Saros Review And More w/ Jesse Vitelli
It's a big week on The Game Informer Show, as Saros reviews are live! Marcus and Eric are joined by our own reviewer Kyle and Restart.run's Jesse Vitelli, to break down the reaction to PlayStation Studios' latest release.
After the break, three of the fellas stick around to discuss the latest Diablo expansion, previews of Yoshi and the Mysterious Book, and poncle's new hour-stealing monster Vampire Crawlers. Grab a cold drink and get comfortable, it's a new episode of The Game Informer Show!
The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about video game reviews, news, and exclusive reveals alongside Game Informer staff and special guests from around the industry. Support the show by subscribing to our physical video game magazine!
Jump ahead using these timestamps:
00:00 - Intro
06:23 - Saros
27:17 - Diablo IV: Lord of Hatred
51:08 - Yoshi and the Mysterious Book
1:08:08 - Vampire Crawlers
After the break, three of the fellas stick around to discuss the latest Diablo expansion, previews of Yoshi and the Mysterious Book, and poncle's new hour-stealing monster Vampire Crawlers. Grab a cold drink and get comfortable, it's a new episode of The Game Informer Show!
The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about video game reviews, news, and exclusive reveals alongside Game Informer staff and special guests from around the industry. Support the show by subscribing to our physical video game magazine!
Jump ahead using these timestamps:
00:00 - Intro
06:23 - Saros
27:17 - Diablo IV: Lord of Hatred
51:08 - Yoshi and the Mysterious Book
1:08:08 - Vampire Crawlers
2026-04-24
89 min
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Transcript
<v Speaker 1>Hey, everybody. Welcome to the Game and Former Show, a <v Speaker 1>weekly podcast covering the video game industry. Join us each <v Speaker 1>and every week for a discussion at the latest gaming news, reviews, <v Speaker 1>and exclusive reveals with Game and Former staff and special <v Speaker 1>guests from around the industry. I am your host, Marcus Stewart. <v Speaker 1>I am joined by Kyle Hilliard. <v Speaker 2>Hey, I'm here, fresh off a review, ready to talk <v Speaker 2>about it. <v Speaker 1>Hell yeah. And also joining us freshly back from a <v Speaker 1>secret special trip, Eric Van Allen. Hello, super secret ultra <v Speaker 1>special trip, and I can't talk about it. Give me, like, <v Speaker 1>I think another two weeks or so and then we <v Speaker 1>can talk about it. But I'm here to talk about <v Speaker 1>other things instead. Yes, and join us. Back on the <v Speaker 1>Game and Former Show. A friend of gi an editor <v Speaker 1>over at Restart dot Run, Jesse Vittelli. <v Speaker 3>Hello, man, Hey, thanks for having me. I'm back again. <v Speaker 3>You're stuck with me, Welcome back. <v Speaker 2>We get to have It's not stuck, it's pleasant. I <v Speaker 2>haven't podcasts with you in a while. <v Speaker 4>I don't. It's been a minute. Yeah. <v Speaker 1>I thought I thought you're gonna go full like Eminem <v Speaker 1>slim shady for a second, like, I was like, Oh, <v Speaker 1>he's gonna start. Guess who's back again? I could my <v Speaker 1>brain was auto completing. It was actually a little bum <v Speaker 1>that you didn't do it. <v Speaker 3>All right, I'm sorry to disappoint upfront, but at least <v Speaker 3>we got the disappointment out of the way. So for <v Speaker 3>the rest of the episode we can we could stay. <v Speaker 3>We plateaued, Oh yeah, well, you know not. <v Speaker 1>What's not disappointing is us Game in Former, the Game <v Speaker 1>in Former show, Game and Former magazine. We're gonna be <v Speaker 1>talking about Sorrows today. Kyle Hilliard reviewed it for us. <v Speaker 1>We're also gonna dive into Diablo fors the latest expansion, <v Speaker 1>Lord of Hatred. We're gonna talk a bit about Yoshi <v Speaker 1>and the mysterious book, and we're going to touch a <v Speaker 1>little bit on Vampire Crawlers, the sort of dungeon crawler <v Speaker 1>seq well spiritual successor to Vampire Survivors. <v Speaker 5>They're calling it a blobber is what they're saying. The <v Speaker 5>streets are saying blobber. <v Speaker 2>Is it like the same universe as Vampire Survivors. I <v Speaker 2>know the narrative of Vampire Spiers is like whatever, but okay, <v Speaker 2>it's it is the world. <v Speaker 5>Of Vampire Survivors, which is strange because the world of <v Speaker 5>Vampire Survivors is basically just castle. <v Speaker 3>Vaded, like the jobber, Is that the same thing? <v Speaker 4>Yeah, yeah, yeah, yeah, you get you get blobbed. <v Speaker 5>I've always known the blob is that thing if you <v Speaker 5>went to a summer camp and they had the big <v Speaker 5>inflatable that was in the lake, and like one kid <v Speaker 5>sits on the end of it, and then somebody else <v Speaker 5>jumps off a tall platform and lands on the side <v Speaker 5>and kind of like. <v Speaker 1>The other kids. <v Speaker 5>Then yeah, yeah, depending on where you sit, it will <v Speaker 5>either just launch you a short distance or launch you <v Speaker 5>an incredibly far distance. As we learned of the blob, <v Speaker 5>the blob, oh dublob, that's the game? <v Speaker 3>Is that the game? <v Speaker 2>You're you're trying to color the world? Isn't that color <v Speaker 2>on everything? <v Speaker 3>Just t HQ. <v Speaker 1>Nordic owns the. <v Speaker 3>Blob, right, they made a sequel and the Blob too. <v Speaker 6>Was like fine, Kyle, I walked so concrete Genie could. <v Speaker 2>Run right, They walked right by it. The blob was like, <v Speaker 2>it was fine. It was kind of like they were <v Speaker 2>going for a Katamari thing. That didn't quite hit with me, <v Speaker 2>but it was interesting. I'm trying something, Yeah, I was <v Speaker 2>gonna say it walks to that chicken. A color foot <v Speaker 2>tale could run a coloring game. God, we're going on <v Speaker 2>a weird tangent, right, This is what happens when you <v Speaker 2>bring up the blob in twenty twenty six. But before <v Speaker 2>we get into today's show, of course, as always, if <v Speaker 2>you would like to support Game Informer, the best way <v Speaker 2>to do that is to get yourself a Game Informer <v Speaker 2>magazine subscription. It looks a lot like this our magazine. <v Speaker 2>Here's our current issue with soul frame emblazoned on the cover. <v Speaker 2>There you see that wolf. Look at that big that <v Speaker 2>wo wolf. <v Speaker 4>That wolf is sick cool. <v Speaker 1>That's a that's the goodest of good boys right there. <v Speaker 1>And yes, if you go to Gamingformer dot com slash subscribe, <v Speaker 1>signing up gets you ten issues a year, digital and <v Speaker 1>physical sent to your house. It's a wonderful way to <v Speaker 1>support us. And you can also visit your local bookstores, <v Speaker 1>news stands, game stop, whatever it is. You can find <v Speaker 1>us on store fronts now both in the US and abroad, <v Speaker 1>we have been popping up more and more in places, <v Speaker 1>or rather fans abroad have been sending us pictures letting <v Speaker 1>us know where they are finding Game Informer because unfortunately <v Speaker 1>we still can't tell you every place that we are <v Speaker 1>popping up overseas, so we still encourage international readers. If <v Speaker 1>you see us in your bookstore wherever it is, take <v Speaker 1>a picture, tag us on social media. Game Informer. We <v Speaker 1>greatly appreciate it. But yes, Game Former magazine subscription great <v Speaker 1>way to support Game Informer, and again you get to <v Speaker 1>hang out with a cool wolf on the cover. <v Speaker 5>We were in the airport of Amsterdam. I can say <v Speaker 5>that much. I can't tell you where we went after <v Speaker 5>that or came back from, but I can tell you <v Speaker 5>that during transit in the airport of Amsterdam, we have <v Speaker 5>photographic evidence of Brian Jay holding up I believe it <v Speaker 5>was a double O seven first light cover story in Amsterdam. <v Speaker 4>That was pretty cool. <v Speaker 1>Yeah, I mean you could just tell them that you <v Speaker 1>guys got a tip that someone claimed that Game Informer <v Speaker 1>was in the Amsterdam airport, so you and Brian took <v Speaker 1>it upon yourself to fly out there. <v Speaker 5>A Yeah, we flew to Amsterdam to confirm that there <v Speaker 5>was a Game Informer in the airport. <v Speaker 1>Yeah. Yeah. We didn't want to rely on hearsay. We <v Speaker 1>wanted to get our eyes on it. Ourselves. <v Speaker 5>So it's it's the drill budget and tweet but about <v Speaker 5>us spending money on flights for to verify the magazines <v Speaker 5>or in airports that the budget. <v Speaker 1>Yeah, I can't think of a better time to take <v Speaker 1>frivolous flights. I've heard it. Yeah, it's great right now? <v Speaker 4>Oh yeah, yeah. <v Speaker 1>Well, Kyle Hilliard, we're gonna throw it to you because <v Speaker 1>you reviewed Sorrows, the newest game by how Smart, the <v Speaker 1>not sequel to Returnal, but is also very similar to <v Speaker 1>Returnal third person action shooter bullet Hell roguelike. I'm super <v Speaker 1>excited for this. I think a lot of us are <v Speaker 1>pretty excited for this. Tell us, what did you think <v Speaker 1>of this game? How does this stack up compared to Returnal? <v Speaker 2>Uh? It is very good. It is a very good <v Speaker 2>video game. It was my most anticipated game of the year. <v Speaker 2>Like there's there's the GTAs of the World, which I <v Speaker 2>am very excited for. I want to play GTA, but <v Speaker 2>like I was, uh, I was. I think I was <v Speaker 2>on midmex We're talking about like if I had a <v Speaker 2>handful of games like right in front of me, if <v Speaker 2>I had GTA and Sorrows, Like what would I play first? <v Speaker 2>And you know, whatever else, I'm excited about it. And <v Speaker 2>I was like, Sorrows is the one I really want <v Speaker 2>to get my hands on and try, and like, yeah, <v Speaker 2>it is. It is for me. I did not disappoint <v Speaker 2>at all. Really, I think it plays wonderfully, like all <v Speaker 2>the new sort of mechanics that have been integrated, like <v Speaker 2>using the shield and how that integrates into like power <v Speaker 2>weapons and the sort of balancing act you have to <v Speaker 2>pull of, like you know, do I want to dodge <v Speaker 2>this or do I want to try to gather this <v Speaker 2>energy to like power this weapon. And the armor matrix, <v Speaker 2>which is like the permanent upgrades that you can unlock. <v Speaker 2>I think really go a long way in just making <v Speaker 2>the game just more consistently and frequently rewarding sorrows within <v Speaker 2>the Rogue On certainly did not invent permanent upgrades. That <v Speaker 2>is a thing that exists in other rogue les rogues <v Speaker 2>and rogue Likes and rogue legs, but it just I <v Speaker 2>feel like it's best, it's better implemented here. I don't <v Speaker 2>know better best. I don't even know if I need <v Speaker 2>to use those qualifiers, but I just think it's really <v Speaker 2>well implemented in that, like if you have a good run, <v Speaker 2>like you could unlock a lot of stuff, and you <v Speaker 2>can really kind of guide yourself to like how you're <v Speaker 2>sort of generally playing. Like I wasn't really pairing a <v Speaker 2>lot over the course of the game. It wasn't until <v Speaker 2>the end that I really sort of got my feet <v Speaker 2>under me and started pairing the red sort of attacks <v Speaker 2>a lot and really enjoying that. But like, you know, <v Speaker 2>because of that, for the first like sixty percent of <v Speaker 2>the game, I kind of, you know, didn't really need <v Speaker 2>to felt like I needed to spend a lot on those, <v Speaker 2>and I focus more on the elements that I wanted <v Speaker 2>more of. And it's nice that it lets you do that. <v Speaker 2>And it's like, like I said, if you have a <v Speaker 2>good run, you can unlock a lot of stuff all <v Speaker 2>at once, But if you have a bad run, you <v Speaker 2>can still unlock a few things. So it's just it's <v Speaker 2>a much less heartbreaking defeat. You know, like you you <v Speaker 2>feel good, you know, you feel better then. I'm comparing <v Speaker 2>it to Returnal, which I don't want to do too <v Speaker 2>much because even though like they are they are very <v Speaker 2>similar gameplay wise, they're they're pretty distinct. Well you know what, <v Speaker 2>actually I don't know that's that's not fair. They are. <v Speaker 2>They play very similarly, but Sorrows just has like so <v Speaker 2>many more like additional bells and whistles that just make <v Speaker 2>everything more manageable. I didn't find it as challenging as Returnal, <v Speaker 2>but I still found it very rewarding. I really, I <v Speaker 2>really like Sorrows a lot. I gave it a nine <v Speaker 2>two five for Game Informer, And it's the kind of <v Speaker 2>game that, like, you guys know how it is for us, <v Speaker 2>Like we will review a game and we hit credits <v Speaker 2>and we write the review, and maybe that's it. Maybe <v Speaker 2>we just don't go back to it, even if we <v Speaker 2>really liked it. Maybe if we claim we're going to <v Speaker 2>go back to it, it's like, yeah, we end up <v Speaker 2>not just because it's like that part of my life <v Speaker 2>is done. Sorrows is like I got credits, I wrote <v Speaker 2>the review, I recorded the v over for the review <v Speaker 2>eric which is now uploaded, and I'm like already, like <v Speaker 2>I've immediately like jumped back in and I'm like playing again, <v Speaker 2>and I'm going after sort of the the sort of <v Speaker 2>additional endings, and I want to I want to try <v Speaker 2>to get everything on, you know, all the upgrades and <v Speaker 2>things like that. It's just like it is one of <v Speaker 2>those games that has just infected me, you know, I'm <v Speaker 2>just thinking about it a lot. I don't want to <v Speaker 2>stop playing. It's really good. If you like Returnal, you will. <v Speaker 2>You will definitely like Sorrows if you were scared by <v Speaker 2>Returnal or the genre in general, I would still recommend <v Speaker 2>Sorrows because I think it is much friendlier to sort <v Speaker 2>of getting you on board and like getting into the <v Speaker 2>action and it feeling more fair and still feeling like <v Speaker 2>you're you have a sense of quality progress even if <v Speaker 2>you're not doing well. And it also a small thing <v Speaker 2>which was like a weirdly to me, like a big <v Speaker 2>complaint about Returnal. It was always odd to me that <v Speaker 2>this kind of bubbled to the surface. Is the thing <v Speaker 2>people didn't like about Returnal is like you can turn <v Speaker 2>off your system in the have a run and come <v Speaker 2>back to it. Like like I don't think there's some <v Speaker 2>asterisk with bosses. I think where it's like if you're <v Speaker 2>in the middle of a boss fight, it sends you <v Speaker 2>back right. But like if you if you're in the <v Speaker 2>middle of a run and you need to quit, like <v Speaker 2>you can, it'll put you back at the beginning of <v Speaker 2>the level. But it's like it's very sort of friendly <v Speaker 2>in that way. Jesse. You you've played and beaten it too, right, <v Speaker 2>like okay, because this is it, because I this is <v Speaker 2>my first time talking with anybody about it. Really we <v Speaker 2>have we we silo ourselves a game and former a <v Speaker 2>lot when it comes to reviews. Like even Matt Miller, <v Speaker 2>who I think is really enjoying it, was sort of <v Speaker 2>really if he was asking me questions or anything, it <v Speaker 2>was very cryptic and never about how do you feel <v Speaker 2>about it? And the same you know, like, so I'm <v Speaker 2>curious to hear another perspective like did you like it <v Speaker 2>as much as me? <v Speaker 3>Or I will say I am. I think a little <v Speaker 3>bit lower on it than you are. That being said, <v Speaker 3>I do think a lot of what you're saying about <v Speaker 3>the gameplay stuff is like one hundred percent tro I <v Speaker 3>think this game plays so much better than Reternal. I <v Speaker 3>think I think a lot of it in terms of <v Speaker 3>like Doom Eternal in which like your shoulder rocket like <v Speaker 3>produces AMMO and then your melee produces shield and it <v Speaker 3>has that sort of like all the systems feed into <v Speaker 3>one another in really interesting ways, like absorbing with the <v Speaker 3>shield gives you the power weapon, and then you know <v Speaker 3>certain upgrades can change that, and then using your power <v Speaker 3>up and can give you this other thing. And I <v Speaker 3>think the ways in which that game flows when you're <v Speaker 3>in a flow state is impeccable. I think it is <v Speaker 3>some of the best bullet hell you can experience right now. <v Speaker 1>Absolutely. <v Speaker 3>I think where Sorrow starts to fall apart for me <v Speaker 3>a little bit is and it's really interesting because I <v Speaker 3>think we have opposite perspectives on this is. I think <v Speaker 3>it's almost like an overcorrection of Returnal, because I really <v Speaker 3>like how long and drawn out and challenging Returnal is. <v Speaker 3>Where Sorrow's feels like they've sort of over corrected a <v Speaker 3>little bit and made everything a little more bite size <v Speaker 3>and manageable, where every time you finish a level, you <v Speaker 3>can basically teleport and just start at the next chapter <v Speaker 3>of that level, and those runs are way shorter, like <v Speaker 3>like a Returnal run can take you an hour, two hours, <v Speaker 3>three hours, depending on how long you want to you <v Speaker 3>want to go for where everything you want to do <v Speaker 3>in Sorrows, I don't think anything took me longer than <v Speaker 3>forty minutes once I got once I got it right, <v Speaker 3>like if I started a level and beat a boss <v Speaker 3>probably about forty minutes, thirty minutes, but the game never <v Speaker 3>really pushed me to be like, Okay, you're actually going <v Speaker 3>to go for a long chunk. Now, You're actually we <v Speaker 3>actually need you to go back to this level and <v Speaker 3>you know, go really far. And it feels like a. <v Speaker 2>Lot to be clear, like that's and it's an option. <v Speaker 1>It is an option, which. <v Speaker 2>Which personally I do love that because I am your <v Speaker 2>patient gamer who doesn't have an hour to like play <v Speaker 2>on some but yeah, please continue. <v Speaker 3>Yeah, And that's why I think it is like it <v Speaker 3>is fair for I think there's like both perspectives work <v Speaker 3>absolutely fine. I think for me, it's just I liked <v Speaker 3>how what's the word I'm looking for. I just liked <v Speaker 3>how structurally Returnal worked. Where Sorrows it feels a little <v Speaker 3>weird to me because you come back to the passage <v Speaker 3>to talk to your sort of crewmates, and I feel <v Speaker 3>like there's this conflicting idea of Sorrows as what Housemark <v Speaker 3>makes is the sort of bullet hell action set piece <v Speaker 3>game and then you have sort of the prestige third <v Speaker 3>party Sony Air to some of the interactions in the <v Speaker 3>hideout where they like want this more cut scene focused <v Speaker 3>and more story focused, and they want this crew that <v Speaker 3>maybe they can turn into like a trans media property <v Speaker 3>down the line and make a TV show or a <v Speaker 3>movie out. <v Speaker 4>Of or something. <v Speaker 3>They just they feel conflicting in that regard where I'm like, <v Speaker 3>we have this thing that doesn't really coalesce for me, <v Speaker 3>and then we have like what's else, what else is <v Speaker 3>going on in that game, and it just it feels <v Speaker 3>like two different ideas butting heads with each other. Yeah, <v Speaker 3>And I think that's where the story stuff falls. <v Speaker 1>Apart from me real quick, I was listening to last <v Speaker 1>week's show when you were talking about Pragmata. Between the <v Speaker 1>crew and between Hughes crew and Pragmata and the crew <v Speaker 1>in this game, who is the more forgettable team? <v Speaker 2>Oh, Pragmata absolutely? <v Speaker 1>Okay, Yeah, I will. <v Speaker 2>Say I as I was talking about Sorrows at the <v Speaker 2>beginning of this podcast, like, uh, check the tape, I <v Speaker 2>wasn't really talking about the narrative a lot, because yeah, <v Speaker 2>I'm with you Jesse in that like that is kind <v Speaker 2>of weak point of the game for me. And I <v Speaker 2>will say I was trying to I'm trying not to <v Speaker 2>do too much comparison between Returnal and Sorrows, But even <v Speaker 2>though they are like intertwined, undoubtedly, I will say I <v Speaker 2>do think I prefer Returnal between the two. I think <v Speaker 2>I think Sorrows is kind of like a Breath of <v Speaker 2>the Wild Tears of the Kingdom situation, where it's like, <v Speaker 2>once you have those like tools and tiers of the Kingdom, <v Speaker 2>it's kind of like, I don't know if I could <v Speaker 2>go back to Breath of the Wild, but like Breath <v Speaker 2>of the Wild was sort of the undeniable, like first <v Speaker 2>experience with that kind of game, and that's the case <v Speaker 2>with the Returnal here. And I do think by a <v Speaker 2>pretty large margin the Returnal narrative is is better and <v Speaker 2>more interesting and like plays with the medium of video <v Speaker 2>games in a way that's really fascinating, and like is <v Speaker 2>the thing that really pulled me into Returnal when I <v Speaker 2>was struggling with the difficulty. Like, I think the Returnal <v Speaker 2>narrative is fascinating and interesting and like really makes you <v Speaker 2>think and think about video games and think about the <v Speaker 2>idea of like dying in a video game. Where straightforward <v Speaker 2>is definitely the wrong word to use with Sorrows, but <v Speaker 2>it is a little more like, Okay, these are characters <v Speaker 2>on a planet, where Returnal was kind of like I <v Speaker 2>don't really know what's going on with her mind? You know, Yeah, <v Speaker 2>what's the what's. <v Speaker 1>Like the basic story premise for this, like who are <v Speaker 1>you playing? And and does the game contextualize the roguelike <v Speaker 1>structure as well or at all the way Maternal did not. <v Speaker 2>As strongly as Returnal. I mean it kind of it <v Speaker 2>makes reference to it, right, It is acknowledged that you <v Speaker 2>are dying and you are coming back, but it's not <v Speaker 2>as integral to the plot I would argue as eternal. <v Speaker 2>But the idea is like you are the fourth group <v Speaker 2>of astronauts who have been sent to this planet carcosa As, <v Speaker 2>and they're collecting like you know, this material this lunofilament, <v Speaker 2>if you will, or maybe this astro phage or unobtainium. <v Speaker 2>You know, there's all these different like words we can <v Speaker 2>use to describe this this stuff that they have to collect. <v Speaker 2>But there you go. Yeah, and and you were you're <v Speaker 2>the You're the fourth group that's been sent there because <v Speaker 2>the first three have kind of disappeared and they're not communicating, <v Speaker 2>and it's like a it's like a one way trip, <v Speaker 2>like you know, you're going to this planet and you're <v Speaker 2>not coming back. And then and so the story is <v Speaker 2>like you're Origin and you are like, I'm a soldier <v Speaker 2>here among these like scientists, and I'm kind of like <v Speaker 2>here to save everybody and find these missing people. And <v Speaker 2>it turns out it's a lot more complicated than that. <v Speaker 2>It's on a basic level. Yeah, y'all have. <v Speaker 5>Been saying Carcosa this whole time, and I was like, <v Speaker 5>that's setting off alarm bells in my mind. <v Speaker 3>Based on the King and Yellow King Chambers. <v Speaker 5>Yes, yeah, yeah, okay, okay, And does it play a <v Speaker 5>lot in that sort of like realm of there's stuff <v Speaker 5>going on here that's going to be like beyond the pale, <v Speaker 5>like beyond your like a lot of it's cosmic, existential, <v Speaker 5>cosmic oy Yeah, and. <v Speaker 1>Real quick, what is for people like me? What is <v Speaker 1>the what does the say the King and Yellow or <v Speaker 1>what is. <v Speaker 3>The King of Yellow is? So it's it's three things. Really, <v Speaker 3>it's it's a collection of short stories by Robert Chambers. <v Speaker 3>It is a play within those short stories about a king. Yell, <v Speaker 3>it's about it. <v Speaker 6>People. <v Speaker 3>A bunch of people who read this book and kind <v Speaker 3>of go crazy, right, and then the third thing is <v Speaker 3>the entity the King in Yellow, which is within the play, <v Speaker 3>within the short stories. It is sort of this this <v Speaker 3>series of like cosmic cars type things that have gone <v Speaker 3>on to inspire a lot of other media and have <v Speaker 3>been inspired by media. <v Speaker 2>Before it, And like, I'm not super familiar with this. <v Speaker 2>It was actually Matt Miller who sort of pointed me <v Speaker 2>towards this and Jesse correct me if I'm wrong, But <v Speaker 2>like it predates HP Lovecraft, yes, but it's like pulled <v Speaker 2>into the love Craft mythos. <v Speaker 3>Yeah, it is partially inspired by like Dorian Gray from <v Speaker 3>Oscar Wilde has a lot of King of Yellow stuff, <v Speaker 3>and then Robert Chambers and stuff, and then sort of <v Speaker 3>HP love Craft and a lot of other things pull <v Speaker 3>from that. <v Speaker 1>Yeah, I couldn't affirm it is not required yea. <v Speaker 5>Yeah, well yeah, even Krco so like predates a lot <v Speaker 5>of that was pulled into Chambers work. Like it's a <v Speaker 5>whole kind of like authors playing off of each other's works, <v Speaker 5>even like Signalis in indie horror game from while Ago <v Speaker 5>played a lot in this Realm and stuff like that, <v Speaker 5>But it's a lot of that. We're not doing the <v Speaker 5>home Mega first turning off the g I show. But <v Speaker 5>so is there like a decent amount because Returnal had <v Speaker 5>some like horror elements to it in terms of the <v Speaker 5>like stuff it dealt with, especially in when you got <v Speaker 5>to the secret ending and the additional after story stuff. <v Speaker 5>I didn't play a ton of Reternal myself, but I <v Speaker 5>watched friend of the show Jacob Geller's like really excellent <v Speaker 5>video essay about it and and kind of like leaned <v Speaker 5>a lot from that. Is it playing in those realms <v Speaker 5>kind of is it doing that stuff well. <v Speaker 3>A well? Is a question that's questionable for me personally. <v Speaker 3>I think it tries to tackle some things, and I <v Speaker 3>think your mileage maybe on that. <v Speaker 2>I think it is I mean visually aesthetically absolutely right, <v Speaker 2>Like I mean, there's there's some tentacal beasts up in <v Speaker 2>this thing, you know, and there is like it's very <v Speaker 2>the sort of threat is very existential and in everyone's minds, <v Speaker 2>and no one quite knows what's happening, and people are <v Speaker 2>kind of devolving into like sort of you know monologues <v Speaker 2>that you find where they've recorded audio logus or they're <v Speaker 2>clearly sort of losing their mind and they're becoming like <v Speaker 2>incomprehensible like that that's a big part of the game <v Speaker 2>for sure. And then and as argent, you're kind of <v Speaker 2>like if you know you're you sort of think maybe <v Speaker 2>you're maintaining your sanity, but it's never like fully clear <v Speaker 2>exactly what's happening. And it's like yeah, and I and <v Speaker 2>I'm it's I don't know that it's wholly successful there. <v Speaker 2>But like the reason I didn't really focus on too <v Speaker 2>much of the start of this conversation is because it's <v Speaker 2>like it's just feels so damn good to play that <v Speaker 2>It's like it's like if it doesn't really it didn't <v Speaker 2>grab me in the same way Returnal does in terms <v Speaker 2>of it's narrative, but it's like, honestly, like it's so good. <v Speaker 2>If like you stripped all the story out, I still <v Speaker 2>would have like really recommended this game wholeheartedly. And it's <v Speaker 2>like and the story stuff is like interesting. There are <v Speaker 2>mysteries that like I'm still thinking about and that I <v Speaker 2>want to dive into more. It's not like bad, you know, <v Speaker 2>it's not like terrible or anything. It's just it's just <v Speaker 2>didn't It's just not like I didn't really get emotionally <v Speaker 2>invested in what was happening as much as it was like, <v Speaker 2>oh this is this is a great sort of uh, <v Speaker 2>table setting for what is just amazing gameplay. <v Speaker 3>You know, absolutely, I think it it it suffers from <v Speaker 3>having rogulack elements and sort of being a run based <v Speaker 3>thing because the ways in which they have to try <v Speaker 3>and tell the story around that happening I think sometimes <v Speaker 3>fall short. I think when it does have its moments <v Speaker 3>of like hey, we're gonna we're gonna give you some story. <v Speaker 3>Now we're gonna tell you that, it's like, okay, cool, <v Speaker 3>I have like a clear picture of what's going on <v Speaker 3>that this is cool like table setting for the thing <v Speaker 3>that I'm doing. But I think when it really tries to, <v Speaker 3>you know, pull it all together, maybe for me doesn't <v Speaker 3>doesn't come together. But also like it puts you right <v Speaker 3>back in the action and you're just like, yeah, there's <v Speaker 3>a fun game. I'm just gonna keep playing it and <v Speaker 3>I'm not really think too hard about it afterwards. <v Speaker 1>Yeah. I mean, Housemark is really good at making like <v Speaker 1>video game ass video games when it comes down to <v Speaker 1>just pure gameplay, like yeah, I just want to run <v Speaker 1>an error and shoot stuff and feel cool and they're <v Speaker 1>really really good at that. Yeah, they do it. <v Speaker 2>They'd pull it off here absolutely. Yeah. <v Speaker 1>Do you think, as we kind of wrap this up <v Speaker 1>to you, since they've done Reternal in this and they're <v Speaker 1>again they're very similar in a lot of ways, do <v Speaker 1>you think you would want them to do a third <v Speaker 1>one of these for whatever they do next, or would <v Speaker 1>you want something completely new from it? Like do you <v Speaker 1>think they have found like their sweet spot with like <v Speaker 1>this third person kind of like Roguelike bullet House stuff <v Speaker 1>and they could just keep churning these out, or do <v Speaker 1>you want them to mix it up next time? Kind <v Speaker 1>of like in a similar place with Zelda, like do <v Speaker 1>they have another breath of a while Tiers the Kingdom? <v Speaker 1>Or is it time to to flip the script again? <v Speaker 2>I mean for the developers, and that I follow. I'm <v Speaker 2>always of the mind, and especially with Zelda, is that <v Speaker 2>I don't know what I want from it, right, Like <v Speaker 2>I am never gonna be disappointed in whatever house Mark <v Speaker 2>does next, or whatever the Zelda team does next, in <v Speaker 2>the sense that like when they show what it is, like, <v Speaker 2>I'm just gonna be like, sure, I trust you guys <v Speaker 2>to make something interesting. Of course, that could all change <v Speaker 2>when I actually play it, when I actually get my <v Speaker 2>hands on it, and it's like maybe I like it <v Speaker 2>or maybe I don't like it, but in terms of <v Speaker 2>like what I want, but that my reaction is always <v Speaker 2>going to be like I don't know what I want, <v Speaker 2>and I would rather be surprised, right Like I don't <v Speaker 2>I don't want to dictate what they're doing next in <v Speaker 2>the sense that it's like I don't really think I <v Speaker 2>need another game like this, but like I would. Yeah, <v Speaker 2>I'm sure I would love it once I got my <v Speaker 2>hands on it, but I also would just love for <v Speaker 2>something entirely new. The thing that I do hope from <v Speaker 2>them is that they continue to like integrate narrative into <v Speaker 2>their arcadie gameplay, because I think that was the sort <v Speaker 2>of secret sauce of Eternal was that I was like, <v Speaker 2>they figured out a narrative wrapping to like and they're <v Speaker 2>sort of arcade sensibilities which are very strong. But like, frankly, personally, <v Speaker 2>house Mark was not a developer I really was that <v Speaker 2>interested in up until Returnal. I think what was their <v Speaker 2>PlayStation four launch game. I mean, like I reviewed Reso <v Speaker 2>Gun and like I had a good time with it, <v Speaker 2>and it's like I could play it and acknowledge how <v Speaker 2>good it feels and things like that, but it's like <v Speaker 2>without this sort of narrative hook for me, I was <v Speaker 2>kind of like, Okay, I think I got what I <v Speaker 2>want out of this. After a little while, it's just <v Speaker 2>like it's a great arcade thing, you know, but like <v Speaker 2>I just I really want to like build me a <v Speaker 2>world and put some crazy arcade mechanics inside of it. <v Speaker 2>And when I say build a world, I mean like <v Speaker 2>make it a place that looks like a story is <v Speaker 2>occurring in you know, which I didn't really get from <v Speaker 2>like Reso Gun as a point of example. <v Speaker 4>You know. <v Speaker 3>Yeah, yeah, when I played, when I finished Returnal, I <v Speaker 3>wasn't thinking like, oh, I need them to make another <v Speaker 3>one of these. I was like, I'm cool. I'm whatever <v Speaker 3>House Park wants to make next, I'll be there. And <v Speaker 3>when they showed I was like, cool, they made what <v Speaker 3>what looks like at surface level the first time we <v Speaker 3>saw another Returnal. That's cool with me. And when their <v Speaker 3>next thing comes out, if it's totally different, I'm like cool, <v Speaker 3>I'm gonna play it anyway. Like there, I'm down for <v Speaker 3>whatever they want to make, Like they have my trust it's. <v Speaker 2>Kind of like their their Desperado to their once upon <v Speaker 2>a time in Mexico or not once upon time in Mexico. <v Speaker 2>I can't remember what is Robert el Mariachi, thank you, <v Speaker 2>thank you. <v Speaker 4>Marcus. <v Speaker 2>Yeah, where it's like, you know, they made this thing <v Speaker 2>and he like they had the idea and they were like, Okay, <v Speaker 2>well now we have like some like momentum and probably <v Speaker 2>some extra money. Like let's kind of like do that again, <v Speaker 2>but like really do it right. <v Speaker 1>You know, we're saying we got to make a third <v Speaker 1>one with Johnny Depp. We gotta get Johnny. <v Speaker 2>Yeah, maybe that is something where I would be disappointed. <v Speaker 5>That would that would be wild that they're like house <v Speaker 5>Marks banking a new game and here's Johnny Depp. <v Speaker 1>He can't figure out why he keeps dying in Reawakening <v Speaker 1>in the same situation. <v Speaker 5>He's doing the Jack Sparrow bit for some reason. <v Speaker 4>And even. <v Speaker 3>I would like to protract my previous statement. Maybe if <v Speaker 3>that was to happen, I would not be super excited <v Speaker 3>about the next next Houseboard game. There are a few <v Speaker 3>things they can do that would maybe give me pause. <v Speaker 3>That has maybe one of them. <v Speaker 2>But I mean, honestly, Jesse. To be fair, though, we'd <v Speaker 2>be like, oh, Johnny Depp, huh, that's weird. I bet <v Speaker 2>that game play is real good. <v Speaker 3>I mean Harry that in that game. <v Speaker 1>Yeah, he's very Jack Jack Perrow. <v Speaker 4>Jack Jack Parrow. <v Speaker 3>That's not there's something there. <v Speaker 2>That's not nothing. <v Speaker 1>That well, that is Sorrow's. Check out Kyle's review on <v Speaker 1>Gameformer dot com Right now, Kyle, you got to get <v Speaker 1>the hell out of here. So I would love to <v Speaker 1>take Yeah, okay, well I'm glad you don't want to <v Speaker 1>with us. <v Speaker 4>I would love to. <v Speaker 2>I would love to leave you all behind and go <v Speaker 2>back to Carcos. Uh, I would yeah, yeah, but yeah, no, <v Speaker 2>Sorrow's an early game that year contender for me personally. <v Speaker 2>I really loved it a lot. <v Speaker 1>Yeah, yeah, I'm excited. I have not started my copies. <v Speaker 1>I've been living in Diabolo Town, which we'll talk about <v Speaker 1>in a bit, so I'm that'll probably tonight. Actually it's <v Speaker 1>finally starting that thing up. But yeah, we're gonna take <v Speaker 1>a quick break and when we come back, we are <v Speaker 1>gonna talk about Diablo four, Lord of Hatred, and more. <v Speaker 1>We'll be right back. Hey, welcome back to the Game <v Speaker 1>Informer show, and we are going to dive into Diablo <v Speaker 1>four's latest expansion, Lord of Hatred. I review this game. <v Speaker 1>You can go read my full thoughts right now into <v Speaker 1>sight I spoiler alert. I really like this game. It's <v Speaker 1>a you know, I reviewed Base Diablo four as well <v Speaker 1>and really enjoyed it, and I think they've in terms <v Speaker 1>of like I will say right now, like I played <v Speaker 1>Diablo forward away play any sort of like live game, <v Speaker 1>and then I really only check in when there's like <v Speaker 1>a big expansion, Like I don't really keep up with <v Speaker 1>the seasonal stuff that often just because yea, frankly, I <v Speaker 1>ain't got time for that. I got so the phase <v Speaker 1>to play that's like unless it's like a big story thing, <v Speaker 1>I was like, oh okay, I gotta go see what <v Speaker 1>that is. But other than that, I kind of use <v Speaker 1>that as an opportunity to be like, Okay, I've wrapped <v Speaker 1>up this new story expansion. I cannot think about this <v Speaker 1>for a while and come back when they make another one. <v Speaker 5>So so where are we on like the lifetime clock <v Speaker 5>of Diablo now with Lord of Hatred, because like, what <v Speaker 5>expansion number is this for it? Because I've not played <v Speaker 5>Diablo for it all. I've played two and three, but <v Speaker 5>I did not get into four at all. So this <v Speaker 5>is a second expansion. <v Speaker 1>This is the second major expansion they've done, like smaller <v Speaker 1>like pretty much a seasonal events where they'll bring in <v Speaker 1>like you know, they'll add new in game content or <v Speaker 1>dungeons or a boss. But in terms of narrative expansions, <v Speaker 1>this is the second one. And this is also built <v Speaker 1>as the finale of the Age of Hatred saga that <v Speaker 1>started with the original campaign, so this takes this is <v Speaker 1>pretty much picks up directly after the end of the <v Speaker 1>kind of cliffhanger ending that Vessel of Hatred had and <v Speaker 1>just gets right into it. So I mean, I you <v Speaker 1>can just jump into these expansions without playing either the <v Speaker 1>campaign or even the previous expansion if you want, which <v Speaker 1>is nice, and they do a good job in terms <v Speaker 1>of recapping the story elements that came before it do <v Speaker 1>these really nice cinematic sort of like here's a story <v Speaker 1>so far kind of a thing. But I do think <v Speaker 1>if you if you should probably play those other ones <v Speaker 1>just to get sort of like the full impact. And <v Speaker 1>I say that because this game goes pretty buck wild <v Speaker 1>from the beginning in terms of just some some real <v Speaker 1>eye widening twist and turns of just whoa, Okay, we're <v Speaker 1>doing this with this character and I can't believe this <v Speaker 1>happened to that character. It's a very it's a very <v Speaker 1>twisty internal expansion in a way that is pretty good, <v Speaker 1>especially if you're a long time Diablo fan. There's some <v Speaker 1>some moments that are gonna really knock your socks off <v Speaker 1>in terms of just unexpected surprises. And it's also it's <v Speaker 1>a it's a very dark story, which I know it's <v Speaker 1>like every Diablo game, but I think this one in particular, <v Speaker 1>like there's some some real grim, some real grim stuff <v Speaker 1>that happens. So the idea of this game is that Mephisto, <v Speaker 1>the Lord of Hatred, has returned, playing off again his <v Speaker 1>kind of resurrection at the end of the last expansion, <v Speaker 1>and he is running a muck in Sanctuary because he <v Speaker 1>has possessed the Acarak. Who is this He's basically Diablo <v Speaker 1>Jesus Like in Diablo, he is this like reververed sort <v Speaker 1>of like healer prophet that died a long time ago. <v Speaker 1>Mephisto has possessed his corpse and has resurrected, and so <v Speaker 1>everyone's like, oh my god, Acharat's back, and he is <v Speaker 1>using this person's influence to go around and basically win <v Speaker 1>the hearts and minds of everyone in Skovos, which is <v Speaker 1>the new region that's introduced in his expansion, and everyone <v Speaker 1>by doing that, he's just slowly corrupting them. And one <v Speaker 1>of the things about the story I really like is that, <v Speaker 1>I this is one of those tropes in fiction that <v Speaker 1>will always get me sort of not only invested, but <v Speaker 1>also like riled up. Is anything that deals with like <v Speaker 1>a a religious leader or a spiritual leader, or and <v Speaker 1>probably just any leader, but it may be on the <v Speaker 1>more like spiritual end that sort of like hoodwinks their <v Speaker 1>followers exactly like that always gets me like particularly fine, <v Speaker 1>Like I guess maybe because I have so many thoughts <v Speaker 1>about just like blind faith and just like like following <v Speaker 1>someone just like I mean, it's a very you know, <v Speaker 1>make your draw your own conclusions about what is going <v Speaker 1>on currently in real world events. But this, this expansion <v Speaker 1>seems like aptly time and way that they probably didn't <v Speaker 1>plan for. But there's a lot of stuff that made <v Speaker 1>me feel, things with just how how Mephisto goes about <v Speaker 1>his uh, his business and mansions. <v Speaker 4>Ai Mephisto. <v Speaker 1>Crystal might actually be a little less evil. But yeah, <v Speaker 1>I think they handle the frap. They do the false <v Speaker 1>profit sort of thing very well, to the point where <v Speaker 1>you're just like, I'm just like genuinely getting angry at <v Speaker 1>him for what he's doing to these people. <v Speaker 5>That's interesting to hear because for me, and this is <v Speaker 5>not a reflection on the quality of any of these <v Speaker 5>games stories, to be clear, they're they're good. I think <v Speaker 5>that like Blizzard has traditionally done like a very good <v Speaker 5>job of designing their characters and their worlds and things <v Speaker 5>like that. But to me, when I think of Diablo, <v Speaker 5>I think of like number go up, loot drop, make <v Speaker 5>new character, run through dungeons, like it is such a <v Speaker 5>like mechanical thing for me. Of of I love it <v Speaker 5>for what it is is it is like a number <v Speaker 5>grinding number go up RPG for me. But would you <v Speaker 5>say that this would necessarily like change my mind in <v Speaker 5>any way or is this is it still going to <v Speaker 5>kind of like fall into the camp of like doing <v Speaker 5>the things that Diablo has always done very well. <v Speaker 1>I mean, have you played four at all? <v Speaker 5>I've not played four, but again I've played three, I've <v Speaker 5>played two. I think I might have played one a <v Speaker 5>long time ago and have very faint memories of it. <v Speaker 5>I think I remember the is Lee oric in that one? <v Speaker 5>Or is that too that I'm thinking of. <v Speaker 1>I mean I've only ever really played three, and yeah, <v Speaker 1>like I got in with three, So you know, feel <v Speaker 1>free to throw your tomatoes at me now, long time <v Speaker 1>Diabolo fans. But I didn't grow up with Blizzard as <v Speaker 1>a kid because I just didn't have a PC, which <v Speaker 1>is really what it came down to. <v Speaker 5>He never never bought the battle chests from your local <v Speaker 5>best Buy and then came home and opened them up <v Speaker 5>and used the Prima or was it Prima or Brady <v Speaker 5>that had the pack in guides with the battle chests. <v Speaker 1>I watched the South Park episode where they made fund <v Speaker 1>of World of Warcraft, and that was my introduction to body. <v Speaker 1>Yeah you need you got it all that that taught <v Speaker 1>us that we should make fun of World of Warcraft. <v Speaker 1>Absolutely exactly. But no, to answer your question, I mean, <v Speaker 1>yes it is that will always be the core of <v Speaker 1>the Yablo is kill thousands of things on screen and <v Speaker 1>you're waiting for cool down to expire while hitting the <v Speaker 1>five other ready abilities and or to and just watching <v Speaker 1>the screen explode in numbers like that is the experience <v Speaker 1>and that is still fun. I will say with Diablo three, <v Speaker 1>as someone that generally values story a lot more than <v Speaker 1>anything else in video games, they really sort of like <v Speaker 1>took the time to up their production values, which are <v Speaker 1>always like crazy high. But Diablo four has like some <v Speaker 1>really great cinematic cut scenes, like a lot of more <v Speaker 1>voice acting than I think it's got like the most <v Speaker 1>voice acting and just cinematics than any of the other <v Speaker 1>Diabolo games. Like they're trying to tell a very directed <v Speaker 1>cinematic story, and I like the Bass story and Diablo <v Speaker 1>four quite a bit. Again, I'm someone that I'm lower <v Speaker 1>onto total poll of like Diablo fandom, and that's just <v Speaker 1>from like just lack of experience, like you know, not <v Speaker 1>coming up with Diablo one and two. But for me, <v Speaker 1>I remember going through that narrative and being like, oh, yeah, <v Speaker 1>this is like really compelling, Like I'm liking these characters. <v Speaker 1>I think, you know, Lilith, who was the main antagonist <v Speaker 1>of the base campaign, I think she's like with the <v Speaker 1>flesh cavel flesh Cape. Yeah, that intro cut scene is <v Speaker 1>still pretty wild. <v Speaker 5>So mechanically, like then what gets added in in Lord <v Speaker 5>of Hatred, like there's there's a new class, but I <v Speaker 5>think that came out like slightly ahead of the expansion <v Speaker 5>if I remember two new classes. <v Speaker 3>But is new for this expansion, right, Okay. <v Speaker 1>Yeah, so yeah, so the two new classes Paladin Warlock. <v Speaker 1>I got to spend a lot of time as both. <v Speaker 1>They're both fun, Like they're both very different, Like Warlock, <v Speaker 1>I'm trying I might like a little bit more just <v Speaker 1>because it like I kind of like the sort of <v Speaker 1>focus on summoning and spawning demons and just sicking them <v Speaker 1>on people like you can. There's like fun spills where <v Speaker 1>you're literally conjuring portals and just throwing demons and ghosts <v Speaker 1>at people and just like lobbing them like they're like <v Speaker 1>basketballs and it's so silly, but it also looks like <v Speaker 1>really bad ass. And there's just like a lot of <v Speaker 1>fun sort of like range like field manipulation that you <v Speaker 1>can do with the Warlock. When you really get into <v Speaker 1>the nitty gritty of like unlocking the different types of abilities, <v Speaker 1>like they have like shadow bas abilities that kind of <v Speaker 1>rely on stealth, and then you got the more like demons. <v Speaker 1>Somebody like I'm gonna make a wall of demons to <v Speaker 1>protect me, or I'm just gonna summon a giant demon <v Speaker 1>that just swings the sword and just clears out everyone <v Speaker 1>in front of me. And you have all these abilities <v Speaker 1>going off at once, and it just it's a fun <v Speaker 1>way to just control and clear the battlefield. And on <v Speaker 1>the other side you have the paladin, who's a more <v Speaker 1>traditional sort of like sword and shield heavy bearer who <v Speaker 1>wields hotly attacks and you can either go you know, <v Speaker 1>two handed melee weapon, but I prefer using sword and <v Speaker 1>shield because the shield has its own dedicated skill tree <v Speaker 1>and you can do some fun stuff with the shield. <v Speaker 1>Best of all, you can do Captain America style, just <v Speaker 1>like I'm going to throw the shield and watch that <v Speaker 1>thing ricochet off like ten dudes, and the shield is <v Speaker 1>bathed in this holy light and it's stunning them or <v Speaker 1>doing whatever weird effect that you apply to it, and <v Speaker 1>that stuff is really fun. Like, they're both a lot <v Speaker 1>of fun to play, ass So I recommend, like, if <v Speaker 1>you're getting into this, you know, to make a new <v Speaker 1>character and try out one of these, cause I think <v Speaker 1>they're both really fun additions not only to this game, <v Speaker 1>but you know, you can bring them into the base <v Speaker 1>game and into Vessel of Hatred as well. Skill trees <v Speaker 1>have been expanded where they've added sort of I forget <v Speaker 1>what they call them, but they basically have added new <v Speaker 1>nodes or perks to the existing trees that allows you <v Speaker 1>to further customize the skills as you have unlocked. So <v Speaker 1>you know, originally, when you were unlocking a skill, you <v Speaker 1>get pick. The only other thing you could do with <v Speaker 1>that outside of umlocking the skill was that you could <v Speaker 1>choose basically different variants that kind of change how the <v Speaker 1>skill performed. Of you know, you were shooting, I don't know, <v Speaker 1>if you've had an ice spell, you could determine like <v Speaker 1>well maybe I'll have it fire into like a shotgun spread, <v Speaker 1>or maybe it'll just be an ice beam. But now <v Speaker 1>on top of that, you can unlock nos that can <v Speaker 1>do things where like, oh it fires even more projectiles, <v Speaker 1>or it reduces the cool down time, or it inflicts <v Speaker 1>a negative status effect on the enemy. So it's like <v Speaker 1>it's not like a crazy big change, but it allows <v Speaker 1>you to again further tweak and customize how you want <v Speaker 1>your skills to sort of behave, and it gives you <v Speaker 1>some more things to spend your skill points on because <v Speaker 1>the level cap has been raised to seventy now, which <v Speaker 1>is great. There's some there's new torment tiers. In fact, <v Speaker 1>the torment tier has been up to twelve, which is <v Speaker 1>pretty wild. And the tormentiers, if you don't know eric, <v Speaker 1>are basically like the difficulty settings that you choose. <v Speaker 4>Yeah. <v Speaker 5>Yeah, it ratchets up the difficulty and can kind of <v Speaker 5>be like, you know, to use an analog, it's like <v Speaker 5>ascension enslave the spire kind of or like heat and <v Speaker 5>hides a little bit. <v Speaker 1>Yeah yeah, because I think it's been set to four, <v Speaker 1>so to jump to twelve is is pretty crazy. <v Speaker 5>Triple as Triple Torment. <v Speaker 1>Triple Torment. That's my favorite Final Fantasy card game. And <v Speaker 1>the other sorry I'm just I threw myself off of <v Speaker 1>my own dumb Final Fantasy joke, but I. <v Speaker 4>Think about Triple Triad now, yeah. <v Speaker 1>Let's go play some Triple Triad. The other big thing <v Speaker 1>that they've added is they've reworked some of the endgames, <v Speaker 1>so they've added like the big end game thing that <v Speaker 1>they've added is a thing called war Plans, where essentially <v Speaker 1>what I like about it again going back to being <v Speaker 1>a more casual Diablo fan is that between these two <v Speaker 1>expansions and just the numerous seasonal updates, they've bolstered the <v Speaker 1>end game a lot. Like there's a lot of activities <v Speaker 1>to get into, but it can be a little bit overwhelming, <v Speaker 1>especially if you just have not kept up with it religiously. <v Speaker 1>You'll jump in and go like, what are all these <v Speaker 1>new icons in the map? Like? What is this thing <v Speaker 1>over here? What is the pit? What are these infernal whares? <v Speaker 1>What's that? <v Speaker 3>Like? <v Speaker 1>What do I get for doing these? And war plans <v Speaker 1>kind of is like a cool funnel that allows you <v Speaker 1>to kind of like it takes away the sort of <v Speaker 1>the guesswork or just having to to figure out what <v Speaker 1>you want to do, and it basically makes a decision <v Speaker 1>for you where it kind of looks like a almost <v Speaker 1>like a roguelike style map, even though that's not what <v Speaker 1>it is, but it offers you a randomized selection of <v Speaker 1>in game activities that you complete one after another, and <v Speaker 1>you get rewards for doing them on top of the <v Speaker 1>existing rewards that you would already get for doing the activity, <v Speaker 1>So it you like you would fire up a war <v Speaker 1>plan and it'll say, hey, here's two things that you <v Speaker 1>can do. You can do a hell Tide, and then <v Speaker 1>after you do a hell Tide, you'll travel down the map, <v Speaker 1>and then you'll do a pit run, and you're gonna <v Speaker 1>get rewards for doing both, on top of just the <v Speaker 1>rewards that you wouldn't get inherently for doing those runs. <v Speaker 5>That makes this is all in the open world, right, <v Speaker 5>or like the open zone area where you're kind of <v Speaker 5>running around and doing things, because because the first thing <v Speaker 5>I immediately thought of that that Jesse will recognize is <v Speaker 5>like it's kind of like hunts almost like you're doing <v Speaker 5>a hunt train in a way of like you're it <v Speaker 5>literally just gives you a tour guide map of here's <v Speaker 5>like the order in which to do these zones, so <v Speaker 5>you don't have to like open your map and figure <v Speaker 5>out the timers and bounce between them. Like you can <v Speaker 5>just go do this stuff and we will like automate <v Speaker 5>those processes for you pretty much. I think in my review, <v Speaker 5>I just, oh, I likened it to like a playlist, <v Speaker 5>because that's kind of kind am I brand. It's like, oh, <v Speaker 5>it's like a little playlist stuff. We're not We're just <v Speaker 5>gonna pick some for you. What's great about it is that. <v Speaker 1>You don't have to look for them, because like you said, <v Speaker 1>it'll just warp you to it, which is really great <v Speaker 1>because the map is so big that sometimes we're like, oh, <v Speaker 1>I want to see I want to do this, but <v Speaker 1>like where is it right now? Or is it happening <v Speaker 1>at this moment. This just says, hey, do you want <v Speaker 1>to just teleport straight to this? And at the start <v Speaker 1>it's like yes, please. It also takes away to barrier <v Speaker 1>for injury for a lot of them, where it's like, <v Speaker 1>for like Nightmare dungeons in particular, it's like, oh, you <v Speaker 1>don't need nightmare stigules to access them. If you have <v Speaker 1>it in a warplane, you can just do it and yeah, <v Speaker 1>you get just it's like, hey, complete the Nightmare dungeon, <v Speaker 1>you go and do it. You get the rewards for <v Speaker 1>doing the Nightmare dungeon, and then when you complete the <v Speaker 1>warp plan Path, you get another set of rewards for <v Speaker 1>finishing the series of in game content. And I really <v Speaker 1>like that, Like it's like I said, it kind of <v Speaker 1>it takes the guesswork out of figuring out what to do, <v Speaker 1>and it's just like I'd rather just have the playlists <v Speaker 1>kind of just roll the dice and see what I <v Speaker 1>get because it's like, I want to do probably all <v Speaker 1>of this, but I just you know, I don't. I'm <v Speaker 1>paralyzed by choice, you know, So I'm just gonna let <v Speaker 1>them figure it out. You can still freely go do <v Speaker 1>whatever you want if you want to, but if you <v Speaker 1>just rather have the game figure it out for you, <v Speaker 1>then I think war Plans is great for that. I <v Speaker 1>don't know how, you know, time will tell how much <v Speaker 1>this would keep me playing beyond the campaign. I'm not <v Speaker 1>someone that generally sticks around for super duper long after <v Speaker 1>I roll credits on a story, Like I'll mess around <v Speaker 1>with enough of the endgame stuff, but like after a while, <v Speaker 1>it's like I don't really care how much more loot <v Speaker 1>that I have. I'm so powerful right now, Like what <v Speaker 1>else could I possibly get that would make me stronger? <v Speaker 1>I'm sure there's an answer for that, but it's like, <v Speaker 1>do I care enough to stick along long enough to <v Speaker 1>find something insane? But I think it helps. And the <v Speaker 1>other big thing, or actually maybe not big thing, but <v Speaker 1>a new addition is Echoing Hatreds, which is a new destination. <v Speaker 1>It's basically a Horde mode. You just go into you <v Speaker 1>warp into an area and they just throw waves of <v Speaker 1>enemies at you that get increasingly denser and increasingly harder, <v Speaker 1>and you're just trying to survive as long as you can, <v Speaker 1>and the longer you survive, the more rewards you get. <v Speaker 1>I think the most interesting thing about that, like it's fun, <v Speaker 1>because it's never not fun to just mow down thousands <v Speaker 1>of things. But it's kind of a secret mode, which <v Speaker 1>I was surprised by. It's it's something you really have <v Speaker 1>to find and it's only available, Like, for one, it's <v Speaker 1>only available in the higher difficulty tiers. You can't get <v Speaker 1>it if you're playing like the normal tiers, And it <v Speaker 1>relies on finding a special item which unlocks a special quest. <v Speaker 1>But the item that you need to find initiated is <v Speaker 1>a really really rare drop that you can only get <v Speaker 1>from defeating certain like really hard bosses or challenges. Like <v Speaker 1>I only got to play at once during a review period, <v Speaker 1>and I only got it because we use like a <v Speaker 1>developer cheat just so we could see what it was. <v Speaker 5>So they were like, this is like something that you'd <v Speaker 5>have to grind for to get, Like does it guarantee <v Speaker 5>some level of loot and stuff like that that that's <v Speaker 5>like basically a way to end game grind or. <v Speaker 1>You're talking about for like completing it, Yeah. <v Speaker 5>For the Echoing Hatred thing, like like like what is <v Speaker 5>the end goal that you're trying to get out of it? <v Speaker 1>Loot? <v Speaker 5>Loot, but like does it guarantee a level of like <v Speaker 5>super high level loot or. <v Speaker 1>Yeah that I'm not sure. I like said, I only <v Speaker 1>got to play one and I lasted a few rounds, <v Speaker 1>excuse me, and got I did get some legendaries from it, <v Speaker 1>so you know, that's nice. I don't that's gonna be <v Speaker 1>something that players are gonna have to like once they <v Speaker 1>figure out how to access it, how long they can <v Speaker 1>last see like what is like the what is waiting <v Speaker 1>at the end of this? Like how far up the <v Speaker 1>ladder does this go? And and there's something particularly special <v Speaker 1>at the end. I mean Blizzard was being pretty coy <v Speaker 1>about that, which makes sense about you know what, what's <v Speaker 1>at the end of this? But yeah, I think if <v Speaker 1>you're someone that just enjoys chasing like a big secret mode, <v Speaker 1>this is like a you know, something to latch onto <v Speaker 1>that might keep you busy for the next few weeks <v Speaker 1>or so. <v Speaker 4>Uh. <v Speaker 1>But yeah, outside of that, I mean they added fishing, <v Speaker 1>you guys, like fishing. <v Speaker 4>You love fishing, well, you can fish. <v Speaker 1>You can fish now. It has no significance to player progression, <v Speaker 1>But it is funny to go fishing because you can <v Speaker 1>just cast the line. It's pretty much an emo. You <v Speaker 1>just throw a line anywhere that there's any fishable water <v Speaker 1>and then just you know, do the basic fishing thing <v Speaker 1>and waiting for the right time to reel in, and <v Speaker 1>depending on how well you time it, you might get <v Speaker 1>a legendary fish, which in itself is kind of funny <v Speaker 1>to see a fish that's just glowing orange. <v Speaker 5>And I'm measuring if I want to say this hot take, <v Speaker 5>but might as well. I'm on a podcast, That's what <v Speaker 5>I'm here to do. I feel like fishing has quickly <v Speaker 5>become the new can you. <v Speaker 4>Pet the dog? Thing? <v Speaker 5>Yeah yeah, because like for the longest time, it was <v Speaker 5>like can you pet the dog? Can you pet the dog? <v Speaker 5>And every game was like, you can pet the dog <v Speaker 5>in our game? Yeah, And it's like a whole thing <v Speaker 5>that they like pin a social media campaign around. It's like, yeah, <v Speaker 5>you compet the dog in our game. And now it's like, <v Speaker 5>can you fish in this game? Is there fishing? Is <v Speaker 5>there fishing? And like some games do have genuinely interesting <v Speaker 5>fishing mechanics, usually because they are fishing games at their <v Speaker 5>core and things like that. But I feel like fishing <v Speaker 5>in general sometimes just like we put something in here, <v Speaker 5>or you kind of loosely do a version of starduse <v Speaker 5>fishing and you can get fish and then you can <v Speaker 5>be like, yeah, I fished, yay, and that's it. <v Speaker 4>That's the end of it. <v Speaker 1>Yeah. I mean that's pretty much what this amounts to. <v Speaker 1>Who is like, hey, I can do this now. I <v Speaker 1>didn't do it a lot because as far as I <v Speaker 1>can tell, it doesn't leads anything meaningful outside. And you <v Speaker 1>just add fish to your collection. So if you just <v Speaker 1>want to be a if you're someone that just wants <v Speaker 1>to get everything in this game, then this is just <v Speaker 1>another thing to collect. And like, I gotta try to <v Speaker 1>get every rare fish. I gotta go to every region <v Speaker 1>and fish and see what's there. <v Speaker 3>Culture. This is what it is. <v Speaker 4>It's fishing. Yeah. And if you. <v Speaker 5>Could collect the fish and then turn them into a <v Speaker 5>deck and then play your fish deck against other people's <v Speaker 5>fish decks, and then it's like it's we've combined Gwent <v Speaker 5>and fishing into one thing. <v Speaker 1>I feel like this makes you like, does this just <v Speaker 1>make you like Mako Tsunami from Yu gi Oh? <v Speaker 4>But yeah, yeah in this form, just. <v Speaker 1>Just the fish guy. <v Speaker 4>Yeah, that fish guy. <v Speaker 1>Yeah. <v Speaker 5>Why hasn't there been a good open world yukioh game? <v Speaker 1>You know, it's a great question, Eric, I've been saying <v Speaker 1>this for. <v Speaker 5>I yeah, over over on my my other podcast, Acts <v Speaker 5>of the Blood Gout. I've long said that I want <v Speaker 5>like the open world uh card game RPG, but one <v Speaker 5>where you have to do like Shenmu, you have to <v Speaker 5>work a job and earn money to go buy booster <v Speaker 5>packs and rip them and then go to tournaments in <v Speaker 5>other towns and things like that and try and take <v Speaker 5>down like other people, which I realize is just simulating <v Speaker 5>something that you could do in real life if you wanted. <v Speaker 4>That's kind of what video games are. <v Speaker 1>What has time for that? You know? I actually wrote <v Speaker 1>a feature years ago for gi pitching a Yu gi <v Speaker 1>Oh Open World Battle Royale because I was like, you <v Speaker 1>know that first season like Dualist Kingdom, it's basically a <v Speaker 1>battle royal. It's like one hundred players and you all <v Speaker 1>get gradually eliminated and kicked off that island until there's <v Speaker 1>like one left. So it's like, just do. <v Speaker 5>That, build a deck, you take a player out, you <v Speaker 5>get a new booster pack you can monifor your play <v Speaker 5>against other people. Yeah, I bet your starships. Oh yeah, <v Speaker 5>Now it's gambling, though with them might get us in <v Speaker 5>trouble somewhere. <v Speaker 1>I mean, it was always gambling and it was fine. <v Speaker 4>There's one gun that you can find. <v Speaker 3>That's it. There's one gold scar from Fortnite, I. <v Speaker 1>Would says, the gun that Kayla gets pointed at him. <v Speaker 3>It has no bullet in the US version. Oh, is <v Speaker 3>that the one where he throws the card and blocks <v Speaker 3>the the like lock of. <v Speaker 1>The jams the gun. Yeah, we didn't get that in <v Speaker 1>the US version. You have to watch the japan That. <v Speaker 3>Clip one of my favorite things to exist. That is <v Speaker 3>maybe the funniest clip. <v Speaker 5>That's like the saw trap from Yu Gi. Oh, the <v Speaker 5>one that's going to like take off their ankles. <v Speaker 4>Yeah, something else. <v Speaker 1>Yeah, yeah, it sent a shadow am actually, which some <v Speaker 1>might say is fate worse than death, who knows. But yeah, anyways, <v Speaker 1>it is a fun expansion. It's it's the most it <v Speaker 1>is the most boring thing you can say about an expansion, <v Speaker 1>but it is just unfortunately true. If you enjoy Diablo <v Speaker 1>four already. If you like the Vessel of Hatred, I <v Speaker 1>think you will not even think you will almost certainly <v Speaker 1>enjoy the Lord of Hatred. It is more of a <v Speaker 1>game that you already like, with some fun new twists. <v Speaker 1>The new classes are fun. I think the story is <v Speaker 1>really strong, and I think also as an end of <v Speaker 1>a of like a narrative arc, I think it does <v Speaker 1>stick the landing quite well, which is important. So yeah, <v Speaker 1>like it's like, if you enjoy the story up to <v Speaker 1>this point, you would be missing out if you skipped <v Speaker 1>out on Lord of Hatred. Like some some pretty fun <v Speaker 1>and wild things happens in it, and I had a <v Speaker 1>great time playing it. I gave it an eight point <v Speaker 1>five out of ten in my review. And yeah, once <v Speaker 1>I maybe get over the fatigue of playing this game <v Speaker 1>at all hours of the day, I will dive back <v Speaker 1>into the because I don't have my character anymore because <v Speaker 1>my review character got built. So when the game launches <v Speaker 1>proper what next week? I think I don't have to <v Speaker 1>start a new one, but I do. I missed my Warlock. <v Speaker 1>He was he was pretty rad, did some really fun stuff. <v Speaker 1>Uh so yeah, check it out. I liked it. We <v Speaker 1>are jumping next into Yoshi and the Mysterious Book. If <v Speaker 1>you wanted something that it is, you know, sometimes compared <v Speaker 1>this game to Diabolo. They're very similar, as we all know. <v Speaker 1>They both involve, you know, sentient talking a beast because <v Speaker 1>Yoshi can talk. <v Speaker 5>Yeah, wait, is Yoshi okay? <v Speaker 1>Is Yoshi's sentient? Is that? Where you're gonna ask? <v Speaker 5>Is the noise? Because because for me it was always <v Speaker 5>that Yoshi just makes a noise and phonetically it sounds <v Speaker 5>to us like Yoshi, and so we call Yoshi Yoshi. <v Speaker 4>No. <v Speaker 1>I think I always thought he just says his name <v Speaker 1>like a Pokemon like. I think that's just he just <v Speaker 1>says he kind of does like a like. That's well, <v Speaker 1>sometimes sometimes he does say says Yoshi. <v Speaker 5>That's even more confusing now because he makes non like <v Speaker 5>fanatic noises, like he makes non linguistic communication and then <v Speaker 5>does switch to common linguistics to say Yoshi, and that's it. <v Speaker 1>He's like a slightly more verbose Pokemon. <v Speaker 3>Yeah, language is always evolving. You can't. You can't put <v Speaker 3>language in a box and just expect it to stay static. <v Speaker 3>It's always changing. <v Speaker 5>I do think it gets uncomfortable then if we know <v Speaker 5>that Yoshi is like more aware of his surroundings than <v Speaker 5>we know he is, because there's a lot of Mario <v Speaker 5>games where you got to dump. <v Speaker 1>Yoshi in a pit like that's and he's okay with it. <v Speaker 1>Every time he comes back. He has no hard feelings. <v Speaker 1>He doesn't say, hey, what what happened last time? What <v Speaker 1>was that all about? <v Speaker 4>He's just like, is that the same Yoshi that comes back? <v Speaker 3>I said, you know it egg symbolizes rebirth, it's the <v Speaker 3>same Yoshi being reborn. <v Speaker 1>He's a phoenix. Yeah. <v Speaker 5>We have the same thing with toad, where for the <v Speaker 5>longest time it was like toad and then we find <v Speaker 5>out that toad is actually like a full like species <v Speaker 5>with their high from kingdom. <v Speaker 1>But there's like the capital there's capital type yeah might <v Speaker 1>be yeah, capital t toad, and then there's lowercase te toads, <v Speaker 1>which are like random toads. <v Speaker 5>The Last of Us but it's like toads that are <v Speaker 5>screaming is. <v Speaker 3>Like that's yeah, toad is just that given life. That's <v Speaker 3>actually if you played The Last of Us like one <v Speaker 3>hundred and twelve, when that comes out in four hundred years, uh, <v Speaker 3>they'll actually get to the point where humanity has gone <v Speaker 3>so far that they Toad is actually just the last <v Speaker 3>of us universe five thousand years in the future. <v Speaker 1>Oh man, if I ever interviewed Met, I want to <v Speaker 1>ask him that theory of like have you ever had, like, <v Speaker 1>have you seen the last of us? Have you ever <v Speaker 1>considered that normal people that were infected with the corps? <v Speaker 1>Is that what happened? <v Speaker 5>I just think it's weird that they call room together. <v Speaker 5>We Toad goes to like compete in Mario Kart. They're <v Speaker 5>just like, that's Toad. It's like Toad is is a <v Speaker 5>group of people that's not just like that that Toad <v Speaker 5>doesn't get a name, Like that's not a person. <v Speaker 1>At least. <v Speaker 5>Okay, I have what about you? You're not wrong, You're <v Speaker 5>not wrong. The Pikachu does not get named by Ash. <v Speaker 5>So we also got a cancel Ash now. Yeah, well <v Speaker 5>because he's cool, because only whaying people nickname their Pokemon <v Speaker 5>just saying also true, also true? <v Speaker 4>Yeah. Anyway, Yoshi Yoshi in the Death Note? <v Speaker 3>Yeah, how many before I could say it? <v Speaker 1>Yeah? How many people is he killing this game? <v Speaker 3>Actually a lot? Okay, So, like I've been like running <v Speaker 3>around saying that Yoshi in the Death Note for like <v Speaker 3>a couple of months now because I think that's incredibly funny. <v Speaker 3>But also what I accidentally like backdoorded my way into <v Speaker 3>is learning that it is kind of like the Death Note, <v Speaker 3>because the whole conceit of this game is that you <v Speaker 3>are jumping in to the book and you're doing different <v Speaker 3>levels about different creatures the book named mister e get it. <v Speaker 3>It's like mystery. <v Speaker 1>Oh, that's what they're going for. And I did not <v Speaker 1>realize I stood for something. <v Speaker 3>I mean it might but mystery, you know. <v Speaker 1>No, that's that's that's way, you know. I had a sorry, <v Speaker 1>I had a similar sort of like wordplay revelation with <v Speaker 1>Minish Cap. We Alex and I streamed Zelda the Menish <v Speaker 1>Cap and someone a chat said, it's supposed to meet <v Speaker 1>like diminish diminished cap, the Minush Cap. You're supposed to <v Speaker 1>say it is diminished cap because the cat strinks you. Yes, <v Speaker 1>and we had the same like, wait, was that that's <v Speaker 1>what they were going for? Like I've never noticed. <v Speaker 5>That, like Phoenix down is like a feather, like the <v Speaker 5>down of a Yeah. <v Speaker 1>The same thing. <v Speaker 5>Miles Prower, did you ever see a pup named Scooby Doo? <v Speaker 4>Yes? <v Speaker 5>Probably it took me years to figure out that the <v Speaker 5>kid was named red Herring, not because of his well <v Speaker 5>because of his red hair, but it was a play <v Speaker 5>on that he was a red Herring. <v Speaker 4>They always suspected him. <v Speaker 5>Yeah, so Feir, I watched that when I was like seven, <v Speaker 5>So I don't think you're supposed to get that when <v Speaker 5>you're a child. <v Speaker 1>But yes, mister E, mister E and the RADI. <v Speaker 3>So you have mister e h and you know all <v Speaker 3>the different contents of the book or the different chapters <v Speaker 3>and the different levels you will go through it sort <v Speaker 3>of like sketched watercolor sort of throughout. And so chapter one, <v Speaker 3>which is where we got to primarily play in the preview, <v Speaker 3>was the Wild Woods, and so you know, first level <v Speaker 3>you go in, there's like a little flower guy and <v Speaker 3>you put him on your back. And instead of most <v Speaker 3>Yoshi games are like point A to point B, it's <v Speaker 3>like just kind of side scrolling level, very chill, very <v Speaker 3>low stakes. We're vibing, you know, Yoshi Yoshi not a <v Speaker 3>complicated game. It's not Kaiso Mario. However, Yoshi the Serious <v Speaker 3>Book it works on more of like a zone, so <v Speaker 3>it's like a two dimensional zone. So I think vertical <v Speaker 3>and horizontal. You're not just trying to get from point <v Speaker 3>A to point B. You are exploring the region to <v Speaker 3>do a bunch of different stuff. And so there's a <v Speaker 3>primary goal in every level. So like in the in <v Speaker 3>the flower level, it's the first level I played, you <v Speaker 3>throw the flower guy on your back, and he's like <v Speaker 3>your little pal, and you're getting here basically, and you <v Speaker 3>get a power anytime you put somebody on your back, <v Speaker 3>So like each of the different characters will give you <v Speaker 3>different utility, and so the flower guys, like anytime you <v Speaker 3>go across certain plants, they will bloom. And so the <v Speaker 3>conceit of the first level is like, hey, go make <v Speaker 3>all the flowers bloom. Very simple, very simple task. But <v Speaker 3>as you were sort of going through this, there will <v Speaker 3>be other things that start to happen. And it's a <v Speaker 3>game about discovery. It's what I've been saying is it's <v Speaker 3>a game about being curious and like rewarding curiosity. And <v Speaker 3>so I saw like a branch, like a tree brushel rustling, <v Speaker 3>and so I threw an egg at it, and a <v Speaker 3>chi guy fell out of the tree. And then I <v Speaker 3>got a little like stamp next to the tree and <v Speaker 3>it was like find found shy guy and I got <v Speaker 3>a star, I got a little trinket for it, a <v Speaker 3>little goody, and I was like, oh, okay, cool, there's <v Speaker 3>like little hidden objectives along my way. And then I <v Speaker 3>found like fifteen of them, and I like, oh, there's <v Speaker 3>a lot of little objectives, little things going on. And <v Speaker 3>then when I completed the main sort of objective, I <v Speaker 3>you know, I made all the flowers bloom along the way, <v Speaker 3>and it was like, cool, you did it. Here's you know, <v Speaker 3>you jump into this portal and the level, and then <v Speaker 3>the book kind of flipped a couple pages and it <v Speaker 3>was like level one and it started populating with all <v Speaker 3>the different discoveries that I had made, and then it <v Speaker 3>let me know that there was a bunch more stuff <v Speaker 3>I hadn't found. There was probably thirty or forty discoveries <v Speaker 3>in this one level of just small little interactions that <v Speaker 3>you can have across the entire level, and you click <v Speaker 3>tokens throughout a level and you can use those to <v Speaker 3>purchase hints about other discoveries within that level. So if <v Speaker 3>you're stuck and you can't really figure out what interactions <v Speaker 3>you're missing, you can, you know, purchase them with the <v Speaker 3>with tokens that you get throughout the level and they'll <v Speaker 3>guide you towards it. And then I, you know, I <v Speaker 3>completed that level and it moved on a mystery was like, hey, <v Speaker 3>so we discovered this new creature. What do you want <v Speaker 3>to call it? And so this is where the death <v Speaker 3>note comes in because you get to just write a <v Speaker 3>name in the book. It does not kill the creature, <v Speaker 3>to be clear, but you do get to name the <v Speaker 3>creature or whatever you want. So in the example we <v Speaker 3>saw in the presentation we watched before playing the demo, <v Speaker 3>they named the Shai guys Hank. They were just like, <v Speaker 3>it's called Hank in my game, and that is the <v Speaker 3>species name for shy Guy. Moving forward, in that game, <v Speaker 3>it will never refer to shy Guy as shy Guy. <v Speaker 3>It will only refer to them as Hanks throughout the <v Speaker 3>entirety of the game. In every which way you would <v Speaker 3>imagine shy Guy would come up, it's called Hanks. So <v Speaker 3>when it's like find five Hanks instead of five shy Guys, <v Speaker 3>it'll be like, uh, bake bread with Hank. Like it <v Speaker 3>just uses that across the board in every option possible. <v Speaker 1>And so, yeah, is there any sort of like safeguards <v Speaker 1>for like what I'm getting to. <v Speaker 3>This is what I'm getting to. I did not try <v Speaker 3>because I'm sitting next to a Nintendo rep and I'm <v Speaker 3>not gonna just start hyping away because like I'm I'm <v Speaker 3>here with the PR person and the Nintendo rep, and <v Speaker 3>I'm like, I I don't need to do this. But <v Speaker 3>I didn't. <v Speaker 5>I did go full blue, but I would like I <v Speaker 5>would put butt in there or something like that just <v Speaker 5>to see. <v Speaker 3>I did, and they were like, yes, there are filters. <v Speaker 3>They were very good. <v Speaker 1>Okay, Dick is just short for Richard. Yeah. <v Speaker 3>I did not put it through its paces. I did <v Speaker 3>not feel like testing this. I did not want to <v Speaker 3>be the grown man playing the children's game, writing curse <v Speaker 3>words in the book and coming off that way just <v Speaker 3>like wasn't wasn't my vibe wasn't There wasn't the vibe <v Speaker 3>of the preview. But I did ask because I do <v Speaker 3>think that that is like an incredibly valid question. There's <v Speaker 3>no like online connectivity to this game. So like if <v Speaker 3>you're calling your stuff like an obscendity, it's not getting <v Speaker 3>like sent to another person's switch, you know what I mean. <v Speaker 3>So there is a level of like, yeah, you don't <v Speaker 3>want your children doing that. Sure, I get that. I <v Speaker 3>understand that. Every you know, every parent's got their their rules. <v Speaker 3>But it's not like it's gonna start infecting like other <v Speaker 3>people's games the way that like some of these online games, <v Speaker 3>if you can get things past some filters, like other <v Speaker 3>people might see them. <v Speaker 5>I feel like that's been a weird Like I can't <v Speaker 5>I have no proof of this. I just have vibes <v Speaker 5>alone to go off of. But ever since Nintendo basically <v Speaker 5>said like you can't post to Twitter anymore, like a <v Speaker 5>lot of the share stuff like shared to social media <v Speaker 5>kind of got pulled out, or there's like an extra <v Speaker 5>barrier to it where you have to save the screenshot <v Speaker 5>and then load it to your phone and then put <v Speaker 5>it on things. And then Tomadaci life just came out <v Speaker 5>and all of the natural sharing is turned off there. <v Speaker 5>So you have to have like an Algado hooked up <v Speaker 5>to your dock or something and able to get that. <v Speaker 5>This is is Nintendo's answer, like we get to do <v Speaker 5>whatever we want, but you have to have like a <v Speaker 5>layer of plausible deniability between all that. <v Speaker 4>That's the moderation. <v Speaker 3>I mean, like their their level is just like some <v Speaker 3>filters because like you can still post screenshots. They don't <v Speaker 3>have like the screenshot cancel thing, you know, like like <v Speaker 3>Toma douggas. It's not like this is just like there's <v Speaker 3>a filter, like so you can't write really obscene things. <v Speaker 3>I did not ask like the details of the filter, <v Speaker 3>like what it will and won't filter. I wasn't really <v Speaker 3>thinking too much about a contrasts, like, hey, you can't <v Speaker 3>write like certain words in this right, and they're like, yes, <v Speaker 3>you cannot write certain words in this. I was like, cool, <v Speaker 3>great that being said, I just kind of let the <v Speaker 3>game name but whatever it wanted to and it will <v Speaker 3>when you're like, hey, just make a name for me, <v Speaker 3>it's just gonna give you the name of the thing. <v Speaker 3>Little mouser, you know, shy guy, what what it be? <v Speaker 3>Bugby like or bug Yo? Sorry, Buggy is the other one. <v Speaker 3>So Yoshi's interesting because it is a game of discovery <v Speaker 3>and it is they are Nintendo's in this like exploratory <v Speaker 3>era is what I've been calling it, where like you <v Speaker 3>have your Breath of the Wild, you have your Mario Odyssey's, <v Speaker 3>you have your game recently, I can't docy conk Bananza <v Speaker 3>Mario Kart World, even where you're kind of they're kind <v Speaker 3>of just giving you, like, just go poke around, just <v Speaker 3>constantly go try things, and we have systems in play <v Speaker 3>that will interact with one another, and you will constantly <v Speaker 3>be given little little trinkets, little sweet treats as you <v Speaker 3>will for constantly doing this. You know, Core Oxides and <v Speaker 3>Breasts of the Wild Mario Kart doing the coins and <v Speaker 3>the little piece switches and stuff like that. But Nanza obviously, <v Speaker 3>like you just start digging in a direction, you're rewarded <v Speaker 3>like one hundred times over. They're just like filling your <v Speaker 3>dopamine receptors with little things. I think with Yoshi, it's <v Speaker 3>interesting because it's not overly complicated. It doesn't change how <v Speaker 3>the game controls. The game is still very simple, jump, <v Speaker 3>throw an egg, eat, run around like base base level, <v Speaker 3>still very simple. But if you're like a child or <v Speaker 3>somebody who's playing this and just kind of trying different <v Speaker 3>things and being curious, you're constantly going to be rewarded <v Speaker 3>for it. And I think that just feels good. I <v Speaker 3>think it's an interesting evolution of Yoshi. It doesn't it <v Speaker 3>can still be the chill, fun, low stakes game, but <v Speaker 3>you can have a lot more going on. It can <v Speaker 3>be a lot more dense than it is in its <v Speaker 3>current state. Like I like Crafted World quite a bit, <v Speaker 3>but like Crafted World's pretty pretty straightforward, is how I <v Speaker 3>would describe that game. It doesn't do a lot to <v Speaker 3>really up the annie. I don't even think you can <v Speaker 3>get hurt in Yoshi in the Mysterious Book. I didn't <v Speaker 3>see a health bar the entire time I was there. <v Speaker 3>I didn't get hit by anything that did damage to me. <v Speaker 3>I didn't find any any sort of pick up, like <v Speaker 3>health pickup or anything. This game is very chill, very relaxed. <v Speaker 3>Looks great. The watercolor aesthetic. You hop into the book <v Speaker 3>and you know, paints it in front of you. There's <v Speaker 3>a ton of different power ups. I found a sentient <v Speaker 3>skateboard that I was writing around that was pretty sick. Yeah, <v Speaker 3>I was like, I don't know a Yoshi and the <v Speaker 3>Mysterious Book went from a game that I really didn't <v Speaker 3>care about or even really think about all that often <v Speaker 3>outside of making dumb jokes about it, to a game <v Speaker 3>that I'm like, legitimately pretty excited for. <v Speaker 1>It sounds really because I'm a soccer for games that <v Speaker 1>like you kind of like catalog things or like scan <v Speaker 1>and collect things, and it sounds like that's like the <v Speaker 1>crush of the game. But if you're someone that is <v Speaker 1>looking for like, oh, I want a new Yoshi p <v Speaker 1>I want a new Yoshi's Island, I want to use <v Speaker 1>Yoshi's lily world, is this so much about platforming as <v Speaker 1>it is about just kind of like poking around the <v Speaker 1>world and finding. <v Speaker 3>There is a lot of platforming. I don't want to <v Speaker 3>discount that. There was a whole level I played where <v Speaker 3>it was literally a bunch of lily pads that made <v Speaker 3>you know sounds and you're bouncing on them, and a <v Speaker 3>lot of the challenges and secrets were hidden behind. Okay, <v Speaker 3>you actually have to bounce on all these lily pads <v Speaker 3>in a specific order and like you're doing like lily pad, <v Speaker 3>lily pad, and then you want a ground pound on <v Speaker 3>the third one to get up to a higher level <v Speaker 3>because you can't repeat hitting a lily pad. So there <v Speaker 3>are like platform challenges and there are like there is <v Speaker 3>something pretty I don't know if it's difficult, but it <v Speaker 3>is like you have to think about it. It is <v Speaker 3>in intentional platforming in Yoshi in the Mysterious Book I <v Speaker 3>wouldn't say you're finding like super difficult platform at least <v Speaker 3>in the stuff I've played. Maybe the later levels have <v Speaker 3>some more stuff. It definitely has a little more focused <v Speaker 3>on exploration, but you still are platforming to get to <v Speaker 3>all of these different places. Sure, it's not just like <v Speaker 3>a static like walking around like you are. You are <v Speaker 3>jumping and there are platforms that are kind of to reach, <v Speaker 3>and so maybe you have to find an item that'll <v Speaker 3>help you get up there, or use the frog ability <v Speaker 3>to make bubbles you can bounce on the bubbles to <v Speaker 3>get up there and stuff. So there is I guess <v Speaker 3>it is not traditional platforming if that's what you're getting. <v Speaker 1>Yeah, Like it's not like an obstacle course that you <v Speaker 1>got to run through and jump and dodge. <v Speaker 3>And maybe a level or two, but not that's not <v Speaker 3>the main primary like verb I would use for or <v Speaker 3>adjective I would use for Yoshi in the mysterious book. <v Speaker 1>Okay, interesting, all right, well yeah that comes out when <v Speaker 1>it's like this summer right or next month. <v Speaker 3>It's it's like the May something. <v Speaker 1>Yeah, it's about a month from now. Okay, awesome, Yoshi <v Speaker 1>and them serious books switch to exclusive correct. Yes, I believe, <v Speaker 1>just switch to awesome. But yeah, I'm I I like Yoshi. <v Speaker 1>I feel like every time I play Yoshi game, I'm <v Speaker 1>still kind of chasing the high of Yoshi's Island then, <v Speaker 1>and I'm always like, oh, this was no Why did <v Speaker 1>I Why did I think that these games are? You know, <v Speaker 1>with all due respect there, they've never really hit that <v Speaker 1>height again, especially because they've gotten less sort of like <v Speaker 1>difficult and more just kind of breezy and it just, <v Speaker 1>like said, more chill and just kind of more laid back. <v Speaker 1>But I really like Wooly World. That's kind of my <v Speaker 1>favorite of That's probably my second favorite Yoshi game, behind <v Speaker 1>uh Yoshi's Island. So but this sounds this sounds cool. <v Speaker 1>It sounds like, if anything, this is more interesting than <v Speaker 1>just another Yoshi platform since those have kind of been <v Speaker 1>middling the last decade for the most part, I'd say, ye, <v Speaker 1>so yeah, why not mix it up? So I don't <v Speaker 1>want to hang out with mystery and name a bunch <v Speaker 1>of dumb put in a bunch of dumb names for <v Speaker 1>these guys. <v Speaker 3>Absolutely? <v Speaker 1>Yeah, can you can you rename Yoshi himself? <v Speaker 3>Oh that's a good question. <v Speaker 4>I don't think so. <v Speaker 1>Maybe that's like the last thing, Like, that's how the <v Speaker 1>game ends. Like, yeah, name from the book. The only <v Speaker 1>way to save the book is to erase yourself. Yeah, <v Speaker 1>just typing Donald, goodbye all of Yoshi. Yeah yeah, all right, Eric, <v Speaker 1>take us home. You have been playing Vampire. <v Speaker 4>Crawlers, not a lot of it. <v Speaker 5>I will preface that we'll probably talk more about this <v Speaker 5>in the coming weeks, so I just want briefly touch <v Speaker 5>on it because it's the hotness right now. But we <v Speaker 5>got access to this last week while the aforementioned traveling <v Speaker 5>was happening, so I can verify that this game plays <v Speaker 5>very well on a Steam deck. That's awesome, which I. <v Speaker 1>Think it's important to like a vampire what do we <v Speaker 1>call the ses? It's a series now do we just <v Speaker 1>call it ye series? <v Speaker 5>We tried to name them so many things, Bullet Heavens, <v Speaker 5>like like reverse shoot them ups, survivor lights. Yeah yeah, <v Speaker 5>at Auto Battlers I think was the thing, but that <v Speaker 5>was like getting mixed in with auto chess and things <v Speaker 5>like that. Vampire Crawlers is the new game from Punkl, <v Speaker 5>makers of Vampire Survivors, who basically kickstarted in indie genre <v Speaker 5>overnight the original game very much. I think taking the <v Speaker 5>concepts of auto battlers and also tower defense games things <v Speaker 5>like that, and turning it into this never ending Musso <v Speaker 5>Horde and Diablo. You can pull a lot of different <v Speaker 5>just things into the pot to what ultimately makes up <v Speaker 5>Vampire Survivors. It was a very very good game. Everybody <v Speaker 5>loved it. Vampire Crawlers is a little bit more on <v Speaker 5>the nose, taking after a specific genre which I referred <v Speaker 5>to earlier a Blobber, which is a classic first person <v Speaker 5>dungeon crawl game, and it's taking so much classic inspiration <v Speaker 5>that you even have the kind of wased movement with <v Speaker 5>pivoting your facing left or right, which will immediately feel <v Speaker 5>strange to anybody who has not played one of those games, <v Speaker 5>But if you played one of those games, it's going to <v Speaker 5>feel like home. But the idea is you move through <v Speaker 5>these dungeons at stages and floors kind of and take <v Speaker 5>on different enemies. You just walk into their squares and <v Speaker 5>attack them and it starts a combat, and then the <v Speaker 5>combat plays out very similarly to a Slay the Spire, <v Speaker 5>where you have a certain amount of energy each turn, <v Speaker 5>manna whatever like a resource that meters the cards you <v Speaker 5>can play. You have cards that cost a certain amount, <v Speaker 5>and the core mechanic of this game is that you <v Speaker 5>want to try and play your cards in escalating cost <v Speaker 5>order in order to create combos that will enhance their effects. <v Speaker 5>So if you play a zero cost card and then <v Speaker 5>play a one cost card and then play a two <v Speaker 5>cost card, that will eat up your whole allotment of <v Speaker 5>three resources for the turn, but it will enhance each <v Speaker 5>card's effectiveness as you do so. And so a lot <v Speaker 5>of after you defeat an enemy on on a thing, <v Speaker 5>you'll get usually a card reward of some kind, either <v Speaker 5>a way to enhance a card you already have, or <v Speaker 5>to add a card to your deck that you kind <v Speaker 5>of draw through as you do these battles, as enemies <v Speaker 5>kind of hop towards you with each turn, as a <v Speaker 5>sort of like slowly encroaching three D space fight, as <v Speaker 5>they like hop on a plane towards you. It sounds weird, <v Speaker 5>makes a lot of sense once you start playing it. <v Speaker 5>I think immediately it's going to feel very at home <v Speaker 5>for a lot of people, because I think the first <v Speaker 5>ten minutes of this game almost feel like you're autopiloting. <v Speaker 5>You're kind of just walking around bumping into things, zero <v Speaker 5>one two, zero one to zero one two. <v Speaker 4>Okay, cool. And then you keep going. <v Speaker 5>Where the game starts to open up is when it <v Speaker 5>starts to give you the options to fuse cards together, <v Speaker 5>to add those aforementioned upgrades on the cards, to say, hey, <v Speaker 5>I want this card to fire more projectiles than normally does, <v Speaker 5>to do double damage, to gain some effect of some kind, <v Speaker 5>or maybe gain effects when it is played at a <v Speaker 5>certain point in the combo sequence. And then also the <v Speaker 5>way you have to think about how the cards you <v Speaker 5>add are going to affect your combo sequencing. So a <v Speaker 5>zero cost card could be a really good thing if <v Speaker 5>that card says every card you play after this in <v Speaker 5>sequence will have like ten percent extra damage or something <v Speaker 5>like that. And so you start thinking of it as <v Speaker 5>like you want to have set up and payoff, or <v Speaker 5>you want to have some way of having your build <v Speaker 5>kind of play out the way you want it to <v Speaker 5>play out. And that is sort of the thing. Like <v Speaker 5>the step where I'm at right now is trying to <v Speaker 5>figure out how much of that there is in this game, <v Speaker 5>because I think that is where the depth is going <v Speaker 5>to come from. Because Vampire Survivors, I think one of <v Speaker 5>the benefits of it is that there's a very sleek <v Speaker 5>and straightforward game to play. You're not controlling a lot <v Speaker 5>of things. You're not clicking a lot, You're kind of <v Speaker 5>moving around positioning yourself on the map, maybe moving up, down, left, <v Speaker 5>right to get your crystals and stuff like that. Reminds <v Speaker 5>me of the Arcade game Asteroids in a lot of <v Speaker 5>way if you ever played Asteroids. But ultimately you're just <v Speaker 5>doing that and then picking something, and then the strategy <v Speaker 5>comes from how you build over time, how you kind <v Speaker 5>of manage risk versus reward, and how you figure out Okay, <v Speaker 5>like I've got a build that's mostly garlic in bibles, <v Speaker 5>so I need to like kind of keep enemies within <v Speaker 5>my radius. Or maybe you're trying to go for a <v Speaker 5>build we're using a lot of the birds that have <v Speaker 5>kind of this weird shot pattern, and so you have <v Speaker 5>to position yourself and figure out how you move through <v Speaker 5>the waves to kind of keep yourself from getting hit <v Speaker 5>while also keeping enemies in your danger zone and things <v Speaker 5>like that. Here, it's a bit more Okay, I have <v Speaker 5>this sequence of attacks that's either going to do a <v Speaker 5>certain amount of damage or apply status effects or maybe <v Speaker 5>push enemies back away from me, so they're not getting <v Speaker 5>too close too fast. How do I get that to <v Speaker 5>play out? How do I make that work? And I <v Speaker 5>think the one piece of friction that I'm hitting right <v Speaker 5>now is that where Vampire Survivors streamlined a lot of <v Speaker 5>it and made the movement simple, and thus, like the <v Speaker 5>manipulation and feeling out the technical mastery of higher level <v Speaker 5>play and higher difficulty play in that game came about <v Speaker 5>a lot faster here, hopping between different parts of the <v Speaker 5>map and moving through it. I'm not seeing a lot <v Speaker 5>of the hallmarks of your classic blobbery yet, where maybe <v Speaker 5>you have trap tiles, maybe you have certain environmental effects <v Speaker 5>that you want to play around. Enemies are kind of static. <v Speaker 5>I've not seen any that chase me or move at all. <v Speaker 5>They just kind of wait in the squares that they're in. <v Speaker 5>And granted I've only played through about two biomes right now, <v Speaker 5>but it kind of feels like there's some degree of <v Speaker 5>you can find things on the map. You can hit <v Speaker 5>parts of the map to open up, you know, chicken <v Speaker 5>in the walls and get upgrades and things like that <v Speaker 5>and kind of figure out your build crafting from there. <v Speaker 5>But moving around the map doesn't feel impactful to me <v Speaker 5>yet and doesn't feel meaningful to me yet, and so <v Speaker 5>I have a hard time seeing why I'm doing that <v Speaker 5>versus just like Slay the Spire, where you just kind <v Speaker 5>of go from room to room to room and just <v Speaker 5>do the battles in there, and I'm trying to figure <v Speaker 5>out why the blobbing stuff has to happen in the <v Speaker 5>first place, versus this just being a deck builder, like <v Speaker 5>a card building or a card playing deck builder. And <v Speaker 5>so you know, I'll say, like, I've only spent maybe <v Speaker 5>about six hours total or something with it, so I'm <v Speaker 5>not that super deep into it and unlocking characters. It <v Speaker 5>I okay for normal people, it's a lot Jesse. <v Speaker 4>Jesse has known me a long time. Jesse, how would <v Speaker 4>you describe. <v Speaker 5>The amount of hours that I've spent playing games like <v Speaker 5>Doda two thousands? <v Speaker 4>Yeah? <v Speaker 5>Yeah, it's like a like a Titanic amount. And I <v Speaker 5>think Slay the Spire too, I already have somewhere in <v Speaker 5>the vicinity of like sixty hours or something like that <v Speaker 5>since it came out. Like these sorts of games I <v Speaker 5>like to when I actually like find them really interesting, <v Speaker 5>I kind of latch onto them and I dig into <v Speaker 5>them I really want to like piece them apart and <v Speaker 5>figure them out, and I'm at the point of trying <v Speaker 5>to figure out whether Vampire Crawlers is going to be <v Speaker 5>that for me or not. But all that is to say, <v Speaker 5>if you like the idea of a first person dungeon <v Speaker 5>crawler with deck building elements, I think it absolutely does <v Speaker 5>that very very well. I was very warm on the <v Speaker 5>Steam Next Fest demo when it came out, and I <v Speaker 5>think a lot of what they have there right now <v Speaker 5>seems like a really solid game. I don't know if <v Speaker 5>it's going to be as genre shifting and like industry <v Speaker 5>changing as Vampire Survivors. And I'll laugh when, like a <v Speaker 5>year from now, somebody plays this clip back at me <v Speaker 5>after we're all playing like the millionth Vampire blobber. But yeah, yeah, <v Speaker 5>mostly I just I see it as an interesting step <v Speaker 5>for Ponkel in terms of where they decided to go <v Speaker 5>after making Vampire Survivors. You know, like this is it's <v Speaker 5>interesting that instead of either kind of doing the same <v Speaker 5>thing again or just jumping back into the traditional framework <v Speaker 5>that kind of got them success in the first place, <v Speaker 5>which granted they were making a lot of Survivor likes <v Speaker 5>for years after Vampire Survivors came out, but this is <v Speaker 5>very much like. It feels like somebody on the team <v Speaker 5>really loves old school games like this and wanted to <v Speaker 5>make something that rekindled that feeling. And I can see <v Speaker 5>the love in it. I can see the passion in it, <v Speaker 5>and that makes me want to spend more time with it. <v Speaker 5>So I will spend more time with it. I'll report <v Speaker 5>back later episodes. It does feel like a perfect steam <v Speaker 5>that game, like if you're commuting or something like that <v Speaker 5>and you need something that's going to be like quick, fast, easy. <v Speaker 4>It's funny. <v Speaker 5>We were talking about Sorrows earlier on here, and I <v Speaker 5>was thinking about another game that came out earlier this year, Mugenics, <v Speaker 5>that I kind of bounced off of because of how <v Speaker 5>long the runs are. I personally think like the sweet <v Speaker 5>spot for a good Rogue Light is like a twenty <v Speaker 5>minute run, and I think if you get too far <v Speaker 5>beyond that, you start to run the risk of like <v Speaker 5>you have to over invest into something that's supposed to <v Speaker 5>feel impermanent and supposed to feel like you're building something <v Speaker 5>and seeing how far you can take it and then <v Speaker 5>going back to square one again. I think when you <v Speaker 5>overinvest in that regard, it can kind of ruin the <v Speaker 5>loop experience for me, and I think the Vampire Crawler's <v Speaker 5>loop is just the right amount where you get like <v Speaker 5>a really good investment cycle and then get out and <v Speaker 5>then go back to town and then venture back out, <v Speaker 5>and you have permanent upgrades that you're spending your gold on, <v Speaker 5>so you're always kind of powering up in some way <v Speaker 5>the same way you were in Survivors, where there's kind <v Speaker 5>of a gradually escalating floor of things will get easier, <v Speaker 5>even if you're bumping your head against stuff and getting <v Speaker 5>frustrated with things, you will gradually accumulate strength. <v Speaker 4>And get stronger no matter what. So it's a cool game. <v Speaker 4>I like it. <v Speaker 1>Yep. It's when I think about this game, I have <v Speaker 1>not had a chance to play this either, but I'm excited. <v Speaker 1>I adore Vampire Survivors. But when I think about this game, <v Speaker 1>I keep comparing Survivors and Crawlers in terms of just <v Speaker 1>like the how different they are to Bastion and Transistor, <v Speaker 1>of like the first game being a lot more I <v Speaker 1>don't know, we'll say mainstream friendly or just a little <v Speaker 1>bit more straightforward of like what kind of game is is, <v Speaker 1>and then for their next thing they go wildly different <v Speaker 1>and do this a little higher kind of like bar <v Speaker 1>to entry, like like the strategy game, but it's like <v Speaker 1>a weird strategy game that's gonna turn away probably a <v Speaker 1>lot of the people that like their other games because <v Speaker 1>it's such a different and like there's a little bit <v Speaker 1>more like to kind of have to grasp with this <v Speaker 1>one as opposed to the yeah, little one. <v Speaker 5>It's gonna look a little bit more intimidating. I think <v Speaker 5>because of those things I said earlier, where like the <v Speaker 5>you have to understand the movement and why you're doing <v Speaker 5>that stuff, and then also get your head around the <v Speaker 5>card playing and all that kind of stuff. I think <v Speaker 5>maybe that's why the movement is so like straightforward and <v Speaker 5>not really adding a lot to the gameplay at the beginning, <v Speaker 5>is because could overwhelm a little bit if you were <v Speaker 5>having to think about like if you go play I <v Speaker 5>don't know, I'm just gonna name like dungeon crawlers like <v Speaker 5>an etryan Odyssey or like a Strange Journey or something <v Speaker 5>like that, and you have to start thinking about like <v Speaker 5>danger tiles and enemies that hunt you and weird teleporter stuff. <v Speaker 5>And having to memorize where things are on maps and <v Speaker 5>stuff like that. That adds another layer that a lot <v Speaker 5>of people do really like, and I kind of hope <v Speaker 5>is somewhere in this game because I think that is <v Speaker 5>a cool layer of dungeon crawlers that would be really <v Speaker 5>interesting to see explored with the tools that they have <v Speaker 5>in Vampire Crawlers right now. But a lot of the <v Speaker 5>early game is just trying to get you accustomed to <v Speaker 5>this is our card system, this is our power up system. <v Speaker 5>Here are all the things that you will recognize from <v Speaker 5>Vampire Survivors. You know again, knives of bibles, the oh <v Speaker 5>my god, the axes that do the little like flip <v Speaker 5>you out out and stuff like that. <v Speaker 1>The Castlevania acts. <v Speaker 5>Yeah, and it's still very much is like, oh, this <v Speaker 5>feels really Castlevania esque and getting big Castlevania vibes here. <v Speaker 5>It kind of teaches you how a lot of those <v Speaker 5>things still have a lot of the same properties that <v Speaker 5>you would expect them to have from Vampire Survivors. Like <v Speaker 5>I keep going back to the bibles because they're my <v Speaker 5>favorite weapon in Vampire Survivors. I also really like them <v Speaker 5>in Crawlers because I if you give me the option <v Speaker 5>to have like something that orbits around me and does damage. <v Speaker 5>I will take it. That's that's just like a cool <v Speaker 5>video game thing to do, is to have that sort <v Speaker 5>of rotating drone around you that does damage. And in <v Speaker 5>Vampire Crawlers, it basically is like it pushes everybody back, <v Speaker 5>kind of bounces them back a little bit, and so <v Speaker 5>it lets you play like a control game where you're saying, like, Okay, <v Speaker 5>I'm not doing as much damage as I maybe could, <v Speaker 5>but I'm controlling the enemy and keeping them out. I'm <v Speaker 5>keeping them at arm's length. You get to kind of <v Speaker 5>zone them out a little bit, and it's a cool thing. <v Speaker 5>So I really want to see how deep they go <v Speaker 5>with that. But to your point with Bashan and Transistor, <v Speaker 5>I do think that's maybe an interesting comparison because I <v Speaker 5>also think I love Bashian and I would be hard <v Speaker 5>pressed to not put Bashan on a list of like <v Speaker 5>my twenty favorite games of all time. But Transistor is <v Speaker 5>the game that I feel like I think more about <v Speaker 5>and I spend more time going like that that did <v Speaker 5>some really cool stuff, that did some if I think <v Speaker 5>about games I want to go back and replay to <v Speaker 5>like think about Transistor is pretty high on that list <v Speaker 5>because it did some really really interesting things. <v Speaker 1>So good game. <v Speaker 5>Yeah, it's a really good game. It turns out Super <v Speaker 5>Giant makes really good video games. <v Speaker 1>Yeah, I'm I'm just so curious to see what the <v Speaker 1>if like the broader game and audience embraces the game, <v Speaker 1>this game the way they did, Yeah, Survivors, just because again, <v Speaker 1>there's just more to it. It's not the like I <v Speaker 1>I got my mom into Vampyres Vivors because it's just <v Speaker 1>so easy to immediately I think. <v Speaker 5>This one might you might have some more difficulty bridging <v Speaker 5>that gap a little bit down. <v Speaker 1>Teach some cards, you know, how to understand cards. <v Speaker 5>And that's the funny thing is, like I hate to <v Speaker 5>pit two really good games against each other, but like <v Speaker 5>with the context of this game came out around the <v Speaker 5>release window of Slay the Spire two. Uh, every time <v Speaker 5>I was booting up Vampire Crawlers in my Steam deck, <v Speaker 5>I was like, I could do another Slave the Spire run. <v Speaker 5>And both of them are kind of card games that <v Speaker 5>are kind of in the same ballpark, and so my <v Speaker 5>mind was constantly just ricocheting between the two, which is <v Speaker 5>to say, like, you know, it's never a bad thing <v Speaker 5>to have two cakes, right until you have a lot <v Speaker 5>of cake in front of you and you're like, how <v Speaker 5>am I going to eat this much cake? And I <v Speaker 5>think with we we have a two much cake scenario <v Speaker 5>where but maybe if Slay the Spire is not your <v Speaker 5>jam and you're looking for something a little bit more <v Speaker 5>vampire survivors like, or you've you've wanted an entrance into <v Speaker 5>this genre for a while and you haven't known where <v Speaker 5>to start, you could do worse than vampire crawlers. <v Speaker 1>So yeah, last question, but most important, have you seen <v Speaker 1>a vampire yet? <v Speaker 4>Yeah? <v Speaker 5>I want to say they're in like the second biome <v Speaker 5>if I remember right. As enemies, I'm like wow, rolling <v Speaker 5>through the rolodex of enemies in my head because I <v Speaker 5>feel like most of the ones that I've seen have <v Speaker 5>been like the plant enemies, the the the bats. Obviously <v Speaker 5>the bats are everywhere, which I guess a vampire is <v Speaker 5>a bat if you taxonomically, Yeah, yeah, you never know. <v Speaker 5>Every bat you see in real life could be a <v Speaker 5>vampire no way of nowhere. Yeah, yeah, no, I think <v Speaker 5>I saw at least one vampire as like a boss <v Speaker 5>or something. I could be misremembering, but yeah, always a <v Speaker 5>lot of like that. It's it's a lot of the <v Speaker 5>same sprites and enemies that you saw in Vampire Survivors, <v Speaker 5>So you'll be doing a lot of the like, Oh, <v Speaker 5>I remember this weird guy that kind of looks like <v Speaker 5>Grimer from Pokemon. Yeah, yeah, dude Favor and you just <v Speaker 5>kind of punch him a little bit and he dies <v Speaker 5>and you're like yeah, and you do that like twelve <v Speaker 5>more times than you finish level crawlers. Crawlers, I mean <v Speaker 5>you're kind of crawling because you do move it like <v Speaker 5>a snail's pace, you know, you move. <v Speaker 3>Once to have any of the enemy's been crawling. <v Speaker 5>And there's some skeletons were crawling. Yeah, these these ones <v Speaker 5>won't heal because because they're skeletons. I don't think skeletons <v Speaker 5>can heal. <v Speaker 3>Yeah, well, you know, because if your bone breaks, you <v Speaker 3>could get it, it'll it'll fuse back. <v Speaker 1>Have you ever seen a skeleton wear a cast? <v Speaker 3>Oh you're so, you're so right about Actors don't want <v Speaker 3>to treat skeletons. <v Speaker 4>That's the problem. <v Speaker 3>You need a skeleton doctor to treat another. <v Speaker 1>Skuy Famously, it has been a big problem. <v Speaker 4>That's why they call them saw Bones. Yeah exactly. <v Speaker 1>Yeah, the skeleton community being marginalized, and I for one <v Speaker 1>will not stand for its vampire crawlers. As you said, <v Speaker 1>we'll probably talk check in on this game over the <v Speaker 1>next couple of weeks or so as more of us <v Speaker 1>get our hands on it and get deeper in it. <v Speaker 1>But yeah, everyone, that will make for a show. Thank <v Speaker 1>you so much for watching and listening. One more time. <v Speaker 1>If you want to support Game Informer, you gotta go <v Speaker 1>to gamiformer dot com slash subscribe baby, get yourself a <v Speaker 1>Game Informer magazine subscription ten issues a year, physical and digital, <v Speaker 1>or if you prefer, go to your local Barns and Nobles, <v Speaker 1>your books and Millions, your game stops buy yourself an <v Speaker 1>issue off the shelf. You can also do that if <v Speaker 1>you are a international reader. And again, let us know <v Speaker 1>on social media if you do find us outside of <v Speaker 1>the US, where you're where you're spotting us, what stores? <v Speaker 1>Take a picture, tag our social media accounts. Its greatly appreciated. Jesse, <v Speaker 1>thank you so much for hopping on man once again. <v Speaker 1>Is there anything you'd like to plug or you want <v Speaker 1>to let people know where they can keep up with you. <v Speaker 3>You can camp up with me at Restart dot Run, <v Speaker 3>where you can find My Sorrow's review, which will be <v Speaker 3>up at the time of posting this, My Yoshi and <v Speaker 3>the Mysterious Book preview, which will be up at the time. <v Speaker 4>Of posting this. <v Speaker 3>Maybe some fun stuff if you follow our social accounts. <v Speaker 3>I'm going to Final Fantasy fourteen fan Fest, so when <v Speaker 3>this is up, I'm actually already there. It's already happening. <v Speaker 3>I'll be there hanging out on the ground floor checking <v Speaker 3>out all the new cool stuff from Final Fantasy fourteen. <v Speaker 3>I'm gonna go eat it a jolly be because they're <v Speaker 3>doing a collaboration. I'm going to some other stuff, So <v Speaker 3>check out the Restart down Run socials. You'll probably see <v Speaker 3>a lot of video from that event. So if you're <v Speaker 3>Final Fantasy fourteen fan who can't make it to fan fest, <v Speaker 3>check out our instagratt You'll. <v Speaker 5>Go from Yoshi and mister E to mister Yoshi p <v Speaker 5>sure saying. <v Speaker 3>Yeah, yeah, that's so. <v Speaker 1>It's almost a bar. <v Speaker 3>That's yeah. It's like I said, Buck Shurler, that's not nothing, <v Speaker 3>and so yeah, you can check that out. Yeah, follow <v Speaker 3>our social accounts because that's what keeps me employed. <v Speaker 1>Yes, absolutely, and if you want to follow us, I'm <v Speaker 1>at Marcus Stewart seven on Blue Sky. Eric, what is <v Speaker 1>your social handle? <v Speaker 5>At C Moosey on the BEASKI yeah, how. <v Speaker 1>Could I forget? I'm going to name all the shy <v Speaker 1>guys and Yoshi's Sea Mousey's. <v Speaker 5>The Sea Moosey's, and the fire Moosies their Earth Moosies. <v Speaker 5>It all changed when the fire Moosey attacked. <v Speaker 1>That's what they say every time. Well, thank you guys <v Speaker 1>so much, and we will see you next week with <v Speaker 1>another episode of the Game and former show. Until then, <v Speaker 1>have a good one bye.
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