The Outer Worlds 2, More Ghost of Yotei, And Battle Suit Aces Interview

The Game Informer Show

We've revealed our latest cover story, The Outer Worlds 2! And on this week's episode of The GI Show, we've got Marcus on to chat about his visit with the studio and everything he saw in Obsidian's upcoming sequel. Plus, Charles and Kyle chat more Ghost of Yotei, we dig into the fascinating indie Consume Me, and Charles throws a special game show around all of GI's 10s!

All this, plus a closing interview with Trinket Studios, the makers of 2017's Battle Chef Brigade, who are launching the sci-fi mecha deckbuilder Battle Suit Aces on October 7. There are tons of games and lots to talk about on this feature-length episode of The Game Informer Show!

The Game Informer Show is a weekly podcast covering the video game industry. Join us every Thursday for chats about your favorite titles – past and present – alongside Game Informer staff and special guests from around the industry.

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Jump to specific discussion using these timestamps:
00:00 - Intro
10:12 - The Outer Worlds 2 Cover Story
40:51 - Ghost of Yotei
53:51 - Game Informer's Top 10s
1:32:14 - Consume Me
1:44:46 - Battle Suit Aces Interview
2025-10-03 142 min Transcript

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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 Thursday for a discussion of the latest gaming news, reviews,
<v Speaker 1>and exclusive reviews 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 the incomparable Kyle Hilliard.
<v Speaker 2>Hello, Hello, Hi, thank you. I No one can compare
<v Speaker 2>to me.
<v Speaker 1>That's right. Sure said it with the confidence of someone
<v Speaker 1>that stands alone. And we're also joined by the one
<v Speaker 1>and only Charles Heart. Hi.
<v Speaker 3>Hello, I've got bad news. I've come down with a
<v Speaker 3>horrible allergy to good, good games.
<v Speaker 1>There's so many good games.
<v Speaker 3>Right now that I'm just sneezing my brains out.
<v Speaker 2>We were all supposed to get vaccinated for it, but
<v Speaker 2>we just like every year for the last twenty five years, I.
<v Speaker 1>Gotta play it.
<v Speaker 3>If you play the demo for the game before it
<v Speaker 3>comes out, that's like the vaccination. Yeah, and I just
<v Speaker 3>didn't enough time.
<v Speaker 1>It is.
<v Speaker 3>I should have made a plan and gone with a friend.
<v Speaker 2>We'll talk about it in a week or two. But
<v Speaker 2>I definitely had a game that I booted up today
<v Speaker 2>and or last night, and I was like, had the
<v Speaker 2>genuine thought of like, oh god, this, this one's gonna
<v Speaker 2>be a problem, isn't it of just like another like
<v Speaker 2>good game that I don't want to not play, And
<v Speaker 2>I was like, oh, jeez, okay, thanks for making good games.
<v Speaker 2>Game developers.
<v Speaker 3>We are hitting that time of year where like every
<v Speaker 3>new recommendation of games comes with an apology at the front,
<v Speaker 3>I'm so sorry, you guys. Is really good and we're
<v Speaker 3>gonna have to play it probably to the end.
<v Speaker 1>It's like, oh God, I want to to see my family.
<v Speaker 1>To stay on the vaccine analogy, if if a regular
<v Speaker 1>size good games a vaccine, then a full on doctor's
<v Speaker 1>appointment feels like the game that I've been putting off
<v Speaker 1>all year that is apparently excellent, and that is Kingdom
<v Speaker 1>Come deliverance soon, because.
<v Speaker 2>Remind me of one it's because a major surgery that game.
<v Speaker 1>Because everyone says like that game is fantastic, but it
<v Speaker 1>is massive. It is not a short game. And I
<v Speaker 1>know we gave Wesley reviewed it and finished it and
<v Speaker 1>gave it a nine to five. And I've said this publicly.
<v Speaker 1>I think on a previous episode that it's like, yeah,
<v Speaker 1>that is easily the biggest game in my back law
<v Speaker 1>that I have not touched on, and I really need
<v Speaker 1>to start digging into that at least start Goaty season
<v Speaker 1>and all that stuff. But yeah, it does feel like
<v Speaker 1>scheduling a well, an amputation sounds mean maybe just like
<v Speaker 1>a good procedure that's gonna make you feel better afterwards,
<v Speaker 1>like a well, actually an amputation. But if it was
<v Speaker 1>like in a cyberpunk world and they're like, we're gonna
<v Speaker 1>put a cool robot arm on it, Oh, like this
<v Speaker 1>is it sounds bad at first, but the aftermath is
<v Speaker 1>actually gonna be So you're gonna have a cool cyber
<v Speaker 1>like laser cannon arm.
<v Speaker 2>Guys, can I tell you about a cool Star Trek
<v Speaker 2>the Next Generation thing that I've been rewatching Star Trek
<v Speaker 2>the Next Generation recently. There was an episode where just
<v Speaker 2>something was happening to the crew at night and they
<v Speaker 2>couldn't figure out what it was, and like the spoiler alert,
<v Speaker 2>what was happening is they were getting like taken by
<v Speaker 2>aliens to another dimension and being experimented on and putting
<v Speaker 2>back into their world while they were like knocked out.
<v Speaker 2>It's like really creepy, but one of the things they did,
<v Speaker 2>which like gave me a nightmare, as like a forty
<v Speaker 2>year old man was they removed Commander Riker's arm and
<v Speaker 2>then reattached it, and so like when he was like,
<v Speaker 2>he was like, I had a weird dream last night.
<v Speaker 2>The doctor like scanned them and they're like, your arm
<v Speaker 2>was removed and reattached last night. You don't remember that?
<v Speaker 2>He was like, no, that's just that idea. It was
<v Speaker 2>just so creepy to me that like a portion of
<v Speaker 2>your body could be taken off and then, unknown to you,
<v Speaker 2>put back.
<v Speaker 1>It was a good episode. I like this. That makes
<v Speaker 1>me wonder if it's happened to you exactly. You get it, man,
<v Speaker 1>what some.
<v Speaker 2>Aliens might have pulled me into another dimension?
<v Speaker 1>Were they like studying the arm? Yeah, they were like
<v Speaker 1>studying humansky, Yeah it's you. It's weird. Yeah. It reminds
<v Speaker 1>me of my thought experiment of if the dragon Balls
<v Speaker 1>were real, if we lived in the dragon Ball world
<v Speaker 1>where oh, a villain blew up the planet and we
<v Speaker 1>all died, but they used the dragon balls to wish
<v Speaker 1>us back and erase our memories, which happens a lot
<v Speaker 1>in that show. Who's to say that something like that
<v Speaker 1>has not already happened, and we were just unaware because
<v Speaker 1>our memories are raised up, like, yeah, we were all
<v Speaker 1>killed at one point, brought back memories are raised so
<v Speaker 1>we have no idea that this even just this aspect
<v Speaker 1>of like existence even exists to us, Like this is
<v Speaker 1>beyond our understanding. So yeah, so now that we filled everyone,
<v Speaker 1>all of our listeners with existential dread, thank you for
<v Speaker 1>joining us for a fun episode of the Game and
<v Speaker 1>Former show. We're gonna be talking about our new cover
<v Speaker 1>story on the Outer Worlds too. We're also going to
<v Speaker 1>be talking a little bit more Ghost of Yote, kind
<v Speaker 1>of getting a little bit more in depth about the
<v Speaker 1>opening hours of the game. Charles even playing a cool
<v Speaker 1>indie called Consume Me that I'm excited to hear about.
<v Speaker 1>And also we've got a fun little game kind of
<v Speaker 1>piggybacking Charles after the last week's discussion of Hades two,
<v Speaker 1>where you have since published review gave it a ten
<v Speaker 1>out of ten, the rare Game Informer ten out of ten,
<v Speaker 1>and you've come up with a fun game where we're
<v Speaker 1>going to kind of delve back into Game and Former
<v Speaker 1>history and see if we can sort of determine the
<v Speaker 1>other ten out of ten games that Game Informer has
<v Speaker 1>that we've awarded in our over thirty years of existence.
<v Speaker 1>And then at the end of the episode, Eric Van
<v Speaker 1>Allen has a cool interview with Trinkett Studio to talk
<v Speaker 1>about their new strategy game Battlesuit Aces. So packed episode,
<v Speaker 1>let's jump right into it. Before we do that, though,
<v Speaker 1>on a related subject of the cover story, if you
<v Speaker 1>would like to read our Outer World two issue, and
<v Speaker 1>I'm holding up right here, you got to go to
<v Speaker 1>gamiformer dot com slash subscribe baby, Go there, get yourself
<v Speaker 1>a magazine subscription in issues a year. If you subscribe now,
<v Speaker 1>it will include this one. This will be your first
<v Speaker 1>issue that comes into mail. You get it physical and digitally,
<v Speaker 1>or you can get it just digitally at a reduced price.
<v Speaker 1>But if you want to keep up with the latest
<v Speaker 1>gaming news, reviews, in depth features from not only Game
<v Speaker 1>Informers STAF, but from a host of wonderful contributors across
<v Speaker 1>the industry, get yourself gaming more. Ah Game Informer magazine
<v Speaker 1>subscription right here, Look at Aunty right here telling you
<v Speaker 1>you gotta do it. Auntie's Choice Game Informers, Auntie's Choice,
<v Speaker 1>I guess technically.
<v Speaker 2>In universe I love. We've talked about it a bit,
<v Speaker 2>but this issue is cool. Like I love this cover.
<v Speaker 2>It's very like, like we change the font of the logo.
<v Speaker 1>It's great cover. Yeah, yest, look at us. I know
<v Speaker 1>we've talked about it every week, but we can't shut
<v Speaker 1>up about it. How much better The paper quality is
<v Speaker 1>nice and thick, shining glossy, won't fall up part at
<v Speaker 1>the first sign of moisture. You gotta get you want
<v Speaker 1>to be you know, I'm Marcus.
<v Speaker 2>I'm gonna use this opportunity now rather than later to
<v Speaker 2>plug There's a feature in this in the Outer Worlds
<v Speaker 2>to issue that I like a lot. We worked with
<v Speaker 2>Anna Diez, who is a contributor over min Max and
<v Speaker 2>she was a writer Polygon for many years. She has
<v Speaker 2>a big piece where she got She talked with Toby
<v Speaker 2>fox Uh, the creator of Undertail and Delta Roun, who's
<v Speaker 2>who's usually a pretty quiet person, doesn't do a ton
<v Speaker 2>of interviews, but we have this big piece that Anna
<v Speaker 2>talked to him and talked about the sort of extended
<v Speaker 2>development of Delta Roune. It's the ongoing process. I really
<v Speaker 2>love how that piece came together and it's in this issue.
<v Speaker 2>And and that little piece of fan arn't right. There
<v Speaker 2>a little bit of nepotism going there because my daughter
<v Speaker 2>drew that in the top right.
<v Speaker 1>But that's her. No, that's good. She's a good artist.
<v Speaker 1>Is this her? Is this her making her game in
<v Speaker 1>former debut? Has she ever appeared in the magazine? And
<v Speaker 1>she was.
<v Speaker 2>She was in the Rainbow six Patriots issue obviously as
<v Speaker 2>an infant when she was just born.
<v Speaker 1>We had a picture in there. But this is to
<v Speaker 1>talk about Rainbow six.
<v Speaker 2>Yeah, she was really disappointed when now I got canceled.
<v Speaker 2>She was, Yeah, but she's a great artist. But yeah,
<v Speaker 2>I just really like that piece.
<v Speaker 1>I think.
<v Speaker 2>I think it's an awesome piece and it has my
<v Speaker 2>kids are working it, so yeah, very exciting.
<v Speaker 3>And we also have a really big section on Marvel Games,
<v Speaker 3>which is pretty cool. We got like a trio. I
<v Speaker 3>went to Montreal to play Marvel Cosmic Invasion and then
<v Speaker 3>Brian played is it.
<v Speaker 1>Marvel tocon colon Fighting Souls. Yeah.
<v Speaker 2>I talked to the team a little bit. Yeah, I think.
<v Speaker 3>Where the the token and fight I know Souls is
<v Speaker 3>at the end in Marvel's.
<v Speaker 1>At the front. And I always mixed with them in
<v Speaker 1>the words yeah, and then Kyle, you saw Deadpool VR. Yep.
<v Speaker 2>I played a bunch of Deadpool VR and talked to
<v Speaker 2>Twisted Pixel, who was a developer that I've been a
<v Speaker 2>fan of for a long time. I love the Explosion
<v Speaker 2>Man games. They're just a hilarious developer based in Texas,
<v Speaker 2>I believe. But yeah, I got to talk to them
<v Speaker 2>about Deadpool VR after playing a bunch of it.
<v Speaker 1>So yeah, good issue. Yeah, and oh yeah, good job
<v Speaker 1>to everyone. We all worked on this, and of course
<v Speaker 1>the centerpiece of the issue that we're about to talk
<v Speaker 1>about now is of course the Outer World's two. I
<v Speaker 1>wrote this cover story, my first cover story since we
<v Speaker 1>came back as an outlet. Got to visit Obsidian Entertainment
<v Speaker 1>with Wesley LeBlanc over in Irvine, California. First time I've
<v Speaker 1>ever got to visit the folks over there, and that
<v Speaker 1>was a really fun visit one because I'm a big
<v Speaker 1>fan of City and it's one of those developers I
<v Speaker 1>think I I wasn't consciously aware how much I enjoyed
<v Speaker 1>their games until I did the kind of the head
<v Speaker 1>count and like, oh I really like Fallout New Vegas.
<v Speaker 1>Oh I really liked about. Oh, I really like Grounded,
<v Speaker 1>Oh I really liked I Go Back. Like I thought
<v Speaker 1>Dungeons Each three was a fun co op game. It's like, oh, oh,
<v Speaker 1>South Park the Stick of Truth. Like they've got just
<v Speaker 1>a storied RPG history, and they also have one of
<v Speaker 1>my favorite off slobby, just because I've been to quite
<v Speaker 1>a few developers at this point, and I'd say more
<v Speaker 1>often than not, a lot of their offices tend to
<v Speaker 1>be pretty sterile, especially at the entrance. But like Obsidian,
<v Speaker 1>like you could not mistake their studio for anyone else,
<v Speaker 1>Like the moment you step through the door, it is
<v Speaker 1>just wall to wall, just like posters of all their
<v Speaker 1>games going back to like stuff like you've forgotten about
<v Speaker 1>like Alpha Protocol to the Outer Worlds.
<v Speaker 2>How dare you forgot Alpha Protocol?
<v Speaker 1>Mark? Kyle, tell me the name of the protagonist in
<v Speaker 1>Alpha Protocol.
<v Speaker 2>Obviously it's Jason Jacob the game I definitely did not play.
<v Speaker 1>That would be I mean.
<v Speaker 3>That him, do you know the protagonist name? Like Kyle
<v Speaker 3>could have been really confident and would you have known
<v Speaker 3>he was wrong?
<v Speaker 1>I mean, I know it's not Jake Jason, but it
<v Speaker 1>might be like I don't know.
<v Speaker 2>All right, Alpha, you want to get Chris Alpha, that's
<v Speaker 2>your what's your it's not my real guest, all right,
<v Speaker 2>what's your guest? Charles for the protagonist of the game.
<v Speaker 3>To be clear, I have never heard of Yeah, I'm
<v Speaker 3>I'm going Tomas.
<v Speaker 1>Oh no Toaster's guests.
<v Speaker 2>The answer was course, because I don't want to spend
<v Speaker 2>too much time off of vertical here, because we're here
<v Speaker 2>talking about the old It's Michael Thornton. See I might
<v Speaker 2>as your clubs, Michael, James, Thomas, Michael. We were like
<v Speaker 2>circling in.
<v Speaker 1>Those are out those are also names, it turns out,
<v Speaker 1>but Outer worlds too, Marcus. I'm sorry to sidetrack you there,
<v Speaker 1>no no, no, no, but yeah, like kind of the the
<v Speaker 1>point of that setup was just like they are studio
<v Speaker 1>that very much kind of where's it's it's RPG history
<v Speaker 1>and like love of RPGs on its sleeve. And that's
<v Speaker 1>kind of one of the main sort of like mantras
<v Speaker 1>with the Outer worlds too, because I really liked the
<v Speaker 1>Outer Worlds, you know, Washington, twenty nineteen. What I appreciated
<v Speaker 1>about it was that it was a very kind of
<v Speaker 1>like succinct take on like a big open world, but
<v Speaker 1>as the RP, particularly fall Out, like you know, it's
<v Speaker 1>like a lot more focused that it's like half the length,
<v Speaker 1>but it still had like like the trappings of like
<v Speaker 1>us Fallout and maybe a little bit fall in New
<v Speaker 1>Vegas was just like, Oh, you got our your companions
<v Speaker 1>that all have these distinct personalities, and they got like
<v Speaker 1>their little loyalty missions, and you've got these wacky weapons.
<v Speaker 1>You've got like the Vat's equivalent with like the time
<v Speaker 1>slowing down the canic. I think it's called like time
<v Speaker 1>dilation in the outer worlds. It's like, okay, like all
<v Speaker 1>the like kind of the parts of what I like
<v Speaker 1>about Fallout or here just in a smaller package. And
<v Speaker 1>I enjoyed the game. But you know, even they admitted like, yeah,
<v Speaker 1>we knew even before the game came out that you know,
<v Speaker 1>there we where we could expand on this, and you know,
<v Speaker 1>we took in a bunch of feedback of people that
<v Speaker 1>you know, enjoyed the game but also felt it lacked
<v Speaker 1>a kind of like RPG complexity of some of their
<v Speaker 1>previous releases. So that was their kind of one of
<v Speaker 1>their main pillars was like all right, let's let's really
<v Speaker 1>dig into like making this a deeper and more reactive
<v Speaker 1>RPG experience. So Wesley and I got to play the
<v Speaker 1>first probably like three or four hours of the game.
<v Speaker 1>There's one big section we cannot talk about, Like we
<v Speaker 1>played the opening prologue, which they are very tight lipped about.
<v Speaker 1>Like I can kind of like give like generalities, but
<v Speaker 1>like there's like a big story conceit that they have
<v Speaker 1>not talked about in any of the like preview coverage
<v Speaker 1>that pretty much sets up the adventure and like why
<v Speaker 1>you're doing what you're doing, Like all you know is
<v Speaker 1>that you play as an agent of the Earth Directorate,
<v Speaker 1>which is sort of like the governing body from Planet
<v Speaker 1>Earth that sort of monitors all of the activity in
<v Speaker 1>the like the different Earth colonies across space. And you
<v Speaker 1>are sent to a brand new colony called Arcadia, leaving
<v Speaker 1>Halseion behind from the first game because they have kind
<v Speaker 1>of for a long time been is or like isolated
<v Speaker 1>them from the rest of sort of like colonized space
<v Speaker 1>because for one, it's governed by a basically like an
<v Speaker 1>authoritarian regime called the Protectorate, whose founder was the person
<v Speaker 1>that invented skip give drive technology, which is basically what
<v Speaker 1>allows ships to travel at the speed of light like
<v Speaker 1>FTL travel. So because of that, they are extremely rich.
<v Speaker 1>And then also Arcadia is just this very resource our
<v Speaker 1>resource rich colony. And but there's been this emergence of
<v Speaker 1>riffs around their colony. It kind of like like tears
<v Speaker 1>into like the fabric of time and space that have
<v Speaker 1>just appeared around the colony, and it has disrupted trade
<v Speaker 1>routes between Arcadia and the rest of space. However, to
<v Speaker 1>Protectorate is kind of okay with this, like they kind
<v Speaker 1>of want to use it for their own gain, and
<v Speaker 1>so you are sent there to kind of figure out like, Okay,
<v Speaker 1>what is going on here. We need to you know,
<v Speaker 1>maybe get these trade routes back in and and and
<v Speaker 1>set things right. So you visit Arcadia. However, on top
<v Speaker 1>of the Protectorate, who has had like an iron grip
<v Speaker 1>on the Arcadia for a long time, their control has
<v Speaker 1>been challenged by the arrival of Auntie's Choice, which is
<v Speaker 1>the merger of the Spacious Choice and Anti Cleo's Stores
<v Speaker 1>from the first game. Like Auntie Cleo, who is kind
<v Speaker 1>of like the figurehead of her company, it's kind of
<v Speaker 1>implied that basically her company did a hostile takeover of
<v Speaker 1>Spacious Choice because she is like in charge of it
<v Speaker 1>and they are pretty much like like the first game
<v Speaker 1>was very much a giant sort of like humorous commentary
<v Speaker 1>on like late stage capitalism or maybe like late late
<v Speaker 1>late late late stageism.
<v Speaker 3>I was gonna say on that on that note, is
<v Speaker 3>Auntie Cleo of a real person? Yes, okay, I was
<v Speaker 3>gonna I assumed it was, like, I don't know why
<v Speaker 3>I assume this. I assumed it was like a Jemima
<v Speaker 3>type thing. Well just that it's like people think it's
<v Speaker 3>a real person, but it's actually just like an idea
<v Speaker 3>of person that.
<v Speaker 1>They made up. But yeah, like a brawny man situation.
<v Speaker 3>Yeah, yeah, yeah, yeah clean.
<v Speaker 1>Yeah, no, no, Auntie Cleo Israel looks this is look
<v Speaker 1>what she looks like here on the game and former cover.
<v Speaker 3>She know you keep showing me an illustrated picture of
<v Speaker 3>this person?
<v Speaker 1>Is show you a photograph like a real.
<v Speaker 2>We tried to get podcast Charles, but she wasn't available.
<v Speaker 2>We went over that you can keep going.
<v Speaker 1>But yes, and uh, well she's like a central character
<v Speaker 1>in the game, like you actually encounter her pretty early on.
<v Speaker 1>I don't like I don't think she's like the main villain.
<v Speaker 1>I think it sort of depends on who you decide
<v Speaker 1>to work with out of the the three factions in
<v Speaker 1>this game. So, like I said, there's a Auntie's Choice
<v Speaker 1>rolling into Arcadia wanting to take it from their own,
<v Speaker 1>like in their minds, they're liberating quote unquote the populace
<v Speaker 1>that has kind of been living under this very brutal
<v Speaker 1>authoritarian regime from the Protectorate. But also there they're just
<v Speaker 1>they're at the setup shop and just to make a profit,
<v Speaker 1>so they're not depending on your perspective, they're not much
<v Speaker 1>better than them. It's just sort of like a different
<v Speaker 1>kind of bad. And then there's also the third faction,
<v Speaker 1>which is the Order of the Ascendant, which is a
<v Speaker 1>kind of like a religious based like like a a
<v Speaker 1>science based religion that's kind of a spin off of
<v Speaker 1>the God. I forgot the name of the Order from
<v Speaker 1>the first game, but it's like a similar thing of
<v Speaker 1>like it's like these rogue scientists that have kind of
<v Speaker 1>formed almost this like religious belief around this prophesized equation
<v Speaker 1>called like the universal equation, where they believe that they
<v Speaker 1>solve it, they will unlock this predictive formula that will
<v Speaker 1>basically allow them to predict the future and alter future events,
<v Speaker 1>and so they want to get a hold of that
<v Speaker 1>so that they can kind of steer humanity towards what
<v Speaker 1>they believe will be like a higher plane of being
<v Speaker 1>that will benefit humanity in their eyes. So they and
<v Speaker 1>they actually used to work with the Protectorate, but then
<v Speaker 1>they split off and now they're at war because they're
<v Speaker 1>you know, like they believe in sort of like intellectual freedom,
<v Speaker 1>which pretty much runs counter to what the Protectorate believes in,
<v Speaker 1>which is like, you guys are just collecting the machine.
<v Speaker 1>We run the show. There's no there's no nuance about like.
<v Speaker 2>There's no conversation here.
<v Speaker 1>Yeah, yeah, like talking up Citian about it. They use
<v Speaker 1>North Korea as a inspiration point for the protector an
<v Speaker 1>idea of the Yeah, always a good sign of course,
<v Speaker 1>and yeah, like I what's exciting about the sequel is
<v Speaker 1>how much Fallout New Vegas specifically is an inspiration. Like
<v Speaker 1>talking to Brandon Abler, who is the game director for
<v Speaker 1>The Outerwards Too, he talked about how he was pushing
<v Speaker 1>very hard for factions to be sort of the one
<v Speaker 1>of the primary pillars in the sequel, because he's a
<v Speaker 1>huge Fallout New Vegas fan, Like, he was not working
<v Speaker 1>at Obsidian at the time that Fallout New Vegas came out.
<v Speaker 1>He wasn't even he didn't even work on the first
<v Speaker 1>Outer worlds like this, this is first established interesting. Yeah, okay, cool,
<v Speaker 1>but yeah he's talking about you know, like one of
<v Speaker 1>the things I really loved about following New Vegas was
<v Speaker 1>just like how colorful and interesting each faction was and
<v Speaker 1>how it feels like, you know, the game can go
<v Speaker 1>in so many different ways depending on who you decide
<v Speaker 1>to align yourself with, but also it doesn't kind of
<v Speaker 1>cheapen that by making it to where you're like, oh,
<v Speaker 1>you can be everyone's friends and you can do everyone's
<v Speaker 1>quest line and it's okay, And they're like, no, no, no,
<v Speaker 1>if you choose one or two, you're gonna lock yourself
<v Speaker 1>out of all these other narrative threads. At some point
<v Speaker 1>you're gonna have to make like hard choices about who
<v Speaker 1>you're gonna roll with. And that is true in this game.
<v Speaker 1>Like you know, in the beginning, you can kind of
<v Speaker 1>test the waters and work with all three factions depending
<v Speaker 1>on what you believe in, and it's sort of like
<v Speaker 1>you can either help them as just sort of a
<v Speaker 1>means to an end maybe you do actually believe in
<v Speaker 1>what they're into, or you can try to like pit
<v Speaker 1>them against each other. And they even said that if
<v Speaker 1>your speech skills are up to snuff, you could even
<v Speaker 1>maybe try to get them to cooperate together, but apparently
<v Speaker 1>that's like very hard to do. So just there's so
<v Speaker 1>many different ways that the story itself can go to
<v Speaker 1>depending on how you interact with everyone in the game,
<v Speaker 1>And like said, they're like reactivity seems to be one
<v Speaker 1>of the big sort of like selling points with this game,
<v Speaker 1>like whether you're just in conversations with the characters and
<v Speaker 1>you've got the same like choice driven dialogue, but like
<v Speaker 1>everyone seems to remember the things that you do a
<v Speaker 1>lot more like the simple kind of like a simple
<v Speaker 1>example I had was we got to explore a new
<v Speaker 1>section of the game that we talked about in the
<v Speaker 1>cover story called Paradise Island, which is sort of the
<v Speaker 1>first real zone after the prologue. It's pretty much the
<v Speaker 1>equivalent of the Emerald Veil, which is was like the
<v Speaker 1>first real section in the first Outer World's game. This
<v Speaker 1>is where you're gonna like really encounter all three factions
<v Speaker 1>for the first time. And there was a mission that
<v Speaker 1>Wesley and I did where we had to like basically
<v Speaker 1>access this vox like a vox relay, which was this
<v Speaker 1>big satellite on the island, And there's like a bunch
<v Speaker 1>of different ways that you can go about this, but
<v Speaker 1>sort of the centerpiece of that choice or decision making
<v Speaker 1>was this bridge that was guarded by the Protectorate and
<v Speaker 1>it's the only way to get to the vox relay.
<v Speaker 1>And Wesley and I, when we started playing together, we
<v Speaker 1>made a vow to like play completely different characters just
<v Speaker 1>so we can see in different ways that things can unfold.
<v Speaker 1>So I played a because the See the Outer World's
<v Speaker 1>two style is the same sort of like character building
<v Speaker 1>of like you pick a sort of background for your character,
<v Speaker 1>like kind of like setting up their origin story. Like
<v Speaker 1>I chose a scientist who had been fired because in
<v Speaker 1>his mind he was too good at his job and
<v Speaker 1>everyone got jealous and we got rid of him. And
<v Speaker 1>then I generally was playing like a respectable, like a
<v Speaker 1>good person, pretty affable, and was big on stealth, which
<v Speaker 1>was another big thing with the sequel was that allowed
<v Speaker 1>for more stealth options in the level design, like there's
<v Speaker 1>a lot more opportunity to kind of sneak around and
<v Speaker 1>access different areas without having to engage people, whereas Wesley
<v Speaker 1>with the hard opposite, he basically chose like a douchebag,
<v Speaker 1>arrogant like idiot because he can still be a you
<v Speaker 1>can still be a dumb character in this game, which
<v Speaker 1>is one of the kind of the fun character traits
<v Speaker 1>in the first game, Like you could just pick an
<v Speaker 1>idiot and he would get all these like really funny
<v Speaker 1>dialogue responses that just highlight how stupid you are. Yeah,
<v Speaker 1>and also he just was like he would just like
<v Speaker 1>murder everybody, like She's violence was like his first answer
<v Speaker 1>to everything. And you kind of meet two different characters
<v Speaker 1>that both work for Auntie's choice, and they're like, hey,
<v Speaker 1>it'd be great if you, you know, help me out
<v Speaker 1>with this favor. But if you help one of us,
<v Speaker 1>you can't help the other one because we have two
<v Speaker 1>vastly different ideas for how you want to tackle his thing.
<v Speaker 1>So I chose to help one guy. Wesley chose to
<v Speaker 1>help this woman who was kind of like like he was.
<v Speaker 1>She was kind of like, hey, let's just brute force
<v Speaker 1>a way across this bridge, because I worked for like
<v Speaker 1>kind of the military, whereas the guy I had was
<v Speaker 1>sort of like the sniveling like mayor of this town,
<v Speaker 1>and he was a lot more about subterfuge and stuff like, hey,
<v Speaker 1>you know we can we can slide in there. No
<v Speaker 1>one needs to note that we're doing this. So I
<v Speaker 1>wound up complimenting both of our place those but I
<v Speaker 1>like the myriad of ways you can get through this
<v Speaker 1>was really impressive and sort of like hopefully indicative of
<v Speaker 1>how the rest of the game is supposed to take shape,
<v Speaker 1>because I went up to that bridge and immediately you
<v Speaker 1>can kind of see the different ways. Like I talked
<v Speaker 1>to a guard who sort of said, no, you can't
<v Speaker 1>come through. However, maybe we can help each other out
<v Speaker 1>because I'm looking for these traders at escape and maybe
<v Speaker 1>if you bring to me, I can let you pass.
<v Speaker 1>And I thought about it, but I since I was
<v Speaker 1>role playing a good person, I was like, well, I
<v Speaker 1>don't know if these people are deserving of this, so
<v Speaker 1>I'm just gonna say I'm gonna shelve that for now
<v Speaker 1>and see if there's another way in. And then I
<v Speaker 1>wound up just exploring around the perimeter because this song
<v Speaker 1>this big cliff in this ravine and found like a
<v Speaker 1>hole that just led inside. So I just kind of
<v Speaker 1>snuck in and then but then very quickly was alerted.
<v Speaker 1>And also everyone here was a bit above my pay
<v Speaker 1>grade in terms of level, so I kind of just
<v Speaker 1>like very quickly got into a shootout where I just
<v Speaker 1>kind of sprinted to a room that had a button
<v Speaker 1>that lowered the bridge and then just sort of like
<v Speaker 1>ran across a bit like a hail of gunfire. It
<v Speaker 1>was not elegant, but it worked. But then talking to Wesley,
<v Speaker 1>he was like, yeah, I in my little mission, I
<v Speaker 1>found like rocket boots somehow, and I just like flew
<v Speaker 1>over the wall and no one saw me. Like he
<v Speaker 1>just bypassed everything because he found these rocket boots. And yeah,
<v Speaker 1>and then even talking to a developer, they were saying like, yeah,
<v Speaker 1>there's like at least five or six other ways that
<v Speaker 1>are like fully supported that you could have gotten by that,
<v Speaker 1>and that's not accounting for any like you know, if
<v Speaker 1>you just make up your own solution, like just some
<v Speaker 1>like like some workshop uh sort of like solutions to
<v Speaker 1>this problem. So yeah, like it's a it's like a
<v Speaker 1>small example of sort of the the abundance of options
<v Speaker 1>at the game is trying to present. But yeah, it's
<v Speaker 1>the gun plays better, which is probably one of the
<v Speaker 1>most satisfying things for me. Like it's a lot closer
<v Speaker 1>to something like a destiny in terms of just like
<v Speaker 1>how much it better it sho that's high praise.
<v Speaker 2>Yeah, yeah, I mean yeah, I remember the first game
<v Speaker 2>the gunplay was like south of Fine, you know, right,
<v Speaker 2>it was just like it was alright, you know, like
<v Speaker 2>that's good.
<v Speaker 1>Like Fallout honestly, yeah, yeah, yeah, Like I think Fallout
<v Speaker 1>and the first Outer Worlds were kind of kind of
<v Speaker 1>like bolstered by the time slowing ability that made the
<v Speaker 1>gun play a lot more tolerable absolutely, whereas now it's like,
<v Speaker 1>oh I can just I'm actually having more fun just
<v Speaker 1>like popping off headshots and not even having them feel
<v Speaker 1>like I have to use the time distillation or whatever
<v Speaker 1>as a crutch. You can like mantle and slide now,
<v Speaker 1>So it's a little bit of a I mean, I
<v Speaker 1>don't I don't think this is maybe a direct inspiration,
<v Speaker 1>but it just reminded me of a vow because of
<v Speaker 1>like how much the traversal feels good in that game.
<v Speaker 1>It seems like that carries over to this game, like, yeah,
<v Speaker 1>you can mantle up things, and there's a little bit
<v Speaker 1>more verticality and the level design because of it, you
<v Speaker 1>can just run and slide and like knock people over
<v Speaker 1>if you have a certain trait. So it just feels
<v Speaker 1>a lot better to just get into fights with people
<v Speaker 1>and because and especially for like escaping too. It's it's
<v Speaker 1>it's a beautiful game. It looks nice. Yeah, like the
<v Speaker 1>art direction, like we we had a pretty nice chat
<v Speaker 1>with the art director there about sort of like the
<v Speaker 1>art nouveau style of the game. Like I said, we
<v Speaker 1>only got to see the prologue section and then Paradise Island,
<v Speaker 1>which is this tropical island, but it again had the
<v Speaker 1>kind of like fun reveal of just like Okay, you've
<v Speaker 1>been in space mostly for this prologue. Now you're on
<v Speaker 1>an actual planet, and look at all this exotic fauna
<v Speaker 1>in front of you. There's like these big pink like
<v Speaker 1>they look like giant flowers basically, but there are ostensibly trees,
<v Speaker 1>Like here's this like rolling ocean next to you, and
<v Speaker 1>then like this cool looking art nouveau city off into
<v Speaker 1>the distance, like it looks really nice, which is you know,
<v Speaker 1>like a big plus and yeah it's some again as
<v Speaker 1>a fan of the first game, it's it seems like
<v Speaker 1>so far it's doing what you would want from like
<v Speaker 1>a perfect sequel of like taking the things I liked
<v Speaker 1>about the original and just dialing it up a little
<v Speaker 1>bit more, while also like addressing some of the pain
<v Speaker 1>points like the lack of stealth options or like good
<v Speaker 1>stealth options in the first game, like now there are
<v Speaker 1>like it feels like stealth is a more supportive play style,
<v Speaker 1>and then doubling down on like the character building with
<v Speaker 1>like more of the the Perkson flaw system, which was
<v Speaker 1>one of the cool things about the first game, but
<v Speaker 1>also reworking it to make accepting flaws more of an
<v Speaker 1>interesting choice because if you didn't. The first game, the
<v Speaker 1>person flaw system was basically whenever you did a behavior,
<v Speaker 1>if you behave a certain way repeatedly, you would get
<v Speaker 1>a flaw associated with it, and it was sort of
<v Speaker 1>meant to add like you would take on a drawback,
<v Speaker 1>but you would be rewarded a perk point for it.
<v Speaker 1>So it's like, hey, you know, maybe you'll character will
<v Speaker 1>perform a little worse, but you can improve your other
<v Speaker 1>traits faster, and I thought that was fine, but being
<v Speaker 1>rewarded perk points felt kind of like after a while,
<v Speaker 1>it felt kind of like easy to ignore, Like there's
<v Speaker 1>other way.
<v Speaker 2>There were other ways to get perk points, right, so
<v Speaker 2>it's like, yeah, just naturally they just turn those away.
<v Speaker 1>Yeah.
<v Speaker 2>I remember not really engaging with that part of the
<v Speaker 2>game too much because it's like there's not really a
<v Speaker 2>big upside here, you know, to what what what ultimately
<v Speaker 2>makes the game easier. Like I remember that one of
<v Speaker 2>the flaws when they were sharing this the updated system,
<v Speaker 2>where they have like you're better at stealth when you're crouched,
<v Speaker 2>but like if you stand up, your knees make a
<v Speaker 2>loud noise and get everyone's attention. Like stuff like that
<v Speaker 2>is like funky and weird and would make the game
<v Speaker 2>more interesting, you know. But it's like I was like,
<v Speaker 2>I don't you know, So I'm glad that they're sort
<v Speaker 2>of reapproaching that and reevaluating it.
<v Speaker 1>Yeah, now the flaws instead of a perk point, they
<v Speaker 1>all have an inherent bonus built into it, so it's like, oh, yeah,
<v Speaker 1>maybe your knees crunched, but also here's like a positive
<v Speaker 1>trait instead of just a perk point. They didn't get
<v Speaker 1>into the specifics for some of the like positive traits.
<v Speaker 1>They were just kind of being a little bit vague
<v Speaker 1>of like like there was one one of the new
<v Speaker 1>flaws is just called flawed, like the flawed flaw, and
<v Speaker 1>it only activates when you've taken on two or three
<v Speaker 1>more flaws, and it basically makes it so like you
<v Speaker 1>have to automatically take any other flaw that might arise
<v Speaker 1>throughout the game. But you know, he didn't want to
<v Speaker 1>say what you would get, but he's like, you, if
<v Speaker 1>you do that, it comes with a pretty significant like
<v Speaker 1>positive bonus to taking on all of these flaws, which
<v Speaker 1>I'm curious about.
<v Speaker 2>Yeah, Well there's the other one where it's like you
<v Speaker 2>you might just randomly steal stuff just by looking at.
<v Speaker 1>Yeah, like if you're someone that likes to steal a lot,
<v Speaker 1>then you'll get the cleptomania flaw. And it basically like
<v Speaker 1>occasionally when you just look at something, you'll just automatically
<v Speaker 1>take it. That's very funny. Yeah, I like that.
<v Speaker 3>Did you get any flaws when you were playing Marcus?
<v Speaker 1>No, just because we weren't playing long enough for that
<v Speaker 1>to for that system to kind of kick in. So yeah,
<v Speaker 1>they just told us some of the ones that you know,
<v Speaker 1>we're in the game, but they say they're all goofy
<v Speaker 1>and fun. And they were talking about because I asked them,
<v Speaker 1>is there such a thing as a flawed that's too stupid?
<v Speaker 1>And they said no, because they're It was like, is
<v Speaker 1>there like like a is there such a thing as
<v Speaker 1>too silly? But they're you know, they said, like, well,
<v Speaker 1>what's fun about the flaws is one, they're kind of
<v Speaker 1>almost like they're optional, so that means they can they
<v Speaker 1>have a license to be as stupid and and ridiculous
<v Speaker 1>as they as they want them to be. But also
<v Speaker 1>they're oftentimes designed to spice up like subsequent playthroughs of like, oh,
<v Speaker 1>you beat the game once on maybe like a normal
<v Speaker 1>amount of flaws, and you want to play it again,
<v Speaker 1>but you want to spice it up, so like, maybe
<v Speaker 1>I'll take on this really weird flawed that's just kind
<v Speaker 1>of fundamentally change the way I engage with this game.
<v Speaker 1>So yeah, I like that idea. Like I said, I didn't.
<v Speaker 1>I like I had some flaws to a point, but
<v Speaker 1>I definitely didn't take on nearly as many as I
<v Speaker 1>as they probably wished I would, because they was pretty
<v Speaker 1>easy to turn down. But adding bonuses built into the
<v Speaker 1>flaw itself definitely would make me consider it more. So
<v Speaker 1>I'm curious see what those bonuses actually are.
<v Speaker 3>It's hard to commit to something like that. I found
<v Speaker 3>when I was playing the game, like, it's really fun
<v Speaker 3>in theory, but to be I think there was one
<v Speaker 3>There was like a genre of flaw where it was
<v Speaker 3>like like if you got hit by insects a lot,
<v Speaker 3>like big insect enemies, you'd get like ettomophobia or whatever,
<v Speaker 3>where you have like a fear of insects and like
<v Speaker 3>they do more damage, but you get a per point,
<v Speaker 3>And it was like, well, why would I. I'm already
<v Speaker 3>I'm doing so bad. You pointed it out to me.
<v Speaker 3>Why would I take more gaming from them forever for
<v Speaker 3>a perk point? I almost think it would almost fit
<v Speaker 3>better for like a roguelike situation where it's like you
<v Speaker 3>can try stuff out and see if you like the
<v Speaker 3>benefits without having to be like, there's thirty more hours
<v Speaker 3>of this game and my knees are gonna pop every
<v Speaker 3>time I stand up. But I still think I like
<v Speaker 3>that they're more distinct now I'm curious to see how
<v Speaker 3>it feels, and as the as someone who's more into
<v Speaker 3>TV RPGs lately, where it's like failure is kind of
<v Speaker 3>more inherent to it. I'm playing more role playing games
<v Speaker 3>with like the the fun idea of like I am
<v Speaker 3>just gonna be flawed and like try to fail more
<v Speaker 3>often at stuff.
<v Speaker 1>So I'm interested in this, Yeah, and like sort of
<v Speaker 1>off of that point of failure, like I like that
<v Speaker 1>they and they were saying they're doubling down and sort
<v Speaker 1>of the you will not see everything in this game
<v Speaker 1>on the first place. They're like, this is not a
<v Speaker 1>game where you can kind of like mind max it.
<v Speaker 1>So again, you are not going to be friends with
<v Speaker 1>every one, like you're gonna have to. There's going to
<v Speaker 1>be a point where you're gonna have to choose which
<v Speaker 1>faction you're gonna roll with or none of them. Like
<v Speaker 1>you can play through this game without sort of like
<v Speaker 1>getting close to any of the factions, like they were saying,
<v Speaker 1>the main storyline is faction agnostic, so it's like if
<v Speaker 1>you feel like you don't need them, or if you
<v Speaker 1>want to role play like more of a lone wolf character,
<v Speaker 1>like there is a like there was a narrative thread
<v Speaker 1>that sort of you know accommodates that, which is exciting,
<v Speaker 1>but yeah, they're like, you know, we want this, like
<v Speaker 1>kind of part of feeling like a true role playing
<v Speaker 1>experience is sort of knowing that you are giving up
<v Speaker 1>an entire like questline or you know, thread because of
<v Speaker 1>this choice that you made, and that in turn makes
<v Speaker 1>your choices feel like they matter. Right. So, like I said,
<v Speaker 1>like that was the thing that Fall in New Vegas
<v Speaker 1>did really well, So I'm excited to hear that they're
<v Speaker 1>like really tapping into that with this game. And then
<v Speaker 1>kind of the last big thing was like, you know,
<v Speaker 1>you got the Companions, So you got six new companions
<v Speaker 1>in this game. I only got to see three of them. Like, uh,
<v Speaker 1>like if you remember the companion trailer, like with the
<v Speaker 1>ones you get immediately are like Niles, who's sort of
<v Speaker 1>the like he's like another Earth Protector and agent, and
<v Speaker 1>then the the robot Valerie, who kind of like this
<v Speaker 1>drone that floats around. And the companions now also have
<v Speaker 1>like their own specialities that are sort of based on
<v Speaker 1>their backstories and personalities, where Niles is a mechanic, so
<v Speaker 1>his sort of like special skill is that he's basically
<v Speaker 1>a work bench with legs, so if you can craft
<v Speaker 1>weapons and AMMO by talking to him instead of having
<v Speaker 1>to find a work bench, which is really really useful.
<v Speaker 1>And then Valerie she's pretty much a just a mobile healer,
<v Speaker 1>so she'll just like during firefights, will just be throwing
<v Speaker 1>health packs at you and stuff. The only other character
<v Speaker 1>I got during my time was Inez, who was She's
<v Speaker 1>kind of like a I think, like a battle like
<v Speaker 1>kind of like a battle cleric, like like she's a
<v Speaker 1>she's granting combat, but she can also help with healing.
<v Speaker 1>But she has this like her character has like this
<v Speaker 1>grafted almost like weird chicken arm on her back that
<v Speaker 1>is sort of part of her, Like her whole character
<v Speaker 1>arc is that she, like in that universe, I guess,
<v Speaker 1>grafted soldiers are kind of looked down upon, and she's
<v Speaker 1>kind of trying to prove like no, no, no, we we
<v Speaker 1>can be valuable too. And you can upgrade her by
<v Speaker 1>swapping out her initial grafted arm with the grafted arms
<v Speaker 1>of other creatures, and each of them will give her
<v Speaker 1>like an added different power. All Right, Uh, it's weird, Yeah,
<v Speaker 1>it is weird, But they're saying like yeah, your companions
<v Speaker 1>are apparently more reactive in this game, not only just
<v Speaker 1>with you, but also with each other because they each
<v Speaker 1>come from like a different faction. So if you take
<v Speaker 1>someone like you have a a companion named Tristan who
<v Speaker 1>is from the Protectorate and it was like a higher
<v Speaker 1>ranking kind of like judge dread like guy in that group,
<v Speaker 1>And if you have him in your part with someone
<v Speaker 1>from Auntie's Choice, you know, their factions are openly at
<v Speaker 1>word with each other. So initially they might not get
<v Speaker 1>along and will be bickering constantly as you're going around,
<v Speaker 1>you know, doing stuff. But they were saying, like, you know,
<v Speaker 1>maybe your companions might do Maybe they'll do things that
<v Speaker 1>might make the companion that they weren't getting along with
<v Speaker 1>like them more. So it seems like they react to
<v Speaker 1>each other almost as much as they react to your choices.
<v Speaker 1>But you know, like kind of built on the first game,
<v Speaker 1>Like you know, if you piss them off too much,
<v Speaker 1>they might attack you or leave the group. You can
<v Speaker 1>kick them out anytime. You can even do things like
<v Speaker 1>sacrifice them if you want to to try to solve
<v Speaker 1>a problem, Like if you have a companion that you
<v Speaker 1>don't really vibe with you can like sell them out
<v Speaker 1>to an opposing faction and then they'll leave their party forever,
<v Speaker 1>or they just or but it also might make the
<v Speaker 1>rest of the party mad at you for doing that,
<v Speaker 1>depending on who they are, if they like that person too. So,
<v Speaker 1>like I said, it seems like a deeper interactions you
<v Speaker 1>can have with the with your partners in this game. So, like,
<v Speaker 1>I love the companions in the first game, especially, like
<v Speaker 1>I mean, Parvati was kind of the companion that stole
<v Speaker 1>the show, was voicing her. Yeah, she's the first one
<v Speaker 1>you get in the Outer.
<v Speaker 2>Worlds, the Secret the trick, the trick to companion, your
<v Speaker 2>favorite is probably gonna be the first one because you
<v Speaker 2>spend the most time with them, you know. It's kind
<v Speaker 2>of like the secret weapon, you know.
<v Speaker 1>Yeah. I did spend the time with Niles to to know, like,
<v Speaker 1>oh I love this guy, like he seems fine, like
<v Speaker 1>he seems cool, but like, yeah, like I feel like
<v Speaker 1>especially because I replayed a good bit of the first
<v Speaker 1>Outer Worlds before this cover trip, So getting to hang
<v Speaker 1>out with Parvati again was very nice because I remember
<v Speaker 1>I was like, oh I love her. Yeah. Then again
<v Speaker 1>immediately you're just like the moment you get here, you're like,
<v Speaker 1>she seems cool. I don't want anything bad to happen. Yeah,
<v Speaker 1>she's She's kind of my benchmark for like, not only
<v Speaker 1>campanions in this game, but like most other companions in
<v Speaker 1>other games. Yeah, so I don't I don't don't know
<v Speaker 1>if Niles. Niles didn't have that immediate impact on me,
<v Speaker 1>but he also goes through a much different arc that
<v Speaker 1>again I can't quite talk about because it's all related
<v Speaker 1>to the prologue. Yeah, but yeah, like I said, the
<v Speaker 1>game comes out god October twenty twenty ninth. Yeah, it
<v Speaker 1>was just like twenty ninth. Yeah, it was six or nine,
<v Speaker 1>depending on which one. Yeah, what direction you decide to
<v Speaker 1>flip it in, But overall, I walked away positive from
<v Speaker 1>my time playing it and speaking to the devs. You
<v Speaker 1>can read the full cover story right now, actually, if
<v Speaker 1>you're a digital subscriber, it's up online and the print
<v Speaker 1>issue should be going out starting in early October. But
<v Speaker 1>I'm looking forward to it. Like I said, I was
<v Speaker 1>a fan of the first game. Everything I've seen and
<v Speaker 1>played at the second game has me optimistic that they've
<v Speaker 1>will stick the landing with it, and if they do,
<v Speaker 1>that'll be quite a hat trick for them, because this
<v Speaker 1>is their third release this year.
<v Speaker 2>Yeah, yeah, about and Grounded two Out World's too for
<v Speaker 2>those who just for anyone who wasn't sure what their
<v Speaker 2>other two games were this year so far, it's crazy.
<v Speaker 1>Yeah, but yeah, check out our cover story right now
<v Speaker 1>for the out Worlds too. We'll have some other online
<v Speaker 1>content going out over the month, some other written features
<v Speaker 1>and videos up on the Gameformer dot com.
<v Speaker 2>And you might have asked them a lot of questions
<v Speaker 2>in rapid succession.
<v Speaker 1>Who's who's to say we might have Yes, we have
<v Speaker 1>another rapid fire.
<v Speaker 2>That you're just just coming out right and saying it,
<v Speaker 2>you know, Yeah, I'm.
<v Speaker 1>Like Kyle's subtlety there.
<v Speaker 4>Yeah that's good.
<v Speaker 1>Yeah, but uh yeah. Moving on from the Outer Worlds too,
<v Speaker 1>we're going back to to Yota. Is it you'll taste?
<v Speaker 1>Is you'll take a place yo Taste the Mountain?
<v Speaker 2>Yes, Okay, it takes place in Zo which has Jota Mountain,
<v Speaker 2>and it's it's it's not gonna feel like going back
<v Speaker 2>for most listeners because I think even by the time
<v Speaker 2>this episode comes out, I think the game still will
<v Speaker 2>not have been out at this because I think it
<v Speaker 2>comes out October third.
<v Speaker 3>I think you're saying going back like we had the
<v Speaker 3>conversation last Yes, yeah, I know.
<v Speaker 1>Yes, but yes, Ghost of Charles, you have now started it.
<v Speaker 1>We're gonna get into a little bit of a a
<v Speaker 1>little bit of a deeper discussion about the opening hours.
<v Speaker 1>Spoiler free, I would imagine, right, or like, I don't know,
<v Speaker 1>if anything you can.
<v Speaker 3>I'll keep it spoiler free.
<v Speaker 2>I mean the game, the game first, the episode. When
<v Speaker 2>this comes out, I think the game will have just
<v Speaker 2>come out, you know what I mean, Like, so yeah,
<v Speaker 2>for sure spoiler you know.
<v Speaker 1>Yeah, I say this is someone that still has not
<v Speaker 1>at the time of record.
<v Speaker 3>Yes, I was like, at the very least the thing
<v Speaker 3>I will say that is not spoilery. But I I
<v Speaker 3>really like how this game opens up. I feel it
<v Speaker 3>starts very strongly and uh yeah, I'm like four hours in,
<v Speaker 3>maybe five hours in.
<v Speaker 1>And yeah.
<v Speaker 3>One of my things with games, I mean, especially when
<v Speaker 3>you play a lot of games, it's like you gotta
<v Speaker 3>gotta get to the meet on the bone. That's not
<v Speaker 3>a phrase, but get it should be interesting as quickly
<v Speaker 3>as possible. What I love about Ghosts Vote is like
<v Speaker 3>it starts off it's like, this is your main character,
<v Speaker 3>this is a bad guy. This is why you should
<v Speaker 3>hate the bad guy, and this is why this main
<v Speaker 3>character is cool as hell, And now you can play
<v Speaker 3>the game. Yeah, and it like it wastes absolutely no time.
<v Speaker 3>And then also it starts in such a way that
<v Speaker 3>you're playing as Atsu and she already has like a
<v Speaker 3>bit of a reputation, like right once you're playing the game,
<v Speaker 3>And that's something I really like that. It's not you're
<v Speaker 3>not trying to build yourself up over time. There's no
<v Speaker 3>they're not trying to ease you into it. They kind
<v Speaker 3>of drop you.
<v Speaker 5>In and.
<v Speaker 1>We a weird connection of I do.
<v Speaker 3>Improv is a thing I do outside of work, and
<v Speaker 3>one of the things they talk about in an improv
<v Speaker 3>scene is to establish your relationship with the other person
<v Speaker 3>on stage as quickly as possible. You're making up these characters,
<v Speaker 3>but they should probably know each other somehow, because that's
<v Speaker 3>going to inform a lot of the scene. And what's
<v Speaker 3>tough about a lot of like early stories, specifically in
<v Speaker 3>video game is you were like a new person in
<v Speaker 3>a new world, and you keep introducing yourself over and
<v Speaker 3>over again. It's like it's kind of boring. There's only
<v Speaker 3>so many introductory conversations you can have. And what's so
<v Speaker 3>cool about this is like everyone knows WHOTSU is, or
<v Speaker 3>at least who the own rio is, and she'll walk
<v Speaker 3>into a room and people are like, oh, it's her,
<v Speaker 3>oh oh.
<v Speaker 1>And they'll have pre existing opinions of her. So did
<v Speaker 1>I do the thing? We're like a like a gun
<v Speaker 1>slinger when they go through a town and like they're
<v Speaker 1>closing the they're closing the shops as you wants. Is exact?
<v Speaker 2>I mean, is kind of a Western at heart, you
<v Speaker 2>know in some ways.
<v Speaker 3>Yeah, I kin a beat for beat that is like
<v Speaker 3>the first time you play, you walk through a town
<v Speaker 3>and that happens. Yeah, yeah, not even exaggerating. I couldn't
<v Speaker 3>have made market, I couldn't have set markers better up
<v Speaker 3>for that. That's exactly what happened. Yeah, and it's I
<v Speaker 3>think the other part is the gameplay wise, the way
<v Speaker 3>the open world is set up. So you start off
<v Speaker 3>and it's you've got the OT six and you are
<v Speaker 3>you have these targets, but they're like pretty off in
<v Speaker 3>the distance, and just when you start off, you're in
<v Speaker 3>this like southern area, you're like pretty close to Mount Yote,
<v Speaker 3>and you can just kind of explore this area and
<v Speaker 3>it does a really good job of like all of
<v Speaker 3>the first things you might just naturally encounter are like
<v Speaker 3>cool and or important game player story moments where it's
<v Speaker 3>like it's like positive reinforcement of like you want to increase,
<v Speaker 3>You want to explore this world, don't you if you
<v Speaker 3>go are here. Oh there's a health upgrade. Oh here's
<v Speaker 3>another steal point. Oh there's like a wandering merchant that
<v Speaker 3>you can have. I now you have this stuff, and
<v Speaker 3>oh you walked in this building.
<v Speaker 1>Now maybe you.
<v Speaker 3>Can buy a bow for yourself.
<v Speaker 2>And it's so good at getting you distracted, like in
<v Speaker 2>a positive way, like it really you take like two
<v Speaker 2>steps and you're like wait, what is that? And it's
<v Speaker 2>like it's just really good at pulling you in different
<v Speaker 2>directions in a way. That was like when I was
<v Speaker 2>reviewing it, it was almost hard because I was like, I
<v Speaker 2>gotta stick to the main story. I got to see
<v Speaker 2>this thing to the end. But I was like three
<v Speaker 2>hours later and I was like, oh, geez, I haven't
<v Speaker 2>done any mainline stuff. If I wasn't, even if it's
<v Speaker 2>totally by accident, you know.
<v Speaker 3>Yeah, there there's I have yet to there's a few
<v Speaker 3>instances where you stop and I'm like, I don't even
<v Speaker 3>think it's like a side quest proper, but it'll just
<v Speaker 3>be like some Ronan, which is like a samurai without
<v Speaker 3>a master. Ronan are like harassing some people and you
<v Speaker 3>go up and talk to them, and it's just is
<v Speaker 3>like a little mini encounter and there's like full dialogue
<v Speaker 3>and it's interesting every time. It's not like repeated, but
<v Speaker 3>it's like they're harassing this kid for some reason, and
<v Speaker 3>then all, okay, that's like a merchant I can get now,
<v Speaker 3>or like I can offer to pay them to let
<v Speaker 3>this guy go, or I can kill them all, and
<v Speaker 3>I'm gonna kill them all. But it's just like a
<v Speaker 3>there's not like a I don't know, like a standard
<v Speaker 3>encounter of just like a bunch of people like hey,
<v Speaker 3>it's you, let's go mug mugatsu.
<v Speaker 2>Yeah, there's Spider Man sort of lines that you can draw,
<v Speaker 2>but even Spider Man had like, oh there's a crime,
<v Speaker 2>let me go take care of this crime. Yeah, Yote
<v Speaker 2>like even keeps those crimes quote unquote right, it's different,
<v Speaker 2>but like those even all feel different and unique which
<v Speaker 2>is which is wild that they pulled that off.
<v Speaker 3>There's a part of Spider Man where it's like the
<v Speaker 3>crime like it's kind of a part of the Spider
<v Speaker 3>Man fantasy that he is the friendly neighborhood Spider Man
<v Speaker 3>and he just kind of routinely stops crimes. It's just
<v Speaker 3>kind of like a thing Spider Man does where it
<v Speaker 3>doesn't necessarily need to be interesting, And in this one,
<v Speaker 3>it's like, well, if you're like lots of killing people,
<v Speaker 3>so it's kind of a big deal every time she
<v Speaker 3>chooses to do it and every time someone messes with her,
<v Speaker 3>and it treats every like fight with that reverence. So
<v Speaker 3>she's like, if you want to fight me, I will
<v Speaker 3>kill you, and that's what's gonna happen, and it often does.
<v Speaker 1>Yah.
<v Speaker 3>Yeah, I played. I played fifteen hours of Ghost of
<v Speaker 3>Sushima and honestly barely remember any of it. And I
<v Speaker 3>don't know, I don't know if that game is way
<v Speaker 3>better than I remembered or what it is.
<v Speaker 1>But I'm like.
<v Speaker 3>Really clicking with Ghost of Yote in a way that
<v Speaker 3>I was like, I was like not even I was like, Oh,
<v Speaker 3>it's cool that this game's coming out.
<v Speaker 1>It's cool.
<v Speaker 3>It's getting a sequel, and obviously I like erka Ishi.
<v Speaker 3>I talked about that a bunch of last episode. But
<v Speaker 3>outside of that, I was like, yeah, it's a game
<v Speaker 3>that's coming out and it's like quickly become a thing.
<v Speaker 3>I was like, ah, man, this is.
<v Speaker 1>Like good good, this is good good.
<v Speaker 6>Yeah.
<v Speaker 2>I'm happy to hear that because I liked Sushima a lot.
<v Speaker 2>It was my game of the year that year, and
<v Speaker 2>like Yota, I like even more. And I was it
<v Speaker 2>is that question that you asked yourself. It's like do
<v Speaker 2>I just am I just like, was I already locked
<v Speaker 2>into this? Or is there a big improvements here? So
<v Speaker 2>it's cool to hear that, like this is clicking with
<v Speaker 2>you more because I think it. I think it is
<v Speaker 2>a better game overall. I do prefer it over Sushima
<v Speaker 2>for a number of reasons.
<v Speaker 1>Yeah.
<v Speaker 3>Yeah, there's also like no ui no, it's just a
<v Speaker 3>really cool choice of like if you're in combat, you'll
<v Speaker 3>see your health bar pop up and then enemies have
<v Speaker 3>like a stagger meter. But if you're on your horse
<v Speaker 3>riding around, the camera angle goes into the aspect ratio
<v Speaker 3>goes to like a wide screen view, and there's just
<v Speaker 3>there's no markers, there's no nothing cluttering up the screen,
<v Speaker 3>and just like unless you're pressing buttons are actively engaging
<v Speaker 3>with something like every moment looks like it's like a
<v Speaker 3>shot from a movie. Yeah, it's gorgeous.
<v Speaker 1>Yeah, which is something the first game did very well too,
<v Speaker 1>of just sort of trying to like make it as
<v Speaker 1>immersive and just like just decluttered or screen as much
<v Speaker 1>as could, like you know, the win thing, it's like
<v Speaker 1>the thing everyone talks yet. Yeah, yeah, which is still
<v Speaker 1>that's awesome.
<v Speaker 3>Yeah, and uh uh sorry, you can go have market.
<v Speaker 1>No.
<v Speaker 3>I was gonna say, in uh Ghost of Sushima, you
<v Speaker 3>have different sword.
<v Speaker 2>Stances, right, yeah you had? But were these stances or weapons?
<v Speaker 2>I actually don't remember.
<v Speaker 1>I thought there were stances because it was sort of
<v Speaker 1>like a rock paper scissor thing of like, oh, this
<v Speaker 1>guy's coming at me this way, so I should go
<v Speaker 1>I should use this stance because it's like good against
<v Speaker 1>the other stance, isn't I mean that?
<v Speaker 2>Yeah, which is what I'm I think you're asking Charles,
<v Speaker 2>is like that that was in Sushima that you know
<v Speaker 2>there's a version of Yotay, But.
<v Speaker 3>Yeah, in Yota it's different weapons, which is the thing
<v Speaker 3>they kind of like advertised, but I didn't. I didn't
<v Speaker 3>know what to what extent different weapons would be like
<v Speaker 3>a thing. But I think different weapons is a lot
<v Speaker 3>cooler in different stances. I like what they were going
<v Speaker 3>for with those of Ssushima, but this this like weapon Arsenal.
<v Speaker 3>It kind of reminds me of a Jedi survivor where
<v Speaker 3>you have like a bunch of different like lightsaber types,
<v Speaker 3>and you can have preferences, but there's also difference that
<v Speaker 3>are different stances that are better against certain weapon types
<v Speaker 3>and such. And I only have like two of them
<v Speaker 3>right now, but I know there's more out there in
<v Speaker 3>the game.
<v Speaker 2>Yeah, it takes in a way that I compliment the
<v Speaker 2>game on. It actually does take a while to get
<v Speaker 2>all of them. That's good because it's like it doesn't
<v Speaker 2>want to just throw everything at you at once, and
<v Speaker 2>it does make receiving them a big deal, you know.
<v Speaker 3>Yeah, And you'll go in an area it's like, oh,
<v Speaker 3>this this this ancient master has been hiding on this
<v Speaker 3>island for a while ever since he mastered the weapon.
<v Speaker 3>I should go see him at some point, and it
<v Speaker 3>never like pushes you over there. But I do like
<v Speaker 3>that way that it's like the rewards for exploring are
<v Speaker 3>like significant.
<v Speaker 1>Yeah, I also like that.
<v Speaker 3>It's maybe it slows down later in the game. I
<v Speaker 3>don't know, but it seems like every time you do
<v Speaker 3>an alter of reflection where you get like a skill point,
<v Speaker 3>basically it's like a one to one, like you get
<v Speaker 3>it alter, then you get an ability like it's not
<v Speaker 3>and that I like. I I I'm always a little
<v Speaker 3>bit frustrated late game in open world games where it's like, oh,
<v Speaker 3>now I gotta start doing two or three in order
<v Speaker 3>to get something, and it just kind of like drags
<v Speaker 3>it out. And this is one where it's like, no,
<v Speaker 3>you want to do a new thing, you can get
<v Speaker 3>it right now.
<v Speaker 1>Ye all, it's all one to one.
<v Speaker 2>You never have to spend more than one experience point
<v Speaker 2>on an upgrade, and it's never like, well, actually, I
<v Speaker 2>take that back, it's not truly necessarily. I was gonna say,
<v Speaker 2>it's never like your sword does ten percent more damage.
<v Speaker 2>There's a couple things like that where it's like, you know,
<v Speaker 2>you might do more damage, but but I mean, for
<v Speaker 2>the most part, like every single upgrade is like it's
<v Speaker 2>significant and does sort of make you feel like you've
<v Speaker 2>changed your sort of you know, utility belt of things
<v Speaker 2>you can do, which is cool. Yeah, I man, I
<v Speaker 2>love that game so much. I'm still playing it. I've
<v Speaker 2>beat it, I basically done everything. At this point, I'm
<v Speaker 2>like kind of waiting for the game to come out,
<v Speaker 2>like a little behind the scenes, I guess, for like
<v Speaker 2>a pre release game. I can't see the trophies I
<v Speaker 2>have yet. Like when you're playing the game, it'll the
<v Speaker 2>trophy alert will pop on screen and I can see
<v Speaker 2>it then, but I can't go back and see my list.
<v Speaker 2>And this is definitely one of those games. Not that
<v Speaker 2>I'm like a big trophy achievement hunter guy necessarily, but
<v Speaker 2>if it's a game I love, I'm always looking for
<v Speaker 2>excuses to stay in the world. And Sushima is one
<v Speaker 2>that I did everything, I got the platinum for and
<v Speaker 2>I and I want to do that with Yota as well.
<v Speaker 2>And I think I would assume I'm pretty close, but
<v Speaker 2>I won't find out until launch day.
<v Speaker 1>That's interesting.
<v Speaker 3>I remember platinuming Spider Man two before it came out.
<v Speaker 2>You can, I mean, you can do it, but you
<v Speaker 2>just can't look at the list of trophies is all.
<v Speaker 1>Gotcha? Gotcha? Yeah, some games will even when it's pre released.
<v Speaker 2>Yeah, yeah, it's funny sometime on Xbox sometimes what will
<v Speaker 2>happen is like you play a bunch of the game
<v Speaker 2>and then on launch day when you boot it up,
<v Speaker 2>you just get all achievements. So you'll just have like
<v Speaker 2>for five minutes, it'll be like ach achievement, achievement.
<v Speaker 1>It's not the best, like someone just dumping money over
<v Speaker 1>your head or something. I don't know.
<v Speaker 2>Next time, next time it's one of us runs into that,
<v Speaker 2>we should record it just so just to like share,
<v Speaker 2>like this is what it looks like when you play
<v Speaker 2>it early.
<v Speaker 1>Because it's it's always funny. That's got to be a
<v Speaker 1>YouTube video, right, yeah, just if you need a dopamine hit,
<v Speaker 1>just like a loop of achievements off in succession.
<v Speaker 3>I would love a game now. This is this is
<v Speaker 3>making come up with an a different indie game where
<v Speaker 3>the game you boot it up and it's the credits
<v Speaker 3>sequence and then you get like a billion achievements and
<v Speaker 3>the game is about the post game of the game.
<v Speaker 3>It's like a meta game.
<v Speaker 1>But it starts off and it's like.
<v Speaker 3>Congrats, you did all these things of the game.
<v Speaker 1>No, I don't know.
<v Speaker 2>There was like a farming sim recently that had that
<v Speaker 2>sort of structure, because the idea is like you had
<v Speaker 2>already done the crazy Adventure, the crazy RPG adventure where
<v Speaker 2>he went and killed God, and now you are just
<v Speaker 2>like a farm I remember what game that was.
<v Speaker 1>That's not sure. Actually that does sound bag with me.
<v Speaker 1>I don't. Yeah remember, okay, awesome. Yeah. At the time
<v Speaker 1>that we're recording this, I am gearing up to stream
<v Speaker 1>the beginning of that game tomorrow and our Twitch and
<v Speaker 1>YouTube channel me and Brian Shay will be playing through
<v Speaker 1>the opening of Ghost of Sushima, so a Ghost of
<v Speaker 1>yo Take excuse me, Ghost of Yote. So by the
<v Speaker 1>time you're listening to this, that should be in our
<v Speaker 1>archive up on YouTube and Twitch, so check it out.
<v Speaker 1>I'm excited to finally dig into that thing. It should
<v Speaker 1>be fun. But yes, another game, Charles, Can we can
<v Speaker 1>we actually do? Can we do the top tens thing?
<v Speaker 3>Now there's a little in between Charles talks about games.
<v Speaker 3>I'm very excited about it.
<v Speaker 1>I'm excited too. Okay, we I'll throw it to you, Charles.
<v Speaker 1>What is what is this?
<v Speaker 3>Okay, Well, if you listen to the show last week
<v Speaker 3>or you paid attention to the Game Former site. I
<v Speaker 3>reviewed Haities two and I gave it a ten out
<v Speaker 3>of ten. It's a big deal, very excited about it,
<v Speaker 3>and it's not something that happens for often a Game Informer.
<v Speaker 3>And one article that we don't have on the site
<v Speaker 3>that I'm hoping to write up this week and hopefully
<v Speaker 3>by the time listening to this it's up. It's just
<v Speaker 3>like all of the ten out of tens game Informer.
<v Speaker 3>And so I got Margaret, who's one of our big
<v Speaker 3>behind the scenes people. She got gave me this big spreadsheet,
<v Speaker 3>this excel file that has all of Game Informers old reviews,
<v Speaker 3>and just sorted out the tens. And I thought it'd
<v Speaker 3>be fun if we played a little trivia game here
<v Speaker 3>with Kyle and Marcus to figure out how much you
<v Speaker 3>guys know about Game Informers tens. In a new segment,
<v Speaker 3>I like to call gi auta know.
<v Speaker 5>G know.
<v Speaker 1>O, Man, you came prepared.
<v Speaker 3>I came prepared. So this is g I auDA know.
<v Speaker 3>That's the new theme song journal.
<v Speaker 1>Hold on, Charles, I forgot what it was called. Again,
<v Speaker 1>what is it calling? I think it was? Did you
<v Speaker 1>say it's the new jan I was like, I think
<v Speaker 1>it's also the first thing.
<v Speaker 3>All right, well, just getting started. My first question, how
<v Speaker 3>many ten out of tens has Game Informer awarded?
<v Speaker 1>All right?
<v Speaker 2>Do we buzz in on this or we kind of
<v Speaker 2>just both give guesses?
<v Speaker 1>I guess right?
<v Speaker 3>I think I think you guys can both give a
<v Speaker 3>guess and I'll award points for each person.
<v Speaker 1>Is there a prize for this? Are we we do?
<v Speaker 1>We do the adults gi contradition of betting a steak dinner.
<v Speaker 1>I think I'm ready.
<v Speaker 2>I think I'm ready with my guess.
<v Speaker 1>Okay, I'll let you go first.
<v Speaker 2>I'm going to say twenty five, which I was kind
<v Speaker 2>of going on, like not to give you too much
<v Speaker 2>insight here, Marcus, but I was like maybe about one
<v Speaker 2>a year, maybe, you know, like and then going down
<v Speaker 2>a little bit. It's kind of like my thought, So
<v Speaker 2>twenty five is my number?
<v Speaker 1>I think, hmm, so it's twenty five. But we've been
<v Speaker 1>around over thirty years. Yes, yeah, we definitely haven't done
<v Speaker 1>it every year, I know. So I guess that's a
<v Speaker 1>that's not that's a say I'm gonna say trying to
<v Speaker 1>think I feel like and I feel I say feel
<v Speaker 1>because I have no evidence for this I feel like
<v Speaker 1>tens are thrown around, probably a little more in the
<v Speaker 1>early days than they are, like in the nineties, than
<v Speaker 1>they were post two thousand. There were two this year.
<v Speaker 2>If you want to get technical, well, I guess actually
<v Speaker 2>that's not true.
<v Speaker 1>Yeah, yeah, technically I'm gonna say, I'm gonna round up
<v Speaker 1>to say thirty rounding up. I heard it down, interesting.
<v Speaker 3>And you said twenty five copy five. Yeah, Marcus gets
<v Speaker 3>the point. It is thirty two.
<v Speaker 2>Oh wow. Okay, obviously more than I expected.
<v Speaker 3>More than I thought as well.
<v Speaker 1>Yeah, all right, that's a question one.
<v Speaker 3>Only seven of those were in the last decade, Okay,
<v Speaker 3>so you're correct that it was a little a little
<v Speaker 3>more front loaded in terms of TENSA I.
<v Speaker 1>Just my mindset was, like I think they were still
<v Speaker 1>figuring it out, Like you know.
<v Speaker 2>Is this is there a factor here, Charles with this
<v Speaker 2>database of like there were there was a time when
<v Speaker 2>multiple reviewers reviewed the same game, but I don't think
<v Speaker 2>it was often that, like a game would get multiple tens,
<v Speaker 2>right two ten years.
<v Speaker 3>Yeah, it's a good it's a good question that I
<v Speaker 3>I tried. I tried to do some due diligence, specifically
<v Speaker 3>with the first ten that was recorded. That's one of
<v Speaker 3>the questions on here. I was like, is this really
<v Speaker 3>the first one? And I like went through. Luckily we
<v Speaker 3>have the whole digital reaction to the way. Yeah, I
<v Speaker 3>just thought it. I know we're older than the year
<v Speaker 3>that this review was done. Anyways, Uh So I was
<v Speaker 3>going through and I was trying to verify it. It was
<v Speaker 3>like hard for me to find. But also the spreadsheets
<v Speaker 3>sometimes it it does delineate whether someone was a first
<v Speaker 3>opinion or a second opinion. But I think this is
<v Speaker 3>just the primary scores.
<v Speaker 1>Yes, all right, that was question one.
<v Speaker 3>Question two a little bit easier, each of us being Marcus, Kyle,
<v Speaker 3>and myself each given one ten out of ten.
<v Speaker 1>I believe.
<v Speaker 3>Kyle, which game did Marcus give a ten out of ten?
<v Speaker 1>And Marcus? Which game did Kyle give a ten out
<v Speaker 1>of ten?
<v Speaker 2>I actually do you know Kyle's Yeah, I know it's Astrobot.
<v Speaker 2>Marcus gave Astrobot at ten out of ten?
<v Speaker 1>Is that correct? Marcus? That was like, yes it is, Yeah,
<v Speaker 1>that was I mean, I only wrote that a few
<v Speaker 1>months ago. Just sense I have a harder one. You're lucky,
<v Speaker 1>I actually do know this. Oh god, Okay, if I'm
<v Speaker 1>not mistaken, Kyle, because I think you still get some
<v Speaker 1>flak for this. It was the Legend of Zelda Skywards Sword.
<v Speaker 2>Correct, hmmm, I'm afraid not not correct?
<v Speaker 1>No, it wasn't.
<v Speaker 2>Oh I did not review Skyward Sword.
<v Speaker 1>Oh I thought that was you.
<v Speaker 3>Okay, you got the series correct.
<v Speaker 1>Yeah, that's not surprising. Oh, now I know it's too
<v Speaker 1>late now, Well what is it? Just just for the
<v Speaker 1>it was a breath of a while. Yeah, oh I
<v Speaker 1>thought that the Breath of the Wild. Yeah, oh, I
<v Speaker 1>thought you were. I was.
<v Speaker 2>I was a newbie when Skyward Sword came out. I
<v Speaker 2>had just started, so I wouldn't have been. I wouldn't
<v Speaker 2>have been cool enough to because I know I wouldn't
<v Speaker 2>have given Skyward I mean I like.
<v Speaker 1>I would say, I know we gave it a ten? God?
<v Speaker 1>Can I can I ask who was that it was?
<v Speaker 3>Let me see, I do have the uh.
<v Speaker 2>I do I do get a little bit of a
<v Speaker 2>I should get a little handicapped for g I I
<v Speaker 2>don't know just because of you know, since twenty eleven,
<v Speaker 2>I've been here longer.
<v Speaker 1>Okay, I don't know who this is. It's it says Phil, Yeah,
<v Speaker 1>Phil color Phil Coler.
<v Speaker 2>Yeah, okay, who went on to for a while.
<v Speaker 3>Yeah, I saw a fun someone posts on it was
<v Speaker 3>like ar slash gaming. Maybe it was like a Reddit
<v Speaker 3>post recently where they in honor Haitesu coming out did
<v Speaker 3>come pile the most tens awarded by like the they
<v Speaker 3>they categorized like the big outlets being IGN, Game, Spot Game,
<v Speaker 3>Informer fam an Edge. I think they were saying, it's
<v Speaker 3>like the five things that were And Skyward Sword is
<v Speaker 3>one of those games that's gotten like a bunch of
<v Speaker 3>tens and was one in the replies where it's like
<v Speaker 3>it's so interesting because it's not. It's not received by
<v Speaker 3>the world as like one of the definite ten out
<v Speaker 3>of tens, but among the reviewers at the time it
<v Speaker 3>was like, yeah, we get it, we like it.
<v Speaker 2>Yeah, yeah, I mean Zelda's Zelda's It's pretty easy to
<v Speaker 2>give a ten to Zelda because those games are so crucial.
<v Speaker 2>But I am I will forever be confident in my
<v Speaker 2>ten for Broth the Weld, just because it was such
<v Speaker 2>a departure that was so successful, you know what I mean.
<v Speaker 1>Yeah, No, I can get by not controversial.
<v Speaker 2>That's why when yeah, Marcus, I think and you said,
<v Speaker 2>you still get flak for this. I was like, honestly,
<v Speaker 2>I don't really think I do for Breath the.
<v Speaker 1>Wild, don't think yeah, If yeah, I would have, I
<v Speaker 1>might have given it a ten too. I I adore
<v Speaker 1>a game of course.
<v Speaker 3>Question three. There has only been one issue of Game
<v Speaker 3>Informer with two ten out of ten scores in the
<v Speaker 3>same issue. It's issue one for it as Batman Begins
<v Speaker 3>on the cover, and it's from December two thousand and four.
<v Speaker 3>What are the two games that receive ten out of ten?
<v Speaker 1>Another game of ten?
<v Speaker 2>Batman begins a game that I'll defend. There's any would
<v Speaker 2>have given it a T if I reviewed it.
<v Speaker 1>I didn't say that. I said I would defend it.
<v Speaker 3>I pulled this issue up in the archive, so this
<v Speaker 3>would have been seeing the feature about Batman Begins, because
<v Speaker 3>it's about the game but also about the movie, and
<v Speaker 3>they have like the cast listing, and.
<v Speaker 1>I just thought this one here go. I looked that.
<v Speaker 2>I looked this up A twenty and fifty. God, I
<v Speaker 2>love that we have our website back you guys. Twenty
<v Speaker 2>and fifteen article that Kyle Hilliard wrote titled thirteen Ways
<v Speaker 2>two thousand and fives Batman Begins, Beat Arkham Knight to
<v Speaker 2>the punch.
<v Speaker 1>Oh my god, wow, insane. So this would have been
<v Speaker 1>I have I think I have my guess. Yeah, the
<v Speaker 1>year of this issue then four probably this is December
<v Speaker 1>two thousand and four, so my two tens. I'm guessing
<v Speaker 1>I have my guesses. I don't know how you want
<v Speaker 1>to do.
<v Speaker 3>Should we I'll get I'll let Marcus go first this time,
<v Speaker 3>because you went first.
<v Speaker 1>With the I'm still trying to think of it. I guess, yeah,
<v Speaker 1>that's fine. I think I have one. Trying to think
<v Speaker 1>of what the other one could be. Two thousand and
<v Speaker 1>four tens. Okay, I think I I'm gonna say Halo
<v Speaker 1>two and god did this come out this late? Trying
<v Speaker 1>to think of an editorial cycle might have been different
<v Speaker 1>than too of like when would this have come out
<v Speaker 1>versus when it would have been printed in the magazine? Right? Yeah,
<v Speaker 1>But the only fact ten out of ten game I
<v Speaker 1>could think of would be Half Life two. I was like,
<v Speaker 1>was it that? Was it fall that they came out?
<v Speaker 1>I don't know the month that I was gonna say
<v Speaker 1>Halo two and Half Life two because this is the
<v Speaker 1>only like ten things I could pick up into four
<v Speaker 1>g I would yeah.
<v Speaker 2>I was gonna say Halo two and Meddle Yourselt three,
<v Speaker 2>those are gonna I.
<v Speaker 3>Guess that's a good guess, too great guesses. You're both
<v Speaker 3>correct on Halo two. But the second game was GTA
<v Speaker 3>San Andreas.
<v Speaker 2>Oh, of course I don't believe.
<v Speaker 3>Uh yeah, neither of those other games got it ten game.
<v Speaker 2>Half Life two, nor Metal Corseult three. I mean they
<v Speaker 2>scored well, I'm.
<v Speaker 1>Sure, but yeah, yeah, probably, but the base doesn't count
<v Speaker 1>because it's not a ten, So you might as well
<v Speaker 1>just delete those from history. Yeah.
<v Speaker 3>Question four. Our tents have come rather sporadically over the years.
<v Speaker 3>How long in months was the longest gap between ten
<v Speaker 3>out of ten scores and months?
<v Speaker 1>It's impossible. This is just gonna have to be guessed.
<v Speaker 3>No, you can start, you can start at years and
<v Speaker 3>then go to months. I don't know estimate, but it's
<v Speaker 3>kind of close, is why. I why it's at months?
<v Speaker 1>Okay, I'm trying to thinking, all right, and the time
<v Speaker 1>that I've been here, because I'm like, maybe this is
<v Speaker 1>during I think there's only been since I've been hired
<v Speaker 1>three tens, and there was a there was a gap
<v Speaker 1>between my ten and the ten that came before, but
<v Speaker 1>it wasn't the biggest. That's the question. You said, twenty
<v Speaker 1>seven months, Kyle, that's your guess. I'm going to say
<v Speaker 1>over two years. Oh man, that's a good number. I'm
<v Speaker 1>gonna say thirty months, thirty months, thirty months.
<v Speaker 3>That goes to Kyle Hey. So it's interesting. So it
<v Speaker 3>kind of depends on what you count as when the
<v Speaker 3>ten came out. I am assuming we're going by the
<v Speaker 3>time the review was published, because then the longest gap
<v Speaker 3>is from elden Ring to Astrobot.
<v Speaker 1>That's what I was thinking in my head. That's the
<v Speaker 1>one I had in mind because that's the only still
<v Speaker 1>only one I have any reference.
<v Speaker 3>For twenty five months that was from February.
<v Speaker 1>Of twenty two was alden Ring.
<v Speaker 3>Wait did I do my math wrong?
<v Speaker 1>Yeah? I was like the elder Ring, I know came
<v Speaker 1>out in twenty twenty two because that was our GODI
<v Speaker 1>that year.
<v Speaker 3>I did do the math wrong, so it would be
<v Speaker 3>closer to thirty so it would have been.
<v Speaker 1>I got the point, though, I'm tell you I'm not.
<v Speaker 1>I'm not giving it up.
<v Speaker 3>Thirty seven months then, because elder Ring was reviewed February
<v Speaker 3>twenty two, Astrobot was March of twenty five, right, so yeah,
<v Speaker 3>so thirty seven months.
<v Speaker 1>So Kyle give me my point back, Kyle, right, you
<v Speaker 1>can well.
<v Speaker 3>No, no, yeah, Marcus goods point yeah yeah, okay.
<v Speaker 1>Yeah, I'll take you My math was wrong.
<v Speaker 3>I was doing so much for it would have been
<v Speaker 3>uh closer because the game came out six months before
<v Speaker 3>it was published, so it would have been thirty months.
<v Speaker 1>So good job, Marcus, you did.
<v Speaker 3>Yeah, so that point goes to Marcus. The other close
<v Speaker 3>ones were both twenty months. That's from Red Dead two
<v Speaker 3>to the Last of US two and that's the Last
<v Speaker 3>of US two to elden Ring. Okay, so very it's
<v Speaker 3>just all this recent stretch, we've been very sporadic, and
<v Speaker 3>this is the first time we've had.
<v Speaker 1>Okay.
<v Speaker 3>The first ten in Game Reformer did not actually receive
<v Speaker 3>a full page, appearing instead in the Classic GI issue
<v Speaker 3>of a section of issue RANG which was released in
<v Speaker 3>the year two thousand and.
<v Speaker 2>Also retro reviews for a period.
<v Speaker 1>Yeah.
<v Speaker 3>For the record, me finding out that a magazine released
<v Speaker 3>in two thousand had retro reviews in it is so
<v Speaker 3>funny because that's the year I was born, and I'm like,
<v Speaker 3>that was that's like finding out George Washington had a
<v Speaker 3>history class. What do you mean you're you're the history
<v Speaker 3>George Washington? What did you have to learn about the
<v Speaker 3>American history?
<v Speaker 1>It's not even I forgot I was subscribed to Game
<v Speaker 1>Informer as far back as to that. I forgot that
<v Speaker 1>the retro reviews were a thing. Yeah.
<v Speaker 3>So, and to be clear, this, as as far as
<v Speaker 3>I can tell, is the earliest ten.
<v Speaker 1>It is.
<v Speaker 3>There's no fanfare. Uh, it's not like a big deal
<v Speaker 3>that they call out in the text. And then the
<v Speaker 3>ten that follows this, they're like, a few games have
<v Speaker 3>gotten it. But but we don't give these out very often,
<v Speaker 3>so it's possible that there's one that's in the early
<v Speaker 3>days that slip under the radar, or maybe they were
<v Speaker 3>when they were writing it, they were like, we're actually
<v Speaker 3>not confident whether this is the first ten. So we're
<v Speaker 3>just gonna say there were some before this.
<v Speaker 5>Yeah.
<v Speaker 2>Those were weird because it was like they kind of
<v Speaker 2>almost like almost didn't count in a weird way. I
<v Speaker 2>don't know, you know, but yeah, yeah, I have a guest. Yeah,
<v Speaker 2>but I keep going first.
<v Speaker 1>So yeah, okay, keep in mind we were found in
<v Speaker 1>the nineteen ninety one that would have been Super Nintendo
<v Speaker 1>Era Genesis Era two. I. There are definitely games on
<v Speaker 1>those platforms, mainly Super Nintendo that I could see getting
<v Speaker 1>a ten, especially at the time. There's two to stick
<v Speaker 1>out in my mind as probably the best guesses for
<v Speaker 1>S and E S maybe three. I think there's a
<v Speaker 1>safe choice here, so I might just go with that.
<v Speaker 1>I'm gonna say Super Mario World.
<v Speaker 2>Kyle, that Mario World was gonna be my guess, so
<v Speaker 2>I'll go with No, you can keep the same guess. Well,
<v Speaker 2>but then what we have to split a point?
<v Speaker 1>This just goes first.
<v Speaker 3>You both you just both get a point.
<v Speaker 2>I'm gonna say super I'm gonna say Super Mario Brothers three.
<v Speaker 3>Okay, Oh, Marcus gets the point?
<v Speaker 2>Was it World?
<v Speaker 3>It was World?
<v Speaker 1>Marcus, that's the point.
<v Speaker 3>I tried to give it to you. Yes, So I'll
<v Speaker 3>pull it up because it's I'll read it here. Uh.
<v Speaker 3>Of the more of the more than one hundred games
<v Speaker 3>we've covered in Classic g I over the years, it's
<v Speaker 3>the prices of cover that Super Mario World has never
<v Speaker 3>been featured on this page. Actually, it's not too unexpected,
<v Speaker 3>because there really is no doubt that this game is
<v Speaker 3>a true classic in every sense of the word. So
<v Speaker 3>it's an interesting thing of I think this game came
<v Speaker 3>out in ninety one and Game four was founded in
<v Speaker 3>ninety one, I believe a little bit after Mario World
<v Speaker 3>came out, So it was a thing that like they
<v Speaker 3>probably were just like, we don't need to review this
<v Speaker 3>game that came out three months before we were founded,
<v Speaker 3>but then never went back to it.
<v Speaker 1>So interesting. Interesting, Yeah, do we do buyelines on those
<v Speaker 1>retro reviews? Like I'm just.
<v Speaker 3>Curious, think, so, I don't see one on here.
<v Speaker 2>There's a period of time where like articles didn't even
<v Speaker 2>get bylines early on.
<v Speaker 3>I think, yeah, yeah, I was trying to find the
<v Speaker 3>writer on the Batman Begins cover story and I couldn't
<v Speaker 3>find it just at a glance.
<v Speaker 1>R Yeah, cover stories didn't have bylines for a period time. First, Chris, Yeah,
<v Speaker 1>it was Christopher Nolan. Actually he did write that. Guests
<v Speaker 1>contributed rights.
<v Speaker 3>The second ten out of ten did get a full
<v Speaker 3>bait and it came one issue later in November of
<v Speaker 3>two thousand. What game was that?
<v Speaker 1>Okay, November, Kyle goes first thousand, Kyle, You're going first?
<v Speaker 2>Is that I'm still trying to think I'm bad with years,
<v Speaker 2>so I always have to think of, like, where was I.
<v Speaker 2>So I was like I was, I was like late
<v Speaker 2>middle school, freshman, high school. I think, So what games
<v Speaker 2>was I falling in love with at that time? Is
<v Speaker 2>it Majora's Mask? So you're guess that's my guess, But
<v Speaker 2>I think I think Major's Mask was two thousand and one,
<v Speaker 2>so I might have this might be a disaster, Marcus,
<v Speaker 2>what's your guest?
<v Speaker 1>So Majora's Mask was awesome my guess, debating, but it
<v Speaker 1>wasn't my like Lock. It was like my front runner.
<v Speaker 1>As I go through my roller decks of games that
<v Speaker 1>came out in two thousand, it's but Major's Mask was
<v Speaker 1>the one that immediately came to mind. Okay, but also
<v Speaker 1>the game so polarizing, like with the reviewer of given
<v Speaker 1>it a like, would they have landed on the side
<v Speaker 1>of the fence? I really loves that game. Man. Yeah,
<v Speaker 1>I'll just stick with majors Masks Mask.
<v Speaker 3>Okay, you're both incorrect. The answer was Tony Hawk's pro
<v Speaker 3>Skater two.
<v Speaker 1>Dang it. I knew that that.
<v Speaker 2>I did know that too got a ten. I also
<v Speaker 2>I also knew Akarina did not get a ten.
<v Speaker 3>Yeah, Akarina got a nine to seven five.
<v Speaker 2>Yeah, which is why it's just a piece of garbage
<v Speaker 2>and I never even think, right, yeah, Tony Hawk two
<v Speaker 2>got a ten.
<v Speaker 1>I forgot.
<v Speaker 2>It's funny the reception on that, like Tony Hawk was
<v Speaker 2>like huge, And then I remember like that Tony Hawk
<v Speaker 2>really like disappeared for a while, and I remember even
<v Speaker 2>us like like Game Game Informer looking back on that
<v Speaker 2>and being like, I can't believe we gave that a ten.
<v Speaker 1>What were we thinking?
<v Speaker 2>But now it's like come back around again. We're all
<v Speaker 2>we're like, yeah, no, Tony Hawk's amazing. Why would we
<v Speaker 2>have ever say yeah, mm hmm.
<v Speaker 3>There's a that second opinion on that. It was Reiner
<v Speaker 3>and he he gave it a nine to seventy five
<v Speaker 3>and was like, yeah, it's kind of buggy.
<v Speaker 4>But.
<v Speaker 1>It was like that almost feels like it's like I
<v Speaker 1>gotta find something wrong with this.
<v Speaker 3>Yeah, yeah, yeah, yeah, all right. Speaking of Majora's mask,
<v Speaker 3>there are some game series have received lots of tensa
<v Speaker 3>former Zelda being one of them, and others that we
<v Speaker 3>have mentioned that I've not given all the answers to
<v Speaker 3>what game series has received the most tens from game
<v Speaker 3>Former Marcus, this is a question for you or you're
<v Speaker 3>going first terways hm hmm.
<v Speaker 1>Is this relative to the number of entries in this series,
<v Speaker 1>like if it's a series that doesn't have like a
<v Speaker 1>ton of entries versus something like Zelda it.
<v Speaker 3>Has, like uh, I mean there's a good amount. First
<v Speaker 3>and Second Play both have a good amount of games
<v Speaker 3>that have come out.
<v Speaker 1>Okay, he said, Zelda's definitely one.
<v Speaker 2>Well, yeah, we know Zelda is one. I can list
<v Speaker 2>a couple of the tens that the tens that the
<v Speaker 2>Zeldas that receive tens, I think, But I don't know
<v Speaker 2>if there's any other series, frankly that I can be like, yeah,
<v Speaker 2>this entry got a ten and this centry got a
<v Speaker 2>ten other.
<v Speaker 1>Than you can guess Zelda. I know, it almost feels
<v Speaker 1>too obvious, like Yai, it's a trick, but it is
<v Speaker 1>the one that immediately comes to mind too, even before
<v Speaker 1>you even before the setup. It's it's it's the prestige series.
<v Speaker 1>I really don't want to just say, can Kyle go first?
<v Speaker 1>Do you have an answer? Kyle? I feel like I'm still.
<v Speaker 2>I have I'm gonna say Zelda, but I do have
<v Speaker 2>another series. I think could be second. That would be
<v Speaker 2>that if you went Zelda, I would have taken Do you.
<v Speaker 1>Know what I'm gonna say, Grand Theft Auto?
<v Speaker 2>Okay, okay, And I mean I'll officially I'll officially stick
<v Speaker 2>with Zelda. But the other one that I was thinking
<v Speaker 2>was a God of War I think has gotten high
<v Speaker 2>acclaim from us. It is Zelda, Link Between the World,
<v Speaker 2>Skyward Sword, I believe, wind Waker, Breath of the Wild,
<v Speaker 2>I know, but I was.
<v Speaker 1>Like, I'm trying to find like what series could possibly
<v Speaker 1>surprised you, and I felt like g A has got
<v Speaker 1>a couple of tens on a few tens under its belt.
<v Speaker 3>Marcus GTA is in second place. That was the correct
<v Speaker 3>second answer. GT has three or four? Or because they
<v Speaker 3>gave a ten to Vice City and then they give
<v Speaker 3>a ten to three that also comes with Vice City.
<v Speaker 2>Oh yeah, they re released it for Xbox is like
<v Speaker 2>a bundle and then yeah, three didn't.
<v Speaker 3>Get a ten, but this is a or No, maybe
<v Speaker 3>three did get a ten.
<v Speaker 1>I know that. Yeah, No, three is a better version
<v Speaker 1>of the game because the Xbox was more powerful. It
<v Speaker 1>was like the definitive version of three.
<v Speaker 3>Yeah, so it's that one has four will count that
<v Speaker 3>as four, but Delda does have five. It has the
<v Speaker 3>ones Kyle mentioned. And then also Twilight Princess.
<v Speaker 1>Came out this year like it was supposed to, because.
<v Speaker 2>Yeah, just got i know, Got of War three got
<v Speaker 2>a ten, but maybe none of the other ones did.
<v Speaker 3>Actually, uh, God of War one got a ten.
<v Speaker 2>Okay, so that's so that's another one that, like a
<v Speaker 2>few entries got tense.
<v Speaker 3>Okay, yes, yeah. The next question is which Game Informer
<v Speaker 3>editor has awarded the most tens.
<v Speaker 1>I'm gonna guess Reiner.
<v Speaker 4>Mmmm.
<v Speaker 3>And this is this is where it gets kind of
<v Speaker 3>weird because I mentioned that this. Wow, my cats are
<v Speaker 3>fighting in the background.
<v Speaker 1>Really ye, Lion Kings Cell the versus g TA bag there.
<v Speaker 1>It would be very funny.
<v Speaker 3>It's it's kind of unclear on the spreadsheet because earlier
<v Speaker 3>it does delineate whether it's a.
<v Speaker 1>Going at it. Yeah, for audio listeners, the cats are
<v Speaker 1>really going to town and back there punching at each other.
<v Speaker 1>They're not picking up on Charles. If you want to
<v Speaker 1>just let them finish out their tussle.
<v Speaker 3>It's hard. It's very distracting over here. Okay, Uh, it's
<v Speaker 3>hard on the spreadsheet. It doesn't delineate whether it's a
<v Speaker 3>second opinion after a certain year.
<v Speaker 1>So I'm pretty.
<v Speaker 3>Sure that these are all uh first opinions from this person,
<v Speaker 3>but it also counts second opinions, which kind of I
<v Speaker 3>don't know, it's not particularly close.
<v Speaker 2>I'll say that, Yeah, I mean, Marcus says Andrew Reiner,
<v Speaker 2>former Veteran in Chief. I would with I would also
<v Speaker 2>guess Reiner, but for the I'm just my own arbitrary
<v Speaker 2>rule that I can't have the same guests as Marcus
<v Speaker 2>that Charles is not enforcing by any means. I would
<v Speaker 2>say that maybe Joe Juba is the other one who
<v Speaker 2>gave the most tense because I know he gave. He
<v Speaker 2>gave a few. I think he did God of War
<v Speaker 2>three and BioShock Infinite. Probably maybe a handful of others maybe,
<v Speaker 2>But yeah, so that's my guess. Jojuba, former reviews editor Jojuba.
<v Speaker 3>Uh point is going to go to Marcus.
<v Speaker 1>Seniority man. He was just there.
<v Speaker 3>So you're saying this, and I actually don't see.
<v Speaker 1>I think I just have like baked in memory of
<v Speaker 1>reading so many Game in Former issues and just like
<v Speaker 1>subconsciously remembering Reiner just giving not that he gave like
<v Speaker 1>he was given out tens left and right. But again,
<v Speaker 1>like you said, his seniority there being there that long. Yeah,
<v Speaker 1>you just like I just remember, like, yeah, there's a
<v Speaker 1>few tens the Reiner's name. Do you know how many
<v Speaker 1>tens he gave out?
<v Speaker 3>Uh? Sorry, I'm the spreadsheet doesn't have Joe Juba on it,
<v Speaker 3>and now I'm throwing off am I getting I'll be right,
<v Speaker 3>and I.
<v Speaker 1>Just don't know the ballocher close is too late.
<v Speaker 3>Reiner's tens we got one, two, three, four, five, six, seven, eight, nine, ten, eleven, twelve.
<v Speaker 1>Yeah, there's no way Jona more than twelve said twelve
<v Speaker 1>tens in Max's twelve tens.
<v Speaker 3>Yeah, Reiner had four tens in a row where it
<v Speaker 3>was all Rhiner tens. We had Resident Evil four, God
<v Speaker 3>of War, Twilight, Princess, and BioShock.
<v Speaker 1>Yeah, after a while, we just started replacing the number
<v Speaker 1>ten with just the Reiner seal of a pros.
<v Speaker 3>It's just his face zone all right. Next we're question
<v Speaker 3>nine nine out of ten here, Marcus got that point
<v Speaker 3>real quick.
<v Speaker 2>Oh, thank god, Charles, you are keeping track because I
<v Speaker 2>have not been.
<v Speaker 3>Okay, And then Kyle, did Kyle get the Zelda one?
<v Speaker 1>He did or did he?
<v Speaker 2>I did because I yeah, I was like at Zelda,
<v Speaker 2>I'm just gonna I'm just gonna grab that since Marcus
<v Speaker 2>doesn't want to for some reason.
<v Speaker 3>Okay, so currently the score is four to two.
<v Speaker 1>This is up. Well who's winning? I'm up Marcus.
<v Speaker 2>Okay, two questions about I'm gonna start taking this.
<v Speaker 3>Actually, this next, this next question is going to be
<v Speaker 3>a bunch of points.
<v Speaker 1>So we'll launch of the points. Oh no, okay, and
<v Speaker 1>each individual thing will be pointing.
<v Speaker 3>So several long running series have only received one ten
<v Speaker 3>across game informers history. I'll name the series. You guys,
<v Speaker 3>guess the game that got the ten. Like, for example,
<v Speaker 3>I would say Legend of Zelda, and if only ocre
<v Speaker 3>enough time got a ten, you would try.
<v Speaker 1>To guess off. Gotcha.
<v Speaker 2>I'm laughing at your example, Charles, because we just listened
<v Speaker 2>sell the games. I got a ten, and you picked
<v Speaker 2>it for your example.
<v Speaker 1>One of the ones that didn't. All right, the first
<v Speaker 1>one uncharted.
<v Speaker 2>Two mm, yeah, it's got to be two. Yeah, I
<v Speaker 2>I I'm not I'm taking the seriously now, I'm not.
<v Speaker 2>I'm not my own arbitrary rules.
<v Speaker 1>Yeah yeah, yeah, correct, Okay, I was like I said,
<v Speaker 1>it's so fast. I hope my confidence wasn't in this lip.
<v Speaker 1>Okay Resident Evil.
<v Speaker 2>Four four correct, Yeah, you just spoiled that one for
<v Speaker 2>us because you went through rhiners.
<v Speaker 1>Metroid. Ohh Prime, there's oh super Metroid was out by
<v Speaker 1>the time we were an outlet. Right, it's after ninety one. Actually, yeah,
<v Speaker 1>it absolutely is after ninety one. You know what I'm
<v Speaker 1>gonna I'm gonna go Instagram, gonna guess the Metro that
<v Speaker 1>came out the same day as Prime Fusion.
<v Speaker 3>Oh, Marcus clutch pick, he is correct.
<v Speaker 1>I remember Fusion getting all this acclaim when it came
<v Speaker 1>out himself out like and then yeah there you go.
<v Speaker 3>Yeah, okay, I'm glad you didn't say Super Metroid because
<v Speaker 3>that was that was not one of them. And also, uh,
<v Speaker 3>we were talking about like the earliest year that we
<v Speaker 3>gave a ten was in two thousand for this ninety
<v Speaker 3>one game. So I don't think whatever Super Metroid got,
<v Speaker 3>I don't think it was a ten.
<v Speaker 2>Yeah, so Fusion got a ten, but Prime did not.
<v Speaker 1>Wow, All right, cool.
<v Speaker 3>Next one, Mass Effect two three?
<v Speaker 1>Well, actually, whoa.
<v Speaker 3>Markus? Are you are you debating changing because Kyle said it?
<v Speaker 3>Are you debating, uh said regardless of.
<v Speaker 1>You know what, two, I'm sticking to my guns. Two's
<v Speaker 1>the best one, all right, and Kyle said three. I
<v Speaker 1>said three. Kyle's correct. I was there.
<v Speaker 2>I was like when it happened, and I remember thinking
<v Speaker 2>Joe was a lunatic.
<v Speaker 3>And last question in this category ratchet and clank.
<v Speaker 1>I do want one it was I actually genuinely know
<v Speaker 1>this one. I think it was. I'll let Kyle guests first.
<v Speaker 2>I think it was the second one, which I think
<v Speaker 2>is called Going Commando.
<v Speaker 1>I am. I don't know if it's like like Charles,
<v Speaker 1>do you know the Rationing Clank series well enough to
<v Speaker 1>know the name?
<v Speaker 3>I don't know that. I don't know.
<v Speaker 1>I can confirm, but I didn't know if this would
<v Speaker 1>like like I it is the second Rationing Clank game
<v Speaker 1>is called Going Commando.
<v Speaker 2>Just this is just for okay, okay, all right. So
<v Speaker 2>that's my official answer. Then the second Ratching Clink Going Commando,
<v Speaker 2>that's my second. That's my official final answer, Marcus.
<v Speaker 1>It is the third Rationing Clank game up your arsenal.
<v Speaker 3>Marcus is correct.
<v Speaker 1>That one I remember as a huge Rashing Clank fan
<v Speaker 1>reading that review, which I believe Reiner wrote, I'm not mistaken,
<v Speaker 1>but I remember being so excited, like, oh like a
<v Speaker 1>ten whoa, and I bought it immediately as someone that
<v Speaker 1>loved the first two games. Yep, yeah, all right.
<v Speaker 3>Last question, current score is Kyle with five, Marcus with eight.
<v Speaker 1>Marcus is runaway with this one.
<v Speaker 2>So on less side, this is worth four points.
<v Speaker 1>There's no maybe it is. Maybe that's more fun.
<v Speaker 3>I don't know, all right, Question ten Game Informers tens
<v Speaker 3>are all critically acclaimed, but one of the games is
<v Speaker 3>more acclaimed than all the others. Which Game Informer ten
<v Speaker 3>out of ten has the highest score on Metacritic?
<v Speaker 1>Oh? Interesting? I wonder if it's a game we've already
<v Speaker 1>talked about it, if it's something we haven't touched on
<v Speaker 1>h Okay, highest score.
<v Speaker 2>I mean, I'm I'm gonna I'm gonna say, gosh this
<v Speaker 2>stuff because there's probably some older game that didn't have
<v Speaker 2>a lot of reviews. But I guess I don't. I'm
<v Speaker 2>just gonna say Breath of the Wild, like, but I'm
<v Speaker 2>guessing it's probably something that with fewer reviews, But Breath
<v Speaker 2>of the Wild, I'll just I'll plug that in.
<v Speaker 1>That's a good one. That's definitely in my short list. Hm,
<v Speaker 1>you know, this might be a It's it's wild to
<v Speaker 1>say that this might be a long shot because of
<v Speaker 1>how generally beloved this game is. But I'm gonna say
<v Speaker 1>Residue before.
<v Speaker 2>By the way, By the way, can I also safety
<v Speaker 2>answer Tony Hawk two.
<v Speaker 3>All right, he's gonna say your guess was breath the
<v Speaker 3>while your guess was You're both incorrect. Okay, I will
<v Speaker 3>give you each a second guess and give you uh
<v Speaker 3>the two caveats. One is more of a fun facting
<v Speaker 3>caveat one fun fact. This is one of I believe
<v Speaker 3>three games on Metacritic. Yeah, one of three games with
<v Speaker 3>a ninety eight or higher. Wow, So it's one of
<v Speaker 3>the top three of Metacritic. And two it is not
<v Speaker 3>a game I believe we have said by name up
<v Speaker 3>to this.
<v Speaker 2>Point, Okay, because we have said Tony Hawk two. So
<v Speaker 2>my safety answer is mood, Yeah.
<v Speaker 1>There's one game that I when he said it that
<v Speaker 1>there's one game in mind. But I don't know if
<v Speaker 1>we gave it a ten, like I think we scored
<v Speaker 1>it very high. I don't know if we gave it
<v Speaker 1>a ten. So I'm afraid to say.
<v Speaker 2>It we haven't said it by name. Gosh, is it okay?
<v Speaker 1>Is it? No?
<v Speaker 2>We said that one. Actually this is hard man.
<v Speaker 1>Hmm.
<v Speaker 2>That clue is like throwing me.
<v Speaker 1>Off something we have not said. So it's like it's
<v Speaker 1>good to narrow it down. It makes me.
<v Speaker 2>It's a game that we gave that Game Former gave
<v Speaker 2>it ten, but we haven't discussed it today.
<v Speaker 3>Correct, we have. We have mentioned the series in passing.
<v Speaker 2>Okay, I don't know. Is it the last most part one?
<v Speaker 1>It's Kyle's Guests.
<v Speaker 2>Because like the re release, like the PlayStation four version
<v Speaker 2>of that game, Game in Former gave it a ten,
<v Speaker 2>but not the PlayStation three version. Yeah, I don't feel
<v Speaker 2>great about my answer, but I'm gona stick to it.
<v Speaker 1>Geez, something we have not said. I mean, there's there's
<v Speaker 1>one we haven't really said, but I know it didn't
<v Speaker 1>get an idea. Why are you doing, as Charles? Why
<v Speaker 1>the games that we gave tens to? Now? God, I'll
<v Speaker 1>go through my database of things. Okay, we have not
<v Speaker 1>trying to, like my brain is like contaminated, but things
<v Speaker 1>we've said already.
<v Speaker 2>I know I actually do have another one now, but
<v Speaker 2>I've already read neered my answer I think there's there
<v Speaker 2>is a ten that I can think of that we
<v Speaker 2>haven't that we haven't talked about ten.
<v Speaker 1>I mean there's one I want to say, but we've
<v Speaker 1>talked about it. Is it like when you say talk
<v Speaker 1>about it like it it's not just that it was
<v Speaker 1>an answer to the part of a question, like if
<v Speaker 1>it's like mentioned as part of the question, itself not
<v Speaker 1>necessarily an answer.
<v Speaker 3>I don't think someone has said the full title of
<v Speaker 3>this game.
<v Speaker 1>Have you said maybe this game?
<v Speaker 3>I don't believe so, maybe at all? Like what I said, again,
<v Speaker 3>we've we mentioned the series in passing, but I have
<v Speaker 3>not said the name of this game.
<v Speaker 1>Okay, so it isn't a series.
<v Speaker 2>That sounds like my other answer is going to be Overwatch,
<v Speaker 2>which is not really a series.
<v Speaker 1>What is now?
<v Speaker 2>I guess it is not? Yeah, I guess it is now.
<v Speaker 1>Put some respect on Overwatch Seu's name. Apologies, Marcus.
<v Speaker 3>I'm going to give you ten seconds.
<v Speaker 1>What you count down line? Okay? Eight?
<v Speaker 3>Seven, six, five?
<v Speaker 1>My answer is the worst one three. I would say two,
<v Speaker 1>the last of us part two, Gyle, you say last
<v Speaker 1>was part one? Yeah, I hate it because it's not
<v Speaker 1>the right answer.
<v Speaker 3>The answer is grand Theft Auto four.
<v Speaker 1>We did mention it, not four though not four.
<v Speaker 3>Yeah, we mentioned saying Andreas. We did not mention Grand
<v Speaker 3>Theft Auto four.
<v Speaker 2>Fine, my still my favorite Grand Theft Ado. Honestly I
<v Speaker 2>love four.
<v Speaker 1>So that's that has a ninety eight. Oh wow. I
<v Speaker 1>don't know if I would have guessed that. Yeah.
<v Speaker 3>The other just for people curious, the other three games
<v Speaker 3>of the top three, Number three is Grand Theft Auto four,
<v Speaker 3>Number two is Soule Caliber has a ninety eight wow,
<v Speaker 3>and number one is Opera.
<v Speaker 1>Enough Time, which we did not give it ten. See.
<v Speaker 1>I guess. The one that was find in my mind
<v Speaker 1>was Portal two, but I was like, I don't believe
<v Speaker 1>we gave that a ten. No, we we didn't give
<v Speaker 1>it a ten.
<v Speaker 3>So yeah, well that's that's the game.
<v Speaker 1>I would say.
<v Speaker 3>Other I don't I think we we went through most
<v Speaker 3>of the surprising ones.
<v Speaker 1>Metal Gear.
<v Speaker 3>We gave tens to two and four.
<v Speaker 1>I remember four, not the other ones. Yeah, I definitely
<v Speaker 1>remember four.
<v Speaker 3>God War two thousand and five, BioShock and BioShock Infinite.
<v Speaker 3>There's some that were like pairs.
<v Speaker 1>Mastered Infinite was the other one that was on my
<v Speaker 1>brain for that last question. But I know, it was
<v Speaker 1>like the game is pretty divisive, even even at the
<v Speaker 1>time when everyone loved it, before everyone turned on it.
<v Speaker 1>But I was like, there's no way they got a
<v Speaker 1>ninety eight.
<v Speaker 3>And then StarCraft two got a ten, Arkham City got
<v Speaker 3>a ten.
<v Speaker 1>Yes, I remember that.
<v Speaker 3>Yeah, read de Redemption two got a ten. And I
<v Speaker 3>think that names basically all of the games. Yeah, and
<v Speaker 3>so there you go. That's all the tens. There again,
<v Speaker 3>there's thirty two of them. Thirty second given by me.
<v Speaker 1>And that was a question of the of the three
<v Speaker 1>tens that we have each awarded, which which of our
<v Speaker 1>games is the as Metacritic basically, who agrees with our
<v Speaker 1>tens of the most.
<v Speaker 3>Oh, it's definitely definitely Kyle.
<v Speaker 1>It's got to be Breath probably. I mean people love Astrobot.
<v Speaker 1>People do love Astrobot.
<v Speaker 4>But I.
<v Speaker 3>Mean I have I have the list here that I
<v Speaker 3>haven't I've looked at, but I'm pretty confident.
<v Speaker 1>Yeah, it's like yours is pretty fresh. Charles at Haiti,
<v Speaker 1>is that what your guys guess are or what do
<v Speaker 1>you think I'm gonna stick with. I'm gonna say I'm
<v Speaker 1>still said, Oh, Astrobot, I mean I was gonna support mine.
<v Speaker 1>Yeah yeah.
<v Speaker 3>Breath of the Wild is a ninety seven and is
<v Speaker 3>rated like number six on like the full list of
<v Speaker 3>best games.
<v Speaker 2>It looks like Astrobots ninety four and Hades is also
<v Speaker 2>ninety four. Haites two. Okay, sticking up there, I did it,
<v Speaker 2>so I made Zelda.
<v Speaker 1>You win Kyle? All right?
<v Speaker 3>Well, and that was that was everyone's favorite segment.
<v Speaker 1>G I and wait, do I not get to take
<v Speaker 1>a victory lap? I? Yes did. The winner is market
<v Speaker 1>victory music.
<v Speaker 3>To be clear, I'll send I'll send the my jingle
<v Speaker 3>to Eric when he edits this episode that goal that
<v Speaker 3>clapping sound will not be in there.
<v Speaker 1>I'm just not to say. It's like, I don't think
<v Speaker 1>that's going to come through for the logo. Mm hmm.
<v Speaker 1>I really thought.
<v Speaker 2>I really like went in with a lot of confidence
<v Speaker 2>because I was like, I've been working at GI longer
<v Speaker 2>than Marcus. I was there for the Mass Effect three ten,
<v Speaker 2>but that's about the only thing that helped me with so.
<v Speaker 3>All right, anyways, that was everyone's favorite segment.
<v Speaker 1>G It's back to you, Marcus. I mean, I'm about
<v Speaker 1>to throw it right back to Yeah, yeah, I guess
<v Speaker 1>the next game we're going to talk about is a
<v Speaker 1>cool little indie called Consume May And I still have
<v Speaker 1>to stop myself from saying consumme because that is clearly
<v Speaker 1>the wordplay, especially because this game is themed around food.
<v Speaker 2>I thought it was just hold on, I thought it
<v Speaker 2>was consumed me.
<v Speaker 1>It consume me. But doesn't it make you want to
<v Speaker 1>say consumme like the broth? Like? Is that not? Is
<v Speaker 1>that not the play here? I don't know. Maybe it's not.
<v Speaker 1>Maybe it's maybe it's not. Maybe I.
<v Speaker 3>Would say there's a lot more of all consuming people
<v Speaker 3>being consumed by their decisions and life and stuff than
<v Speaker 3>a reference to consumme specifically.
<v Speaker 1>I mean, I just like that, but it works. I
<v Speaker 1>don't know. Yeah, can I read the for those that
<v Speaker 1>don't know what this game is, can I read this
<v Speaker 1>theme description real quick? I'm sure it'll light enlighten everyone.
<v Speaker 1>And this is lowercase, by the way. Uh did you
<v Speaker 1>feel stupid, fat, lazy and ugly in high school? Well?
<v Speaker 1>I did? But at least I made a life simulation
<v Speaker 1>RPG about it. That's good. That's it. That's the theme description.
<v Speaker 3>Yes, so I'm playing Consume Me. I'm planning to write
<v Speaker 3>a review about it, but I haven't written it yet
<v Speaker 3>I've just finished it this morning as of recording, and yeah,
<v Speaker 3>it's good. It's a cute it's it's cute, but it's
<v Speaker 3>deep and it's it's a lot of it's a lot
<v Speaker 3>of things. It's a complex flavor. So, uh, it's it's
<v Speaker 3>a game. It doesn't sound fun. It is a game
<v Speaker 3>about a high school girl struggling with an eating disorder.
<v Speaker 3>It's like the basic premise of the game. The one
<v Speaker 3>thing that I appreciate is when you boot the game up,
<v Speaker 3>it's like, it is interesting how they were like, we're
<v Speaker 3>not gonna we're not gonna make this like subtext. We're
<v Speaker 3>just gonna be very clear about it. It's like, don't
<v Speaker 3>gamify your eating like this. It's a bad idea. It
<v Speaker 3>won't go well for this protagonist. We just want to
<v Speaker 3>clear that up up front. Don't play the start of
<v Speaker 3>this game and then think I'm gonna give myself points
<v Speaker 3>for the things I do don't eat. And because of that,
<v Speaker 3>there's also stuff where they abstracted a little bit where
<v Speaker 3>instead of calories or something, it's food is measured in
<v Speaker 3>bites and instead of weight numbers. There's just like a
<v Speaker 3>little thumbs up when you hit the goal that you're
<v Speaker 3>trying to get. But it's about this girl and she's
<v Speaker 3>in high school and she decides she wants to start dieting.
<v Speaker 3>She basically has this like alter ego of herself in
<v Speaker 3>the mirror that gives her bad self talk. And the
<v Speaker 3>game is essentially it's a life sim where you have
<v Speaker 3>like a certain number of actions you can do each day,
<v Speaker 3>and you're like managing your lifestyle. So a lot of
<v Speaker 3>it is like the dieting portion of it and like
<v Speaker 3>exercising to keep your calorie count or your bytes count
<v Speaker 3>low enough for the day. But then there's other responsibilities
<v Speaker 3>you have, where like there'll be school, so you have
<v Speaker 3>to study enough to pass the test. She gets romantic interests.
<v Speaker 3>Eventually you have to like do actions to like maintain
<v Speaker 3>the relationship and stuff. And it's good. I think it's
<v Speaker 3>it's gonna hit really close to home for some people,
<v Speaker 3>especially if you I imagine if like a woman or female
<v Speaker 3>identifying person were to play this game, it would hit
<v Speaker 3>very close.
<v Speaker 1>To home for them for some specific stuff.
<v Speaker 3>But as someone who doesn't have that identity, I still
<v Speaker 3>find it very specifically uncomfortable. It reminds me kind of
<v Speaker 3>of it. It has a lot of the style you
<v Speaker 3>would see like in the movie Turning Red, where there's
<v Speaker 3>like just very pops of like extremely expressive out of nowhere.
<v Speaker 2>But the movie that walked so K Pop Hunters could run.
<v Speaker 2>I love Turning Red.
<v Speaker 3>Yes it's a good but I also love Turning Red,
<v Speaker 3>but also kind of I'm getting parts of Eighth Grade,
<v Speaker 3>which is a movie that Bo Burnham directed, which is
<v Speaker 3>like a very specific look at like an eighth grade girl,
<v Speaker 3>which is a very hard watch for me personally, where
<v Speaker 3>it's just like such intense secondhand embarrassment you feel watching
<v Speaker 3>this person. And it's a lot of that of just
<v Speaker 3>like it's a very in ways it's very like fun
<v Speaker 3>and stylistic, and then it's also very like raw and
<v Speaker 3>upsetting to me at times. But I think it's really
<v Speaker 3>interesting as a concept to there's a lot of ways
<v Speaker 3>of like people make things into games and it becomes
<v Speaker 3>a thing of like why why are we making this
<v Speaker 3>a game? Why is this a game versus some other
<v Speaker 3>medium of storytelling. Sometimes it's like if with Ghost of Vite,
<v Speaker 3>it is cool to be the one that is doing
<v Speaker 3>the fighting and you know, dispatching the enemies and making
<v Speaker 3>the decisions of what saying, dialogue whatever. This is one
<v Speaker 3>that plays with the idea of you as a player
<v Speaker 3>making decisions and gamifying things, and it's basically the moral
<v Speaker 3>of a story, which it says upfront, is like, not
<v Speaker 3>everything should be gamified. It's not necessarily healthier or more
<v Speaker 3>productive for your life to give yourself points for doing
<v Speaker 3>these things in that thing. And there are times that
<v Speaker 3>like the main character will talk I cannot remember her name,
<v Speaker 3>which is bad because I just played the game. I
<v Speaker 3>want to say that it's May, but I don't think
<v Speaker 3>that's because that's the main character in Turning Red Ye.
<v Speaker 3>But there's even times where she's like talking to someone,
<v Speaker 3>She's like, I have to talk to you three times
<v Speaker 3>a day because our relationship now that we're long distance,
<v Speaker 3>it's like we have a poison condition and we lose
<v Speaker 3>two hearts of relationship every day.
<v Speaker 1>And the guy.
<v Speaker 3>Responds, he's like, what are you talking about. That's not
<v Speaker 3>how people work at all. If you need a break
<v Speaker 3>from talking to me every day, we can just not
<v Speaker 3>do that and we'll be fine. And it's just like
<v Speaker 3>a way that it's very much an internalized way that
<v Speaker 3>this main character perceives herself and gamifies all these parts
<v Speaker 3>for life, and then when you look at it from
<v Speaker 3>an external perspective, all the other characters are like, that's crazier,
<v Speaker 3>that's weird, or I don't know why you're acting so
<v Speaker 3>weird about this, and she's like, I'm being completely normal
<v Speaker 3>almost am I gonna get enough points to pass to
<v Speaker 3>the next day? And it's really cool. It's like a cool,
<v Speaker 3>cool concept for a game.
<v Speaker 2>The same as Jenny, by the way I looked it up, Jenny, Okay,
<v Speaker 2>there you go.
<v Speaker 1>Yeah.
<v Speaker 2>No, this has been fascinating, just even the way the
<v Speaker 2>developer has been like marketing it and stuff and just
<v Speaker 2>like being really like opening a vein, so to speak of.
<v Speaker 2>Just like this is like a very personal story that
<v Speaker 2>I'm approaching with a lot of humor, and like I
<v Speaker 2>I've been really sort of intrigued by it.
<v Speaker 1>And I'm glad to hear that you that you like it?
<v Speaker 3>Yeah, yeah, same, it's on it Yeah go ahead, Marcus.
<v Speaker 1>Oh no, I was looking at like where where can
<v Speaker 1>you play this? And it's like it's just on PC. Yeah.
<v Speaker 3>I played on Steam Deck ran great, no issues there.
<v Speaker 3>I I do find it deeply stressful at times. There's
<v Speaker 3>stuff where like, uh, you've got like I mean, there's
<v Speaker 3>so many tasks you have to juggle and you're managing these.
<v Speaker 3>You have a mood meter and energy meter and like
<v Speaker 3>a gut meter. So if you're like too hungry, you
<v Speaker 3>can't do certain stuff because it's going to spend up
<v Speaker 3>some of your gut. But also if you have too
<v Speaker 3>many bites in a day, then you're going to like
<v Speaker 3>fail your diet goals and get a game over. So
<v Speaker 3>there's like a lot of managing in a way that's
<v Speaker 3>like kind of not fun at times, in the way
<v Speaker 3>that games like try to not be fun. But uh,
<v Speaker 3>another thing I didn't mention is when you're eating. Uh,
<v Speaker 3>she like rationalizes food as like Tetris pieces, and you're
<v Speaker 3>filling out this grid on your plate of all these
<v Speaker 3>different foods that are different shapes.
<v Speaker 1>So there'll be like.
<v Speaker 3>A little bit of cheese just takes up one square
<v Speaker 3>versus like an orange slices two squares versus like a
<v Speaker 3>watermelon is a big like squiggly w and so there's
<v Speaker 3>a game of fitting it in the shapes but not
<v Speaker 3>putting like like there's a cookie that'll show up and
<v Speaker 3>it's very convenient shape it's like a three little squares
<v Speaker 3>in an L shape.
<v Speaker 2>Uh.
<v Speaker 3>But it's a lot of calories or a lot of bytes,
<v Speaker 3>so it's not usually ideal to do because then you're
<v Speaker 3>gonna go over your count. And yeah, it was stress
<v Speaker 3>stress will to play. Oh, eventually you will mock the
<v Speaker 3>ability to uh stay up late. You can just hit
<v Speaker 3>a button that's to stay up late. You add one
<v Speaker 3>more activity point to your day. But it costs a
<v Speaker 3>certain amount of energy. But you can drink energy drinks
<v Speaker 3>and then stay up later, uh to get more energy
<v Speaker 3>to you will to stay up late button. And it
<v Speaker 3>gets in this like weird cycle where it's like I
<v Speaker 3>feel crazy that I've made her drink so many energy
<v Speaker 3>drinks and stay up so late. So I'm spending all
<v Speaker 3>of my in game money on energy drinks and I
<v Speaker 3>can't spend it on like hanging out with my friends
<v Speaker 3>or whatever. And it's like a really really effective way
<v Speaker 3>of being Like I don't know, there's it does not.
<v Speaker 3>It does not glorify this lifestyle. There's not a part
<v Speaker 3>in this where I'm like this seems like a good
<v Speaker 3>a good idea.
<v Speaker 1>Good to see it, Like, yeah.
<v Speaker 3>I think my my one thing with it is that
<v Speaker 3>the ending was kind of uh, it kind of lost
<v Speaker 3>me a little bit. It's it's a semi autobiographical game,
<v Speaker 3>so it's like slightly based on this I think real
<v Speaker 3>life Jenny's life yea, and as such, when you have
<v Speaker 3>autobiography stuff like that, it's it's hard to end it
<v Speaker 3>because it's like it can start off with a very
<v Speaker 3>interesting premise of someone's life, but rarely doesn't actually end
<v Speaker 3>in a clean spot. And it was kind of anti
<v Speaker 3>cli climactic for me. I guess I'm still like trying
<v Speaker 3>to figure out exactly how I feel about It's not
<v Speaker 3>enough to like ruin the game, but there's also elements
<v Speaker 3>that are introduced sort of late in the game where
<v Speaker 3>I'm like, I don't really understand where that came from,
<v Speaker 3>and like I understand it was a part of your life,
<v Speaker 3>but the way it fits in the game, Yeah, the
<v Speaker 3>way it fits in the game is kind of odd.
<v Speaker 3>All I can I can specify a little bit is
<v Speaker 3>that like religion starts to become a thing in like
<v Speaker 3>one of the later chapters that is like a U
<v Speaker 3>you can pray and you gain like a bunch of
<v Speaker 3>stats back, Like the character just becomes very religious, and
<v Speaker 3>that's kind of picked up at this point and it's like, oh,
<v Speaker 3>is this game about her finding religion? But then it
<v Speaker 3>kind of drops off a little bit more towards the
<v Speaker 3>end in a way that was like I wish that
<v Speaker 3>if this came at such like a crucial moment in
<v Speaker 3>the story, that I wish it had been like either
<v Speaker 3>commit to it or don't do it at all, you know,
<v Speaker 3>like don't forget about it, make it like the whole
<v Speaker 3>pointed thing. But yeah, that's kind of nitpicky. I do
<v Speaker 3>find it fun in a weird, sick way of gamifying
<v Speaker 3>all this stuff, And uh.
<v Speaker 1>Yeah, good game. How long is the game? How long
<v Speaker 1>to take you to?
<v Speaker 3>Uh, it's five or six chapters and it took me
<v Speaker 3>about like five and a half hours. But I'm also
<v Speaker 3>someone that in these sorts of games, I spend a
<v Speaker 3>lot of time just looking at menus and trying to
<v Speaker 3>think about what my next move is going to be.
<v Speaker 3>So you could easily probably do it in five hours,
<v Speaker 3>maybe four and a half, maybe four if you're real sick.
<v Speaker 1>Oh, but you really just.
<v Speaker 2>Want to speed up life, get out of eighth grade
<v Speaker 2>as quickly as possible.
<v Speaker 1>Yeah, we've all tried to speed run eighth grade. That's right,
<v Speaker 1>as you should. Yeah, speed run middle school. Honestly, that's
<v Speaker 1>my advice to kids. Now, Yeah, constantly, I'll not now
<v Speaker 1>on steam, especially consuming me.
<v Speaker 2>I'm just laughing again, I didn't even realize. I just
<v Speaker 2>laughing at your flippant child's just Nope, that's wrong.
<v Speaker 1>I swear I'm not doing this on purpose. My brain
<v Speaker 1>just won't just consume.
<v Speaker 3>Space me and she becomes consumed by her anxieties and
<v Speaker 3>her schedules overwhelming and all this stuff is.
<v Speaker 2>It's not about super Marcus. I don't know where you're
<v Speaker 2>getting this from.
<v Speaker 1>They just want some I just want some beerra tacos,
<v Speaker 1>just which is very good. Yeah. Yes, Adam's theme Now
<v Speaker 1>it's actually on a little bit of a discount for
<v Speaker 1>the theme autumn sale right now for those interested, thirteen
<v Speaker 1>forty nine go pick it up. And yeah, that'll wrap
<v Speaker 1>it up for us. Of course, as we mentioned at
<v Speaker 1>the top of the show, stayed too because we have
<v Speaker 1>an interview that our lovely video editor Eric Van Allen
<v Speaker 1>did with the developer behind Battlesuit Aces, which is the
<v Speaker 1>new strategy game coming. God, did I get a date? Actually,
<v Speaker 1>I think it did recently. I think comes out like October, yes, right,
<v Speaker 1>very soon, October seven. But it's from the creators of Battleshifade,
<v Speaker 1>which is a game that I really enjoyed back when
<v Speaker 1>God that was like twenty nineteen. I think it was
<v Speaker 1>a while agoy while my switch, but I really liked
<v Speaker 1>it and beca because of that, I've I've kept an
<v Speaker 1>eye on Battlesuit Aces. But yeah, that's coming out.
<v Speaker 3>In margins that we're twenty seventeen.
<v Speaker 1>Twenty seventeen, that's right, Yeah, yeah, that's the Actually, yeah,
<v Speaker 1>I guess in hindsight that did that did feel like
<v Speaker 1>an early switch memory for me. Yeah, but yeah, battlesued
<v Speaker 1>Ace is out and about just about a week or so.
<v Speaker 7>Hello, and welcome back to the Game Informer Show. We
<v Speaker 7>are here with Trinket Studios, makers of the upcoming battle
<v Speaker 7>Suit Aces. That game's coming out October seventh. That'll be
<v Speaker 7>next Tuesday for those of you listening on PC, PlayStation
<v Speaker 7>and switch. But before we talk about the game, let's
<v Speaker 7>meet the developers. Let's go around the horn real quick
<v Speaker 7>and start with my name twin here.
<v Speaker 1>Eric. Hi, Hello, introduce yourself.
<v Speaker 4>Eric, and I am the art director of Trinket studios,
<v Speaker 4>anything visuals. That's my job.
<v Speaker 1>Awesome, awesome, Tom, how about you?
<v Speaker 5>I don't know. Sensibly I'm the president. I used to
<v Speaker 5>joke to that man. I did Twitter and taxes, but
<v Speaker 5>don't really do either of those things right now. So
<v Speaker 5>mostly programming, programming by trade, and then design and nonsense.
<v Speaker 5>I theoretically make sure that Eric and Ben can work
<v Speaker 5>more efficiently, but at this point we're all just overwhelmed.
<v Speaker 7>Ben, how about yourself?
<v Speaker 1>Hi? Yeah, my name is Ben Perez.
<v Speaker 6>I'm also a programmer, just sort of wearing a lot
<v Speaker 6>of the similar hats of Tom. Programming design lately, lots
<v Speaker 6>of sort of administrative work getting ready for release.
<v Speaker 1>But that's the life, right.
<v Speaker 7>Battlesuit Aces, why don't we start with you? Tom, give
<v Speaker 7>me like a top down pitch. What is Battlesuit Aces.
<v Speaker 5>Working on? Making this perfect?
<v Speaker 1>Battle?
<v Speaker 5>Chef bread was so easy? But I think the best
<v Speaker 5>way to look at it is, what if you made
<v Speaker 5>a narrative card battler RPG.
<v Speaker 1>What if you.
<v Speaker 5>Matched up Star Trek with all the early nineties mecha
<v Speaker 5>anime you could and Cowboy Bebom and then you turn
<v Speaker 5>that into a delicious soup the core of it is
<v Speaker 5>really it's a character driven card game where the deck
<v Speaker 5>you're building, all the cards are pilots with their mecca,
<v Speaker 5>the battlesuits, and the core story is that you're collecting
<v Speaker 5>these relic suits from an ancient alien race that are
<v Speaker 5>helping you defeat a very dangerous foe, the Frenzied. But
<v Speaker 5>along the way you meet, so you're gonna meet. There's
<v Speaker 5>something like seventy five characters and they're all voiced, and
<v Speaker 5>so it's very much like an old school RPG, except
<v Speaker 5>the combat is all card back and the narrative is
<v Speaker 5>just this visual novel with way too much polished.
<v Speaker 7>How did the idea for this first come about? Because
<v Speaker 7>your previous game that we talked about, Booshep Brigade, that
<v Speaker 7>was a I believe in twenty seventeen that feels like
<v Speaker 7>a long time ago. It was a bit of a
<v Speaker 7>gem that I really liked on on Switch and it
<v Speaker 7>was such a good early launch title I think for
<v Speaker 7>that console. But to go from food baddler, you know,
<v Speaker 7>cooking show side scrolling action competition to sci fi deck
<v Speaker 7>building rpg. What kind of led to you taking the
<v Speaker 7>jump between those two genres or was it just you
<v Speaker 7>wanted to explore more, you wanted to try something completely different, I.
<v Speaker 5>Could feel it, or you eric your call.
<v Speaker 4>Yeah, I think the first thing that kicked off this
<v Speaker 4>project was really about the pipeline actually, because Battleship Brigade
<v Speaker 4>was all hand animated, so it was a very genuous
<v Speaker 4>project to work on. So one of our first thoughts
<v Speaker 4>going into this project was, okay, no animation, no hand
<v Speaker 4>to animation, So what's something we could make that you
<v Speaker 4>could use still you know, artwork, And so that started
<v Speaker 4>us on the path to a card game and some
<v Speaker 4>visual novel segments because we have to have characters, have
<v Speaker 4>to have story right, And then I think the sci
<v Speaker 4>fi aspect just is a natural evolution of whenever you
<v Speaker 4>do a fantasy game, you kind of have to follow
<v Speaker 4>it with a sci fi game kind of, you know,
<v Speaker 4>like even from Software does the similar thing like Armored
<v Speaker 4>Core and you know, dark Souls and all that stuff.
<v Speaker 4>So it just felt like we had already explored the
<v Speaker 4>fantasy fantasy space, so let's, you know, do sci fi fantasy.
<v Speaker 4>But yeah, Tom, do you want to attend.
<v Speaker 5>I think I think the pandemic so in the way
<v Speaker 5>that battle Cheperade sort of came out of us watching
<v Speaker 5>Iron Chef and Master Chef a lot while we were
<v Speaker 5>trying to figure out what came to make a lot
<v Speaker 5>of Battlesuit Aces came out of Mecca anime but really strong.
<v Speaker 5>I think like the Spark was watching Star Trek during
<v Speaker 5>the pandemic, Like we're all watching a lot of Star
<v Speaker 5>Trek and being like this episodic format is so appealing
<v Speaker 5>and cool, and I love getting to know the characters.
<v Speaker 5>I love hanging out on the ship, Like you get
<v Speaker 5>to feel like, Okay, this is this cool family. We're
<v Speaker 5>all Firefly fans as well, and it was like like
<v Speaker 5>Eric's saying, you want to you want to get into
<v Speaker 5>like a cool sci fi world, and we just kept
<v Speaker 5>building on that concept of like sci fi family, like
<v Speaker 5>we want all the characters in the fun that was
<v Speaker 5>in Battle Chef where they're all endearing and heartworming and
<v Speaker 5>like there's not there's conflict, but it's still sort of
<v Speaker 5>like fun conflict. We wanted all that, but in that
<v Speaker 5>context of like let's not hand animate everything. And so
<v Speaker 5>we just kept growing from there and then eventually it
<v Speaker 5>started becoming its own thing where you're like Okay, what
<v Speaker 5>is the right amount of plot for an episode? We
<v Speaker 5>had some early prototypes where Eric wrote, like an A
<v Speaker 5>and B plot in an episode and you're like, and
<v Speaker 5>then you put like one or two card battles in that,
<v Speaker 5>and you're like, wait a second, this is very hard
<v Speaker 5>to follow, where like a in a show, some things
<v Speaker 5>can be a little easier, but if you like stop
<v Speaker 5>in the middle to play a card battler, you're like,
<v Speaker 5>then you come back and you're like, Okay, what plot
<v Speaker 5>line am I following? Which characters? And also there are
<v Speaker 5>times you don't want to split up your deck for
<v Speaker 5>narrative reasons. You want to like have your deck. We
<v Speaker 5>still do a lot of things where like more scenarios
<v Speaker 5>they're sort of plot driven, But we don't want to
<v Speaker 5>be like every time you're the deck you've been building
<v Speaker 5>gets like split apart, and it's you're not playing the
<v Speaker 5>same game anymore. So finding that like right balance of
<v Speaker 5>like how the narrative can inform the battles and then
<v Speaker 5>how the battles can help inform the narrative and the
<v Speaker 5>items you get and all of that.
<v Speaker 7>Were you big card game players before all this? Because
<v Speaker 7>we talked about the sci Fi influences and watching Star
<v Speaker 7>Trek and all that. But I'm curious, did you play
<v Speaker 7>a lot of either deck Builders, you know kind of
<v Speaker 7>Slay the Spire and stuff like that. Did you play
<v Speaker 7>a lot of magic, Like how much did cards kind
<v Speaker 7>of feed into this from the outset?
<v Speaker 5>Slay the Spire definitely really sparked something when that came out,
<v Speaker 5>and for a while, battlesde So it was definitely more
<v Speaker 5>of a rogue light until we realized that, Like we
<v Speaker 5>were like, let's make a narrative rogue light and that
<v Speaker 5>is very difficult. There are some games that have pulled
<v Speaker 5>that off, but that's like a very different narrative structure
<v Speaker 5>than we wanted to tell. Like we didn't want it
<v Speaker 5>to be like this character can be good, evil, anything,
<v Speaker 5>like the collection of characters you gather, like they can
<v Speaker 5>be any permutation under the sun. I guess we got
<v Speaker 5>some of that, but like we went from like this
<v Speaker 5>can be an anything story to like, these are these
<v Speaker 5>characters that we love, We want to put them in
<v Speaker 5>these situations. We can still get replayability and tons of
<v Speaker 5>player choice, but we don't have to be like restart
<v Speaker 5>the narrative all the time.
<v Speaker 7>Right when it comes to the actual deck building. So
<v Speaker 7>when you play through this game, I got to play
<v Speaker 7>a build of it a while back, and the idea
<v Speaker 7>is that you're going through this adventure and you're kind
<v Speaker 7>of going from place to place and choosing where you go,
<v Speaker 7>and that ultimately ends up choosing the pilots that you recruit,
<v Speaker 7>the things that you get, the things that you add
<v Speaker 7>to your deck, and those cards kind of are representative
<v Speaker 7>of both your growing strength but also end up being
<v Speaker 7>the people that are on your ship. What was kind
<v Speaker 7>of was it difficult to manage that having your narrative
<v Speaker 7>ties being tied into your gameplay tie and feeling like
<v Speaker 7>players were getting good gameplay iteration, but also telling the
<v Speaker 7>story that you wanted to tell and have the characters
<v Speaker 7>show up the way you wanted them to show up.
<v Speaker 5>Absolutely, And the short answer is that it was very
<v Speaker 5>complicated for their narrative team. There's a lot of conditionals
<v Speaker 5>in every episode for like did you do this episode already?
<v Speaker 5>Do you know about this relationship? Do you know about
<v Speaker 5>like this person doing this thing? That got really complicated.
<v Speaker 5>But the larger thing, the challenge that was there that
<v Speaker 5>we identified very quickly when we were like Okay, cards
<v Speaker 5>are characters. We're like, how do we make it so
<v Speaker 5>that the player gets to choose that they're investing in
<v Speaker 5>a card and their character, and how like, how do
<v Speaker 5>we link those things so that when you play with
<v Speaker 5>a card more or like you like using it, how
<v Speaker 5>do we give you more of that character in like
<v Speaker 5>the when you're talking to characters on the ship, and
<v Speaker 5>how do we unlike more for them? Basically, so what
<v Speaker 5>we came up with is sort of there's an ambition
<v Speaker 5>system where it's sort of like an achievement per card.
<v Speaker 5>When you achieve that card's ambition, which is usually it's
<v Speaker 5>like something that works off of their abilities and usually
<v Speaker 5>becomes easier if you put items in them that accentuate
<v Speaker 5>that ability. But if you do their ambition, then you
<v Speaker 5>can equip more items to them. It gives you another
<v Speaker 5>item slot or mod slot, and then that also unlocks
<v Speaker 5>a crew mission, so you get to choose as you
<v Speaker 5>play through the game, you get to play different faction
<v Speaker 5>missions and different crew missions, So as you unlock the
<v Speaker 5>factions and the crew members, you get to choose who
<v Speaker 5>you're going to spend more time with. Narratively, like in
<v Speaker 5>these episodes and those are where we got to really
<v Speaker 5>go wild because we knew we weren't going to be
<v Speaker 5>forcing players to play all of them or something. They're
<v Speaker 5>very much like your personalized narrative, and so some players
<v Speaker 5>are going to play some that there are never going
<v Speaker 5>to see and they're going to be like, what the
<v Speaker 5>heck are you describing? Because those are the ones where
<v Speaker 5>we got to get really weird with it, like some
<v Speaker 5>of our favorite Star Trek episodes where like go like
<v Speaker 5>going into a time bubble and playing the flute, like
<v Speaker 5>things get things can get really weird, and we really
<v Speaker 5>embraced that. And there are also times when we really
<v Speaker 5>got to focus on an individual character. Instead of being like,
<v Speaker 5>your ship's mission is this, we got to be like,
<v Speaker 5>here's a really weird thing happening. Enjoy.
<v Speaker 7>So within this you also have kind of card game archetypes,
<v Speaker 7>sorts of I believe it was a colored system and
<v Speaker 7>things like that, and you know, reminiscent of same magic
<v Speaker 7>gathering or I mean a lot of card games use
<v Speaker 7>color systems these days. Did that kind of give you
<v Speaker 7>also a framework to start to think about how these
<v Speaker 7>characters can kind of play off each other. Did you
<v Speaker 7>ever have a moment where you said, I think this
<v Speaker 7>character fits this archetype really well, and maybe that started
<v Speaker 7>to influence the way that the character written or designed
<v Speaker 7>in the process.
<v Speaker 5>Yeah, absolutely, there was sort of a goal alongside the
<v Speaker 5>don't have any hand drawn animation was let the characters
<v Speaker 5>feel like they're bonding in the game. We really wanted
<v Speaker 5>to feel like, yeah, these these two cards synergize, but
<v Speaker 5>it goes beyond that, and that was an area that
<v Speaker 5>we just prototyped so so much, trying to get that
<v Speaker 5>feeling of I don't know, like like camaraderie and there's
<v Speaker 5>just like something really like you want to see those
<v Speaker 5>friendships not just in some dialogue, but like on the board,
<v Speaker 5>see them interact. And then we ended up being able
<v Speaker 5>to like really emphasize that when it happens with like that.
<v Speaker 5>We call it the battle chatter system, where like the
<v Speaker 5>characters are all identifying things happening in the in the game,
<v Speaker 5>and then they talk about it and so you get
<v Speaker 5>to see the friendships or the rivalries, which are even
<v Speaker 5>more fun maybe play out in the battle. So you're
<v Speaker 5>getting like narrative tidbits in the battle. But yeah, so
<v Speaker 5>that that was like a big goal is trying to
<v Speaker 5>trying to communicate more than it's not just mechanics in
<v Speaker 5>the battle, you know, it's not just like a whole
<v Speaker 5>bunch of abilities. There's like characters here bonding and talking
<v Speaker 5>with each other and getting getting hurt together.
<v Speaker 6>It could be kind of kind of interesting to talk
<v Speaker 6>about the like mechanical history of that too, because we
<v Speaker 6>had a version of the game that more directly had
<v Speaker 6>that feeling of like let's team up an attack now,
<v Speaker 6>where you'd put cards together and they they'd all have
<v Speaker 6>the same color and they would sort of combine and
<v Speaker 6>they could be attack in unison. So it was sort
<v Speaker 6>of like the more I am able to put cards
<v Speaker 6>together that have the same color, they'd link and they
<v Speaker 6>could all fire or trigger their abilities at once for
<v Speaker 6>the same action point. Back back then we had action points,
<v Speaker 6>but that for whatever reason turned out to be sort
<v Speaker 6>of difficult to balance, or you know, we say to
<v Speaker 6>each other say to each other a lot, like we
<v Speaker 6>probably could have finished that game in that way, but
<v Speaker 6>we just chose not to, So that that system sort
<v Speaker 6>of morphed into like, Okay, the colors are still there,
<v Speaker 6>but they're like there's this energy banking system that the
<v Speaker 6>energy gets put over here and all the other cards
<v Speaker 6>can use them.
<v Speaker 5>There's a big graveyard of maybe okay mechanics that Eric
<v Speaker 5>drew amazing mockups for. I think that's like one of
<v Speaker 5>the hardest things. Like we look back at Eric's mockup,
<v Speaker 5>we're like, I see how we could have solved that problem.
<v Speaker 5>Now we probably should have made that game too, But
<v Speaker 5>there's a the energy banking system that the colors that
<v Speaker 5>you allude to and then Ben echo like that reminds
<v Speaker 5>me of a big goal with sort of make this
<v Speaker 5>a streamlined card game. We want to have like like
<v Speaker 5>Hearthstone did a great job, like to some degree, like
<v Speaker 5>take magic and then streamline it some more, and we
<v Speaker 5>wanted so that's why there's not a hand for instance,
<v Speaker 5>it's a draft system, and then there's lots of balancing
<v Speaker 5>to do with that that we really didn't figure out
<v Speaker 5>how to make it feel right until like two months ago,
<v Speaker 5>with like how to manage your draft and using command
<v Speaker 5>points to redraw stuff like that that really like fixed
<v Speaker 5>a lot of the things that we're always unsure about.
<v Speaker 5>And then all of a sudden you're like, wait a second,
<v Speaker 5>we can solve this in this in this clear way.
<v Speaker 5>And everyone's gonna love it, and that that's like such
<v Speaker 5>a relief, like the whole like years of game development
<v Speaker 5>go by and you're like, I know this is a
<v Speaker 5>problem and then you finally solve it. But that that
<v Speaker 5>general vibe of like we want you to be able
<v Speaker 5>to understand your actions very quickly, but then there to
<v Speaker 5>be tons of interesting We always say order of operations
<v Speaker 5>and how you play a turn like who fires first
<v Speaker 5>can have a dramatic impact. And once we had that
<v Speaker 5>like mindset, like what order you play like the cars
<v Speaker 5>that you have out, or like what what order you
<v Speaker 5>trigger their attacks basically and knowing how that's going to
<v Speaker 5>affect things. And then once we understood that philosophy, then
<v Speaker 5>it was like, okay, now we can design the cards.
<v Speaker 5>And so some of the like initial cards that like
<v Speaker 5>the for instance you played in the demo, I don't
<v Speaker 5>know when that was a long time ago, like nine
<v Speaker 5>months ago. Yeah, a lot of those even initial cards
<v Speaker 5>changed to better reflect that. So like Jaeger's ability originally
<v Speaker 5>was just like oh he's cool. He had as a
<v Speaker 5>spread attack and that means he shoots not just straight across,
<v Speaker 5>but the three cards across from him and that's like
<v Speaker 5>kind of interesting.
<v Speaker 1>But then we.
<v Speaker 5>Layered on a cost reduction. His ability costs less when
<v Speaker 5>allies get kills, and so then it makes sense if
<v Speaker 5>you can get a kill, try to get that kill
<v Speaker 5>before using yeager, save his energy so he costs less,
<v Speaker 5>or tried to do that over multiple turns, and then
<v Speaker 5>he could attack for free. And then just like those
<v Speaker 5>little changes make it so that the difference between like
<v Speaker 5>just attacking, you know, with whoever has energy and like
<v Speaker 5>an optimal turn start getting bigger and bigger. There's more
<v Speaker 5>and more space for creativity and realizing cool scenarios or
<v Speaker 5>cool sequences to take advantage of. And like, just like
<v Speaker 5>in the last month or two, as we're trying to
<v Speaker 5>like finish and test for difficulty, and like we got
<v Speaker 5>to play through the whole game, make sure all the
<v Speaker 5>vio matches the script. Then you're playing it and you're like, oh,
<v Speaker 5>this is actually pretty cool, Like that goal actually played
<v Speaker 5>out in reality after all this time of being like
<v Speaker 5>just designing hundreds of cards to some degree in isolation
<v Speaker 5>where you're just like, okay, we need an enemy group.
<v Speaker 5>Make an enemy group, and then all of a sudden,
<v Speaker 5>they're like real cards with art and you're they have
<v Speaker 5>abilities that you're reacting to, and every scenario can feel different,
<v Speaker 5>and it's not just like do the try to build
<v Speaker 5>the same engine every time out of your deck, Like
<v Speaker 5>your deck isn't just like ten cards that you're like, Okay,
<v Speaker 5>play this card, then this card, than this card I win.
<v Speaker 5>We really wanted to be like, you're making interesting choices
<v Speaker 5>on your side every time, and the enemy is making
<v Speaker 5>it so you need to think more about which version
<v Speaker 5>of possibilities is the right one for this scenario.
<v Speaker 7>So you talked about choices within a card match, and
<v Speaker 7>I'm also interested in hearing about choices that happen outside
<v Speaker 7>of that. We talked about the episodes earlier, and there
<v Speaker 7>seem to be some branching paths in the game. How
<v Speaker 7>much of that ends up playing into Obviously there's choice
<v Speaker 7>in terms of where you go, who you end up recruiting,
<v Speaker 7>and things like that, changes who is on your ship,
<v Speaker 7>who you can interact with, build relationships with, and things
<v Speaker 7>like that. Does it also start to affect the broader
<v Speaker 7>scale of the game as well? Do any of these
<v Speaker 7>things start to impact story potentially endings? I know we
<v Speaker 7>don't want to talk any spoilers because the game's about
<v Speaker 7>to be out. But is there a lot of branching
<v Speaker 7>when it comes to that narrative.
<v Speaker 5>There's a good amount. There are like sort of two
<v Speaker 5>things we wanted to achieve. We want to make it replayable,
<v Speaker 5>but not infinitely replayable, like we're like, you should play
<v Speaker 5>this maybe two two and a half times that you
<v Speaker 5>would have seen everything or almost everything, you know. But
<v Speaker 5>we also wanted these characters to be them and maybe
<v Speaker 5>Eric if you want to jump in on this. But
<v Speaker 5>the way that our writer Megan like presented this this
<v Speaker 5>like path to Us was sort of like like we'll
<v Speaker 5>take the main character, Heathcliffe. He is not going to
<v Speaker 5>be like evil. You're not playing him as either like
<v Speaker 5>choose between Evil Heathcliff or like paragon Heathcliffe.
<v Speaker 1>You're there.
<v Speaker 5>We're going more for like there are three flavors of chocolate,
<v Speaker 5>like mocha, chocolate chip, I forget what the and like
<v Speaker 5>road Yeah, like there's still he's still chocolate. And this
<v Speaker 5>isn't exposed to player at all. But they're introspective, affable,
<v Speaker 5>and decisive, and so those are to some degree like
<v Speaker 5>they're all flat. They're all Heathcliff. But it's like how
<v Speaker 5>Piccard are you in this season?
<v Speaker 1>You know?
<v Speaker 5>Or like Howl from Firefly are you for this part?
<v Speaker 1>And where?
<v Speaker 5>And none of it is like you're building up points
<v Speaker 5>and now you're like locked in. You're like, I'm only
<v Speaker 5>affable now. It's at every choice point you get to,
<v Speaker 5>you get to you know, pick your flavor or choose
<v Speaker 5>your scoop of ice cream or whatever. But so we
<v Speaker 5>wanted to feel we wanted the choices to be constrained
<v Speaker 5>in like a meaningful way where these are the characters,
<v Speaker 5>these are this is what happened. There are some larger
<v Speaker 5>choices that affect the end, and like who you have
<v Speaker 5>in your deck by the time you reach the end
<v Speaker 5>affects things as well. But we didn't want it to
<v Speaker 5>be like the like you can choose to beat the
<v Speaker 5>villain or you can choose to like, I don't know,
<v Speaker 5>go farm strawberries like that. It was very much like
<v Speaker 5>we want to tell a story, but give the player
<v Speaker 5>freedom within within that like core plot, so there's like
<v Speaker 5>there's critical missions and then there's just like a ton
<v Speaker 5>of other missions that you'll experience along the way of
<v Speaker 5>a single run.
<v Speaker 7>Do you have any particular favorite standout missions or anything
<v Speaker 7>like that. Stuff that really felt like when you played it,
<v Speaker 7>you're like, oh, this is this is what we envisioned
<v Speaker 7>coming together in one moment.
<v Speaker 5>My mind always goes to the Belmont Crew mission, but
<v Speaker 5>I feel like that's that was just two weird. So
<v Speaker 5>there's one mission, Belmont's Crew mission. Belmont is the chef
<v Speaker 5>and he makes a dish using some alien fruit that
<v Speaker 5>looks like strawberries and it is psychotropic, and so you
<v Speaker 5>get of you get like a weird sequence during he's
<v Speaker 5>tripping with the captain and they're experiencing something from like
<v Speaker 5>a childhood sim game that he used to play, and
<v Speaker 5>it's like a real battle but for for the player,
<v Speaker 5>but like in their world it's wild. And that's where
<v Speaker 5>we got to highlight some of the like really wild
<v Speaker 5>view like Sung Juancho pros d plays the the end
<v Speaker 5>of the Allies that show up in that mission, and
<v Speaker 5>it's just like like one of those opportunities, like you
<v Speaker 5>we have an advantage of like this being drawn, you know,
<v Speaker 5>like it would be it would be really hard to
<v Speaker 5>do some of the wacky stuff in that episode, and
<v Speaker 5>and that's one of I don't know a handful of
<v Speaker 5>missions where you don't have your deck with you. You're
<v Speaker 5>not like it's not you don't have a ship with you.
<v Speaker 5>It's a battle that's designed just for that situation. So
<v Speaker 5>like the enemies are all like custom little gremliny things
<v Speaker 5>and you're there with like the duck, these like duck
<v Speaker 5>knights defending a palace, and it's just like weird and fun.
<v Speaker 5>And so that gives us an opportunity to show off
<v Speaker 5>like the card mechanics and make more of a more
<v Speaker 5>of a designed puzzlely set up where you're like, okay,
<v Speaker 5>like this is how this duck works. There's like a
<v Speaker 5>duck Knight and a duck Granny and like and this
<v Speaker 5>is how the palace cannons work. And that's just a
<v Speaker 5>really fun sort of like I don't know, palate cleanser
<v Speaker 5>or like resets your expectations about what this game could be.
<v Speaker 5>There's some stuff that we really wanted to do in
<v Speaker 5>Battle Chef, like use the mechanics in a fun different way,
<v Speaker 5>and we got to pull it off here in a
<v Speaker 5>bunch of crew missions and faction missions.
<v Speaker 7>That was a big thing in Battle Chef was you
<v Speaker 7>had kind of the cooking battles, but then there were
<v Speaker 7>side things that you could go do the puzzles to
<v Speaker 7>kind of figure those out on the side, and then
<v Speaker 7>they would kind of inform the mechanics and maybe help
<v Speaker 7>you come to grips with the mechanics of the game
<v Speaker 7>and then apply that further on. And so does it
<v Speaker 7>feel like you're kind of just building up skill in
<v Speaker 7>that way too over these missions that as you play
<v Speaker 7>with stuff, as you make these choices, you're kind of
<v Speaker 7>teaching the player, Hey, this is the possibility space of
<v Speaker 7>what's out there.
<v Speaker 5>Absolutely, and that's like something that so between episodes. At
<v Speaker 5>the end of every episode, you end up back on
<v Speaker 5>your ship and that's where you can talk to characters,
<v Speaker 5>and there's like a very dynamic system for which characters
<v Speaker 5>are available to talk to based on sort of like
<v Speaker 5>battle performance and who you've been upgrading and who's recently
<v Speaker 5>joined the ship and the episode that just happened. But
<v Speaker 5>also like we wanted that to feel like sort of
<v Speaker 5>the town and battle Chef brigade, and so there is
<v Speaker 5>a sim chamber full of puzzles. That was something that
<v Speaker 5>like we wanted to do forever, just like Belchier's workshop,
<v Speaker 5>because it's so appealing to solve a puzzle that's using
<v Speaker 5>the card system that you're now understanding or still in
<v Speaker 5>the process of understanding, in a more focused environment where
<v Speaker 5>you're not like, oh no, there's some narrative thing going on.
<v Speaker 5>And it also gave us the opportunity to, just like
<v Speaker 5>in bowscheff reinforce mechanics that may not be clear to
<v Speaker 5>someone who's not like a really hardcore card battler player
<v Speaker 5>or like a deck builder player, So we get to
<v Speaker 5>be like, oh yeah, if you didn't notice, like check
<v Speaker 5>this out. And and then we also have sort of
<v Speaker 5>bounties which just straight up use your deck, and there
<v Speaker 5>are great opportunities to practice using your deck, and then
<v Speaker 5>and also think about what mods, so you also get
<v Speaker 5>to you can craft mods out of the ingredients you've
<v Speaker 5>been collecting, the crafting materials, and then you can also
<v Speaker 5>upgrade your cards with those mods or just mods that
<v Speaker 5>you've collected in episodes. And so we definitely were like,
<v Speaker 5>we'd love that in Battleshupherdgaye that sort of like pacing
<v Speaker 5>break and now there's just like way more story involved
<v Speaker 5>in that as well.
<v Speaker 7>When it comes to the story, I do have to
<v Speaker 7>ask the big question romance is their romance and how much?
<v Speaker 7>If so?
<v Speaker 1>Yeah, there's.
<v Speaker 4>I think it's tricky. It's tricky because we're not h
<v Speaker 4>standard typical like sorry, we're not a typical dating simulator
<v Speaker 4>game where the entire focus is about like trying to
<v Speaker 4>court and romance the characters. But you know, as Tom's
<v Speaker 4>been saying, we have storylines that we feel are canon,
<v Speaker 4>you know, that we wanted to tell, and so there
<v Speaker 4>are budding romances, you know, between the characters on the cast.
<v Speaker 1>Yeah, and so.
<v Speaker 4>With these you know, episodic content, you can have the
<v Speaker 4>choice to explore them further as well. So you could
<v Speaker 4>miss them, but if you're like I really like these characters,
<v Speaker 4>you could discover that actually they have uh you know,
<v Speaker 4>romantic interests that they pursue, and we we aren't shy
<v Speaker 4>about like you know, uh, we actually have characters become
<v Speaker 4>in a really shit like where they're not just like
<v Speaker 4>will they or won't they for the entire like ten seasons.
<v Speaker 4>We don't do that. We just like they are adults,
<v Speaker 4>and they are they like each other, and they're going
<v Speaker 4>to become in a relationship. So yeah, it's I'm looking
<v Speaker 4>forward to people discovering those.
<v Speaker 7>That's I like that because I think an underrated part.
<v Speaker 7>When I think back to one of my favorite series,
<v Speaker 7>Mass Effect, there's the secret scene you can get when
<v Speaker 7>you stumble upon Garrison Tally spoilers from Mass Effect three,
<v Speaker 7>I guess, and I always always love that idea. That
<v Speaker 7>romance can sometimes feel like a player centric thing, but
<v Speaker 7>having it bud amongst your crew, amongst these characters that
<v Speaker 7>you've been building up and not just focused around you
<v Speaker 7>is really exciting. When it comes to the characters. I mean,
<v Speaker 7>even in the demo I played a while back, there
<v Speaker 7>was an incredibly diverse set of characters that all kind
<v Speaker 7>of seem very distinct, very different from each other, even
<v Speaker 7>from their designs themselves, to the robots or they're the
<v Speaker 7>mechs sorry that they pilot, and how I mean, was
<v Speaker 7>it difficult to create such a vast, you know, swath
<v Speaker 7>of characters coming from from different backgrounds, identities, the way
<v Speaker 7>they pilot, the way they fight, or did it just
<v Speaker 7>kind of feel like you were kind of popcorning and
<v Speaker 7>coming up with stuff and a little bit more easily.
<v Speaker 4>I feel like it came pretty pretty naturally, pretty popcorn
<v Speaker 4>like just having fun with it a lot of it
<v Speaker 4>came from a place of wanting to have characters that
<v Speaker 4>I didn't see in shows that I was watching, whether
<v Speaker 4>it was anime or live action, you know, Star Trek
<v Speaker 4>and stuff. So for example, you know, like Heathcliffe himself,
<v Speaker 4>it's just like I'd love to see an Asian captain,
<v Speaker 4>you know, as the leading male you know, characters of
<v Speaker 4>the game, and and a lot of the characters come
<v Speaker 4>from that kind of point of view of just wanting
<v Speaker 4>to see more of this kind of diversity, if you will.
<v Speaker 4>And then it's a ton of fun to design and
<v Speaker 4>draw the visuals of the characters. But at a certain
<v Speaker 4>point it did become you know, kind of like a
<v Speaker 4>chin scratcher of like, okay, well you have the visual,
<v Speaker 4>but now they need to become a real person. So
<v Speaker 4>that's where Megan, our writer, such an incredible job, like
<v Speaker 4>flashing out so many of the characters, you know, to
<v Speaker 4>a really deep level beyond just their surface visual.
<v Speaker 7>Ben Tom, do y'all have any favorite characters from the
<v Speaker 7>castie all want to shout out?
<v Speaker 1>In particular?
<v Speaker 5>I think Darciana might be my favorite. She's like extremely
<v Speaker 5>spunky and sincere and always coming up with ideas for weapons,
<v Speaker 5>she like helps make all the mods that you install
<v Speaker 5>in your mix, and she's just like always positive and fun.
<v Speaker 5>But there's also a character, Robin in the Hunter's Guild
<v Speaker 5>later on, who is extremely loud and her ability is
<v Speaker 5>super good. So Darciana's ability is like whenever someone else
<v Speaker 5>gets a kill. She also fires like a sidearm, and
<v Speaker 5>that's like an extremely good one or fun to use,
<v Speaker 5>and like as you move her around to like get
<v Speaker 5>get like combos, basically it's really fun. But Robin has
<v Speaker 5>an ability where if she she has spreadshots, so she'll
<v Speaker 5>hit three targets across from her. If she kills one,
<v Speaker 5>she fires again, and so you can set up really
<v Speaker 5>awesome combos where she's firing multiple times and like yelling
<v Speaker 5>at the top of her lungs about it. She's voiced
<v Speaker 5>by el Smith Eastman, and it's just like the perfect match,
<v Speaker 5>you know, like like it just feels like she's Robin
<v Speaker 5>is having an awesome time in these battles. I don't know,
<v Speaker 5>I'll send it to you.
<v Speaker 6>Ben, Yeah, I gotta say. Oddly, Mirabelle and Falcon are
<v Speaker 6>two suitsmiths that you meet early on in the demo,
<v Speaker 6>and I really like them because they ended up just
<v Speaker 6>sort of being almost like a shtick, like the straight
<v Speaker 6>laced one, and then the goof the goofs are even
<v Speaker 6>though Falcon like Goofs by uh sort of like teasing
<v Speaker 6>you and making you think he's serious, and mirabel is
<v Speaker 6>actually just serious all the time. But it's kind of
<v Speaker 6>cool because to an extent it feels like the that
<v Speaker 6>aspect of their personalities reflected in their mechanics, Like they
<v Speaker 6>all the Suitsmith's faction is about armor and utilizing armor
<v Speaker 6>and protecting yourself or turning into a weapons somehow. And
<v Speaker 6>Mirabelle has regular shielding armor shielding which just absorbs damage
<v Speaker 6>and it's you know, decreases as you take damage. But
<v Speaker 6>Falcon has play d in which absorbs the entirety of
<v Speaker 6>one hit, no matter how much tame it is. But
<v Speaker 6>there's something cool about how, you know, there's these different
<v Speaker 6>flavors of armor within the Suitsmans faction and it sort
<v Speaker 6>of mirrors the fact that they have these different different personalities.
<v Speaker 1>Awesome.
<v Speaker 7>I'm curious as we kind of wrap up here, you
<v Speaker 7>look at this fall and I feel like an early
<v Speaker 7>I don't know theme for this this Fallen gaming has
<v Speaker 7>been a lot of games launching out of nowhere, people
<v Speaker 7>talking about how much games can kind of take up
<v Speaker 7>the mind share. You know, Silk Song came out, everybody
<v Speaker 7>panics and scatterers. Haiti's two Shadow drops, you know, one
<v Speaker 7>point zero, and in a couple of weeks everybody freaks
<v Speaker 7>out scatters. Obviously y'all are about to drop. I can't
<v Speaker 7>imagine there's there's a panic switch sitting anywhere that y'all especially.
<v Speaker 1>Want to pull.
<v Speaker 7>But has it kind of felt weird, you know, going
<v Speaker 7>into this and seeing that there's a lot of concern about,
<v Speaker 7>you know, timing when to drop a game. What's the
<v Speaker 7>best time there's so many games coming out, or do
<v Speaker 7>you just feel like you want to put a game
<v Speaker 7>out and see how it does.
<v Speaker 5>We're in between those two. It's it's definitely just terrifying
<v Speaker 5>all the time launching a game. The thing that I
<v Speaker 5>tell myself the most though, is we just got to
<v Speaker 5>do better than Battle Chef. Because Battle Cheffer we had
<v Speaker 5>promised with Nintendo, like put us in a direct. They
<v Speaker 5>demanded that we would come out that year. So it
<v Speaker 5>ended up coming out Thanksgiving, like we we were able
<v Speaker 5>to say Holiday of twenty seventeen, but that meant that
<v Speaker 5>we had to figure out where in the holidays to release,
<v Speaker 5>and we were like, okay, we'll go after Mario Odyssey,
<v Speaker 5>and like, look, no Triple A games are coming out
<v Speaker 5>this Thanksgiving week and we're making a food game. Maybe
<v Speaker 5>this will work out. But that was like one of
<v Speaker 5>those like in retrospect, probably wasn't the right call, but
<v Speaker 5>like so we're just like, okay, we got to do
<v Speaker 5>better than that. Like we're not going to be Thanksgiving week,
<v Speaker 5>We're not going to be Halloween week. Like it is
<v Speaker 5>just purely terrifying, and like if Silksong had been October seventh, WED,
<v Speaker 5>I don't know what we would have done.
<v Speaker 7>Conversely, though, I guess what do you and this can
<v Speaker 7>be our last question? What are each of you excited
<v Speaker 7>for players to kind of get hands on with in
<v Speaker 7>this game? Is there a particular aspect of the game,
<v Speaker 7>something that you're really excited for people to see. We
<v Speaker 7>can start with Ben, what are you most excited for
<v Speaker 7>players to see once they get their hands on the game.
<v Speaker 6>I'm kind of excited to see feedback, you know, obviously
<v Speaker 6>on the entirety of the game, the story, the characters,
<v Speaker 6>the art, but I'm also excited to see how people
<v Speaker 6>feel about the card game onto itself. I think for
<v Speaker 6>whatever reason, I think I feel the team's a little
<v Speaker 6>better position to like react to and respond to player
<v Speaker 6>feedback and do it in a quick way. I think
<v Speaker 6>we're just the type of game we're making. Lets us
<v Speaker 6>you know, react faster to somebody saying like this is
<v Speaker 6>really imbalance. If everybody agrees we can, we can tweak
<v Speaker 6>that pretty fast. As compared to Battle Chef, which is,
<v Speaker 6>you know, a brawler that it's a little harder to
<v Speaker 6>like fine tune. And I think just because we're we're
<v Speaker 6>self publishing this ourselves, like we're just a little more
<v Speaker 6>prepared to just react quickly to you know, people's feedback
<v Speaker 6>and provide you know, more content when we can.
<v Speaker 7>What about you, Eric, what are you most excited for
<v Speaker 7>for for people to see and check out?
<v Speaker 4>Yeah? So even though there is a giant mount everest
<v Speaker 4>of artwork assets people can see, the thing I'm actually
<v Speaker 4>most excited about is is on the audio side. So
<v Speaker 4>the combination of Carlos Insane in the Rain, all of
<v Speaker 4>the music that he's done so lovingly, Like there's a
<v Speaker 4>lot of episode specific music, there's like faction specific music
<v Speaker 4>that he's done that I just can't wait for people
<v Speaker 4>to hear and you know, fall in love with and
<v Speaker 4>then be listening to the soundtrack over and over and
<v Speaker 4>then also just oh my gosh, the voice talent, like
<v Speaker 4>every one of the seventy plus characters's voice, and there's
<v Speaker 4>so many great performances across the board. So I'm really
<v Speaker 4>excited for.
<v Speaker 7>That awesome Tom.
<v Speaker 5>How about you, I'm I think I'm just purely excited
<v Speaker 5>to see people react to this story and these characters.
<v Speaker 1>Like we we.
<v Speaker 5>Definitely told a more mature story this time. It's not
<v Speaker 5>like massively more mature, but like Blischebrigade was basically like
<v Speaker 5>high schoolers in a cooking tournament, like college, I guess,
<v Speaker 5>but this is a little more mature, and I think
<v Speaker 5>it hits harder Like Ballaschep Bargade had characters being friends,
<v Speaker 5>and this is like, Okay, there are characters and relationships,
<v Speaker 5>and there are characters going through the things that we've
<v Speaker 5>experienced in our own lives, like with family, and to
<v Speaker 5>some degree like this is a found family story, but
<v Speaker 5>it's also like people going through the time of life
<v Speaker 5>when you're making choices about like who's in your family.
<v Speaker 5>And we've onboarded a lot of people in the last
<v Speaker 5>like I mean, it's not too many, but like as
<v Speaker 5>we finish, we're like, okay, we need more people to
<v Speaker 5>help with all these different things. And they play the
<v Speaker 5>game and they're like, oh, this part made me cry,
<v Speaker 5>and I'm like, damn, like like I think this it
<v Speaker 5>really hits Like there's something about having voice acting and
<v Speaker 5>Eric's like beautiful characters with all their expressions and poses
<v Speaker 5>that and this story Like as you get to know
<v Speaker 5>a character and you really feel for them as they're
<v Speaker 5>going through something and you understand who they are, some
<v Speaker 5>of the crew missions are like flashbacks and you're like, oh,
<v Speaker 5>this recontextualizes like the first six hours that I s
<v Speaker 5>find with this character. I now understand why they were
<v Speaker 5>like that, and that just feels like really meaningful. So
<v Speaker 5>I'm really excited to see, like see how people feel
<v Speaker 5>about like really connecting with these characters, because I think
<v Speaker 5>Eric and Meghan and so many other people on the
<v Speaker 5>team have done an amazing job.
<v Speaker 1>Awesome.
<v Speaker 7>That's Battlesuit Aces. It's coming out October seventh, very soon
<v Speaker 7>after this pod comes out on PC, PlayStation and switch
<v Speaker 7>go check that out. Make sure to make some time
<v Speaker 7>think I think trick it's a pretty fun studio and
<v Speaker 7>make some pretty cool games. I think it's going to
<v Speaker 7>be worth your time. Y'all, thank you so much for
<v Speaker 7>coming on the show and hanging out and chatting. We're
<v Speaker 7>gonna send it back now, don't go far. There's more
<v Speaker 7>GI show where this came from.
<v Speaker 1>All righty, thank you for listening to that interview, and
<v Speaker 1>we will see you next week with another episode of
<v Speaker 1>the Game Former Show. Bye w

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