main Story, twenty two and a half hours. I <v Speaker 4>do not see. I don't. I don't agree with that. <v Speaker 2>Those are always hard to judge, specially with games that <v Speaker 2>are hard. I always just kind of assume, oh, that's <v Speaker 2>like if you beat everything to first try and to <v Speaker 2>get stuck, that that's probably the average. <v Speaker 3>It's like if I if I went back and bleed <v Speaker 3>Seafood right now, I could probably beat Seafoo in maybe <v Speaker 3>about a couple hours. But how long did it take <v Speaker 3>me to originally beat Seafoo? That's a very different question. <v Speaker 1>So yeah, I think also metro Vanea is just the <v Speaker 1>way in which that you can and also particularly this game, <v Speaker 1>you can stumble into new areas that are wildly different <v Speaker 1>from what your counterpart might be where they might be <v Speaker 1>at the same hour count. <v Speaker 2>Yeah, what you're true with the first game too. <v Speaker 1>Just based on pathing, and that data is only from <v Speaker 1>one hundred and fifty six people that have beat the game. <v Speaker 1>So I'm a wild completionists. Completionists says forty six hours. <v Speaker 1>I don't trust those numbers based on what I've seen <v Speaker 1>and where I'm at but. <v Speaker 4>You said you're gonna need a source, especially because Hollow Night. <v Speaker 1>Yeah, okay, Hollow Night main story is twenty seven hours, <v Speaker 1>So these people must be just just don't I don't <v Speaker 1>trust those numbers. <v Speaker 3>Yeah, yeah, I don't trust them. <v Speaker 1>Yeah, but I've heard like forty to fifty from for <v Speaker 1>someone who that wasn't a completionist. <v Speaker 3>That was especially Sometimes you want to enter an area. <v Speaker 3>You don't want to like run through it as completioneness. <v Speaker 3>You want to smell the roses. There's a lot of <v Speaker 3>times in this game where I have intentionally exited an <v Speaker 3>area and come back and granted, you know, we record <v Speaker 3>things for video purposes and all that, but there's just <v Speaker 3>some gorgeous vistas and moments, and I think the very <v Speaker 3>early one when you start this game and you're going <v Speaker 3>through the field and kind of the green kicks up <v Speaker 3>and all that, Oh my gosh, Like it's a gorgeous game. <v Speaker 3>And so there are times where I absolutely just vibe <v Speaker 3>and take in the ambiance, and that that adds on <v Speaker 3>to the hour count too. <v Speaker 5>Yeah. <v Speaker 2>Times you want to spend five minutes listening to a <v Speaker 2>certain shopkeeper singer song, but you can't do it too <v Speaker 2>close to her because then she stops always got to <v Speaker 2>I feel like I'm eavesdropping like a creeper, like, well, <v Speaker 2>let me get some distance, let me get you off <v Speaker 2>screen and stand behind you and let you think that <v Speaker 2>you're alone, because you're apparently too shy to just do <v Speaker 2>it while I'm looking at you. <v Speaker 3>I think one of my favorite animations in this game <v Speaker 3>is the way that if you're looking at your map, <v Speaker 3>the way Hornet pulls out the map and just kind <v Speaker 3>of like looks at it and walks while you're because <v Speaker 3>you can move while you have to, and it's like <v Speaker 3>it's such a good little animation. But that's what I <v Speaker 3>like to do is I'll stand over on the side like, oh, <v Speaker 3>I'm just looking at my map, when really I'm like <v Speaker 3>listening to. <v Speaker 4>The lie. <v Speaker 2>Don't mind me. <v Speaker 3>All of the their vocal stems like crazy in this game. <v Speaker 3>They're like, oh, yeah, the little dude, Yeah, I like <v Speaker 3>the the little Pilgrim guys. They're crawling and then they're like, <v Speaker 3>oh jump you. <v Speaker 2>Do you think we'll get like a Live Game Awards <v Speaker 2>performance of the Chakra song that be part of the <v Speaker 2>Medley orchestra that. <v Speaker 3>It'll probably just be the orchestral music. But if we <v Speaker 3>can get a singer out there to actually. <v Speaker 2>Do it'll be Jeff. <v Speaker 4>It'll be Yeah, Jeff sing Jeff Jeff scatting Lie Lie <v Speaker 4>Lie World Premiere. <v Speaker 2>La La. <v Speaker 1>I do have a question for you, Marcus, Yeah, and <v Speaker 1>holl And. I won how many cut scenes like animated <v Speaker 1>cut scenes were there? <v Speaker 4>Oh? <v Speaker 2>Man, man, my memory of the first game, it's very <v Speaker 2>fuzzy at this point. I don't I I feel like <v Speaker 2>there weren't like a lot a lot. I think there <v Speaker 2>were some, but I don't again my memory, but like <v Speaker 2>I don't remember. I can't remember being some like over <v Speaker 2>abundance to where it became like noticeable, I guess. But <v Speaker 2>but like anyone that's played this game more recently than I, <v Speaker 2>please feel free to refruit my Like I said, that's <v Speaker 2>one of the last things I remember about the game <v Speaker 2>is sort of the cinematics. <v Speaker 1>Honestly, Well, no, that's fair, just because I have noticed, <v Speaker 1>like there's a fair amount of them in this one. <v Speaker 4>I've seen. <v Speaker 1>Three or four at this point, Like sometimes, sir, some <v Speaker 1>of them are really short, like little like character vignettes, <v Speaker 1>like introducing like you know, like you unlock something and <v Speaker 1>it's like Oh, it's. <v Speaker 3>Like a new area that is like story important or <v Speaker 3>has like a. <v Speaker 1>Big important there has There are some of those sometimes though, <v Speaker 1>it's like, oh, I unlocked like this special merchant and. <v Speaker 4>I get a little animation of them like doing their craft. <v Speaker 3>Oh cool. I haven't had any of those yet. <v Speaker 4>Yeah, there's only one of those that I've gotten. <v Speaker 1>It's a pretty bigger one. It's a bigger one. Yeah, <v Speaker 1>so I can see why it's it got one. But <v Speaker 1>it's cool to see those when that happens, it's like <v Speaker 1>fun little moments and it definitely kind of speaks to <v Speaker 1>I think the amount of time. But you know, the <v Speaker 1>success of Holly Night kind of let them really kind <v Speaker 1>of do their big one with with Silk Song, and <v Speaker 1>it's it's cool to see. But yeah, well, we're gonna <v Speaker 1>keep playing. Maybe next week we can talk about Act <v Speaker 1>two if we're if any of us are there. <v Speaker 4>I don't, I don't, I don't know. <v Speaker 2>If we're also have we might also have a review <v Speaker 2>up maybe by then, because I know, you know, we <v Speaker 2>have our review and progress editorgy Matt Miller, currently making <v Speaker 2>his way through the game YEP, seems to be enjoying it, <v Speaker 2>just based on his reviewing progress that he posted. But yeah, <v Speaker 2>I guess maybe stay posted to the website over the <v Speaker 2>next week and see what our what our verdict will be. <v Speaker 2>I've not looked up anyone else's final verdicts that may <v Speaker 2>have been posting. <v Speaker 4>Me neither neither. <v Speaker 3>I've seen a few. They they're what I expect, honestly. <v Speaker 3>I also I am curious to see what the low <v Speaker 3>long tail of this game looks like. And that's not <v Speaker 3>to discount early reviews. I'm just this this is a <v Speaker 3>game that's been awaited for so long. I think there's <v Speaker 3>going to be a real fervor to talk about it. <v Speaker 3>But then I do think it's going to be interesting <v Speaker 3>to revisit this game and we get to end of year, <v Speaker 3>you know, because there's still a lot of heavy hitters <v Speaker 3>that that came out this year, and I think it's <v Speaker 3>going to be interesting. We're happening as surprisingly, I feel <v Speaker 3>like this always happens. We get to halfway through the <v Speaker 3>year and we're like, oh, okay, what's the Fall going <v Speaker 3>to look like? And the false starts rolling out and <v Speaker 3>we're like, oh, this is pretty interesting year. In terms <v Speaker 3>of game releases. I think Silk Song has been the <v Speaker 3>herald of that, you know, the the vanguard of an <v Speaker 3>interesting fall season. <v Speaker 4>Yeah, totally agree. <v Speaker 1>Well, let's move on to our next and final topic. Marcus, <v Speaker 1>you've been playing Hell is Us, which it's a it's <v Speaker 1>a Soul's like, right? <v Speaker 2>No? <v Speaker 4>Oh no, I didn't know. Oh I think I assumed <v Speaker 4>it was a Soul's. <v Speaker 2>Like the same thing. Yeah, yeah, I think if windows early, <v Speaker 2>because this is a game that was announced like forty three, <v Speaker 2>four years ago, yeah, I remember we one of our <v Speaker 2>earliest preview I think was two. Yeah. I so I <v Speaker 2>played this game early this year. I flew out to <v Speaker 2>Rogue Factor, which is a new indie developer, and that <v Speaker 2>was started by a former Ubisoft, longtime Ubisoft art director. <v Speaker 2>I cannot rember. It was named Jonathan the Top. <v Speaker 4>Are they in Montreal? Is that right? <v Speaker 2>They are in Montreal? Still he was the art director <v Speaker 2>on the DSX games, among other titles. Like, he was <v Speaker 2>a pretty long career at Ubisoft. Started this new studio, <v Speaker 2>Rogue Factor. This is their debut title, and sort of <v Speaker 2>the mantra for this game was, hey, we really like <v Speaker 2>nineties games. Remember how in the nineties when you played <v Speaker 2>adventure games like say the Legend of Zelda or point <v Speaker 2>and click adventure games, particularly nineteen ninety seven's Blade Runner, <v Speaker 2>How they didn't hold your hand, the that a lot <v Speaker 2>of kind of like modern Triple A games tend to <v Speaker 2>do now, And what if we just did that, Like <v Speaker 2>what if we trusted the player to be able to <v Speaker 2>figure things out without giving them a barrage of objective <v Speaker 2>markers or a quest log that tells you everything that <v Speaker 2>you need to do and when to do it, or <v Speaker 2>even a map. What if you just didn't have that <v Speaker 2>and instead focused on level design, like truly good level design. <v Speaker 2>I isn't like. We had an interesting conversation when I <v Speaker 2>interviewed him where he talked about how, in his opinion, <v Speaker 2>he felt like level design today, what we consider good <v Speaker 2>level design is more aesthetics than the actual design. Because <v Speaker 2>he's like, a lot like good level design doesn't matter <v Speaker 2>because so many games just give you an arrow that says, <v Speaker 2>just go here. You don't need to actually examine your surroundings, <v Speaker 2>you know, or he's like, if you take that away, <v Speaker 2>then it come it falls into designer to make a <v Speaker 2>world that is interesting thing and also makes enough sense <v Speaker 2>to where players can kind of just look around and <v Speaker 2>sort of piece together, Like, I think this visual cy <v Speaker 2>is telling me something that can help me solve this puzzle, <v Speaker 2>or is telling me is directing me in a certain <v Speaker 2>way to get here. And that's honestly the crush to <v Speaker 2>this game. I like a lot of the like I said, <v Speaker 2>the Soul's like assumptions come from those early trailers. That's <v Speaker 2>kind of maybe highlighted combat more than anything. But honestly, <v Speaker 2>this game is minimum probably sixty percent puzzle, and I <v Speaker 2>think that is the strongest part of the game by far. <v Speaker 2>So so the preface everything I gave this game. I <v Speaker 2>reviewed this game. You can remind review now and aside. <v Speaker 2>I gave it an eight point two five out of ten, <v Speaker 2>a very good overall like debut, and sort of the <v Speaker 2>premise of the game is that it is set in <v Speaker 2>this fictional country called Hadia that has been isolated from <v Speaker 2>the rest of the world for like centes and is <v Speaker 2>caught up in this brutal civil war between sort of <v Speaker 2>the like the populace is kind of divided itself between <v Speaker 2>it's over it's sort of like fictionalized religion, and you <v Speaker 2>got like the the traditionalists the conservatives basically, and then <v Speaker 2>you sort of have the reformist on one side, and <v Speaker 2>they basically are demonizing the other side. And maybe I've <v Speaker 2>also been maybe pitted against each other by a higher <v Speaker 2>power for a a some some you know, a mysterious <v Speaker 2>gain on their end. Who can say. Also, monsters have <v Speaker 2>invaded this land just weird, Like I don't even know <v Speaker 2>how to describe these things like to its benefit. Like <v Speaker 2>you look at them, and they kind of look like <v Speaker 2>these pearl like abstract art sculptures that just look melted. <v Speaker 2>They got like these gaping like they're like vaguely humanoid. <v Speaker 2>They got these like gaping holes in their faces. And <v Speaker 2>they also, like some of them eject this like energy <v Speaker 2>out of their bodies that is ostensibly the manifestation of <v Speaker 2>like raw human emotion. And they're color coded based on <v Speaker 2>the emotion. So like some of them will shoot this <v Speaker 2>red just like pulsating. It almost looks like a like <v Speaker 2>blown glass maybe, and you'll hear like this distorted like <v Speaker 2>human guttural scream coming out of it, Like, oh, just <v Speaker 2>this rage and filled screen. In my review, I compared <v Speaker 2>to like they the vibes that these creatures gave off <v Speaker 2>remind me of the movie Annihilation. Uh okay, just very trippy, <v Speaker 2>like like what is like just the surrealism that is <v Speaker 2>like that permeates from these things. So yeah, this is <v Speaker 2>what this Haiti is dealing with is the civil war <v Speaker 2>and the nice things. And you play as a guy <v Speaker 2>named Remy who was a soldier who was originally born <v Speaker 2>in Hadia, but as a very very young child, his <v Speaker 2>parents smuggled him out of the country, which is incredibly <v Speaker 2>difficult to do because they wanted him to live a <v Speaker 2>better life, and he grows up in Canada, become and <v Speaker 2>he come well, he comes back willing willingly because even <v Speaker 2>though he he you know, he has a better life <v Speaker 2>living abroad, he has all these lingering questions about like <v Speaker 2>who he doesn't know his parents are, He doesn't remember <v Speaker 2>what they look like. He just has like a vague <v Speaker 2>memory of just being shipped into a truck, and he <v Speaker 2>just wants to know, like why why did they send <v Speaker 2>me out? Where are they now? Are they even alive? <v Speaker 2>So he joins a peacekeeping mission in a country near Hadia, <v Speaker 2>goes a wall and sneaks back into the country, and <v Speaker 2>the only clue that he has about his parents whereabouts <v Speaker 2>is a necklace that was given to him by them <v Speaker 2>when he was a kid, and so that's like a <v Speaker 2>premise for the sort of deduction based gameplay that this <v Speaker 2>game has. <v Speaker 3>I'm like getting really sold on this game really fast, <v Speaker 3>because I, like, like Van Aigen similarly thought that this <v Speaker 3>was his soul's Like I was like, oh, it's gonna <v Speaker 3>be uh. It was like, was it the surge and <v Speaker 3>stuff like that. He was kind of that realm in <v Speaker 3>my mind of Okay, you know, it's a little bit <v Speaker 3>kind of weird mixture of fantasy and sci fi third <v Speaker 3>person action souls. Like I kind of assumed I knew <v Speaker 3>what this was, and the more I hear about it, <v Speaker 3>the more this sounds like incredibly my kind of thing <v Speaker 3>in a way that I'm actively getting annoyed. I haven't <v Speaker 3>been keeping this on my radar. Would you say that <v Speaker 3>the so to use a point of comparison, you know, <v Speaker 3>a very like you know, a hammer instead of a scalpel. <v Speaker 3>Would you compare this to like Outer Wilds. Is this <v Speaker 3>like that sort of thing where you're kind of discovering <v Speaker 3>things and exploring and following your own threads or would <v Speaker 3>you say it's it's a little bit more like you're <v Speaker 3>kind of going from place to place and just picking <v Speaker 3>things up and maybe like a Paradise Killer or something <v Speaker 3>like that, where you're kind of looking for hot spots <v Speaker 3>and then gathering things and using that to kind of <v Speaker 3>build your deductions. <v Speaker 2>Paradise Killer is a good comparison in the sense that <v Speaker 2>Paradise Killer itself is very much modeled off of old <v Speaker 2>point and click adventure games. Yeah, of just like your <v Speaker 2>exploring environments or finding clues, you're having like these lengthy <v Speaker 2>conversations sometimes with characters and then presenting them clusaying, hey, <v Speaker 2>do you know anything about this? <v Speaker 3>Do you resent clues? <v Speaker 2>Oh? You can present clues to every single NPC, even <v Speaker 2>the ones that do not matter. There is a button <v Speaker 2>like you can either talk to them or you can <v Speaker 2>present them with something, and then if they don't want it, <v Speaker 2>they have like a bespoke line being like, I don't <v Speaker 2>why did you give me this? <v Speaker 3>Underrated game mechanic is presenting someone with evidence, because too <v Speaker 3>often you just present them with fist or gun. But <v Speaker 3>being able to present them with evidence is like a <v Speaker 3>first person deducer. That's that's kind of what this is <v Speaker 3>a third person game, I guess, but that's third im Yeah. <v Speaker 2>You know what's funny and maybe the most surprising thing <v Speaker 2>about this game is like you don't fight humans at <v Speaker 2>all in this game. It is just those weird monsters. <v Speaker 2>And there was multiple points where because you are entering <v Speaker 2>the country under the guys of you're kind of a <v Speaker 2>neutral party because you're not. I mean, you are from there, <v Speaker 2>but you're not because you didn't grow up there. You <v Speaker 2>don't know what the politics are in this place. <v Speaker 3>It's an interesting way to describe an invading forces. You're <v Speaker 3>kind of a neutral party. <v Speaker 2>Well in a sense that you're just kind of stumbling <v Speaker 2>upon like this conflict, Like you're just here to find <v Speaker 2>your parents, and you're kind of learning all the other <v Speaker 2>stuff happening along the way, Like like Remmy, it's sort <v Speaker 2>of like an odd of a frying pan instead of <v Speaker 2>fire of like, oh, this is gonna be hard night thoughts. <v Speaker 2>I didn't not know all this other stuff was happening here. <v Speaker 3>Yeah, So there was an indie RPG of fear in <v Speaker 3>a Hunger to termina. I'm sorry if there's like obscure <v Speaker 3>indie RPG fans in the audience that know better, I'm sorry. <v Speaker 3>But it was like that where there's similar setup where <v Speaker 3>you're kind of trying to figure some or pathologic as <v Speaker 3>another comparicony like this is this is ringing a lot <v Speaker 3>of really good bells for me. <v Speaker 2>Yeah, like city, like, you don't fight anyone. There's even <v Speaker 2>though just like everyone tolerates you and like like at <v Speaker 2>most you know, or at best, like some of them <v Speaker 2>are kind of antagonistic, but not to the point where <v Speaker 2>it's like, oh, I because there are multiple times where <v Speaker 2>I would talk to someone who was maybe a little <v Speaker 2>bit more aggressive and I'm like, oh, we're gonna fight, <v Speaker 2>but then it never came. It's like, oh, I guess <v Speaker 2>you just don't fight people in this game, Like I said, <v Speaker 2>you just talk to people. You get in conversations with them, <v Speaker 2>and then you shove evidence in your face and hope <v Speaker 2>that they have something interesting to say about it. <v Speaker 3>I love it. So how is the actual combat that <v Speaker 3>that you do do? <v Speaker 2>So the combat is like I said, it's funny that <v Speaker 2>people assume as the souls like because this probably goes <v Speaker 2>as far the opposite you can get because it is <v Speaker 2>much more basic and at times borderline mindless than any <v Speaker 2>souls like game would be where it's pretty much so <v Speaker 2>you have it's melee combat. You only use like weapons <v Speaker 2>like axes, swords like long swords, and they're all like <v Speaker 2>these like specifically built ancient weapons that are made to <v Speaker 2>damage the monsters because other like conventional weapons don't work <v Speaker 2>against them. And so you're going around as this like <v Speaker 2>modernish guy. Like it's set in like an alternate like <v Speaker 2>early nineties. By the way, I think it's set technically <v Speaker 2>in nineteen ninety three, but you have a drone that <v Speaker 2>looks like it's from twenty twenty five, but it's like, ye, <v Speaker 2>in our nineteen ninety three drones exists, just go with it. <v Speaker 2>And so yeah, you're just hitting like one button combos <v Speaker 2>pretty much like and I'm assuming combo combo is singular, <v Speaker 2>like you were just hitting on PlayStation the square button <v Speaker 2>over and over to drop these guys you can block. <v Speaker 2>You have a perry that I don't think is very <v Speaker 2>good because the it just doesn't the timing is weird <v Speaker 2>on its where I could never nail it reliably, and <v Speaker 2>I'm very good at pairing in games, so I kind <v Speaker 2>of abandoned using it and would just rely on a <v Speaker 2>dodge instead. You have like a charge attack that's like <v Speaker 2>the only other type of melee attack, but the wind <v Speaker 2>up is so long that it's not really worth doing it, <v Speaker 2>Like you can just kind of just tear through dudes <v Speaker 2>with just the kind of three to four button or <v Speaker 2>four hit combo button. The one interesting thing about combat <v Speaker 2>is that the healing mechanics, so when you take you <v Speaker 2>have a you do have a stamina meter, so that <v Speaker 2>that's probably the closest it gets to a soul's like <v Speaker 2>is managing stamina. But when you take damage in this game, <v Speaker 2>not only do you lose health, but you also lose stamina. <v Speaker 2>Like both bars go down permanently until you can heal them. <v Speaker 2>And sort of the idea behind that when I was <v Speaker 2>talking to the creative director was like, you know, realistically, <v Speaker 2>in real life, if you got you know, really messed <v Speaker 2>up in a fight, you wouldn't be able to run <v Speaker 2>a mile still, you know, even if you're like bleeding. <v Speaker 3>Out, adrenaline gets I don't know, you know. <v Speaker 2>Yeah, So I was like, oh, yeah, I guess to <v Speaker 2>give it coming from So it adds some more danger <v Speaker 2>of like, oh, not only just lose health, but I <v Speaker 2>can't recover as quickly. And the way you recover both <v Speaker 2>resources is that you have this like active reload style <v Speaker 2>health regeneration, where when you're attacking enemies, you build up <v Speaker 2>a like a capacity to heal, and then when this <v Speaker 2>white ring materializes around you, if you time it right, <v Speaker 2>if you hit a button, you'll regain the health that <v Speaker 2>you had kind of like primed yourself to receive just <v Speaker 2>by laying in damage. And it literally works like mechanically <v Speaker 2>like hitting an active reload in a shooter, like the <v Speaker 2>same kind of thing, which I actually like, like the <v Speaker 2>con it makes the otherwise kind of so so and <v Speaker 2>repetitive combat kind of intense because you're just kind of <v Speaker 2>looking for that telltale ring to be like, okay, hit it. Okay, <v Speaker 2>now I'm gonna hit it, and now I got all <v Speaker 2>that health. Just all that health just came back. That's cool. <v Speaker 2>Your drone can do like some crowd control assist things <v Speaker 2>like it's like tied to a like the R one <v Speaker 2>and some buttons where you can send it to distract enemy. <v Speaker 2>You can have it like and you can unlock more <v Speaker 2>abilities like you find these like chips while you're exploring <v Speaker 2>to basically have up to like four different abilities a drone. <v Speaker 2>But you can like stun a bunch of enemies at once. <v Speaker 2>There's one that's kind of funny. Where like Remy grabs <v Speaker 2>onto it and it like spins around and he's holding <v Speaker 2>his weapon out, so he's basically like this buzz saw <v Speaker 2>is he's just like mowing through dudes. Yeah, So it's <v Speaker 2>just it's like weird little things like that. <v Speaker 3>Would you say this is more of a mystery game <v Speaker 3>that has combat in it or a combat game that <v Speaker 3>has mystery in it. <v Speaker 2>It is absolutely a mystery game with combat to the <v Speaker 2>point where that was one of the criticism of my review, <v Speaker 2>where's like, I think the mystery solving part is really <v Speaker 2>well done, and it almost feels obligated that it seems <v Speaker 2>like it has to have combat of like, well, it's <v Speaker 2>a third person action game, we need to give players <v Speaker 2>something to hit as they're running around these like because <v Speaker 2>not open world game is just like open hubs, which <v Speaker 2>I think is good, like to its benefit, like you're <v Speaker 2>traveling between these large hubs. Some of them have like <v Speaker 2>a little town in them, but it's very like modern <v Speaker 2>Zelda in a sense of like you're just looking out <v Speaker 2>in front of you and just using your eyes to say, <v Speaker 2>that's an interesting point. Eventual, us, what's that over there. <v Speaker 2>I'm gonna go over there, look at these ruins or <v Speaker 2>there's probably something there, and then you'll find like all <v Speaker 2>these little nooks and crannies where you're like, oh, I <v Speaker 2>went down this weird little hitten staircase. There's a big <v Speaker 2>ass door here that has these four like intricate patterns <v Speaker 2>that are like an elaborate lock. What's that all about? <v Speaker 2>I don't have the knowledge on me yet to know <v Speaker 2>what to do with this, but I'm going to sort <v Speaker 2>of like in my mind make a note of that. <v Speaker 2>You're finding like relics and notes and all kinds like <v Speaker 2>keys all over the place, and everything kind of matters, because, <v Speaker 2>like I said, everything, most everything kind of has a purpose, <v Speaker 2>no matter how insignificant. Like you'll find a note where <v Speaker 2>initially you're like, I don't know what this is, and <v Speaker 2>then it won't be sometimes till like maybe even hours <v Speaker 2>later that you find like a person that references something <v Speaker 2>said on that note, And because there's no quest logs, <v Speaker 2>it is on you to just remember, like, wait a second, <v Speaker 2>that guy's name that sounds familiar. Didn't I find a <v Speaker 2>thing with that last name earlier? And you go through <v Speaker 2>your inventory and you go, oh, there's a ring with <v Speaker 2>this guy's with this engrave like I should present this <v Speaker 2>to Sam see if he has something to say, or <v Speaker 2>one of my favorite puzzles in terms of like, like <v Speaker 2>I said, this gaming really tries to push you to <v Speaker 2>connect dots and using your eyes and ears, like whether <v Speaker 2>NBC's are behaving a certain way or even if they <v Speaker 2>have something around them, where like there was one lady <v Speaker 2>I found at a ground who's taking care of this <v Speaker 2>baby that is like starving, and she's like, man, I <v Speaker 2>really need some milk, but I can't go up to <v Speaker 2>the surface because you know, the the invading faction has <v Speaker 2>taken over to town and I if they see me, <v Speaker 2>I'm dead. So it's like, man, it'd be great if <v Speaker 2>you know, here's some empty bottles. Can you get me <v Speaker 2>some milk? And at first you're like, the hell am <v Speaker 2>I gonna get milk? And I'm going around like obvious places, <v Speaker 2>like I know there's like a bombed out grocery store. <v Speaker 2>Maybe I can get in there or something. It's like, Okay, <v Speaker 2>that's not it. And I went like probably like a <v Speaker 2>couple hours before I could figure out what to do <v Speaker 2>with this, and it you know, when I was spoiling <v Speaker 2>too much. But there was a character i'd met early <v Speaker 2>on that has no connection to this woman, and this <v Speaker 2>was like a leap of faith in my I went <v Speaker 2>to see him because there's certain character will visit multiple times, <v Speaker 2>and I just remember seeing in his farm that there <v Speaker 2>was a single cow just in the background. It's not highlighted, <v Speaker 2>it's not prominent at all. You wouldn't even notice unless <v Speaker 2>you really, like even I should run by and you're. <v Speaker 3>Like, and I'm thinking, like would this cows have milk? <v Speaker 2>Yeah? And I'm thinking like with this, and I was like, <v Speaker 2>would this work because like it's like that cow has <v Speaker 2>not been a factor at all. It's just there like <v Speaker 2>a set dressing as far as I can tell. And again, <v Speaker 2>I was like, I'm just gonna present the bottles to him, <v Speaker 2>cause like, like it would be cool if this worked. <v Speaker 2>And then sure enough he was like, oh, yeah, you know, <v Speaker 2>you know, I have a cow you want to use that? <v Speaker 2>And I was like, Oh, that's so cool that that work. <v Speaker 2>Like I just like just visually, like again, this character <v Speaker 2>has his own completely different little like questline and problems, <v Speaker 2>and just the fact that it was like if you <v Speaker 2>just remember certain things about character around him, that is <v Speaker 2>all fair game for things. And there's multiple instances of <v Speaker 2>puzzles that like if you just remember things that you see, <v Speaker 2>you can piece together and it never like what this <v Speaker 2>game does well is like nothing ever veeers into being <v Speaker 2>up too s or like like I've never solved anything. <v Speaker 2>I was like, oh, I how I've gotten that, Like <v Speaker 2>it's lucky that I got that. Like everything I had <v Speaker 2>made sense. You always had some piece of evidence on <v Speaker 2>you that like nudge you towards something, and then it <v Speaker 2>left the up to you to kind of make the <v Speaker 2>mental leap of faith. And the puzzles whether arrange from <v Speaker 2>like finding the keys to open doors, finding a correct <v Speaker 2>sequence to open a like a big puzzle, or it's <v Speaker 2>got like Zelda style dungeons too, where you're going through <v Speaker 2>these dungeons and you're doing kind of like Zelda like <v Speaker 2>elaborate like Zelda puzzles. Basically, yeah, like I said, the <v Speaker 2>puzzle solving in this game is super well, down to <v Speaker 2>the point where like I wanted to find everything, like <v Speaker 2>everything in this game to see like what it unlocks. <v Speaker 2>And also the lore I think is interesting. You're finding <v Speaker 2>all these cool lore notes, You're finding these relics that <v Speaker 2>have like cool like just backstories about just the way <v Speaker 2>this Country works and that's good because I think the <v Speaker 2>war is more interesting than the plot itself, which is fine, <v Speaker 2>but this was another sticking point in my review. The <v Speaker 2>plot it like Remy is an interesting character, like he's <v Speaker 2>very I was talking to Wesley about this actually, and <v Speaker 2>I said, he's kind of in the Aiden Pierce camp <v Speaker 2>from Watchdogs. But then to give you an idea of <v Speaker 2>like what kind of character like he's he's probably like <v Speaker 2>a wrung above Aidan Pierce, but he's very much into <v Speaker 2>like I'm a gruff guy about this, and they try <v Speaker 2>to contextualize in the plot of being like, oh, apparently <v Speaker 2>he is a classified sociopath so he can't feel things, <v Speaker 2>but like the story never does anything interesting with that. <v Speaker 2>It just kind of felt like an excuse for like <v Speaker 2>why he's so dull and doesn't maybe have the greatest <v Speaker 2>range of reactions to things. And then the ending is <v Speaker 2>a bit flat, like like it's the story's kind of <v Speaker 2>told in media eres, where like you started the end <v Speaker 2>game with him being captured and interrogated and he's sort <v Speaker 2>of like recounting the adventure to his captor along the way, <v Speaker 2>which is funny because when you die in the game <v Speaker 2>the the person that has captured him kind of does <v Speaker 2>the thing of like, okay, we both know you didn't die, <v Speaker 2>why don't you take it from the top. <v Speaker 3>And the Dragon Age two type thing. <v Speaker 2>Yeah, okay, yeah, yeah, But the character that they set <v Speaker 2>up as the like ostensibly the main villain, it winds <v Speaker 2>up not really going anywhere and kind of gets we'll <v Speaker 2>say paid off if that's the word you want to use, <v Speaker 2>in a in a not great way where it winds <v Speaker 2>he winds up not mattering nearly as much as it <v Speaker 2>seems like he does. So it's it's weird because there's <v Speaker 2>like there's no other real antagonist in the game outside <v Speaker 2>of this sort of like prophesied calamity that you're trying <v Speaker 2>to stop. So yeah, I wish the stories what's told better, <v Speaker 2>But I think everything else from like the like I said, <v Speaker 2>the investigation of stuff, like just the cool blend of <v Speaker 2>like old school adventure style character interactions with the sort <v Speaker 2>of just non guided puzzle solving and just getting to <v Speaker 2>explore this very fascinating world and constantly finding interesting clues <v Speaker 2>and just the exercise of trying to put things together. <v Speaker 2>That stuff is really really fun. And I think this <v Speaker 2>game has a really strong foundation that I hope it <v Speaker 2>gets a follow up in some way, Like if this <v Speaker 2>game was as it was, but the combat was better, <v Speaker 2>it would probably be a nine. <v Speaker 3>Okay, interesting. Yeah, I've been craving a good puzzle them <v Speaker 3>up since Blueprints, and this is sounding like it might <v Speaker 3>tide me over for a bit. <v Speaker 2>Yeah, I want to get back in there and clean <v Speaker 2>up the puzzles that I kind of like. <v Speaker 4>I'm much more interested now. <v Speaker 1>Yeah, after this conversation, Like I I honestly feel like <v Speaker 1>they should like just like post a bunch of like <v Speaker 1>not a Soul's like, because I even looked at the <v Speaker 1>Steam reviews and the amount of Steam reviews that were like, one, <v Speaker 1>this isn't a Soul's like. <v Speaker 4>Like I think like a lot. <v Speaker 2>Of agree, like I wanted a Soul's like and it's not. <v Speaker 1>No, no, just like that was like a huge talking <v Speaker 1>point on the Steam forums or the Steam Yeah. <v Speaker 2>I think the previous cycle when I went out there <v Speaker 2>and wrote my preview, at least to me when I <v Speaker 2>asked them, because I knew we interviewed them after we <v Speaker 2>played it, so I knew it wasn't and I asked <v Speaker 2>them about that, and I made it clear in my <v Speaker 2>preview that it was not a Soul's Like, and I <v Speaker 2>would imagine other media would have two because that that <v Speaker 2>was just such a broad assumption of the game. <v Speaker 3>I think it's a case of souls likes are so prevalent, <v Speaker 3>especially third person action RPG games that I mean, there <v Speaker 3>was a lot of talk of it, I feel like <v Speaker 3>recently maybe around Opening Night Live and some other stuff, <v Speaker 3>where it was just like, here's a Soul's like, here's <v Speaker 3>a Soul's like, and I you think there's an element <v Speaker 3>of Now we start to see games that look a <v Speaker 3>certain way, that have a certain camera angle, that maybe <v Speaker 3>have action RPG third person combat and go like it's <v Speaker 3>another souls like, And I don't know, that's that's probably <v Speaker 3>just a bad misconception to have, even though I feel <v Speaker 3>like it does often pan out to be his soles Like. <v Speaker 2>Yeah, not only is it not a souls like, but <v Speaker 2>it's not overly difficult either, right, combat like. It has <v Speaker 2>its moments, but it's not as someone that loves souls like, <v Speaker 2>it does not veer into that territory at all in <v Speaker 2>terms of difficulty. <v Speaker 3>You're you're singing all my tunes right now, this is <v Speaker 3>great love, This. <v Speaker 2>Yeah, I think people should check it out, like if <v Speaker 2>you want, Like it's one of the I think it's <v Speaker 2>gonna be one of those like hidden gems of the year, <v Speaker 2>you know, like maybe not in the upper echelon of <v Speaker 2>like a Clare Obscure or you know, a Metal Gear <v Speaker 2>or Death Stranding, but like it's gonna be one of <v Speaker 2>those we talk about and like, remember how is Us? <v Speaker 2>That was a cool thing, you know, like there were <v Speaker 2>some cool stuff in there Like this, it feels like <v Speaker 2>destined for cult classic status. <v Speaker 4>Honestly, all right, I wish listed it while you were <v Speaker 4>talking about it. I'm gonna check it out. It seems <v Speaker 4>pretty interesting. <v Speaker 1>Uh well, I think that's a that's a show for <v Speaker 1>this week, guys, Marcus Eric thinks for joining me. Folks <v Speaker 1>out there, if you want to follow these two guys, <v Speaker 1>follow Marcus at Marcus Stewart seven on Blue Sky. You <v Speaker 1>can follow Eric at c Mossy on Blue Sky. You <v Speaker 1>can follow me at It's a van Aken either there. Honestly, <v Speaker 1>I fel like I'm more active on Instagram these days. <v Speaker 1>I'm I'm liking the stories I you know, that's how <v Speaker 1>I live my life. <v Speaker 2>One story is that like the modern version of like <v Speaker 2>I gotta go watch my stories. <v Speaker 3>I was about to say, and sliding into his like <v Speaker 3>late stage life area. Oh, it's like, go watch my <v Speaker 3>stories now. My stories are. <v Speaker 1>Exactly but also follow game Informer while you're there. If <v Speaker 1>you want to keep up with what we got going <v Speaker 1>on throughout the week, don't forget head over to gaminformer <v Speaker 1>dot com, slash subscribe, consider picking up a print magazine <v Speaker 1>subscription or digital one. That's the best way to help <v Speaker 1>us out. Second best way is to share the show <v Speaker 1>with a friend. You can listen on all major podcast <v Speaker 1>platforms as well as watch the video version on YouTube. Guys, <v Speaker 1>I think that's it for the show this week.
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