Phasmophobia Getting an Alan Wake II Event

Game Mess Mornings

Jeff Grubb is joined by Eka from Outerloop Games to chat about Dosa Divas and the indie space! We also get into the news to end the week with a surprise Phasmophobia event in collaboration with Alan Wake, a new/old NeoGeo console coming, Slay the Spire 2 getting review bombed, and more! 

00:00 - Intro 
8:20 - SNK is releasing a modern NeoGeo AES console with ‘unrivaled authenticity’ and £70 game cartridges
16:10 - Pokémon & Zelda Rip-Off 'Pickmos' Removed From Steam As Publisher Intervenes
21:10 - Forza Horizon 6 is set to have a better launch than any of its predecessors
26:00 - BREAK
27:30 - Phasmophobia limited-time event ‘Phasmophobia by Alan Wake’ announced
31:55 - Sony's MIA Live-Service Game Is Going In The Exact Direction You'd Expect
40:10 - Assassin's Creed: Black Flag Resynced Reportedly Drops Anchor This July
46:00 - Slay The Spire 2 Is Getting Review-Bombed All Over Again After Its Latest Update
50:40 - David Leitch is 100% confident that the Netflix Gears of War movie will be made
56:30 - Poll and Bomb 12
2026-04-17 58 min Transcript

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Transcript

<v Speaker 1>Hey, everybody, welcome to Game Mess Mornings with Me Jeff Grub,
<v Speaker 1>your host from Giant Bomb dot com. Thank you for
<v Speaker 1>tuning in. In this episode, we're going to be talking
<v Speaker 1>about a new console that's only a two hundred and
<v Speaker 1>fifty dollars because it's actually an old console, and.
<v Speaker 2>Wrapping up the week with the Bomb twelve.
<v Speaker 1>It's gonna be a good one because we have Echa
<v Speaker 1>from Outer Loop Games here.
<v Speaker 2>Eka. How are you doing.
<v Speaker 3>I'm doing great. Thanks for having me, Jeff.
<v Speaker 2>Yeah, thanks for being on.
<v Speaker 1>It was great to catch up with you at GDC
<v Speaker 1>and to have you on this show now fantastic. You know,
<v Speaker 1>we'll be going over the news and I'll be definitely
<v Speaker 1>picking your brain as someone who's been making games for Actually,
<v Speaker 1>you know what you told me, how long it's been a.
<v Speaker 2>Like twenty years, twenty five years someone you've been a developer.
<v Speaker 3>It'll be thirty this October.
<v Speaker 1>I didn't want to blow you up like that much,
<v Speaker 1>but all right, Yeah, as long as you say it
<v Speaker 1>then then it's okay.
<v Speaker 2>Thirty started.
<v Speaker 3>I started when I was four. Yeah, that's that's all
<v Speaker 3>I go with.
<v Speaker 2>Man, Yeah, incredible, I love that.
<v Speaker 1>Yeah, that's the way to do it, you can get
<v Speaker 1>both like you're still young and you were a child prodigy,
<v Speaker 1>and then yeah, that's that's the that's the story to tell.
<v Speaker 1>But yeah, Echa, you had got doc DBAs coming out
<v Speaker 1>this week. What's it like launching a game in twenty
<v Speaker 1>twenty six? You've done it several times before. We were
<v Speaker 1>just talking. You're saying every time, like the marketing side changes,
<v Speaker 1>what else changes?
<v Speaker 2>What else is the same? What do you what? What
<v Speaker 2>should people know?
<v Speaker 4>I think it's always exciting and and I mean for
<v Speaker 4>me personally, and I'm talking to other devs too, It's
<v Speaker 4>like we spent spent years, like focusing this kind of
<v Speaker 4>energy on this project, and you know, a game takes
<v Speaker 4>for us, it's like two plus years on this one,
<v Speaker 4>and there's thousands of decisions every day, and then you like.
<v Speaker 3>You know, you hope you're doing the right thing.
<v Speaker 4>You give play test feedback, whatever, but when you launch it,
<v Speaker 4>it's like it's not yours anymore. It's like, you know,
<v Speaker 4>people can have opinions about it, which which is great,
<v Speaker 4>not great, but but it's also like for us when
<v Speaker 4>you finish it, for me, when you when I finish
<v Speaker 4>the project, I'm like I need to have got to
<v Speaker 4>direct that energy somewhere else without it. Then I did
<v Speaker 4>I get you know, I'm like sad because I'm like
<v Speaker 4>I can't do anything about this thing that we just
<v Speaker 4>spend all this time doing, which is something it took
<v Speaker 4>me a while to kind of get used to this,
<v Speaker 4>almost like a I wouldn't say a depression, but it
<v Speaker 4>was like a sadness once you you're excited, right, yeah,
<v Speaker 4>you know, like what do I do with all this
<v Speaker 4>energy and focus and like attention that I focus on
<v Speaker 4>this one project and so you know, a couple of
<v Speaker 4>projects back I started always kind of noodling with something else,
<v Speaker 4>so I can just focus on that while the game
<v Speaker 4>comes out and then kind of react to how people
<v Speaker 4>are receiving it, you know, fix stuff, figure out the
<v Speaker 4>next patch, and uh, you know, market it somehow. In
<v Speaker 4>twenty six it's like try a bunch of different things
<v Speaker 4>and see what sticks and see what people like about
<v Speaker 4>it and respond to it and do more of that hopefully,
<v Speaker 4>And that's where we're trying to figure out.
<v Speaker 2>So yeah, I mean, it's you do it.
<v Speaker 1>Like there seems to give a lot more avenues for
<v Speaker 1>telling people about the games these days, and yet Yeah,
<v Speaker 1>there are so many more games coming out every single year.
<v Speaker 1>That number goes up and up and up. I mean
<v Speaker 1>at a certain point, like that's just the way things are.
<v Speaker 2>We have to go deal with this.
<v Speaker 1>So we just have to do what's best for this game,
<v Speaker 1>do right by the game, and give it its best
<v Speaker 1>chance to succeed, and have to ignore what's happening out
<v Speaker 1>there in terms of competing in this market.
<v Speaker 4>Yeah, I mean there's like trying to pick a release date,
<v Speaker 4>you know, it's like that's always hard. I used to
<v Speaker 4>be it's like, oh, don't release in the wintertime. Do
<v Speaker 4>it in the spring or you know, summer. But that's
<v Speaker 4>there's games every day, especially on Steam, I think too,
<v Speaker 4>and on the platforms. I'm we're on everything. But like
<v Speaker 4>it's trying to mark you know things also like.
<v Speaker 3>How early do you market? How late do you market?
<v Speaker 3>Like when you start talking.
<v Speaker 4>About it, people are inundated with so many different things,
<v Speaker 4>Like you know, it's like you have so much time
<v Speaker 4>before you can focus. I'm for me personally, I'm like
<v Speaker 4>I can focus on this thing, then I'm onto something else.
<v Speaker 3>So it's just trying to figure all that out.
<v Speaker 1>Yeah, I mean, the strategy from from Outer Loop. You
<v Speaker 1>guys seems to have and then like get like work
<v Speaker 1>on the next game. And we talked about that at SGF.
<v Speaker 1>I think I remember you having that conversation. So we
<v Speaker 1>put out a game and then we're on to the
<v Speaker 1>next game. We like to make games. Anything changed there,
<v Speaker 1>anything learned that gets applied next time around. Are you
<v Speaker 1>not ready to talk about the next game because you're
<v Speaker 1>putting out a game this week?
<v Speaker 2>I understand, but I asked you questions.
<v Speaker 4>Oh yeah, no, we we have three playable protypes already.
<v Speaker 1>Yeah, Okay, that's what it seems like. It always seems
<v Speaker 1>you guys are always percolating on ideas over there.
<v Speaker 4>Yeah, and then you know, I think, going back to
<v Speaker 4>your initial question, but what's what's changed, what's what's same?
<v Speaker 4>I think having the same core team over multiple projects
<v Speaker 4>means we can figure new things out quicker, or figure
<v Speaker 4>out what.
<v Speaker 3>We like, we don't like, and what we want to try.
<v Speaker 4>We started on our prototype a couple of weeks ago,
<v Speaker 4>as we're like fixing and getting a ship, and it's
<v Speaker 4>like we're being on Unity and we're trying to learn Goodough,
<v Speaker 4>which is this other game engine.
<v Speaker 3>And yeah, we're kind of.
<v Speaker 4>Using that this project, and it's a small project. It's
<v Speaker 4>like a for player multiplayer game, which we haven't done
<v Speaker 4>in a long time, so we're messing with that as.
<v Speaker 3>A way to learn the engine.
<v Speaker 4>And and now it's like, hey, maybe we might continue
<v Speaker 4>on those because it's a shorter, you know, term project.
<v Speaker 4>But it's like it's also allowing us to learn new
<v Speaker 4>engine and not be tied to one particular.
<v Speaker 3>Company like an Adobe or Unity or.
<v Speaker 4>Whoever, because like that's also out of our hands if
<v Speaker 4>they decide to go right, price changes that have happened,
<v Speaker 4>or you know, royalties or other things that are just
<v Speaker 4>like completely mess up our business as a small indie studio.
<v Speaker 4>So it's like not being tied to one tool or
<v Speaker 4>engine is also a goal for us too going forward.
<v Speaker 1>I will say that I was I've always wanted to
<v Speaker 1>ask this question. I think you might have answered, but
<v Speaker 1>I want to double check it's good dough, not go
<v Speaker 1>dot right.
<v Speaker 2>I always thought it was good dough, but people I
<v Speaker 2>think it's yeah, yeah, Okay.
<v Speaker 3>I've been everybody, Yeah, we've been. We've been saying good dough.
<v Speaker 1>So okay, right, I mean it just it should be
<v Speaker 1>uh yeah, I think so all right, Well, we're gonna
<v Speaker 1>get on with the show. Thank you everybody for tuning in.
<v Speaker 1>Let's explain ourselves. We're Giant Bomb. If you go to
<v Speaker 1>giant bomb dot com slash join, you can become a
<v Speaker 1>premium member. This supports independent games media, which is what
<v Speaker 1>we are. We're out there on our own. We really
<v Speaker 1>appreciate all the support to keep doing the stuff that
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<v Speaker 2>That includes giving you.
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<v Speaker 1>Mister Mustapheles, grub Snack's Premium I recorded a new one
<v Speaker 1>yesterday that'll be going up today. Thank you everybody for
<v Speaker 1>supporting us once again. That's giant bomb dot com slash Join.
<v Speaker 1>As far as this show goes most weekdays, I Jeff
<v Speaker 1>Grub will help piece your gaming life back together. That
<v Speaker 1>includes breaking news and maybe even some of our own
<v Speaker 1>original reporting. For all these topics, I'll get the input
<v Speaker 1>of a bona fide expert who will make me look smart.
<v Speaker 1>If you are watching live on Twitch Welcome, You can
<v Speaker 1>always listen to the show later on podcast feeds by
<v Speaker 1>searching for game mes Mornings or find the RSS feed
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<v Speaker 1>show later with chapters and timestamps on YouTube.
<v Speaker 2>Hello YouTube.
<v Speaker 1>All right, we have a lot to get into, so
<v Speaker 1>let's start the morning mess with SNK is releasing a
<v Speaker 1>modern Neogo AES console with unrivaled authenticity and seventy pound
<v Speaker 1>game cartridges. This is from Andy Robinson at VGC. Play
<v Speaker 1>On and S and K are re releasing the Neo
<v Speaker 1>AES console later this year. Originally released in nineteen ninety
<v Speaker 1>and remembered for its strong arcade ports, the new NEOGOAES,
<v Speaker 1>which stands for Advanced Entertainment System, is planned for release
<v Speaker 1>this Christmas and promises quote unrivaled authenticity, including full compatibility
<v Speaker 1>with original cartridges, Standard and thirty fifth anniversary edition. Hardware
<v Speaker 1>will release on November twelfth for two hundred and fifty
<v Speaker 1>dollars one hundred eighty pounds or two hundred euros, with
<v Speaker 1>a roster of game cartridges also due to go on
<v Speaker 1>sale for seventy pounds or eighty euros. According to play On,
<v Speaker 1>the Neogo AES plus will come with a screet quality
<v Speaker 1>of life upgrades such as low latency HDMI output, ten
<v Speaker 1>ADP output, and on screen bios and DIP switches located
<v Speaker 1>on the bottom of the console, allowing for instant switching
<v Speaker 1>of language, selection, overclocking the hardware, or choosing different display modes.
<v Speaker 1>The console also offers low power consumption and permanently saves
<v Speaker 1>gamers high scores for each game. I imagine the reason
<v Speaker 1>it's low power consumption is the way that this the
<v Speaker 1>way that they're making this ECHA is super interesting. It's
<v Speaker 1>not one of these recent FPGA consoles from the likes
<v Speaker 1>of Analog, which are great.
<v Speaker 2>I love them.
<v Speaker 1>That is a field programmable gait array chip that's basically
<v Speaker 1>a big chip and you could tell it to pave
<v Speaker 1>like a smaller, older chip. And then there's the emulation boxes,
<v Speaker 1>which are just you know, here's a computer in a
<v Speaker 1>box and we're gonna use software emulation instead instead of
<v Speaker 1>a hardware emulation. Both these are great solutions. This is
<v Speaker 1>also not that this is the original chip design. Hardware
<v Speaker 1>just modernized it in a new process. So they're just
<v Speaker 1>basically remaking what is inside a neo GEO doing it
<v Speaker 1>in a modern way. So they could probably fit a
<v Speaker 1>ton of these on a wafer or something like that.
<v Speaker 2>And then they can also get like a very low.
<v Speaker 1>Power consumption because things have improved so much over time.
<v Speaker 1>So this is a really neat thing they're doing. It
<v Speaker 1>should be very authentic. It's just that console being basically
<v Speaker 1>reprinted two hundred and fifty dollars. I'm kind of ready
<v Speaker 1>to show up for this thing, Eka, but I'm a
<v Speaker 1>sucker for these, for this sort of sort of hardware.
<v Speaker 2>What do you think about all this?
<v Speaker 3>I mean, I remember, did you remember the original nig.
<v Speaker 1>I mean I remember reading about it in magazines and
<v Speaker 1>being like frightened of the price. It's like one of
<v Speaker 1>those ones I would never even have asked my parents
<v Speaker 1>to get me ever, because it was so expensive.
<v Speaker 4>I think I saw it out a KB Toys or
<v Speaker 4>whatever it was called back then, and I was like,
<v Speaker 4>I was just just a well amazed. I guess how
<v Speaker 4>expensive that thing is. I mean, six hundred dollars. As
<v Speaker 4>a kid in the nineties, that's that's a I think
<v Speaker 4>that's a lot on it.
<v Speaker 2>Look it up.
<v Speaker 1>It's like, with inflation, that'd be about fifteen hundred dollars today,
<v Speaker 1>So we're actually not that far away from the console
<v Speaker 1>prices being that much.
<v Speaker 4>But still it was wild a then yeah, and then
<v Speaker 4>two hundred dollars per game right at the time, Yeah.
<v Speaker 1>Because they were just they were basically the arcade games
<v Speaker 1>put onto cartridges, and that was wild as well. And
<v Speaker 1>that's the other side of this. They're putting out several
<v Speaker 1>of these games onto a new repro carts as well, reproductions,
<v Speaker 1>Metal Slug, The King of Fighters two thousand and two, Garu,
<v Speaker 1>Mark of the Wolves, Big Tournament, Golf, Shock Troopers, Samurai
<v Speaker 1>Showdown five Special, Paul Star, Twinkle Star Sprites, Magician Lord,
<v Speaker 1>and Over the Top. You can, I guess, get all
<v Speaker 1>this in a bundle as well, and they'll just give
<v Speaker 1>you everything. And I think the arcade stick that you know,
<v Speaker 1>they'll bundle all that all up for you and put
<v Speaker 1>it out for what is that thousand dollars something like that.
<v Speaker 4>Pretty wild and I'll show up first Samurai Showed Down,
<v Speaker 4>and I'll spent so much time on that in arcades.
<v Speaker 3>It's such a great game.
<v Speaker 4>I just know myself, while if I buy a piece
<v Speaker 4>of hardware like this, I'll probably play it for a
<v Speaker 4>little bit and then I'll forget about it.
<v Speaker 3>And I'm like, do I want to do that for
<v Speaker 3>fifty dollars.
<v Speaker 1>Ye do I want to do it every single time
<v Speaker 1>one of these comes out, which I might.
<v Speaker 2>Yeah, but I do.
<v Speaker 1>I have that same thought process of like how often
<v Speaker 1>am I really going to use this thing? And I
<v Speaker 1>did just I got the superstation, which is basically the
<v Speaker 1>mister from a taki udon the YouTuber and he kind
<v Speaker 1>of spruces it up to be basically a PlayStation one
<v Speaker 1>and they're working on software to make it behave more
<v Speaker 1>like a console, but it it's a mister. So I
<v Speaker 1>already have Neogio on there, and I have all the
<v Speaker 1>Neo Geo games I want on a device that I
<v Speaker 1>just recently got, And yet this this is pretty novel,
<v Speaker 1>pretty cool, and you're right, like something like Samurai show
<v Speaker 1>Down having that with the original home hardware would be
<v Speaker 1>pretty cool.
<v Speaker 2>That game is pretty special.
<v Speaker 1>I remember the first time seeing that in the arcade
<v Speaker 1>after years of Street Fighter, IM Mortal Kombat and finally
<v Speaker 1>getting to look at this game and being like, what
<v Speaker 1>is what is the camera doing and realizing it's like
<v Speaker 1>panning in and out and like scanning left and right
<v Speaker 1>in a way that just made the the sprites look
<v Speaker 1>so dynamic.
<v Speaker 2>It stuck with me.
<v Speaker 1>This entire time walking past that arcade cabinet in the
<v Speaker 1>arcade way back in the nineties and just being like,
<v Speaker 1>what is that?
<v Speaker 2>So? Yeah? Special games?
<v Speaker 1>Cool that they are kind of getting this, uh, this
<v Speaker 1>amount of love while it's coming from play On, which
<v Speaker 1>is an embracer company. Have they done anything like this before?
<v Speaker 1>And I can't remember if I've seen play On do
<v Speaker 1>anything like this before.
<v Speaker 3>Have you messed with the rog?
<v Speaker 2>Well?
<v Speaker 3>Which one the the whatever?
<v Speaker 2>The one? Yeah?
<v Speaker 3>Xbox one? Yeah, Xbox one.
<v Speaker 1>I think Dan has one and Jeriff has one. I
<v Speaker 1>have not touched it, but I've used the previous ones
<v Speaker 1>before they had the Xbox branding on it.
<v Speaker 3>Yeah.
<v Speaker 4>I mean I love our Steam dec I travel with
<v Speaker 4>it and I always big into shows and it's just
<v Speaker 4>so handy. But then having something like the Xbox rog
<v Speaker 4>where I can always put Steam games and window stuff,
<v Speaker 4>I was like, and the screen looks really damn good
<v Speaker 4>and the sizes, it feels comfortable and I'm not sure
<v Speaker 4>I need anything else because I do see the game
<v Speaker 4>a lot too.
<v Speaker 3>But this is cool. What's a farm factor on this?
<v Speaker 2>You know? Does it say I mean this this? So
<v Speaker 2>they yes?
<v Speaker 1>So they are just basically taking the old Neo Geo
<v Speaker 1>home console and making it again like that. It's just
<v Speaker 1>it's a complete reproduction of that. So it looks like that,
<v Speaker 1>and you know it's the cartridges stick out into the
<v Speaker 1>big wakes.
<v Speaker 2>The cartridges are huge.
<v Speaker 1>It's yeah, you know it might be shrunk down, but
<v Speaker 1>it's like, yeah, basically they're going for that original design.
<v Speaker 2>I think, yeah, very very cool stuff.
<v Speaker 1>But I'm with you, where when I sit down to
<v Speaker 1>play a game, I'm picking up my Steam deck.
<v Speaker 2>That's that's how I'm playing games these days.
<v Speaker 4>Is this for nostalgia folks to have money now that
<v Speaker 4>grew up with this or want I.
<v Speaker 1>Mean it's like, yes, anything that can extract I mean there.
<v Speaker 1>I think the strategy across the industry right now is
<v Speaker 1>who is playing these kinds of games and also has money?
<v Speaker 1>Like who's in that Vinn diagram And it's older millennials, right,
<v Speaker 1>That's that's that's.
<v Speaker 2>Who they're going after with this stuff.
<v Speaker 1>And it's it works like this is the kind of
<v Speaker 1>thing where you know, two hundred fifty dollars for a
<v Speaker 1>piece of hardware right now is a price that is
<v Speaker 1>not impulse by, but it's not that far off from
<v Speaker 1>the impulse by territory that was once like fifty dollars.
<v Speaker 1>So yeah, things have changed and they're finding ways to
<v Speaker 1>capitalize on that. And as long as we keep getting
<v Speaker 1>really cool like and as long as it delivers, right,
<v Speaker 1>as long as this is actually going to be quality
<v Speaker 1>and people aren't going to be pulling their hair out
<v Speaker 1>because it's falling apart or something like that. If they
<v Speaker 1>keep delivering stuff like this, I'm all game for them
<v Speaker 1>mining more of these nineties piece of hardware nostalgia.
<v Speaker 2>That would be Yeah.
<v Speaker 4>I mean that's great because if they find an audience,
<v Speaker 4>they feel like there was there is an audience, so
<v Speaker 4>they're building it. That's great for the audience, Like, you know,
<v Speaker 4>you get something niche and something that they want or
<v Speaker 4>want to try.
<v Speaker 2>And I'm all for it me too, absolutely all right.
<v Speaker 1>This next story Pokemon and sell to rip off pick
<v Speaker 1>Mos removed from Steam as publisher intervenes. This is from
<v Speaker 1>Ali Reynolds at Nintendo Life, which until recently was called Pickman,
<v Speaker 1>has been unceremoniously removed from Steam following an intervention from
<v Speaker 1>its publisher, Network Go. Developed by Pocket Game, pick Most
<v Speaker 1>is a blatant ripoff title copying character designs from the
<v Speaker 1>likes of Pow World, which itself already was copying from Pokemon.
<v Speaker 1>This is also copying from Pokemon and the legend of Zelda.
<v Speaker 1>Breath of the Wild creature design is in particular, in
<v Speaker 1>particular looks remarkably similar to the iconic Pokemon, while the
<v Speaker 1>protagonist in this game is the spinning image of Link
<v Speaker 1>in Breath of the Wild. So it seems network Go
<v Speaker 1>has had quite enough of the controversy which has been
<v Speaker 1>brewing around the game because of all this stuff, confirming
<v Speaker 1>that it has removed the game from Steam in a
<v Speaker 1>message on Twitter, Hello players, this is the publisher network Go.
<v Speaker 1>We've heard your feedback regarding the removal of our Steam
<v Speaker 1>store page and want to clear things up. Network Go
<v Speaker 1>has officially intervened in the development of Pocket game. We
<v Speaker 1>will be supervising the pickmost team from a player's perspective
<v Speaker 1>to ensure the game keeps getting better.
<v Speaker 2>Thank you for your support.
<v Speaker 1>Network Go doesn't outright state that the reasoning behind the
<v Speaker 1>removal is due to the controversy, instead claiming that it's
<v Speaker 1>helping to ensure the game keeps getting better. It seems
<v Speaker 1>clear to us, however, that the publisher wants to get
<v Speaker 1>ahead of any potential lawsuits from the likes of Nintendo.
<v Speaker 1>Nintendo did file a suit against Power World's development team,
<v Speaker 1>so there's.
<v Speaker 2>Plenty of precedent for that for sure.
<v Speaker 1>But yeah, this one seemed like quite a mess because, Eka,
<v Speaker 1>you could tell me, like the video game industry, people
<v Speaker 1>making games, the whole idea is you play a game,
<v Speaker 1>you come in the next day, you're like, man, that
<v Speaker 1>idea is so good. How can we carry it forward?
<v Speaker 1>How can we do something cool with that in our game?
<v Speaker 1>And that's something we obviously want. I think the industry
<v Speaker 1>has just been better because people riff on other people's ideas,
<v Speaker 1>and then there's stuff like this where it's like, I
<v Speaker 1>think they're just copying the other game.
<v Speaker 2>How do you feel about this?
<v Speaker 1>Like where did you like, should the publisher be feeling
<v Speaker 1>like they're under assault here a little bit from a
<v Speaker 1>controversy you like this? Or should they have just like
<v Speaker 1>stood up and put the game out?
<v Speaker 4>Anyhow, while you're mentioning this, I had to look it
<v Speaker 4>up and I was like, oh, Okay, it looks just
<v Speaker 4>like links.
<v Speaker 3>So I think, you know, we're.
<v Speaker 4>Inspired by games all the time, and there are a
<v Speaker 4>lot of developers you know, like for us like Dosa
<v Speaker 4>Diva's is, you know, like Bravely Default and Octopath and
<v Speaker 4>you know Paper Mario one thousand your Door. I think
<v Speaker 4>that's like, okay, sort of the the feeling of playing
<v Speaker 4>something like that in our sort of our version of it.
<v Speaker 4>But I think there's inspiration and then there's like, Okay,
<v Speaker 4>this looks exactly like this particular character or this particular design,
<v Speaker 4>which I'm not really I don't think it's the same thing.
<v Speaker 4>And I know why people are doing this. It's like, oh,
<v Speaker 4>you know, there's we're getting a Nintendo type game on
<v Speaker 4>Steam which you can't get a.
<v Speaker 2>Which I think was.
<v Speaker 4>The other Pokemon game you mentioned Power was just that
<v Speaker 4>kind of exactly.
<v Speaker 3>I've seen some other games.
<v Speaker 4>Yeah, it blew up so and then they settled and
<v Speaker 4>they settle out of court or something.
<v Speaker 2>Yes, I believe that's how that went. That sounds right
<v Speaker 2>to me.
<v Speaker 3>Yes, yeah, So I don't know.
<v Speaker 4>I'm not a as a game designer developer, I don't
<v Speaker 4>like ripping stuff off directly like this, Like I don't
<v Speaker 4>see the point. If we're spending all this time making
<v Speaker 4>a game, it still takes even if you're copying something,
<v Speaker 4>it still takes a lot of time to put it together.
<v Speaker 4>If I'm going to spend my time making a game,
<v Speaker 4>I want to make something that feels fresh hopefully, so.
<v Speaker 2>Yep, exactly.
<v Speaker 1>And it's uh, you know, this is not Steam stepping
<v Speaker 1>in necessarily, this is not even Nintendo stepping up.
<v Speaker 2>This is just a community driven.
<v Speaker 1>Sort of being like, what are you guys doing over there,
<v Speaker 1>and then the publisher feeling the heat, which is you know,
<v Speaker 1>maybe the way that's just criticism, right, that's people criticizing
<v Speaker 1>it and and then them feeling kind of a shame
<v Speaker 1>that that's what they're doing and pulling back on it.
<v Speaker 2>A little bit, which is probably the way it should work.
<v Speaker 1>Interesting to see what will happen next with that, or
<v Speaker 1>if that game comes back in any state that looks
<v Speaker 1>like it did in those trailers where yeah, people are like,
<v Speaker 1>that's just link on a charizard.
<v Speaker 2>Yeah, that looks exactly the same. That's pretty wild.
<v Speaker 4>I mean, it is interesting cop copying two different games
<v Speaker 4>that are really hard to make by themselves. I mean
<v Speaker 4>also as a developer, I'm like, okay, are you gonna
<v Speaker 4>like people are expecting two different genres matched together, and
<v Speaker 4>that's that's also making it very difficult for yourself, Like.
<v Speaker 1>Yeah, I mean that's a lot of these games though,
<v Speaker 1>are just like here's every genre in a game, which
<v Speaker 1>is always like yeah, I mean the impowered world it
<v Speaker 1>worked a little bit, so we'll see. Yeah, can can't
<v Speaker 1>high win and chat like points out like a propos
<v Speaker 1>of nothing. Remember when Sega straight up copied spider Man,
<v Speaker 1>Batman and Terminator for Shnoby.
<v Speaker 2>Yeah, I do, and that was a lot of fun.
<v Speaker 2>But yeah, they don't do that anymore.
<v Speaker 3>I love the games.
<v Speaker 2>Oh yeah, for sure. That new Shnoby was really great
<v Speaker 2>as well.
<v Speaker 1>Okay, let's keep Let's get to this next story before
<v Speaker 1>we take our break. Sports Horizon six is set to
<v Speaker 1>have a better launch than any of its predecessor. This
<v Speaker 1>is from Jonas Mackia Game Reactor. As you know two
<v Speaker 1>thousand and fives, Forts and Motorsport marked the beginning of
<v Speaker 1>the Forts A series, and it was popular right from
<v Speaker 1>the start, though not yet a massive franchise.
<v Speaker 2>However, when it expanded with.
<v Speaker 1>The spinoff Forts of Horizon in twenty twelve, things really
<v Speaker 1>took off. Today, it's Horizon that defines Fortsa as a brand,
<v Speaker 1>and Forts the Horizon five reached over fifty million players
<v Speaker 1>last autumn. Despite this incredible success, the analytics from Alenia
<v Speaker 1>partner excuse me, Alena Analytics now expects Forts of Horizon
<v Speaker 1>six to get off to an even better start.
<v Speaker 2>This time.
<v Speaker 1>The journey takes us to Japan, where a cross section
<v Speaker 1>of the country has been recreated, with plenty of iconic landmarks,
<v Speaker 1>massive cities, villages, and temples to drive around. This is
<v Speaker 1>clearly appealing, as they write, our estimates show that Forts
<v Speaker 1>the Horizon six has already raced past five hundred thousand
<v Speaker 1>copies on Steam over a month before launch, so pre
<v Speaker 1>orders are coming in and this is We did see
<v Speaker 1>something similar with Forts of Horizon one, where apparently in
<v Speaker 1>that early access period where you could play it a
<v Speaker 1>week early and get the bonus stuff if you're willing
<v Speaker 1>to pay one hundred dollars or if you have the
<v Speaker 1>game pass, if you're willing to pay like forty bucks
<v Speaker 1>on top of like what you're already paying for game pass,
<v Speaker 1>it sold like a million copies in that time frame.
<v Speaker 1>I was like, hey, at a certain point, they got
<v Speaker 1>to give give things up a little bit and you're
<v Speaker 1>going to get diminishing returns. That doesn't seem to be
<v Speaker 1>happening here, and it's probably a big part of that
<v Speaker 1>is people have been waiting for this game to go
<v Speaker 1>to Japan and seeing that setting. So I know, any
<v Speaker 1>excitement from you about Forts Horizon. It's a series I
<v Speaker 1>like quite a bit, but I'm not sure how I'm
<v Speaker 1>feeling about this one.
<v Speaker 3>Oh I do too. Thought I love five, and I
<v Speaker 3>think I two Horizon.
<v Speaker 4>I only I think maybe I started playing on four
<v Speaker 4>and then five is where I really spent a lot
<v Speaker 4>of time. My older son two boys, and he loves
<v Speaker 4>it too. We talk about it. It's it's just the
<v Speaker 4>setup is like remember the Burnout series Paradis City, right.
<v Speaker 2>Yes, of course, yeah, they were seeing the whole time.
<v Speaker 4>Yeah, but like that set up is just like driving
<v Speaker 4>around and getting in the in and out of things.
<v Speaker 4>I just the the scope of it and the presentation
<v Speaker 4>of it is great.
<v Speaker 3>I think last one was in Mexico, wasn't it.
<v Speaker 2>Yes, the last one was in Mexico, and it looked fantastic.
<v Speaker 4>It looks fantastic, and then the way, you know, just
<v Speaker 4>all the different things you can do running around it
<v Speaker 4>just definitely I'm excited for it. The the thing I'm
<v Speaker 4>curious about is I don't know anything about Microsoft and
<v Speaker 4>publishing and the internal team. Is this like if a
<v Speaker 4>linear analytics is saying they expected to do well if
<v Speaker 4>it doesn't do hit numbers, is that like a I might.
<v Speaker 4>I'm curious at a team this size or when it's
<v Speaker 4>the first party title of what what is success for them?
<v Speaker 4>Because I think it's a much much higher oh yes number,
<v Speaker 4>then then we probably think, like it's five hundred thousand copies?
<v Speaker 3>Good are they expecting two million copies?
<v Speaker 1>Like I think it's just five hundred thousand already sold
<v Speaker 1>on Steam.
<v Speaker 2>I think that's what I think.
<v Speaker 1>That's what he's saying, which is that's crazy before the
<v Speaker 1>game's even out, because then once it's out, so it's
<v Speaker 1>going to skyrocket.
<v Speaker 2>But you're right, like, uh, they.
<v Speaker 1>Have diminished the importance of forts a motorsport and Turn
<v Speaker 1>ten has sort of been like kind of wound down
<v Speaker 1>a little bit, and that means there's some more pressure
<v Speaker 1>on Horizon for sure, because that's now the main star
<v Speaker 1>over there. It is like it is really the standout
<v Speaker 1>star for the recent strategy of let's put games out
<v Speaker 1>on PlayStation. Apparently it's sold like five million copies on
<v Speaker 1>PlayStation or something crazy like that. So yeah, this has
<v Speaker 1>got to continue that success and then and then grow
<v Speaker 1>to your point, So we'll we'll do that, you know.
<v Speaker 1>It's I think this one stands every chance of doing
<v Speaker 1>everything that Microsoft and everyone involved wants it to do.
<v Speaker 2>Of course you'll be like, what's the future of forts
<v Speaker 2>after that?
<v Speaker 1>But yeah, they have loft some time to figure that
<v Speaker 1>out if this game is succeeding that much.
<v Speaker 3>And this is developed by Playground. They're in Vancouver.
<v Speaker 1>I think this is Playground, Yes, Playground, and they have this,
<v Speaker 1>and then they should have Fable coming as well this year.
<v Speaker 1>So wow, we've got a couple of games back to back,
<v Speaker 1>and yeah, that's that's gonna be impressive to see. That's
<v Speaker 1>that is the kind of thing where, man, that studio
<v Speaker 1>has a lot riding on those two this year, and
<v Speaker 1>I'm looking forward to see how both get received. All Right,
<v Speaker 1>we're gonna take a break. Plenty of headlines to get
<v Speaker 1>into after this. We're gonna go check out a trailer
<v Speaker 1>for Dosa Divas right now, everybody, if you want to
<v Speaker 1>skip out on this, gimebomb dot Com slus joined and
<v Speaker 1>become a premium member to get our ad free versions
<v Speaker 1>of our shows.
<v Speaker 2>In the meantime, though.
<v Speaker 1>We will be right back. We're back games mornings. That's
<v Speaker 1>Echa on grub Let's get back into the headlines with
<v Speaker 1>Fasmophobia Limited time event FAsMA Fasmophobia by alan Wake announced.
<v Speaker 1>This is from Sal Ramano at Gamatsu. Kinnectic Games has
<v Speaker 1>announced Fasmophobia Limited time event Fasmophobia by alan Wake, which
<v Speaker 1>will bring the world of alan Wake two into the
<v Speaker 1>cooperative psychological horror game. It will launch on May twelfth.
<v Speaker 1>The crossover event introduces a new presence that bleeds into
<v Speaker 1>familiar locations, shifts in the shadows and twist investigations and
<v Speaker 1>waste ghost hunters have never encountered before. There are many
<v Speaker 1>fans of this is a quote now, there are many
<v Speaker 1>fans of Esmophobia at Remedies. So it was a thrilling
<v Speaker 1>opportunity to bring these two horror worlds together in this
<v Speaker 1>dream or rather nightmare collaboration, says Remedy Entertainment creative director
<v Speaker 1>Sam Lake and a press release, it was a joy
<v Speaker 1>to write this. Our two twisted worlds amplify each other perfectly,
<v Speaker 1>and then Kinetic Game CEO Daniel Knight added a lot
<v Speaker 1>of the same sort of platitude saying this is fun
<v Speaker 1>to do.
<v Speaker 2>It's out May twelfth.
<v Speaker 1>As I said, Eck, I would ask you, man, these
<v Speaker 1>partnerships between developers of all kinds of scales or you
<v Speaker 1>just see it all the time, how do these sort
<v Speaker 1>of things like happen? Is this something that you're looking at?
<v Speaker 2>Ever?
<v Speaker 1>Like, hey, can we get our characters into your game
<v Speaker 1>vice versa?
<v Speaker 2>Is it like trading points or whatever? How does it
<v Speaker 2>all work?
<v Speaker 4>And we talked about, you know, how do you market
<v Speaker 4>a game or yeah, you get an audience to look
<v Speaker 4>at your game. I think this is a great matchup
<v Speaker 4>of like two different, you know, similar genre games. They're
<v Speaker 4>very different games, right, like as Phobia is, it's massive,
<v Speaker 4>massive game, right Like, I don't know how big the
<v Speaker 4>team is, but it's been it blew up and it's
<v Speaker 4>been going for a long time. So I think it's
<v Speaker 4>it's great to see like alan Wake mixed in there.
<v Speaker 4>So I think it's it's benefit beneficial for both parties here,
<v Speaker 4>Like Remedy gets to didn't they make a multiplayer control.
<v Speaker 1>Or some Yeah they made fire break or something. Yeah,
<v Speaker 1>can remember exactly the name that that is that's winding down?
<v Speaker 4>Yes, Yeah, I mean and like for us, we're working
<v Speaker 4>with the outer Sloth or among us folks right, Like
<v Speaker 4>they funded our project, which is like, okay, I think
<v Speaker 4>you know they're I love that because it's so hard
<v Speaker 4>to try to get publishing or funding right now. And
<v Speaker 4>I like these guys fast folks and a bunch of
<v Speaker 4>other teams are also like collaboration with other teams and
<v Speaker 4>are helping people out with things. And we're talking to
<v Speaker 4>folks all the time, and like we also have a
<v Speaker 4>couple bundles we did on launch for you know, see
<v Speaker 4>us yeah in Stars and Time, and you know, with
<v Speaker 4>and a partner, our last publisher, So we're like finding
<v Speaker 4>ways to work with developers.
<v Speaker 3>I think it's great.
<v Speaker 4>It's another avenue and a way to introduce a fan
<v Speaker 4>base to something that they might like and didn't know about.
<v Speaker 1>Yeah, it seems to me like the that publishing landscape,
<v Speaker 1>the way to navigate it right now is to kind
<v Speaker 1>of partner it with people who are just into games.
<v Speaker 2>As much as you are.
<v Speaker 1>Like, obviously it's all a business, and obviously everyone wants
<v Speaker 1>to be making like takes the money we have now
<v Speaker 1>put it into something else so we make more money.
<v Speaker 2>Obviously, that's what everyone wants, but.
<v Speaker 1>It seems like to get like a decent publishing deal
<v Speaker 1>you have to work with people who have been in
<v Speaker 1>your situation before and understand it and have empathy for
<v Speaker 1>what you're going to be going through trying to make
<v Speaker 1>a game. Is that I mean, I know that it's
<v Speaker 1>Outer Sloth, right, that that is a team that does
<v Speaker 1>get that.
<v Speaker 2>But is there a lot of that stuff out there
<v Speaker 2>for other developers.
<v Speaker 1>And and for people to try to navigate this this
<v Speaker 1>kind of tough publishing space at the moment.
<v Speaker 4>Yeah, I think you know, the market's tough, but there
<v Speaker 4>are games that are blowing up, like right you're playing
<v Speaker 4>Slay the fire Right two for example.
<v Speaker 3>That just blew up huge, huge, Yeah.
<v Speaker 4>And and those guys are also you know, supporting some
<v Speaker 4>of the Outer Sloth teams as well, And so I
<v Speaker 4>love seeing that. I love seeing these developers that are
<v Speaker 4>doing well and want to and know what it felt
<v Speaker 4>like when it was harder on various projects, some projects,
<v Speaker 4>most projects don't do great. So being able to support
<v Speaker 4>somebody else that's in a position that they a project
<v Speaker 4>they believe in, I think that's awesome.
<v Speaker 3>Yeah, I want to see more of that for.
<v Speaker 1>Sure, yeah, definitely, And I think, like you know, the
<v Speaker 1>video gaming is kind of a small community, whether you're
<v Speaker 1>talking about the people like covering the games in artist
<v Speaker 1>or making games, it seems like everyone knows each other.
<v Speaker 1>And I think at the end of the day, when
<v Speaker 1>people have success, they want to spread that out a
<v Speaker 1>little bit and do their best to make sure everyone
<v Speaker 1>can kind of get a piece of it. So hopefully
<v Speaker 1>we do get a lot more of it and get
<v Speaker 1>on the other side of some of these weird corporations
<v Speaker 1>tainting the space.
<v Speaker 2>All right.
<v Speaker 1>Up next, Sony's Mia live service game is going in
<v Speaker 1>the exact direction you'd expect. I guess this is from
<v Speaker 1>Eddie McCook at game Spot. New details have come to
<v Speaker 1>light regarding Sony's upcoming multiplayer live service game, fair Games,
<v Speaker 1>including information about one of its game modes and its
<v Speaker 1>reported business model. When fair Games was announced in twenty
<v Speaker 1>twenty three, Sony called it a competitive heist experience, and
<v Speaker 1>now Insider Gaming has reported details on one of its
<v Speaker 1>game modes, Cargo Heist. This will reportedly play out in
<v Speaker 1>three phases, including break in, which has players looking for
<v Speaker 1>a vault code and collecting cash to upgrade their skill set.
<v Speaker 1>In the next phase, drill, players will get inside the
<v Speaker 1>vault and fight to collect the cargo. The third phase
<v Speaker 1>is extract, which player has players carrying the cargo to
<v Speaker 1>an extraction site. Fair Games could have other modes, but
<v Speaker 1>only cargo heist that was detailed in the report. Some
<v Speaker 1>are saying this description gives off Marathon vibes, which itself
<v Speaker 1>is an extraction based game. Also in the report, it's
<v Speaker 1>mentioned that fair Games will be free to play, and
<v Speaker 1>it will use micro transactions to make money. Of course,
<v Speaker 1>it was also reported that the game's next playtest is
<v Speaker 1>coming up this weekend, but it's not.
<v Speaker 2>Open to the public.
<v Speaker 1>A number of key developers at Fairgames studio Haven have
<v Speaker 1>left the company since the game was announced, including Haven
<v Speaker 1>founder Jade Raymond and the game's director Daniel dre Poe.
<v Speaker 1>It was reported in May twenty twenty five that Fairgames
<v Speaker 1>was delayed to twenty twenty six after a playtest proved unfavorable. Yeah,
<v Speaker 1>I mean, man, so another one that has at least
<v Speaker 1>extraction elements.
<v Speaker 2>You know. The whole idea with this live service.
<v Speaker 1>Space seems to me to be like, hey, if we
<v Speaker 1>do hit, it's going to hit big, and so We
<v Speaker 1>just need to find the right combination of ingredients to
<v Speaker 1>get keep people, to get people hooked right away and
<v Speaker 1>keep them coming back and make it a hangout space
<v Speaker 1>for their friends. And once we do that, then this
<v Speaker 1>is a thing that can just make money for years
<v Speaker 1>and years and years. It's easier said than done, though, right,
<v Speaker 1>Like being able to put together those ingredients.
<v Speaker 2>If you were in.
<v Speaker 1>This situation, it's like, really, what other buzzword other than
<v Speaker 1>extraction is there to go to right now to get
<v Speaker 1>like publishers excited? Is this kind of the circumstance of
<v Speaker 1>the studio's got to put something together that is going
<v Speaker 1>to make Sony excited. So they kind of have to
<v Speaker 1>be able to say, hey, look at what these other
<v Speaker 1>games are doing, maybe we can do that. And that's
<v Speaker 1>what led to this description of the game.
<v Speaker 2>What do you think?
<v Speaker 3>Yeah, I mean Haven are they owned by Sony?
<v Speaker 2>Remember?
<v Speaker 3>Yeah?
<v Speaker 4>So, like I mean, I think there was like an
<v Speaker 4>initiative right in early twenty twenties of like, yes, is
<v Speaker 4>it Tarkov that was blowing up.
<v Speaker 2>Tarkoff in the Hunt? Yeah? The Hunt?
<v Speaker 4>Right? And I see this all the time and over
<v Speaker 4>the years, whether it's MMOs or the forever games. Yeah,
<v Speaker 4>I think this is just just sort of like an
<v Speaker 4>evolution of forever games, like extraction is what people want.
<v Speaker 4>But then if it takes five six years to make
<v Speaker 4>one of these things, the audience might already moved on
<v Speaker 4>to the next thing. And there's so many forever games
<v Speaker 4>that you're willing to play right like wherever your friends are.
<v Speaker 4>And I think that's like the same kind of MMO
<v Speaker 4>problem too, is like there's gonna be one or two
<v Speaker 4>that's going to do well and everything else people are
<v Speaker 4>going to try and bounce off. And so you've already
<v Speaker 4>spent millions and millions and getting to market where they
<v Speaker 4>may not be an audience or there's already like I
<v Speaker 4>don't know how Marathon's doing.
<v Speaker 3>I don't. It's not a game I play, but it's.
<v Speaker 1>Got great word of mouth, but it's maybe not selling
<v Speaker 1>the way that they that a bunch needs a game
<v Speaker 1>to sell is kind of my understanding.
<v Speaker 4>Yeah, And on the opposite, and I think this is
<v Speaker 4>why friends loot games are doing well because there's no commitment.
<v Speaker 4>You just go in, getting really quick, hang out with
<v Speaker 4>your friends, and you're out. There is no big meta
<v Speaker 4>or to need to build a you know, buy a
<v Speaker 4>you know, a season pass kind of thing or I
<v Speaker 4>think that's that's also interesting from the you know scale
<v Speaker 4>of us our projects. You know, we're like fourteen folks
<v Speaker 4>on a bigger project or something like we're pro typing
<v Speaker 4>like three people. Like we're not going to make an
<v Speaker 4>extraction shooter, Like there's it's not a thing that we're into.
<v Speaker 4>But also like the sort of the if you're trying
<v Speaker 4>to compete against Marathon, there's expectations from the player, right,
<v Speaker 4>like the quality of it. Yeah, the amount of content
<v Speaker 4>and the amount of updates. That's a that's a life
<v Speaker 4>service team, which is if you're doing excuse me, something
<v Speaker 4>like a Marathon or Destiny, that's multiple teams that happened
<v Speaker 4>to work around the clock to like release new weapons,
<v Speaker 4>so the other team's working on the next thing. And
<v Speaker 4>that's I don't know, that's that's a lot. I yeah,
<v Speaker 4>big commitment. I almost wish some of these big teams
<v Speaker 4>would try to get to like almost a pro type
<v Speaker 4>quicker and then see you yeah, there's a thing for it.
<v Speaker 3>But it's I think it's two things.
<v Speaker 4>There's like old way of development, but that's that's gone
<v Speaker 4>from three years to five to seven now, and the
<v Speaker 4>market's changing all the time, and so there were being
<v Speaker 4>a lot of this prize get canceled or they show
<v Speaker 4>up and no one's no one plays.
<v Speaker 3>Yeah, I have no idea.
<v Speaker 4>You make the decisions as like as like a Sony
<v Speaker 4>or or you know, some big publisher, and the market
<v Speaker 4>changes under.
<v Speaker 2>The ground, ships from underneath your feet.
<v Speaker 1>Yeah, absolutely, I mean, you know, even in a perfect
<v Speaker 1>insight into what people want. Right, because Chat pointed out
<v Speaker 1>this could also just very much be a Payday like
<v Speaker 1>which was also very very successful, was pay Day two,
<v Speaker 1>right Chat, that was really popped off, and then they
<v Speaker 1>that team followed it up with Payday three, and the
<v Speaker 1>community didn't migrate to that. It has been sort of
<v Speaker 1>a mess since then. I think Payday two still has
<v Speaker 1>more players. And again I could be getting some of
<v Speaker 1>those details wrong, but that's generally what happened there, and
<v Speaker 1>it's like, yeah, those that's the people that the team
<v Speaker 1>that the have the most insights into what works and
<v Speaker 1>what doesn't from a genre like that, and for even them,
<v Speaker 1>it's a struggle to like understand how to get a
<v Speaker 1>community to move on to the next thing, or get
<v Speaker 1>them to shift their interest or to appeal to them
<v Speaker 1>in a different way. And so yeah, it's a challenge,
<v Speaker 1>and it really does feel like a lottery ticket a
<v Speaker 1>lot of the times. And you're right, like, like, what
<v Speaker 1>would be the solution, more frequent prototyping, something along those lines,
<v Speaker 1>But that's not the business that Sony's in, so they're
<v Speaker 1>going to keep doing stuff like this. I'm surprised we're
<v Speaker 1>still hearing about fair Games. Sony did do a calling recently.
<v Speaker 1>They canceled some other stuff, but this one might still
<v Speaker 1>sneak through. They must believe believe in it to some extent.
<v Speaker 1>And I get it because Payday is one of those
<v Speaker 1>ones very popular, but it's it does not feel like
<v Speaker 1>that genre has had its Fortnite moment where it just
<v Speaker 1>got opened up to everybody and like everyone in their
<v Speaker 1>little brother was playing. And so Sony looks at them like,
<v Speaker 1>maybe we could do that for this genre. But fair Games,
<v Speaker 1>I don't know. We haven't seen it, so we're gonna
<v Speaker 1>have to see for ourselves at some point when that reappears,
<v Speaker 1>whether or not it has the juice to pull that off.
<v Speaker 3>Is this the modern is this like? Is this heat? Is?
<v Speaker 3>Pay Day?
<v Speaker 4>Is essentially the movie Heat? You know as a fantasy
<v Speaker 4>right like plan going right.
<v Speaker 1>Extract Fair Games was definitely like the more Fortnite take
<v Speaker 1>on that I'm trying to remember exactly, but I'm gonna
<v Speaker 1>take a look at a screenshot real quick. That's my
<v Speaker 1>like immediate response. I think they were trying to like
<v Speaker 1>play it up and make it more stylized and stuff
<v Speaker 1>like that. You know, it has a lot of those
<v Speaker 1>like colorful smoke cloud grenades where it's like here's the
<v Speaker 1>pink grenades being set off and now there's a cloud
<v Speaker 1>of pink smoke, and like they're doing that for a
<v Speaker 1>stylized effect, but also that's a gameplay service as well.
<v Speaker 4>Yeah, I stopped playing shooters a long time ago. I'm
<v Speaker 4>not just I don't know. I just feel like it's
<v Speaker 4>such a mind space unless you're doing something different with it.
<v Speaker 3>Like I don't know, Oh, yes, it's not a space
<v Speaker 3>for me. I'd rather play something else.
<v Speaker 1>But yeah, it's a it's a red ocean for sure,
<v Speaker 1>where it's like, yeah, there's just not a lot of
<v Speaker 1>I mean, you got to really come with something. I
<v Speaker 1>mean that's the real trouble for a company like Sony,
<v Speaker 1>right is, like you talked about the seven year development
<v Speaker 1>cycle that we found ourselves moving into. And there's just
<v Speaker 1>a couple of things you can do at the beginning
<v Speaker 1>of a seven year development cycle to make sure your
<v Speaker 1>game is going to be set apart and be able
<v Speaker 1>to stand out in the marketplace all those years later.
<v Speaker 1>And it's to make the most expensive thing possible, to
<v Speaker 1>make something that just looks stunning. That's the one guarantee
<v Speaker 1>you have, and that that has caused cost to just
<v Speaker 1>keep going up and up and up, and it becomes unsustainable.
<v Speaker 2>All right.
<v Speaker 1>Assassin's Creed Black Flag Recinct reportedly drops Anchor this July.
<v Speaker 1>This is from Levi Winslow at game Spot. It seems
<v Speaker 1>the rumors may be real after all. The Assassins Creed
<v Speaker 1>four remake will reportedly launch on July ninth. Talked about
<v Speaker 1>this A bunch just feels like, is this thing actually
<v Speaker 1>ever gonna happen? It was supposed to happen earlier this year,
<v Speaker 1>and then it didn't. Now we just have a new
<v Speaker 1>date for that. Do you think a lot of games,
<v Speaker 1>I mean, obviously Ubisoft has their own problems, are a
<v Speaker 1>lot of dates still moving around because of Grant Auto six.
<v Speaker 1>I know you were talking about picking a date, and
<v Speaker 1>I'm sure it's like more than just any one game obviously,
<v Speaker 1>but yeah, nailing down a release date for a game
<v Speaker 1>like this or any game, what does go into that?
<v Speaker 4>I mean, I don't know what it's like at a
<v Speaker 4>at a game this size, right, I haven't worked in
<v Speaker 4>Triple A and like since Shiny Entertainment days enter.
<v Speaker 3>The matrix path in the PS two era, right.
<v Speaker 2>Like real valumes.
<v Speaker 4>Yeah, I mean I'm really curious for I think for
<v Speaker 4>what goes into this kind of thing, it's probably quarterly
<v Speaker 4>earnings when they need to have to ship it, where
<v Speaker 4>the money is coming from, where they think the stock
<v Speaker 4>price is an Obisoft isn't Aren't they hurting right now?
<v Speaker 2>With Yeah? So ubi soft is hurting in a lot
<v Speaker 2>of ways.
<v Speaker 1>Yeah, they got that that spin off part of their
<v Speaker 1>company that's still you be Soft by ten cents involved,
<v Speaker 1>but it's just making a handful of the big pillar games.
<v Speaker 1>And then there's a lot of questions remaining about all
<v Speaker 1>these other franchises they just most recently they delayed all
<v Speaker 1>of their games, including this one, but everything that was
<v Speaker 1>supposed to come out this year, announced and unannounced got delayed.
<v Speaker 1>And then six other projects got canceled, and it's like, yeah,
<v Speaker 1>so that that is one of the questions. It's like, oh,
<v Speaker 1>they didn't didn't seem like they were going to have
<v Speaker 1>anything this year. This is them sort of restarting things
<v Speaker 1>and being like, Okay, we've taken our breather, We've once
<v Speaker 1>again made our appeal to investors not to abandon ship.
<v Speaker 1>We're going to start putting games out again, and this
<v Speaker 1>will be the first one of those, and then the
<v Speaker 1>question will be like, well they have anything to follow
<v Speaker 1>that up with this year, But yeah, this is the
<v Speaker 1>one that that you know, will probably do all right
<v Speaker 1>because people really do like Assassin's Creed for and it's
<v Speaker 1>been what thirteen twelve to thirteen years since that game
<v Speaker 1>came out, So yes, seeh I go ahead and't yeah.
<v Speaker 2>I know, that's that's right.
<v Speaker 4>I guess Xbox one launch, Yeah.
<v Speaker 3>Remaster would be.
<v Speaker 4>I think it makes sense if they spent all this
<v Speaker 4>time you know, building those assets, like refactoring into a
<v Speaker 4>new story is a lot easier than rebuilding the whole world.
<v Speaker 4>I'm assuming they're uprising whatever else they're going to make
<v Speaker 4>it feel more modern. But yeah, I enjoyed that at
<v Speaker 4>the sort of the pace of that game.
<v Speaker 1>Yeah, yeah, me too, And it's uh yeah, this is
<v Speaker 1>one of those ones where like it's probably.
<v Speaker 2>Pretty cost effective for sure.
<v Speaker 1>They have, you know, other ways that it feels like
<v Speaker 1>you've be soft is starting to come out of this.
<v Speaker 1>This most recent stupor is the talks of reuniting the
<v Speaker 1>team that made Prince of Persia the Lost Crown. It's like, yeah, okay,
<v Speaker 1>I'll believe all this when I see it. They do
<v Speaker 1>have to kind of get their head out of their
<v Speaker 1>ass a little bit over there, because it has just
<v Speaker 1>been such a mess, and the all the headlines have
<v Speaker 1>been here's how we're laying people off, and here's how
<v Speaker 1>we're reorganizing. It's okay, yeah, Well, when are you gonna
<v Speaker 1>like the people that you still have employed, the thousands
<v Speaker 1>and thousands of people who could be making cool stuff.
<v Speaker 1>When are you gonna unleash them and start putting cool
<v Speaker 1>stuff out again? This at the very beginning of that.
<v Speaker 1>I don't think a UBI soft leadership which has not
<v Speaker 1>changed is going to lead to much differences and to
<v Speaker 1>the actual results for that company. So they'll probably be
<v Speaker 1>back right back here in a year or two.
<v Speaker 2>Once again, a.
<v Speaker 4>Public companies and making games I think are just in
<v Speaker 4>direct conflict with each other. Like it's just I guess
<v Speaker 4>it's not a I don't know, it's not like a
<v Speaker 4>widget you can just crank out every quarter. Like every
<v Speaker 4>game has problems, teams are different and market changes. It's like,
<v Speaker 4>I don't know, I think it's it's a lot of
<v Speaker 4>these games and teams suffer in the long run, right
<v Speaker 4>because publishers or the public companies making decisions for the
<v Speaker 4>short term quarter needs. And that's why you see these
<v Speaker 4>games that were doing well or you know, a lot
<v Speaker 4>of these games were new games and new ips that
<v Speaker 4>they tried out, and it took a while for that
<v Speaker 4>to blow up. And if you're not doing that, things
<v Speaker 4>are going to get stale. People audience doesn't want the
<v Speaker 4>same thing every year. As you see with all these
<v Speaker 4>big franchises that are other than sports titles, there's no choice.
<v Speaker 4>There's no alternatives for a Madden or a two K, right, Like,
<v Speaker 4>the players are going to play it, they'll show up,
<v Speaker 4>they're not going to be happy about it. But some
<v Speaker 4>of these other games, there's a lot of options, especially
<v Speaker 4>these days, like yeah.
<v Speaker 1>And then when people once people like sort of exit
<v Speaker 1>out of that it's really hard.
<v Speaker 2>To get them back, get them excited again, for sure.
<v Speaker 1>But yeah, I mean this making video games was a
<v Speaker 1>space that was not maybe not primarily, but did happen
<v Speaker 1>often in garages and small developers all around the world,
<v Speaker 1>and corporations just slowly position themselves in between all of
<v Speaker 1>the cool art being made and the people spinning the money,
<v Speaker 1>and they're like, we're going to get our action on this,
<v Speaker 1>and they just have brought nothing. It feel like they've
<v Speaker 1>brought nothing to the party and have just been a drag.
<v Speaker 1>And now I think they are starting to wake up
<v Speaker 1>to that reality what you said of how they are
<v Speaker 1>in direct opposition to getting games made, and they're starting
<v Speaker 1>to be like, wait, what are we doing here, because
<v Speaker 1>maybe we can't maybe there's a ceiling for what we
<v Speaker 1>can make from this. And they're in the process of
<v Speaker 1>like decoupling and it's leaving an absolute trash fire in
<v Speaker 1>its wake in this industry and it's like, oh, we're
<v Speaker 1>gonna have to sort of repair ourselves because these companies
<v Speaker 1>aren't going to figure it out.
<v Speaker 2>Of course they're not.
<v Speaker 1>No, All right, last couple of stories here, Slay the
<v Speaker 1>Spire two is getting review bombed all over again after
<v Speaker 1>its latest update.
<v Speaker 2>This is from Lewis Parker at Kotaku.
<v Speaker 1>For the second time in the last thirty days, Slay
<v Speaker 1>the Spire two is getting review bombed on Steam. As
<v Speaker 1>of this writing, three thousand, six hundred nine negative reviews
<v Speaker 1>have been levied against the game in the past twelve hours,
<v Speaker 1>and once again, the overwhelming majority of the negative reviews
<v Speaker 1>are from accounts based in China. So you guys might
<v Speaker 1>be wonder, Hey, what's going on here? How what do
<v Speaker 1>they offend the Chinese people? You know, there's some cultural stuff.
<v Speaker 1>Did you put skeletons in the game? Turns out Chinese
<v Speaker 1>people don't care about that all that much. That's a
<v Speaker 1>government thing. So what happened is the game just changed
<v Speaker 1>a little bit. It had some changes to its balance.
<v Speaker 1>But the interesting thing, I'm just learning about this in Eka.
<v Speaker 1>Maybe you know more. Maybe maybe this is new to
<v Speaker 1>you as well. I don't know, but apparently, because of
<v Speaker 1>the crackdown on social media in China and now, and
<v Speaker 1>people who make games not being on the social media
<v Speaker 1>platforms that they do use in China, the one way
<v Speaker 1>that they feel that they have they have to make
<v Speaker 1>their voices heard is through Steam reviews, so they go
<v Speaker 1>onto Steam and post their stuff on there to get
<v Speaker 1>noticed as hey, I'm frustrated, please hear me, and it
<v Speaker 1>does get a response, so that has spread and people
<v Speaker 1>keep doing it. Is this something you've heard other developers
<v Speaker 1>talking about? How do you how do you deal with this?
<v Speaker 1>Because obviously it's like this is just how they feel
<v Speaker 1>and you can't control user reviews, So yeah, how do
<v Speaker 1>you feel about all this?
<v Speaker 2>SECA?
<v Speaker 4>I think the Inspired team on the first one and
<v Speaker 4>on this they do weekly updates. That is wild to me,
<v Speaker 4>Like if you're going to release it every seven days,
<v Speaker 4>that means you're building it for three, four or five
<v Speaker 4>days and then you're testing it and you're releasing it.
<v Speaker 4>It's like that's that is a hard cadence. Yeah, very
<v Speaker 4>diff col And then of course and then yeah, the
<v Speaker 4>reviews as a way to communicate I get that, but
<v Speaker 4>it was also just very disheartening as a developers.
<v Speaker 2>You're, yeah, what can you do about that game?
<v Speaker 4>It's it's an early access, like we're not they're not
<v Speaker 4>charging you more money for these updates, and it's like, ah,
<v Speaker 4>that's that's rough.
<v Speaker 3>And then do you only.
<v Speaker 4>I don't think Slayers Fire one would have been made
<v Speaker 4>if players had to say during development because I'm a player,
<v Speaker 4>I don't know what I want, Like, I know.
<v Speaker 3>What I've played and.
<v Speaker 2>That's it.
<v Speaker 4>Yes, yeah, yeah, so it's like, I don't know. I
<v Speaker 4>feel like I would give them a little bit of
<v Speaker 4>credit to the developers. They've they've they made one of
<v Speaker 4>the best games ever made, plays Fire and two seems
<v Speaker 4>like it just is amazing and it's got co op
<v Speaker 4>to right, and so this is this is rough, but
<v Speaker 4>I also understand from the Chinese player's perspective, there's no
<v Speaker 4>other way to for them to give feedback.
<v Speaker 2>Yeah, I hope they.
<v Speaker 3>I hope they comes out of this is.
<v Speaker 4>Find some way to give feedback in a different way
<v Speaker 4>that isn't review bombing, because reviews, those negative reviews are
<v Speaker 4>just it really hurt.
<v Speaker 2>It's damaging.
<v Speaker 1>Yeah, absolutely so, yeah, I am right. And it's like,
<v Speaker 1>oh now it's going to be up to the studio
<v Speaker 1>over there megacrit right to be like, hey, we'll give
<v Speaker 1>you an avenue to yell at us directly. Please don't
<v Speaker 1>do it on Steam reviews. But it's again hard to
<v Speaker 1>change people's behaviors. And this is what's happening. It's going
<v Speaker 1>to be probably an uphill battle to get around this. Now,
<v Speaker 1>there's some stuff built into Steam to mitigate the effects
<v Speaker 1>of stuff like this, right where they do kind of
<v Speaker 1>surface reviews in your language first primarily I'm not exactly
<v Speaker 1>sure how that works. Yes, they definitely have considered issues
<v Speaker 1>like this. The solutions don't seem perfect for sure, but
<v Speaker 1>they are at least aware of that of the way
<v Speaker 1>that people use reviews in all kinds of ways that
<v Speaker 1>isn't necessarily in line with the spirit of tell people
<v Speaker 1>what you think about this game so you can get
<v Speaker 1>them buying guidance or something like that.
<v Speaker 2>Yeah.
<v Speaker 4>Yeah, I mean I'm filtered in English looking at those sides,
<v Speaker 4>and it's it's the reviews are done in English too.
<v Speaker 3>So it's interesting.
<v Speaker 4>Yeah, yeah, I mean it's yeah, go ahead, Sorry, there
<v Speaker 4>was there was a I know Steam they'll update their
<v Speaker 4>policies and change some of this stuff. And some games
<v Speaker 4>that review bomb for quote unquote whote content right like
<v Speaker 4>it has nothing to do with the game. It is
<v Speaker 4>just like it doesn't rely with my my beliefs, and
<v Speaker 4>then I'm gonna if I can review bomb it, And
<v Speaker 4>so I think there are some safeguards against this but
<v Speaker 4>in this case, if it's like gameplay related, I don't
<v Speaker 4>know the Steam knows the difference, right, unless you know,
<v Speaker 4>Mega could talk to somebody there. But a lot of
<v Speaker 4>this stuff is so automated now because not a there's
<v Speaker 4>too many games, right, and too many reviews and too
<v Speaker 4>many players, so it has to be some sort of
<v Speaker 4>automated ways to handling some of the stuff.
<v Speaker 1>Absolutely, all right, Last story here, David Leech is one
<v Speaker 1>confident that the Netflix Gears of War movie will be made.
<v Speaker 1>This is from Ben Lyons at Game Reactor. This year
<v Speaker 1>is set to be a very big and exciting one
<v Speaker 1>for Gears of War fans, as the Coalition will be
<v Speaker 1>delivering a new chapter in the series, a prequel that
<v Speaker 1>actually explores the events before the first title.
<v Speaker 2>It's known as Gears.
<v Speaker 1>Of War E Day, and we'll get to meet it
<v Speaker 1>in greater depth rather soon as part of the dedicated
<v Speaker 1>direct showcase following the Xbox Games Showcase in the summer.
<v Speaker 1>But this is just part of the Gears of War
<v Speaker 1>plan that plans that are ultimately in place, as for
<v Speaker 1>a long while, Netflix and Xbox have been collaborating in
<v Speaker 1>an effort to adapt Gears of War into a feature
<v Speaker 1>length flick. Little has come of this so far, other
<v Speaker 1>than The Fall Guy and Bullet Trains David Leach being
<v Speaker 1>attached as director. Speaking about Leach in a recent interview
<v Speaker 1>with Collider, the director spoke a little bit about Gears
<v Speaker 1>of War said, I think this is going to happen.
<v Speaker 1>We have a great draft in progress that's in really
<v Speaker 1>great shape. The studio is more determined than ever to
<v Speaker 1>make it. Netflix is one hundred percent behind it. The
<v Speaker 1>coalition is fired up as well. They have their game
<v Speaker 1>releasing this year as well, So it's all lining up
<v Speaker 1>that the movie will be happening. Yeah, maybe we'll see
<v Speaker 1>I mean there, I think we're at a point where
<v Speaker 1>a video game movie adaptations have been doing better and
<v Speaker 1>better and better. So obviously the people who are motivated
<v Speaker 1>by success will see that and make it more likely
<v Speaker 1>that this movie will come out. I wanted to ask
<v Speaker 1>you at a slightly different question. There was a time
<v Speaker 1>a few years back where it was probably more than that,
<v Speaker 1>where like the streaming wars were happening in earnest and
<v Speaker 1>it seemed like every game was getting talk to about
<v Speaker 1>a potential show on like Prime Video for children. Is
<v Speaker 1>that something that like ever, like you ever graced up
<v Speaker 1>against anything You've ever had any involvement with or conversations about.
<v Speaker 4>Oh yeah, I mean we've had those conversations come up
<v Speaker 4>on I mean we did that with Thursty. We had
<v Speaker 4>like right prepared to treatment, you know, having done two
<v Speaker 4>three IP based games based on films or movies in
<v Speaker 4>the past, I think it's gone a lot better where
<v Speaker 4>the folks that are making these decisions grew up with
<v Speaker 4>the games and understand why, you know, trying to instead
<v Speaker 4>of trying to match a movie like gameplays different, Right,
<v Speaker 4>you have the player, so make an interesting story in
<v Speaker 4>that franchise or that world the players would appreciate, or
<v Speaker 4>in the case of Gears, you know, make a story
<v Speaker 4>in that world that feels like it's homage to the
<v Speaker 4>to the game itself. I haven't played a recent Gear,
<v Speaker 4>so I don't even know like what it's like. I
<v Speaker 4>played the first two and I loved him. I'm just
<v Speaker 4>curious about, like what is the draw and who would
<v Speaker 4>play Phoenix or Marcus?
<v Speaker 1>Right, yeah, I'm Fatista. Probably he played his character in
<v Speaker 1>the recent game. Maybe that they would like to make
<v Speaker 1>that happen, But I don't know.
<v Speaker 2>Good question. Get Alan Richinson or whatever from Oh.
<v Speaker 4>Yeah, I love Reacher. Yeah, and kicking his neighbor's ass.
<v Speaker 2>That was great.
<v Speaker 1>Yeah, I mean I kind of motion cycles were allowed,
<v Speaker 1>but that was a dumb ass thing to do to
<v Speaker 1>that guy from Reacher.
<v Speaker 4>I'll say, to answer your question a little bit more,
<v Speaker 4>I always assume none of this stuff is gonna ever
<v Speaker 4>fan out, Like even for something as massive as like
<v Speaker 4>Uncharted Right, it took years and years for that to
<v Speaker 4>get into the theaters. The economics of games can be tough,
<v Speaker 4>but I think film is way worse. So I like, yeah,
<v Speaker 4>it'll be interesting. I don't ever assume like I'll have
<v Speaker 4>the meetings and we'll we'll talk about it or do
<v Speaker 4>a treatment, but I just assume that's not really our
<v Speaker 4>primary focus. And if it happens, great, If it doesn't,
<v Speaker 4>I you know, most like most of the times, it's
<v Speaker 4>not gonna happen.
<v Speaker 1>So it's it's so on a whim, right, because it's
<v Speaker 1>like those companies they are chasing trends, just like gaming companies,
<v Speaker 1>and and yeah that they might have the wind in
<v Speaker 1>their cells so much that they have started these conversations,
<v Speaker 1>what does that ever turn into. I mean, like I
<v Speaker 1>said that there were tons of these conversations years back
<v Speaker 1>with all kinds of developers of every scale.
<v Speaker 2>Indie developers were getting talked.
<v Speaker 1>I mean Double Fine had a costume quest show on
<v Speaker 1>Prime Video, like that happened, and it's like that, you know, then, yeah,
<v Speaker 1>I don't think it had a ton of episodes, but
<v Speaker 1>it's like that's the kind of thing that manifests from
<v Speaker 1>those conversations, and then we don't get a ton of
<v Speaker 1>other ones actually coming to fruition.
<v Speaker 4>I liked the last Mortal Kombat movie, dude, I'm looking
<v Speaker 4>forward to the new one.
<v Speaker 1>I just I watched half of it and I just
<v Speaker 1>really didn't like the oc. I think this new one
<v Speaker 1>looks awesome though, so I'm I'm pretty excited about it.
<v Speaker 3>I saw The Street Fighter.
<v Speaker 2>What do you think?
<v Speaker 3>I like this, dude? I like it. I was ready
<v Speaker 3>to hate it, but I'm like, this is fun. Yeah,
<v Speaker 3>I'm in it. I'm all in it.
<v Speaker 2>I thought it was just really fun.
<v Speaker 1>It's the exact right way to put it, and uh,
<v Speaker 1>you know, very over the top with the references kind
<v Speaker 1>of non stop in the trailer. But I expect that
<v Speaker 1>now that, especially after Mario has proven that that's just
<v Speaker 1>going to make a lot of money, so uh yeah,
<v Speaker 1>do that, but then make it really stupid and fun
<v Speaker 1>as well.
<v Speaker 2>And I think they're doing all of it, so very excited.
<v Speaker 4>Speaking of Mario, we saw it last weekend. Last weekend,
<v Speaker 4>it was a lot of Seattle indies rented out of theater,
<v Speaker 4>so it was a mega folks.
<v Speaker 3>It was the peak folks.
<v Speaker 4>Agercrab sent some other local indies and brought my both
<v Speaker 4>my boys came with me, and we all just it
<v Speaker 4>was a great way to see Mario with a bunch
<v Speaker 4>of devs. That's really We're all screaming at the at
<v Speaker 4>the screen and like, look at all the references in that.
<v Speaker 2>Uh huh.
<v Speaker 4>It's probably not as great of a movie, but we
<v Speaker 4>had a I loved it.
<v Speaker 1>It's funny, it sounds like a great time again. I
<v Speaker 1>think it's a good time at the movie. So I
<v Speaker 1>don't like the movie itself whatever, but it's a good
<v Speaker 1>time at the theater.
<v Speaker 2>All right.
<v Speaker 1>That does it for the headlines, everybody. We got plenty
<v Speaker 1>more to do though on this show. We're going to
<v Speaker 1>get to the poll question from yesterday right now. Let's
<v Speaker 1>do that first. I have the results over here somewhere.
<v Speaker 1>I'm going to a refresh though, to make sure that
<v Speaker 1>I am caught up to date. Here it is, are
<v Speaker 1>you excited for the Street Fighter movie?
<v Speaker 2>Yes? Or no? I am so.
<v Speaker 1>We're forty one percent to respond, it's fifty nine percent
<v Speaker 1>say no. They have Look that early trailer was doing
<v Speaker 1>a lot, so I can. I don't blame people for
<v Speaker 1>being like, what is this? I hope they're able to
<v Speaker 1>win people over though, just be so over the top
<v Speaker 1>that the movie can do very well. All right, Well,
<v Speaker 1>no new poll question because it's Friday, so we're gonna
<v Speaker 1>wrap up the week in this episode with.
<v Speaker 2>The Bomb twelve.
<v Speaker 1>We'll do that here in a moment before we get
<v Speaker 1>to it, though, ECA one more time, why don't you
<v Speaker 1>tell people where can find you on the internet, what
<v Speaker 1>you have going on?
<v Speaker 2>Tell them about the game? Go ahead?
<v Speaker 4>Yeah, So we released dos A Divas this week. It's
<v Speaker 4>on Steam and Switch Switch to Xbox PlayStation five. It's
<v Speaker 4>a turn based combat RPG all themed around cooking. It's
<v Speaker 4>got like active combats if you like. Expedition is a
<v Speaker 4>thing that people have played. I'm assuming so or Mario RPG.
<v Speaker 4>We're very much Mario RPG inspired and that's out on
<v Speaker 4>everything it's on sale right now, and we're on Blue
<v Speaker 4>Sky mostly so econot or outer Loop games out there,
<v Speaker 4>and on YouTube and TikTok and on Insta.
<v Speaker 1>So fantastic, awesome, thank you so much. Let's let's see here.
<v Speaker 1>We have, like I said, no new poll question, but
<v Speaker 1>we do have plenty of other stuff happening on giant
<v Speaker 1>Bomb today. We have upf if you go and watch
<v Speaker 1>us today. We are going to be playing scam Line.
<v Speaker 1>This is a weird social deduction game where you can
<v Speaker 1>only talk to the other people in the room with
<v Speaker 1>you if you call them on the phone, and you
<v Speaker 1>have to share information. And that's about all I know.
<v Speaker 1>But we're going to try it out and see how
<v Speaker 1>it goes. So that'll be happening. That'll be fun. There's
<v Speaker 1>all kinds of other stuff happening on the site. We
<v Speaker 1>did put up a new portal Pals this week, so
<v Speaker 1>watch Mike and Mary try to figure out Portal two together.
<v Speaker 2>That's a really good time.
<v Speaker 1>And then a night new episode of Nine Lives Somster
<v Speaker 1>Mistopheles should pop off next week, so get get subscribe,
<v Speaker 1>check that stuff out. It's good, all right, I think
<v Speaker 1>With all that out of the way what we should
<v Speaker 1>do is.
<v Speaker 2>The bomb twelve.
<v Speaker 1>Everybody, these are the twelve games that really matter to
<v Speaker 1>people who are really playing games. We we got your responses,
<v Speaker 1>we collated them, we tallied them up, and here are
<v Speaker 1>the twelve games, starting with number twelve replaced kind of
<v Speaker 1>peeking its way onto the chart. Number eleven is People
<v Speaker 1>of Note. Number ten Dosa Divas.
<v Speaker 2>There you go.
<v Speaker 1>Number nine is Tomadaci Life Living the Dream. I'll say
<v Speaker 1>all the those last four games, I think all came
<v Speaker 1>out in the last week ish or so. Everything in
<v Speaker 1>the first week kind of like bubbles up a little bit.
<v Speaker 1>The next week is when we'll see the real results
<v Speaker 1>for all these everybody. Number eight is Starfield, Number seven
<v Speaker 1>is Pokemon Champions. Number six is Pragmata Pragmaeda. I don't
<v Speaker 1>know how mke what's me to say. I'm gonna say
<v Speaker 1>Pragmata until I actually play the game. Number five is
<v Speaker 1>Hades two. Number four is Slay Thespiring. Fact four through
<v Speaker 1>one you're gonna hear us very familiar to last week, everybody.
<v Speaker 1>So number four was Slay There to number three Pokemon Pacopia.
<v Speaker 1>Number two is Crimson Desert, and once again number one
<v Speaker 1>is Marathon.
<v Speaker 2>People. People like that game.
<v Speaker 1>Been a lot of people continue to play that, Crimson
<v Speaker 1>Desert and Pacopia and now Slayly the Spire too.
<v Speaker 2>For the last several weeks.
<v Speaker 1>I bet Pragmata is going to be able to break
<v Speaker 1>into the top four next week.
<v Speaker 2>We'll see what happens. Though.
<v Speaker 3>It's coming out next week, right, it.
<v Speaker 2>Comes out to today out. Ok.
<v Speaker 1>Yes, so people just started playing it and I kind
<v Speaker 1>of closed down voting last night. So there's just a
<v Speaker 1>couple of people who trickled in there and they rushed
<v Speaker 1>to number six. All right, let's see that does it
<v Speaker 1>for the Bomb twelve this week. We'll have a new
<v Speaker 1>Bomb twelve next Friday. If you want to submit your
<v Speaker 1>game for consideration to be tallied with the rest of
<v Speaker 1>the votes, go to giant bomb dot com. If you
<v Speaker 1>scroll down, you'll find the Bomb twelve from last week,
<v Speaker 1>and then over on the left there's of vote here tab.
<v Speaker 2>Click on that. It'll take you to the form where
<v Speaker 2>you could submit your game.
<v Speaker 1>All right, with all that out of the way, I
<v Speaker 1>think what we do now is say Eka, thank you
<v Speaker 1>so much much for hanging out with me today and
<v Speaker 1>talking about video games.
<v Speaker 2>Man, I really appreciate it.
<v Speaker 3>I appreciate you having me on here. It's been really fun.
<v Speaker 3>Thank you.
<v Speaker 1>Absolutely we'll make it happen again. Would love to thank
<v Speaker 1>you everybody for watching and listening. You are the best
<v Speaker 1>audience in gaming. Until next time, have a good one,
<v Speaker 1>take care of yourself and goodbye.

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