GTA 6 Planned for Fall 2025

Game Mess Mornings

Jeff Grubb and Jan Ochoa start your Thursday by chatting about the possibility of GTA 6 coming out at the second half of 2025, GTA 5 selling over 205 million copies, Nintendo answers several questions from investors, and a bunch more today!
2024-11-07 62 min Transcript

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<v Speaker 1>He'll be don't be bab it's the internet. You're busy.
<v Speaker 1>Let's do this for November seventh, twenty twenty four. For
<v Speaker 1>the next hour or so, let me help you sort
<v Speaker 1>through the world of gaming on Game mess Mornings Live
<v Speaker 1>with Me Jeff Grubb. Today we get the latest on
<v Speaker 1>Grand theft, Auto six and Nintendo has to answer to
<v Speaker 1>its investors. But first please join me and welcome you
<v Speaker 1>today's co host and returning champion to Game Mess Mornings.
<v Speaker 1>It's Jan a joa Jan. How are you doing?
<v Speaker 2>I have Risen the happy use ease, okay, Risen, Yes,
<v Speaker 2>of course, yeah, you're for that joke.
<v Speaker 1>That's It's very good. How you doing bad?
<v Speaker 2>I'll you know, health wise, I'm okay, Well, I'll I
<v Speaker 2>don't know where or when I'll talk about what happened,
<v Speaker 2>but well it'll eventually. Maybe you know what we talk
<v Speaker 2>about enough health problems of the mental and physical variety
<v Speaker 2>on voicemail dumb truck. Maybe I'll save it for there.
<v Speaker 1>That's good. Yeah. Absolutely.
<v Speaker 2>I did ask three doctors if consuming nine hot dogs
<v Speaker 2>in quick succession did affect my health, and they all
<v Speaker 2>three of them looked at me, and I felt the
<v Speaker 2>gears turning in their head of did I go to however,
<v Speaker 2>many years of medical school to hear this problem and
<v Speaker 2>they all said, no, okay, it's okay.
<v Speaker 1>You're in the clear. So Giant Bomb is not liable.
<v Speaker 1>There we go. That's that's all we were looking for. Everybody. Yeah, yeah,
<v Speaker 1>that's uh in the clear. Yeah, hey yeah, voicemail dump
<v Speaker 1>truck sounds a good place. Well, we'll air all of
<v Speaker 1>our medical histories on there. Let's do let's do it
<v Speaker 1>sending your health questions everybody, because we got that.
<v Speaker 2>We totally got that. Uh and Grub, I know that
<v Speaker 2>we would do the plugs at the end. And I
<v Speaker 2>know that this is a video game news show, but
<v Speaker 2>because of current state of events. By the way, fantastic
<v Speaker 2>message from the Tippity Topity Yesterday's episode of Games Mornings
<v Speaker 2>with Jason Finelle shouts out to Jason Hunt.
<v Speaker 1>Thank you. Yeah, absolutely, good boy.
<v Speaker 2>I just want to take this time to further re
<v Speaker 2>emphasize Grub and I know I'm springing this on you
<v Speaker 2>do it. GiantBomb dot Com will forever be a safe
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<v Speaker 2>this little pocket of the internet. And we love you
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<v Speaker 1>That's uh, it goes doubly yep. We uh just want
<v Speaker 1>you to feel safe here. That's it feels like the
<v Speaker 1>thing we can control. Uh, and so we're gonna do
<v Speaker 1>our best to make it.
<v Speaker 2>Make that so despite all the dumb bs that we
<v Speaker 2>talk about and the different names that we come up
<v Speaker 2>with as vanity u r LS for this website. Uh,
<v Speaker 2>and maybe maybe I do fond over after fictional characters
<v Speaker 2>too much, I still support you over that.
<v Speaker 1>Yes, absolutely, you're more important than our desires for video
<v Speaker 1>game characters. All Right. We've decided that once I will stop.
<v Speaker 2>Being the text avery wolf with his tongue rolling out.
<v Speaker 2>And but if anything we bang with.
<v Speaker 1>Show yep it's a yeah, double horny dot com, but
<v Speaker 1>doubly safe dot com as well. Everybody, Yeah, yeah, just
<v Speaker 1>keep coming hang out here, like like, I think that's
<v Speaker 1>what's something you can control as well, right, Like, go
<v Speaker 1>to the places you know, go to ground, right, go
<v Speaker 1>go someplace where you can recoup recover and we kind
<v Speaker 1>of like do our best for that for this to
<v Speaker 1>be that place for you. So yeah, keep keep hagging.
<v Speaker 2>And hey, if that message bothers you at all, that
<v Speaker 2>we support our trans friends, support women, support bipoc people,
<v Speaker 2>then you know, get.
<v Speaker 1>Out of here. Get out.
<v Speaker 2>Yeah, learn or learn?
<v Speaker 1>Yeah, yeah, I mean, just I promise you I'm happier
<v Speaker 1>than you if like just try it, just try being
<v Speaker 1>like more like us, and I promise you'll be happier.
<v Speaker 1>It really is the truth and has a house. What
<v Speaker 1>about that? Yeah, exactly, Yeah, just to do better. All right,
<v Speaker 1>let's explain what we do here most weekdays, I Jeff
<v Speaker 1>Grub will help piece your gaming life back together. That
<v Speaker 1>includes breaking news and maybe even some of our own
<v Speaker 1>original reporting. For all these topics, I'll get the input
<v Speaker 1>of a bona fide expert who will make me look smart.
<v Speaker 1>If you were watching live on twitch, welcome. You can
<v Speaker 1>always listen to the show later on podcast feeds by
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<v Speaker 1>giant bomb dot com. You can also catch the show
<v Speaker 1>later with chapters and timestamps on YouTube. Hello YouTube. All right,
<v Speaker 1>we have a lot to get into, so let's start
<v Speaker 1>the morning mess with Grand Theft Auto six is still
<v Speaker 1>on track for fall twenty twenty five release. This is
<v Speaker 1>from Tom Ivan over if you GC the Grand Theft
<v Speaker 1>Auto six release date remains on track for fall of
<v Speaker 1>calendar twenty twenty five. Publisher Take two confirmed the games
<v Speaker 1>planned launch window hasn't changed as part of its second
<v Speaker 1>quarter financial results on Wednesday. The first Grand Theft Auto
<v Speaker 1>six trailer was released in December twenty twenty three, confirming
<v Speaker 1>a planned twenty twenty five release date. It racked up
<v Speaker 1>more than one hundred million views in just two days,
<v Speaker 1>surpassing the lifetime the use of GTA five's debut trailer,
<v Speaker 1>making it one of the most viewed trailers in YouTube history.
<v Speaker 1>Updating its financial guidance in May, Take two narrowed the
<v Speaker 1>game's release window from calendar twenty twenty five to the
<v Speaker 1>fall of next year, a fall of twenty twenty five.
<v Speaker 1>During a subsequent interview with CNBC, Take two CEO Strauss
<v Speaker 1>Zelnik discussed the process of deciding product release dates and
<v Speaker 1>how companies know when the time is right for the
<v Speaker 1>creative perspective. From the creative perspective, there are elements that
<v Speaker 1>you can actually measure, for example, the number of bugs
<v Speaker 1>in a title, and every one of us will make
<v Speaker 1>sure we have as few bugs as possible before we
<v Speaker 1>allow Shut up, Strauss, you're not doing what do you
<v Speaker 1>talk about? However, in the case of an extraordinary title
<v Speaker 1>for which there are extraordinary expectations, it's not really about bugs.
<v Speaker 1>It's about creating an experience that no one's seen before.
<v Speaker 1>And Rockstar Games seeks perfection in what they do, and
<v Speaker 1>perfection is indeed hard to measure. It really is more
<v Speaker 1>subjective than objective. Boy, that's a bunch of bullshit, But yeah, whatever,
<v Speaker 1>Hey GTA six. They started off saying twenty twenty five.
<v Speaker 1>I think when they were saying that jan we were speculating.
<v Speaker 1>I think a lot of analysts were expecting that to
<v Speaker 1>mean potentially early twenty twenty five. They never said that.
<v Speaker 1>When they did narrow it down, they narrowed it down
<v Speaker 1>beyond the current fiscal year. And the reason we thought
<v Speaker 1>it would be this fiscal year, so like by March
<v Speaker 1>of twenty twenty five, was they had big ideas in
<v Speaker 1>their head and that they were telling investors about big
<v Speaker 1>numbers for the next fiscal year or whatever, or for
<v Speaker 1>the current fiscal year that we're still in, but that shifted,
<v Speaker 1>and so you know, kind of a delay, not technically delay,
<v Speaker 1>but a little bit of a delay. So they put
<v Speaker 1>it in late twenty twenty five. So the things already
<v Speaker 1>kind of had a many technical delay, but they're not
<v Speaker 1>right now they're saying, well, there won't be another one.
<v Speaker 1>By fall twenty twenty five, we're gonna be playing this thing.
<v Speaker 1>And I mean, I keep feeling like, now we got
<v Speaker 1>to get one big delay for this thing.
<v Speaker 2>Yeah, this game is I hate to use this, bru,
<v Speaker 2>but it feels too important and too big to not
<v Speaker 2>take all of the time necessary to address whatever bugs,
<v Speaker 2>to address whatever else needs to happen with the release
<v Speaker 2>and the launch of the game. That I do feel
<v Speaker 2>like they have been very vague about a specific time
<v Speaker 2>window that narrowing it down to even fall twenty twenty
<v Speaker 2>five at this point still feels like they're padding out
<v Speaker 2>time to fall twenty twenty five or like latter half
<v Speaker 2>of twenty twenty five, early twenty twenty six. And it
<v Speaker 2>feels like that I don't want to say that read
<v Speaker 2>that in the tea leaves, but it feels like it
<v Speaker 2>is a distinct possibility for GTA six, especially if they're
<v Speaker 2>talking already talking about addressing all of these bugs now.
<v Speaker 1>Yeah, and we you know, and there's a lot from
<v Speaker 1>Take two here in the news today, and a lot
<v Speaker 1>of the stories are addressing exactly what you're getting at
<v Speaker 1>when you when you started there that GTA six is
<v Speaker 1>so important. I mean, obviously it's I think it is
<v Speaker 1>important to the industry, but it's clearly massively important to
<v Speaker 1>the future of Take two, to the point where it like,
<v Speaker 1>as that game goes, so does that corporation because they
<v Speaker 1>don't have a lot of other eggs in their basket
<v Speaker 1>that you know. That's one of the things we're going
<v Speaker 1>to talk about here in a second from them. So
<v Speaker 1>they you know, saying they have to get it right.
<v Speaker 1>You know, it's it's software plus art. It's difficult and weird,
<v Speaker 1>and and they're gonna, you know, we'll put something out
<v Speaker 1>and it might not resemble what the game will look
<v Speaker 1>like in five years time. Like of course we've we've
<v Speaker 1>been through that dance a bunch of times now. But
<v Speaker 1>I think ideally what they're looking for here is put
<v Speaker 1>out a game that just gets a bunch of tens
<v Speaker 1>and has a working online mode that they can start
<v Speaker 1>to like build onto immediately and just immediately restart the
<v Speaker 1>engine of a game that can sell two hundred and
<v Speaker 1>five million copies, which is you know, we again. We'll
<v Speaker 1>talk about that in a second. So yeah, honestly, how
<v Speaker 1>do you get to the point where you feel good
<v Speaker 1>about putting out a game like that? It feels impossible.
<v Speaker 2>It feels absolutely impossible. Gro But at the same time,
<v Speaker 2>I feel like the landscape of game releases has become
<v Speaker 2>so different and expectations have become so different. If if
<v Speaker 2>GTA six decided to launch as like an open beta
<v Speaker 2>or like a beta phase or unfinished phase, like a
<v Speaker 2>before they hit one point zero, people would still eat
<v Speaker 2>that up. People would still be flocking to download GTA
<v Speaker 2>six and play it in whatever state it's in, even
<v Speaker 2>if it's maybe just a stripped down GTA online mode
<v Speaker 2>or the full story isn't there yet. I think if
<v Speaker 2>Rockstar wanted to go to that approach, they would still
<v Speaker 2>sell Gangbusters.
<v Speaker 1>M h. I think correct.
<v Speaker 2>Yeah, if they wanted to treat it like, hey, you
<v Speaker 2>guys test out all the bugs for us, people would
<v Speaker 2>jump at the chance.
<v Speaker 1>Yeah, and uh, that might be pretty similar to what
<v Speaker 1>I think, you know, the online mode ends up looking
<v Speaker 1>like for this uh, you know, I imagine it does
<v Speaker 1>go something like GTA six launches and it is very
<v Speaker 1>much about these new characters and their world and the
<v Speaker 1>story there. And then there is a GTA online mode
<v Speaker 1>that sort of resets the clock in the way that
<v Speaker 1>the SIMS often does or the Madden games at the
<v Speaker 1>beginning and a generation does or you lose several significant features,
<v Speaker 1>but they make big promises about what the future could
<v Speaker 1>hold and yeah, and so you kind of like start
<v Speaker 1>small and it does feel a little bit like a
<v Speaker 1>testing period and maybe really maybe it is you know,
<v Speaker 1>gt online origine kind of launched that way unfinished, you know,
<v Speaker 1>not really very robust, easy to bounce off of, but
<v Speaker 1>it had some juice and that was pretty obvious right
<v Speaker 1>away to the developers, which is why they immediately went
<v Speaker 1>into supporting it. And now here we are several years later,
<v Speaker 1>and it is just this machine that prints money.
<v Speaker 2>Even if they even if GTA six has like a
<v Speaker 2>bad initial launch that is full of bugs, I don't
<v Speaker 2>think it would hurt it in the same way that
<v Speaker 2>it hurt games like Cyberpunk, yeah, or even Fallout seventy six.
<v Speaker 2>Because I think the name GTA six, people will just
<v Speaker 2>the greater general audience will just grin their teeth and
<v Speaker 2>grit their teeth and bear it, yeah, because they want
<v Speaker 2>to be in that world or whatever.
<v Speaker 1>Yeah, I mean, it's there's not a lot of other
<v Speaker 1>options for getting that thing because you know, Grand Theft
<v Speaker 1>Auto has has pushed out all the other competitors in
<v Speaker 1>the space and really nothing you know, rises to its levels.
<v Speaker 1>So and it's a cultural, you know, iconic institution now,
<v Speaker 1>you know, with the trailer did come out for Grand
<v Speaker 1>Theft Auto six and it is instantly, you know, one
<v Speaker 1>of the most watched videos for a trailer for a
<v Speaker 1>product ever. So it's you know, Grand Theft Auto has
<v Speaker 1>that sort of cachet and I think people will want
<v Speaker 1>to love it no matter what. Now, you know, if
<v Speaker 1>it's fundamentally broken and like people are losing their saves
<v Speaker 1>and things like that, it's so big. It could also
<v Speaker 1>like turn into a really big thing where it's like
<v Speaker 1>you know, Cyberpunk had news stories and stuff like that
<v Speaker 1>written about it in the mainstream media. That could happen.
<v Speaker 1>But I think Grand Theft Auto just will is this
<v Speaker 1>unstoppable force, right, and there are no immovable objects you
<v Speaker 1>can put in front of it.
<v Speaker 2>I'm expecting GT six to have new stories around the
<v Speaker 2>launch regardless. Oh right, for whether it's like I can't
<v Speaker 2>believe they're letting people steal cars in a game. They're
<v Speaker 2>shaking butts.
<v Speaker 1>They are shaking butts. To see that in the trailer
<v Speaker 1>and the butt the butt shaking. The physics technology was
<v Speaker 1>very impressive, which is what I respect. I respect the
<v Speaker 1>technology all right. Like I said, there's a whole bunch
<v Speaker 1>more of you know about GTA six, about GT five,
<v Speaker 1>about Take two. Uh speaking of g t A six
<v Speaker 1>and maybe, hey, what was this game? Is this game
<v Speaker 1>gonna work on the Xbox Series S? The developers are
<v Speaker 1>saying they're not worried about it. That's according to Eddie
<v Speaker 1>McCoo at GameSpot. Grand Theft Auto six is in development
<v Speaker 1>for the PlayStation five and Xbox Series X and S.
<v Speaker 1>But how will the game look and perform on the
<v Speaker 1>relatively less powerful Series S. We don't know for sure,
<v Speaker 1>but Take two boss Strauss Zelnik is not losing sleep
<v Speaker 1>over it. During Take Two's latest earnings call Excuse Me,
<v Speaker 1>Zelnick was asked about the Series S being, by design
<v Speaker 1>a lower spec console. Compared to the series X and
<v Speaker 1>P S five g t GT six is expected to
<v Speaker 1>be a boundary pushing game technically speaking, prompting concerns by
<v Speaker 1>some that it won't be a great experience on the console. Look,
<v Speaker 1>we support the platforms where the consumers are for as
<v Speaker 1>long as there there, and we find a way to
<v Speaker 1>support platforms despite different levels of tech. Our labels are
<v Speaker 1>really good at that. I'm not really worried, and I think,
<v Speaker 1>you know, I buy this because you know they are
<v Speaker 1>going to want to put this thing out on PC,
<v Speaker 1>supporting a wide variety of of skew or of you know,
<v Speaker 1>capabilities there this you know, this is also a series
<v Speaker 1>that you know historically, you know, GT five launched on
<v Speaker 1>the Xbox three sixty in the PS three, right, And
<v Speaker 1>that's always messes me up whenever I remember that because
<v Speaker 1>I just do not associate that game with those consoles
<v Speaker 1>at all. But that's where it started. So them like
<v Speaker 1>kind of building this game for Xbox series s and
<v Speaker 1>having that in mind, it is probably something that's happening.
<v Speaker 1>But they're also building it in such a way that,
<v Speaker 1>like they know this game is going to be around
<v Speaker 1>for a long time, so they can continue to improve
<v Speaker 1>it and update it for a very long time to
<v Speaker 1>take advantage of new hardware as it comes along. That
<v Speaker 1>sounds right to me.
<v Speaker 2>How about you, absolutely grub They want to hit uh,
<v Speaker 2>they want to hit every everyone where they're at, especially
<v Speaker 2>if you look at the math and how there are
<v Speaker 2>still people playing Called of Duty, the madd Ends of
<v Speaker 2>the World on PS four, playing Fortnite, even on PS
<v Speaker 2>four Xbox Series s. Rock Star is gonna try and
<v Speaker 2>hit those people where they're at still because they don't
<v Speaker 2>have to move consoles, they just have to move copies
<v Speaker 2>of the game. I think there's also a world where,
<v Speaker 2>maybe six months down the line from the initial console
<v Speaker 2>PC release, we'll see rumblings of GTA six coming out
<v Speaker 2>on phones. Yea, because you know, we see Apple talking
<v Speaker 2>all the time about like, hey, you can play Resident
<v Speaker 2>Evil four on your phone. It looks great somehow justify
<v Speaker 2>spending sixty dollars on your phone for a game. I
<v Speaker 2>think that world is quickly going to also come to
<v Speaker 2>phones as well as the old generation of consoles.
<v Speaker 1>Yeah, I mean it's possible that God, yeah, the old
<v Speaker 1>gym I think they will probably look something like this.
<v Speaker 1>It comes out for Xbox Series X and S and
<v Speaker 1>PlayStation five, and then we're sort of like in a
<v Speaker 1>holding pattern until you know. It'll take advantage of the
<v Speaker 1>PS five pro obviously, but then I think next year
<v Speaker 1>we get the PC version, and then not long after that,
<v Speaker 1>like by the next year, we could have new Xbox
<v Speaker 1>hardware by it's one twenty six, so they probably just
<v Speaker 1>focus on like supporting the next new thing, and at
<v Speaker 1>that point they won't need to support older consoles anymore.
<v Speaker 1>You know, as much as we've seen the weird things
<v Speaker 1>like many big games get backboarded to PS four and
<v Speaker 1>UH and Xbox one, that probably won't be necessary for
<v Speaker 1>a game launching in fall of twenty twenty five, that
<v Speaker 1>we actually should be pretty decoupled from those consoles by
<v Speaker 1>that point, especially a game that can dictate people to
<v Speaker 1>go out and buy new hardware if you don't have it.
<v Speaker 1>If you are still on a PS four and you're
<v Speaker 1>playing Fortnite, one of the things you've probably been waiting
<v Speaker 1>for is, you know, a big game to give you
<v Speaker 1>a reason, and that probably has always been GTA six.
<v Speaker 1>So I think they will take advantage of that and
<v Speaker 1>just ride or die with the current gen and then forward,
<v Speaker 1>But yeah, Xbox series s not being a problem. Yeah,
<v Speaker 1>we'll see. It probably will be almost certainly is going
<v Speaker 1>to be demonstrably less performative than the other versions. But
<v Speaker 1>I bet it's not going to be some huge issue
<v Speaker 1>for this game, especially you know, they probably have some
<v Speaker 1>of the best tech people in the industry able to
<v Speaker 1>take advantage of this stuff. So we'll see.
<v Speaker 2>I've seen amount of people, yes, for real.
<v Speaker 1>All right. GTA five has now sold over two hundred
<v Speaker 1>and five million copies. This is from Andrew McLarney at
<v Speaker 1>Dual Shockers. Rockstar game's most popular title, GTA five has
<v Speaker 1>achieved another monumental milestone in terms of its already towering
<v Speaker 1>sales figures. In addition to its excellent sales record, GT
<v Speaker 1>five also remains the most watched game on streams worldwide,
<v Speaker 1>which speaks to its broad popularity across the gaming community.
<v Speaker 1>You know, at least at twenty thirteen and now is
<v Speaker 1>you know, over the time, over time and several versions later,
<v Speaker 1>two hundred and five million copies. It's just in a
<v Speaker 1>completely different stratus here obviously, you know, I think they
<v Speaker 1>talk about it here. Yeah, it's sold, it's selling well
<v Speaker 1>because people just like GTA. They associate like GTA as
<v Speaker 1>a cannon game, a mount rushmore of video games that
<v Speaker 1>you just get when you get hardware. But I think
<v Speaker 1>also the online mode and being able to get certain
<v Speaker 1>like bonuses in the game and Shark cards that you
<v Speaker 1>can use on stuff in the game whenever you buy
<v Speaker 1>the game has caused people to go out and repurchase
<v Speaker 1>GTA five multiple times, and that has racked, you know,
<v Speaker 1>just completely caused them to run up the score here
<v Speaker 1>to two hundred and five million copies sold it.
<v Speaker 2>I don't know, it feels I don't know why I
<v Speaker 2>get offended that. It feels unfair crubb yep, it offends
<v Speaker 2>me for whatever reason. But hey, it this game is
<v Speaker 2>I think I have. I want to say, I might
<v Speaker 2>have three copies of this game. Oh and I can't
<v Speaker 2>pinpoint where I have this kit.
<v Speaker 1>I think I own it Xbox three sixty now because
<v Speaker 1>it came with the Xbox three sixty I bought for
<v Speaker 1>Black Club. I definitely have it already. I think I
<v Speaker 1>have a digitally on Xbox one and PS four, I
<v Speaker 1>want to say, and then PC. So yeah, I got
<v Speaker 1>like four copies. It's that just happens, right with these
<v Speaker 1>really big games. It sort of just falls in your
<v Speaker 1>lap sometimes, but yeah, it goes beyond that, like us
<v Speaker 1>just sort of happening to get three or four copies
<v Speaker 1>like that. Sure, that accounts for a lot of the sales.
<v Speaker 1>It does not actually account for two hundred and five
<v Speaker 1>million copies sold. That is just not normal. And so
<v Speaker 1>that that's where the GTA online stuff comes into play.
<v Speaker 2>I'm really curious to see, Yeah, exactly how much GTA
<v Speaker 2>onlines et influence in like the last couple of years,
<v Speaker 2>specifically grub has has skyrocket that number if there was
<v Speaker 2>like a giant jump because of the prevalence of streamers
<v Speaker 2>playing GTA online and RP servers. I always thought that
<v Speaker 2>gt online RP servers were a very niche thing until
<v Speaker 2>I saw how big they act.
<v Speaker 1>That's one of the reasons the most watched game on
<v Speaker 1>on Twitch is because those AREP servers, roleplay service people
<v Speaker 1>that pretending to do stuff for people that wonder what
<v Speaker 1>we mean. Yeah, the role playing servers are massively popular.
<v Speaker 2>It makes me curious, Greb that I think there was
<v Speaker 2>a world where g t A five or g t
<v Speaker 2>A online was not popular, and then we were still
<v Speaker 2>talking about Second life sure.
<v Speaker 1>I'll still talk about Second Life with you if you want. Man,
<v Speaker 1>don't don't you worry? Yeah, I I you know, I'm
<v Speaker 1>very curious, you know, remembering back to new stories we
<v Speaker 1>talked about on this show of rock Star acquiring the
<v Speaker 1>you know, the people that make Grand Theft Auto five
<v Speaker 1>role playing possible? And what does that look like in
<v Speaker 1>g t A six? What is that? How do they
<v Speaker 1>sort of present sent that to the community of players
<v Speaker 1>that don't know what that is, but clearly enough of
<v Speaker 1>them are going to because it is so popular on
<v Speaker 1>Twitch that you know, it's just become part of what
<v Speaker 1>Grand Theft Auto can be. But how does a company
<v Speaker 1>sort of incorporate that themselves and does that take out
<v Speaker 1>some of the magic if it's like officially sanctioned. I
<v Speaker 1>don't know, I'm very curious, kind of can't wait to
<v Speaker 1>see how that all plays out, all right. Sticking with
<v Speaker 1>Take two, Take two Interactive Software subsidiary Private Division has
<v Speaker 1>been sold to an undisclosed buyer. This is from sal
<v Speaker 1>Romano at Gamatsu. Take two Interactive Software is sold independent
<v Speaker 1>games focused publishing label Private Division to an undisclosed buyer
<v Speaker 1>as it shifts to focus on larger game projects. The
<v Speaker 1>company announced Take two Interactive Software CEO Strauss to seale,
<v Speaker 1>and they con told Games Industry DP is that buyer
<v Speaker 1>will will be disclosed relatively soon. The purchase includes the
<v Speaker 1>Private Division label and all of its live and unreleased projects.
<v Speaker 1>Take to Interactive Software, however, will continue to support Moon
<v Speaker 1>Studios Action RPG No Rest for the Wicked, not Wicked
<v Speaker 1>Wicked Wicked, which launched under the label in early access
<v Speaker 1>four PC via Steam on April eighteenth, and is planned
<v Speaker 1>for a full release across PlayStation five Xbox series consoles
<v Speaker 1>and PC. Currently, Private Division and developer Way to Workshop
<v Speaker 1>are planning to release single player life simulation game Tales
<v Speaker 1>of the Shire, Lord of the Rings game for PlayStation
<v Speaker 1>five Xbox series consoles, Switch and PC VA Steam on
<v Speaker 1>March twenty fifth, twenty twenty five. Yeah, this is I
<v Speaker 1>think kind of just just saw Straslnik say it, where
<v Speaker 1>he's like, every game that Private Division worked on and
<v Speaker 1>published was a success. They did great on everything. It's
<v Speaker 1>just you know, not enough money for what we care about.
<v Speaker 1>It's like, oh man, so okay, that's weird. We like
<v Speaker 1>only the biggest stuff matters to Take two, And I
<v Speaker 1>guess if you're sort of you know, growing off the
<v Speaker 1>averages with Grand Theft Auto. It makes anything that isn't
<v Speaker 1>like a Grand Slam home run look like a waste
<v Speaker 1>of your time, and clearly they decided it was a
<v Speaker 1>waste of their time. But to hear like, no, this
<v Speaker 1>is a label that did its job exactly as we
<v Speaker 1>set them out to do it and they succeeded, and
<v Speaker 1>like no problems there, but we don't want it because
<v Speaker 1>it's just not making big enough games. It's like, okay,
<v Speaker 1>where do these games go? This is just a weird
<v Speaker 1>thing to me.
<v Speaker 2>Yeah, this feels bad grub where people are doing their
<v Speaker 2>job and doing their job well, but for whatever metrics,
<v Speaker 2>it's still not good enough for the parent company.
<v Speaker 1>Don't get it. Did my discord messages go off? There?
<v Speaker 1>Sorry everybody? I muted the tab there? There we go, Okay,
<v Speaker 1>we're good now. Yeah. I'm like looking at kind of
<v Speaker 1>the history of Private Division and being like, yeah, I
<v Speaker 1>mean they did a lot of cool stuff games that
<v Speaker 1>I think would like, you know, we're big outer worlds
<v Speaker 1>things like that. Now clearly they don't have outer worlds anymore,
<v Speaker 1>but it's like, you know, games like that where like
<v Speaker 1>your first one is a pretty big hit, and it
<v Speaker 1>feels like if you stick with it and you keep
<v Speaker 1>investing in the franchise, the sequels could be even bigger. Uh,
<v Speaker 1>there's clearly a plan there, but I don't know. I
<v Speaker 1>think this this run to this sort of sprint to
<v Speaker 1>the top of let's only make bets when they can
<v Speaker 1>be and when they can have the biggest possible return,
<v Speaker 1>and diversification is only for like those big, those big
<v Speaker 1>like one. Are we gonna make this kind of big
<v Speaker 1>bet or that kind of big bet instead of let's
<v Speaker 1>have seven medium sized bets. I mean, for me, I
<v Speaker 1>think it has had a had a detrimental effect on
<v Speaker 1>the quality of the industry overall, and it has left
<v Speaker 1>massive chasms open in the kinds of games available on storefronts,
<v Speaker 1>and we've had to turn to indie developers, which have
<v Speaker 1>they have been picking up the slack, which has been great,
<v Speaker 1>but there's definitely, like, you know, I think there's been
<v Speaker 1>you know, word from multiple former executives talk about like, hey,
<v Speaker 1>we try to get these big companies to care about
<v Speaker 1>double A games and they really should like feel a
<v Speaker 1>responsibility to build that up because that contributes to the
<v Speaker 1>overall health of the industry and every choice they make.
<v Speaker 1>When we see them make like something like to their
<v Speaker 1>investors and they're like, here's what we're doing and why
<v Speaker 1>we're doing it, it's always like, Oh, they just have
<v Speaker 1>there's no way that they're ever going to be in
<v Speaker 1>that space ever again.
<v Speaker 2>Yeah, I feel terrible for games that I feel like
<v Speaker 2>could have been I don't want to say could have
<v Speaker 2>been good, but could have hit the mark or could
<v Speaker 2>have found like their niche audience where they become hits.
<v Speaker 2>I look at a game from God was it last year,
<v Speaker 2>Immortals of Avium, and think, you know what there, I
<v Speaker 2>think there was a really good game there that just
<v Speaker 2>needed a little bit of editing, a little bit more
<v Speaker 2>love and time, and like a double A game like that.
<v Speaker 2>We definitely need stuff like those types of games. Grub
<v Speaker 2>because I'm very tired of Triple A games.
<v Speaker 1>Yeah, me too.
<v Speaker 2>I understand that I'm not the audience for like the
<v Speaker 2>Big Call of Duties. That being said, I am enjoying
<v Speaker 2>Blop six, but we do need that space of other
<v Speaker 2>games of like, oh, this is like the thirty forty
<v Speaker 2>dollars game that isn't necessarily hurting a studio, but it's
<v Speaker 2>like moving a studio along.
<v Speaker 1>Yeah. I mean I even when I do show up
<v Speaker 1>for a Blop six, it doesn't move me that much anymore.
<v Speaker 1>There was a time when Call of Duty definitely did,
<v Speaker 1>and I just even when it's like this is a
<v Speaker 1>really good one of those, it's not just fun multiplayer,
<v Speaker 1>it's got an interesting campaign all this stuff, but you know,
<v Speaker 1>it's coloring within the lines it is. You know, it's
<v Speaker 1>filling in. You know, it's paint by numbers, and you
<v Speaker 1>know that they have to do it that way because
<v Speaker 1>they have to mitigate risks and they have to like,
<v Speaker 1>you know, just like make big investments and things that
<v Speaker 1>people have already said the proven that they wanted, and
<v Speaker 1>so when they deliver a good one of those, it's like, great,
<v Speaker 1>we do want this absolutely, but it just doesn't feel
<v Speaker 1>like fresh and new and exciting, which is I think
<v Speaker 1>an important aspect of gaming. Like from the beginning, it's
<v Speaker 1>always there's always been this emphasis emphasis on novelty and
<v Speaker 1>innovation because again software plus art, like you like you
<v Speaker 1>want to be able to do something new, because you
<v Speaker 1>can do something new in video games. So those biggest
<v Speaker 1>bets are always going to be sort of leaning away
<v Speaker 1>from that sort of thing because it is it increases
<v Speaker 1>the risk and if you're making a big bet, that's
<v Speaker 1>the last thing you want. So do that in the
<v Speaker 1>medium sized games, do that in smaller games. And I
<v Speaker 1>thought Private Division was the answer for that, and clearly
<v Speaker 1>it actually was the answer for this thing that we're
<v Speaker 1>talking about. It's just that is not it's not just
<v Speaker 1>not a priority for Take two. It's something that they
<v Speaker 1>consider complete distraction.
<v Speaker 2>Man, it just feels scummy grub, Like I want Private
<v Speaker 2>Division to to continue to succeed and continue to do
<v Speaker 2>a great job, per find like a proper support system.
<v Speaker 1>Yep. Speaking of scummy, there was back back in May,
<v Speaker 1>Blueberg reported that Take Too had closed Roll seven and
<v Speaker 1>Intercept Games as as part of this private division stuff,
<v Speaker 1>like sort of like streamline in it so they could
<v Speaker 1>sell it, uh, and straus Zelnik was like, we didn't
<v Speaker 1>close them. They confirmed that they have closed Roll seven
<v Speaker 1>and Intercept Games. Zelnik has now said that that has happened.
<v Speaker 1>So just God, that one frustrates me because I like,
<v Speaker 1>I've reported stuff before and CEO has been like, that's
<v Speaker 1>not true, and it just very much is. But it's like,
<v Speaker 1>you know, Horse's mouth to say it's not true, so
<v Speaker 1>Jeff Grub must be lying. Uh so when you know
<v Speaker 1>they get their come up and something like this, I
<v Speaker 1>appreciate it, but boy, just weird choices. I just Struss
<v Speaker 1>the one that always strikes me as a bit weird
<v Speaker 1>when he does stuff like that. But I don't know.
<v Speaker 1>I guess they got. When you got GTA six, you
<v Speaker 1>can kind of afford to be weird and make brash
<v Speaker 1>decisions and leave behind smaller bets and just focus on
<v Speaker 1>the biggest thing because it will make more money than
<v Speaker 1>all that stuff combined twenty thousand times over all. Right,
<v Speaker 1>let's take a quick break. When we get back, let's
<v Speaker 1>talk about Warner Brothers. Nintendo talk to its investors plenty
<v Speaker 1>more after that, right after this, all right, right back
<v Speaker 1>into it. It is earning season. Warner Brothers did theirs
<v Speaker 1>as well. Warner Brothers Games lost enormous amounts of money
<v Speaker 1>this year. The CEO blames lack of consistency. Excuse me,
<v Speaker 1>this is from Darren Bonte, you said game spot. During
<v Speaker 1>today's Warner Brothers Discovery Q three earnings calls, CEO David
<v Speaker 1>Zaslov commented on the companies gaming and film divisions and
<v Speaker 1>how they'll be expected to deliver more consistency with their releases.
<v Speaker 1>It has been a tough year for Warner Brothers Discovery,
<v Speaker 1>as several of its high profile releases, including Suicide Squad, Killed,
<v Speaker 1>The Justice League, Multiverses, and Joker far Adu, have drastically underperformed.
<v Speaker 1>Zaslov said that the company's games business is currently underperforming
<v Speaker 1>its potential and that inconsistency remains an issue in its
<v Speaker 1>various divisions that's via the Verge. Zaslov added that Warner
<v Speaker 1>Brothers Games revenue declined declined thirty one percent between July
<v Speaker 1>and September when compared to the previous year, as Mortal
<v Speaker 1>Kombat Won launched during that window in twenty twenty three,
<v Speaker 1>so it was a tough comparison. Multi Versus in particular,
<v Speaker 1>has led to a big shortfall for Warner Brothers Games.
<v Speaker 1>They said we took another one hundred million plus impairment
<v Speaker 1>due to the underperforming releases, primarily multiverses, this quarter, bringing
<v Speaker 1>a total write down year to date to over three
<v Speaker 1>hundred million dollars in our gaming business, a key factor
<v Speaker 1>in this year's studio profit decline. Yeah, this is where
<v Speaker 1>it's like you know, this is a company that has
<v Speaker 1>their own studios internally, are making their own games, and
<v Speaker 1>they've had some successes, but like Boy, they always feel
<v Speaker 1>overshadowed by when they have their missteps. Their missteps always
<v Speaker 1>seem to explode into bigger missteps, and I think Multiverses
<v Speaker 1>maybe is a good example of that where you know,
<v Speaker 1>Multiverses had some juice when it launched, it had some excitement,
<v Speaker 1>but Warner Brothers was like, Okay, that means we're turning
<v Speaker 1>this into an ongoing, live service game that is going
<v Speaker 1>to be this money printing thing for a very long time,
<v Speaker 1>and that's the only way we're going to be happy
<v Speaker 1>with it. When it was very clear i think at
<v Speaker 1>the time and especially now after they took it offline
<v Speaker 1>from their you know beta as they called it later
<v Speaker 1>and they're like, it was early access, and we're going
<v Speaker 1>to bring it back and we'll relaunch it and we're
<v Speaker 1>going to do the same basically the same exact thing
<v Speaker 1>all over again and hope for different results. It's been
<v Speaker 1>clear this entire time that they should have just gone
<v Speaker 1>the route of what like Nickelodeon All Stars Brawl does
<v Speaker 1>or whatever it's called, put out a product. Just put
<v Speaker 1>it out for forty five to you know, sixty five dollars,
<v Speaker 1>release it with you know, have a couple extra characters
<v Speaker 1>as DLC, and then put out a multi versus two
<v Speaker 1>in three or four years. You know, when people are
<v Speaker 1>pining for it, I just make it a product. Why
<v Speaker 1>why can't you do that? And it's because these companies
<v Speaker 1>are addicted to this notion of you know, endless money,
<v Speaker 1>and they thought they could do that there. So MultiVersus
<v Speaker 1>becomes this big thing that they invested a lot of
<v Speaker 1>money in and it blew up in their faces, right.
<v Speaker 2>One hundred percent, it blew up in their faces. I
<v Speaker 2>feel like public perception of Multiverses was already skewed from
<v Speaker 2>the jump, and then it definitely soured a lot of
<v Speaker 2>people's mouths when they took it down, claiming like, oh,
<v Speaker 2>we'll bring it back, and when it came back, there
<v Speaker 2>was zero to no fanfare, and then it already had
<v Speaker 2>that dirty reputation of like, y'all took this down and
<v Speaker 2>y'all were one hundred percent sure why you took it down?
<v Speaker 2>Are you going to take it away again? And on
<v Speaker 2>top of that, from my slight association with people that
<v Speaker 2>are into smash I understand that it just wasn't a
<v Speaker 2>smash hit with them as well. Also, Grub, you know,
<v Speaker 2>if several things are failing and uh, you know, movies,
<v Speaker 2>video games, maybe it's a problem at the top perhaps.
<v Speaker 1>I mean, and we do know that with the Suicide
<v Speaker 1>Squad where it's like they're just the game's not coming together,
<v Speaker 1>it's not coming together. Well, you know, your rock Steady,
<v Speaker 1>so it just will come together. Put it out, and
<v Speaker 1>it's like, well that you know, that's not a rock
<v Speaker 1>Steady decision. That's I'm sure, I'm certin. I'm sure that
<v Speaker 1>with some people at rock Study maybe buying into the
<v Speaker 1>kool aid, they're drinking the kool aid a little bit,
<v Speaker 1>but that that that belief did come from the top
<v Speaker 1>of it's rock Steady, that they will make this game
<v Speaker 1>good because they're rock Steady, that rock rock Steady magic,
<v Speaker 1>and and uh that that repeatedly we've seen that be
<v Speaker 1>executives making that air and then it blowing up in
<v Speaker 1>their faces in that way as well.
<v Speaker 2>Like I just don't understand Grub. Like after I understand
<v Speaker 2>that the original Suicide Squad movie critically panned, and I
<v Speaker 2>think it did okay, box office wise, But why return
<v Speaker 2>to that well with the James Gunn movie that was
<v Speaker 2>actually good and then with the game several years later
<v Speaker 2>after Suicide Squad or the name Suicide Squad had like
<v Speaker 2>that dark cloud hanging over it. Why, especially when Warner
<v Speaker 2>Brothers has so much fantastic ip we saw it all
<v Speaker 2>in Space Jam two. Why release bad games?
<v Speaker 1>Why not?
<v Speaker 2>Why not make good things? Grub?
<v Speaker 1>Yeah, it was like I think going with Suicide Squad
<v Speaker 1>was always confusing. That was always a weird one, uh,
<v Speaker 1>because I mean, I mean, as you point out, like
<v Speaker 1>we got a few years from like not even a
<v Speaker 1>few years, like a few months removed from from the
<v Speaker 1>release of that movie, the first Suicide Squad, and it
<v Speaker 1>like the feeling on that changed really rapidly. But I think,
<v Speaker 1>you know, the executives are just looking at the bar
<v Speaker 1>graph and like that movie made a lot of money,
<v Speaker 1>made a ton of money. So let's, uh, we know
<v Speaker 1>that's a powerful I p let's have Rock Study work
<v Speaker 1>on that. And Rock Study I'm sure they had did
<v Speaker 1>have us say in it a little bit, maybe feel
<v Speaker 1>comfortable because they were they like saw the bar graph themselves.
<v Speaker 1>But it's like, I think we could have all told
<v Speaker 1>you that this was not going to be the thing
<v Speaker 1>that was going to be something that people cared about
<v Speaker 1>this many years later, and then that definitely got proven
<v Speaker 1>when the James Gun movie came out, and you know
<v Speaker 1>it was it was on Max, but it just didn't
<v Speaker 1>have the same It didn't land with the same you
<v Speaker 1>know thunder. It was a thud. All right, Let's shift
<v Speaker 1>gears over to Nintendo. Nintendo did have its earning its
<v Speaker 1>report earlier this week. We talked about that a bunch
<v Speaker 1>yesterday and on John BombCast, but they now had a
<v Speaker 1>chance to answer investor questions. And I've got a couple
<v Speaker 1>of these here the Bend Machine translated, so there could
<v Speaker 1>be some errors. Will do our best to sort through it, though,
<v Speaker 1>you know, most of these are our pretty standard or
<v Speaker 1>Nintendo Games pretty standard answers, but we'll talk about them
<v Speaker 1>anyhow in today's presentation. This is the first question, by
<v Speaker 1>the way. In today's presentation, it was mentioned that the
<v Speaker 1>successor to Nintendo Switch will be able to play Nintendo
<v Speaker 1>Switch software and continue to support Nintendo Switch online. Given
<v Speaker 1>this won't the motivation for current Nintendo Switch owners to
<v Speaker 1>purchase the new hardware immediately upon release, be diminished. How
<v Speaker 1>does Nintendo plan to convey the unique appeal the success
<v Speaker 1>or console to these consumers and customers? And I think,
<v Speaker 1>I think what they're saying is like, you know, if
<v Speaker 1>it's similar enough that like to switch, games will just
<v Speaker 1>work on this new thing, how this new thing feels
<v Speaker 1>special and not necessarily that they get like new games
<v Speaker 1>won't be exciting. But the answer comes from President Shintaro
<v Speaker 1>for Akawa, who said, we explained that the successor to
<v Speaker 1>the Nintendo Switch will allow users to play software designed
<v Speaker 1>for the Nintendo Switch. Given the wide adoption of the
<v Speaker 1>Nintendo Switch, we believe that making it possible for customers
<v Speaker 1>to play they're existing Nintendo Switch software on the successor
<v Speaker 1>console is the optimal choice. This compatibility will allow customers
<v Speaker 1>to continue and enjoying the games they've already purchased and
<v Speaker 1>select their next titles from the extensive library available for
<v Speaker 1>Nintendo Switch. We will provide further information about the successor console,
<v Speaker 1>including the compatibility with Nintendo Switch, at a later date.
<v Speaker 1>As a company that offers integrated hardware and software entertainment,
<v Speaker 1>we are committed to showcasing the appeal through various approaches,
<v Speaker 1>as we have done in the past. So I mean, really,
<v Speaker 1>what he's just saying is, look, look it it's silly
<v Speaker 1>not to take advantage of the success that we had
<v Speaker 1>with the switch. It would be silly to leave that
<v Speaker 1>library behind. Customers would not like it if they've invested
<v Speaker 1>all that stuff in the switch one and it could
<v Speaker 1>work on switch to but it just doesn't. So like
<v Speaker 1>on that side of things, didn't really have a choice.
<v Speaker 1>And then at the same time, when it comes time
<v Speaker 1>to make the switch to feel special, well, we're Nintendo.
<v Speaker 1>We'll make Nintendo games that are only playable on the
<v Speaker 1>switch too, and that sort of takes care of itself.
<v Speaker 1>That sounds right to me.
<v Speaker 2>How about you one hundred percent grub especially when you
<v Speaker 2>have already built out that audience with people that have
<v Speaker 2>so many switches, why not keep catering to them, or
<v Speaker 2>keep appealing to them, or justify people upgrading to whatever
<v Speaker 2>the switch too will be of like you could take
<v Speaker 2>your games with you. Yeah, it's fine. I see that
<v Speaker 2>as a definite incentive. There's tomp Tomp in Chat mentions
<v Speaker 2>that the PS two Gangbusters because it was backwards compatible.
<v Speaker 2>I thought that was super cool. As a kid of like,
<v Speaker 2>I can keep playing my PS one games. And there
<v Speaker 2>has to be that generation of gamers as well, younger
<v Speaker 2>gamers that may be hesitant to like, oh, can I
<v Speaker 2>not play that anymore if I move on to the
<v Speaker 2>next console. But Nintendo seems to be understanding of that.
<v Speaker 2>And I feel weird thinking that Nintendo understands their audience. Yeah,
<v Speaker 2>tech technical in a technical way.
<v Speaker 1>Yeah, but listen, at the very least, they understand what
<v Speaker 1>gets people to buy a console. And you know, for
<v Speaker 1>as much as like, okay, when when this question they
<v Speaker 1>when they say, it's like, okay, I think I see
<v Speaker 1>what you're getting at. But like, think about how many
<v Speaker 1>households have two switches, Like they bought a second switch
<v Speaker 1>when they already owned a switch. So the unique proposition
<v Speaker 1>there was nothing like other than maybe an OLED screen
<v Speaker 1>or an improved battery life or maybe a special design
<v Speaker 1>on it, but those are effectively nothing. That's the same
<v Speaker 1>exact console. So that unique or the lack of unique
<v Speaker 1>proposition did not stop someone from spending more money on
<v Speaker 1>more hardware for the exact same thing. So having something
<v Speaker 1>that will be in improvement will have games that are
<v Speaker 1>exclusive to to it, that that is such a vast
<v Speaker 1>difference of well, that clearly is unique. So Nintendo's already
<v Speaker 1>figured out how to sell the same thing to people
<v Speaker 1>over and over again. Now when they have you know,
<v Speaker 1>now when they have all that going with it, where
<v Speaker 1>it's like, yeah, hey, all the reasons that you got
<v Speaker 1>you bought a second switch, and maybe you've been thinking
<v Speaker 1>about getting a third switch for whatever crazy reason. Maybe
<v Speaker 1>you have multiple people in your house and you're like, man,
<v Speaker 1>I wish we had one more switch so we could
<v Speaker 1>pass around this copy of Mario Kart and the kid
<v Speaker 1>can play that. Well, that will still apply now to
<v Speaker 1>the switch too, on top of all of the benefits
<v Speaker 1>you get from having new hardware, new games. So yeah,
<v Speaker 1>I think Nintendo will be just fine there, all right.
<v Speaker 1>The second question, rising development costs have become a significant
<v Speaker 1>issue in the gaming industry. How does Nintendo view this
<v Speaker 1>situation and will the companies R and D spending continue
<v Speaker 1>to grow? Can anything be done on the hardware side
<v Speaker 1>to control these increasing development costs? Mia Moto actually answered
<v Speaker 1>this when it said Nintendo's research and development expenses have
<v Speaker 1>been rising yearly. Given that the scale of development has expanded,
<v Speaker 1>some cost increases are unavoidable. However, we place more importance
<v Speaker 1>on the content we create, rather than the size of
<v Speaker 1>the development budget. We aim to create products we believe
<v Speaker 1>will satisfy our customers, investing as much effort as necessary
<v Speaker 1>to ensure a polished final product. A key element in
<v Speaker 1>identifying themes worth refining, a principle that has remained unchanged
<v Speaker 1>since the days of the family computer Famicom jam. While
<v Speaker 1>personal preferences vary, it is certain that innovations things never
<v Speaker 1>seen before are always worth exploring. The more we refine
<v Speaker 1>such novel concepts, the more value they acquire. Our focus
<v Speaker 1>is on nurturing developers who value Nintendo's uniqueness, enabling them
<v Speaker 1>to dedicate sufficient resources to reach a satisfying level of
<v Speaker 1>competition for each game. In the entertainment industry, including toys,
<v Speaker 1>it is possible to create appealing products based on the
<v Speaker 1>creativity of ideas without high costs. Not every product needs
<v Speaker 1>to have high development expenses. In gaming, too, it's possible
<v Speaker 1>to create fun experiences with a small team and a
<v Speaker 1>short development period Given today's technology, Maintaining this perspective is crucial,
<v Speaker 1>and I think we've seen them exercise exactly this over
<v Speaker 1>the years, right.
<v Speaker 2>Yeah, one hundred percent grub I understand the development costs
<v Speaker 2>are going up across the board, but I don't see
<v Speaker 2>it being as big of a problem for Nintendo as
<v Speaker 2>compared to PlayStation and Xbox because of I think the
<v Speaker 2>design ethos of Nintendo where hey, what if we give
<v Speaker 2>Zelda chair or Zelda table yep, versus turning legend of
<v Speaker 2>Zelda or turning a link into a sad dad game.
<v Speaker 2>It also feels like the folks behind Nintendo, I don't
<v Speaker 2>want to say, are more innovative, but more willing to
<v Speaker 2>play around with odd ideas that may appeal to people
<v Speaker 2>of all ages.
<v Speaker 1>I think they just believe in their creativity a little
<v Speaker 1>bit more. I think that, you know, not more creative
<v Speaker 1>or anything like that, but they believe that that is.
<v Speaker 1>And you know, that's what he's saying here, that they
<v Speaker 1>believe that that is the selling feature more than anything else.
<v Speaker 1>And I mean, I bet a lot of other companies,
<v Speaker 1>you know, a lot of people at Microsoft and Sony
<v Speaker 1>and various other third party publishers also believe that. But yeah,
<v Speaker 1>they're like, well, but it's hard, and one thing we
<v Speaker 1>can do, like pretty easily is spend more money than
<v Speaker 1>anyone else to make this look better and that is
<v Speaker 1>its own feature as well, and that has worked, but
<v Speaker 1>it has led us to the point where at where
<v Speaker 1>games have felt unsustainable.
<v Speaker 2>Yeah, it feels like Nintendo is continued the design ethos
<v Speaker 2>that is still very prevalent. Or I guess it's the
<v Speaker 2>other way around, where indie devs have continued the same
<v Speaker 2>spirit of Nintendo with their own games and embracing the oddities,
<v Speaker 2>like you know, I don't know why. The first thing
<v Speaker 2>to come to mind was I love how weird Octodad is,
<v Speaker 2>and I love how Octodad has become like a part
<v Speaker 2>of like the cultural gaming cannon along with something like Quop.
<v Speaker 2>And it feels like Nintendo is looking at stuff like
<v Speaker 2>a Octo Dad more so of like, huh, how can
<v Speaker 2>we get just as weird with with something like Octo
<v Speaker 2>Dad or bug Snacks versus uncharted, Like Nintendo is not
<v Speaker 2>looking at the last of us and thinking how do
<v Speaker 2>we do that?
<v Speaker 1>No? No, And I think when we do see companies
<v Speaker 1>looking around and saying how do we do that? It
<v Speaker 1>is you know someoney Chad just said, like Sony with
<v Speaker 1>Astrobot learning lessons from Nintendo and being like, hey, yeah,
<v Speaker 1>let's focus on creative innovative gameplay, a lot of ideas.
<v Speaker 1>A game that looks colorful and bright and shiny, and
<v Speaker 1>boy that worked, that worked really well.
<v Speaker 2>It's it's a bummer also with PlayStation shutting down studios
<v Speaker 2>that did the weird stuff for them.
<v Speaker 1>Oh yeah, right, yeah, yeah for sure. And it's so
<v Speaker 1>it's them finding you know, the astrobot feels like them
<v Speaker 1>doing it maybe in a Sony way that they a current,
<v Speaker 1>modern Sony way that they could feel good about. I
<v Speaker 1>wish they still had the old, really weird Sony way
<v Speaker 1>as well. Oh that would be ideal. All right, let's
<v Speaker 1>see here the other questions here we have two other
<v Speaker 1>ones we've read in media articles about in the Nintinuo
<v Speaker 1>or about the Nintendo Museum that mister Miyamoto gives an
<v Speaker 1>annual lecture to new employees. Could you describe the contents
<v Speaker 1>of these lectures, Miamotis said, if you referred to me
<v Speaker 1>as a genius, if the question goes on and says
<v Speaker 1>he's a genius and all this stuff in your question,
<v Speaker 1>but after my annual lectures to new employees and mid
<v Speaker 1>career hires are around one hundred to two hundred people.
<v Speaker 1>I often hear them say I thought mister Miyamoto would
<v Speaker 1>be extraordinary, but he's surprisingly normal, which is reassuring, so
<v Speaker 1>I think I'm actually quite ordinary. He then says personally,
<v Speaker 1>I feel like life would be more enjoyable without work.
<v Speaker 1>But since I do work, I consider how to work efficiently,
<v Speaker 1>and if I am to work, how to ensure success
<v Speaker 1>so that the next project becomes easier. That's that's my dude,
<v Speaker 1>right there, Just wow wow, Like I'm good at this stuff,
<v Speaker 1>but I'd rather not even do this. It's the John
<v Speaker 1>Carpenters and the Miamotos of the world that make this
<v Speaker 1>whole thing go around. I often discuss such creative challenges
<v Speaker 1>in my annual lecture. The lecture is divided into three parts.
<v Speaker 1>In Part one, I explained Nintendo's history starting with the
<v Speaker 1>Hana Fuda playing cards through toys, and Nintendo's history up
<v Speaker 1>to the present day entertainment company. In Part two, I
<v Speaker 1>talk about what Nintendo has valued in game development and
<v Speaker 1>what we consider our strengths. For example, I explained the
<v Speaker 1>evolution of interfaces, tracing the changes in controllers from the
<v Speaker 1>days of the arcade games, and in Part three, I
<v Speaker 1>discuss what game design truly entails many new developers, especially
<v Speaker 1>those who have played a lot of games, often aspire
<v Speaker 1>to create more elaborate versions of past games. However, I
<v Speaker 1>emphasize that game design involves taking various elements from other
<v Speaker 1>surroundings and imagining what might make an entertainment and entertaining
<v Speaker 1>video game experience out of that, I also explained that
<v Speaker 1>game design is is akin to engineering, thinking about the
<v Speaker 1>heart or kin to an engineer thinking about the hardware
<v Speaker 1>or development environment at hand, assessing whether one's ideas are
<v Speaker 1>truly fea and engaging in trial and airr to achieve
<v Speaker 1>those concepts. Yeah, it's I would like to have to
<v Speaker 1>see one of those lectures. That sounds cool.
<v Speaker 2>Oh my god, what a cool guy.
<v Speaker 1>Uh yeah, I mean he sets the tone right for
<v Speaker 1>that whole company one hundred percent.
<v Speaker 2>It makes so much sense how they don't understand how
<v Speaker 2>to do things online, but they understand so many other
<v Speaker 2>important crucial parts of the industry. GREB listening to this.
<v Speaker 2>Even even though this is like machine translated, I still
<v Speaker 2>get the gist of it. It feels like a lot
<v Speaker 2>of the same philosophy someone like Hyomyazaki has when it
<v Speaker 2>comes to approaching studio Ghibli films of rather than continuing
<v Speaker 2>to remake things from the past, let's just draw inspiration
<v Speaker 2>from life. And I think again, this feels like inadvertent
<v Speaker 2>shots to PlayStation two xbox of, Like, y'all are just
<v Speaker 2>making the same shit. What if you made something we
<v Speaker 2>What if we gave the plumber? When's the last time
<v Speaker 2>Super Mario Mario Mario had any plumbing device outside of
<v Speaker 2>Super Mario Sunshine.
<v Speaker 1>Yeah, a plumbing device. Yeah, I don't know. It really
<v Speaker 1>is just flood huh and that's barely a plump plumbing device.
<v Speaker 2>Yeah. We instead they gave him a hat that helped
<v Speaker 2>them possess people.
<v Speaker 1>Yeah, I'm And you could tell. It's like they are
<v Speaker 1>like throwing out like basic concept, basic ideas like wouldn't
<v Speaker 1>it be fun if? And then they work backward from
<v Speaker 1>that about like can that become a Mario game? And
<v Speaker 1>you could just tell when you're when you're playing this
<v Speaker 1>stuff that that's the way it works. You know. Breath
<v Speaker 1>of the Wild very similar, where it's like you tell, like, hey,
<v Speaker 1>I have this feeling when I'm like out hiking or exploring.
<v Speaker 1>Can we capture that through various means? And they do.
<v Speaker 2>How did he come up with or how did they
<v Speaker 2>come up with ascend I just want to know.
<v Speaker 1>I got that. I mean part of me is like
<v Speaker 1>they just were looking for easier ways to get around,
<v Speaker 1>like in the when they're developing the game and they're like, okay,
<v Speaker 1>can we We're gonna put a roof over here. I
<v Speaker 1>want to make sure that like what happens if the
<v Speaker 1>player gets up there, Well, here's the easy way to
<v Speaker 1>do that, and like this is fun. I bet, I
<v Speaker 1>bet it's a lot along those lines.
<v Speaker 2>I would love.
<v Speaker 1>It was a depth tool. Yeah, okay, yeah, awesome.
<v Speaker 2>Great. In my head, Miyamoto was crafting something and rediscovered glue,
<v Speaker 2>and that's how we got every up with Ultra hand
<v Speaker 2>in Tiers of the.
<v Speaker 1>King yeah and Fuse yeah yeah yeah, both those those
<v Speaker 1>kind of the glue stuff. I mean, I think it's
<v Speaker 1>that is the right approach, right, don't have this like
<v Speaker 1>hard and locked down vision as you are making something.
<v Speaker 1>If something is fun, I mean, this is how we
<v Speaker 1>got SimCity, right. Those stories always like, hey, I was
<v Speaker 1>making a map editor for a helicopter game and the
<v Speaker 1>map editor was way more fun. So I started making
<v Speaker 1>a game based on that, and then we got SimCity
<v Speaker 1>and it's like Yeah, that that is. That sounds to
<v Speaker 1>me like the exact path to all the best games
<v Speaker 1>and and and to do that. To scomplish that, you
<v Speaker 1>kind of have to start with just some fun ideas
<v Speaker 1>and go from there and be willing to accept that stuff.
<v Speaker 1>And it sounds like that's exactly what me Emoto preaches
<v Speaker 1>in these lectures. Yeah, I would love to see this.
<v Speaker 1>I hope they record them. They should record them all
<v Speaker 1>so we have them for posterity.
<v Speaker 2>Got to be on mini DV though.
<v Speaker 1>Oh listen, I'll get my MiniDV player. I won't make
<v Speaker 1>it work all right. Last question from the investors. When
<v Speaker 1>developing new hardware, it's essential to focus on Nintendo's unique
<v Speaker 1>style of innovation. However, if the hardware is overly unique,
<v Speaker 1>it might make it might make software development challenging for
<v Speaker 1>third party developers. How does Nintendo balance innovation with ease
<v Speaker 1>of development for external software creators. This is from another executive, Shioda,
<v Speaker 1>who said, the unique functions and features in our hardware
<v Speaker 1>are not created by the hardware development team alone. Rather,
<v Speaker 1>they are developed collaboratively with the software team determine how
<v Speaker 1>we could deliver a unique entertainment experience. Naturally we also
<v Speaker 1>consider the needs of third party developers during this process.
<v Speaker 1>In development, we create various prototypes, test how they feel,
<v Speaker 1>and find the ones that show the most promise. Recently,
<v Speaker 1>the importance of system software that runs the hardware and
<v Speaker 1>software has also has also increased. Airfore, system software developers
<v Speaker 1>now play a crucial role in the integrated development process.
<v Speaker 1>I think he's probably talking about the operating system here.
<v Speaker 1>Balancing uniqueness with ease of development is something we have
<v Speaker 1>valued over the years. Moving forward, we aim to continue
<v Speaker 1>producing products that reflects Nintendo's unique approach while also considering
<v Speaker 1>ease of development for software creators. I think this is
<v Speaker 1>them saying we're finding other ways to be creative and
<v Speaker 1>not necessarily going full blown. We with this next system
<v Speaker 1>that's still in us, we still have that and as
<v Speaker 1>if we choose to go down that roade, that go
<v Speaker 1>down that road, but we're not doing that with this.
<v Speaker 1>We're finding other, maybe more subtle ways to express ourselves.
<v Speaker 1>And I think that's welcome.
<v Speaker 2>Yeah, one hundred percent, you keep making cardboard pianos, Nintendo. Yeah,
<v Speaker 2>I'll still buy them.
<v Speaker 1>I will still build them along with you. All right,
<v Speaker 1>let's get these last couple of stories real quick. Tons
<v Speaker 1>of Dreamcast to Mega Drive, Sega Genesis please titles to
<v Speaker 1>be removed from digital storefronts. This is from Jonas Mackie
<v Speaker 1>at Game Reactor. As you may recall, Sega announced announced
<v Speaker 1>during the Game Awards last year that they were going
<v Speaker 1>to go big and release tons of games based on
<v Speaker 1>old franchises, including Crazy Taxi, Jetsat Radio, and Shinobi, and
<v Speaker 1>just yesterday was confirmed that they have a new Virtue
<v Speaker 1>Fighter in development. Whether there's any connection between all this
<v Speaker 1>and the sad announcement that Sega delivered on Wednesday night,
<v Speaker 1>we don't know. But what is clear that they're now
<v Speaker 1>removing tons of classic games from sale on digital storefronts.
<v Speaker 1>This mainly affects the Sega Genesis collection, but also separate
<v Speaker 1>titles that were originally released, mainly for the Dreamcast and
<v Speaker 1>Mega Drive. Shawn added a note here, I'm just going
<v Speaker 1>to read this. Shawn's note. The Steam dealisting of Mega
<v Speaker 1>Drive classics in particular is a bummer because it's one
<v Speaker 1>of the only times a publisher has made DRM free
<v Speaker 1>ROMs available legally for purchase. You could spend a dollar
<v Speaker 1>to have easy access to it. In the front end,
<v Speaker 1>they may they made, or copy the file out in
<v Speaker 1>Windows Explorer to use in any fan made emulator. That
<v Speaker 1>collection of if it's the right one that I'm thinking of,
<v Speaker 1>is also the one where you know, you go into
<v Speaker 1>a little three D room with a CRT and a
<v Speaker 1>Genesis and there's a shelf and you could pick the
<v Speaker 1>games up and put them in there. You could play
<v Speaker 1>them VR even, but you could like add different ROMs
<v Speaker 1>as well from your own collection and play them in there,
<v Speaker 1>and that was always cool as well. So this is weird.
<v Speaker 1>I wonder if this isn't like preemptive to something bigger company.
<v Speaker 1>Maybe they're gonna do some new collection, Maybe they're gonna
<v Speaker 1>have their own service or something something. What do you
<v Speaker 1>think is happening here?
<v Speaker 2>It's it. It does feel weird, grub. I don't know
<v Speaker 2>what their next plan would be if it isn't just
<v Speaker 2>coming up with a collection themselves where they want.
<v Speaker 1>To They're all gonna be mini games in the next
<v Speaker 1>crazy taxi.
<v Speaker 2>Or yeah, just throw them in the next like a
<v Speaker 2>Dragon where you just spend like fifty cents. Yeah, I
<v Speaker 2>would let like a Dragon be like my video game
<v Speaker 2>hub for retrogar.
<v Speaker 1>Yeah, the way like Animal Crossing on the GameCube. Was
<v Speaker 1>with my ny S ROMs for a while. Yeah, totally. Yeah.
<v Speaker 1>I hope there's more to this story. I hope that
<v Speaker 1>this is the weird bummer that is like the bad
<v Speaker 1>news and then we get a big swing and it's like, oh,
<v Speaker 1>they're doing this and it's incredible and awesome. Even in
<v Speaker 1>that scenario, I think I prefer them not taking any
<v Speaker 1>of this stuff down. That would be ideal, but yeah,
<v Speaker 1>we'll see.
<v Speaker 2>Making it easier for folks that don't want to jump
<v Speaker 2>through the hoops to do it, sure, but don't take
<v Speaker 2>it away from the people that are in the know.
<v Speaker 1>Yeah, absolutely, So these things are I think they're getting
<v Speaker 1>taken down actively. I don't know if you do, but
<v Speaker 1>if you could still buy some of these things, maybe
<v Speaker 1>I would rush out and try to do that, especially
<v Speaker 1>the Sega Mega Drive in Genesis Classics, which is Yeah,
<v Speaker 1>I mean, it looks like it's still on Steam at
<v Speaker 1>at this moment, but we'll see, Okay. Desth Stranding Director's
<v Speaker 1>Cut arrives today as a surprise Xbox release. Is from
<v Speaker 1>Alberto Garrito at Game Reactor. Hedio Kojama and Microsoft have
<v Speaker 1>been strengthening their relationship for some time. Now, the studio,
<v Speaker 1>led by the Charismatic Creative, is currently working on an
<v Speaker 1>Xbox exclusive title, and now we see the two companies
<v Speaker 1>coming together again with their first release as an independent studio.
<v Speaker 1>Death Stranding Director's Cut has arrived unannounced on Xbox today.
<v Speaker 1>The title is available from this morning on Microsoft's Gaming
<v Speaker 1>ecosystem and is being offered at fifty percent off it's
<v Speaker 1>recommended retail price for two weeks. A little weird that
<v Speaker 1>this that had no sort of announcement, but it's possible
<v Speaker 1>that maybe today is like the first day they legally
<v Speaker 1>could release this or even talk about it and promote it,
<v Speaker 1>and so they're like, just put it out and that'll
<v Speaker 1>be the announcement. Also, it's like it's still strange because
<v Speaker 1>Sony does own like part of the ipe, like they
<v Speaker 1>have the trademark and all that stuff. Like when you
<v Speaker 1>go on Steam, you see that Sony's listed right there,
<v Speaker 1>even though I don't think they published it on Steam
<v Speaker 1>with the co Coach Mode productions. But hey, yeah cool.
<v Speaker 1>I'm someone who's sort of come around in some ways
<v Speaker 1>on desth Stranding. I always thought it was a pretty
<v Speaker 1>interesting game, had some cool ideas, but now I'm like,
<v Speaker 1>I really appreciate it for what it is, and now
<v Speaker 1>more people get to play it. Great.
<v Speaker 2>Yeah, one hundred percent. I am in that same boat
<v Speaker 2>with you and Dan Reichert of not quite understanding the
<v Speaker 2>original game, but then with the director's cut, I don't
<v Speaker 2>want to say completely understanding it, but nodding my head
<v Speaker 2>politely and saying I enjoy this now exactly.
<v Speaker 1>Yes, it's It's got some cool ideas for sure. And yes, boy,
<v Speaker 1>I like I like the way that idiot looks when
<v Speaker 1>he's carrying a bunch of stuff on his back. That's that.
<v Speaker 1>It's pretty fun.
<v Speaker 2>Yeah, I maybe Norman read us out. But the other
<v Speaker 2>trappings around the game, the fact that he gets upset
<v Speaker 2>when you put a pizza box horizontal or vertically instead
<v Speaker 2>of horizontal.
<v Speaker 1>Yes, funny, it's good stuff. Like I said, that attention
<v Speaker 1>to detail that I appreciate.
<v Speaker 2>Yeah, it too much attention.
<v Speaker 1>Maybe too much? Yeah, all right, that does it for
<v Speaker 1>the headlines. Let's get to the pole question, the whole questions. Actually,
<v Speaker 1>we got both of those that we need to catch
<v Speaker 1>up on. I'm gonna bring those up here. All right,
<v Speaker 1>looks good, there we go. All right, do you think
<v Speaker 1>the live action Zelda movie will ever come out. I'm
<v Speaker 1>gonna man, this is a tough one. I think I'll
<v Speaker 1>go with yes in this moment. Yeah, I'm good with you.
<v Speaker 1>I think we're in the minority though. Forty three percent
<v Speaker 1>said yes, fifty seven percent say no. I want to
<v Speaker 1>like the last we heard, maybe it was like scripts
<v Speaker 1>were coming in and weren't they weren't happy with them
<v Speaker 1>or something like that. But I don't know. Maybe that
<v Speaker 1>you know, how much can you trust those rumors? And
<v Speaker 1>that making a movie also sounds like kind of a
<v Speaker 1>nightmare with that stuff, So we'll see.
<v Speaker 2>All right.
<v Speaker 1>The other pole question, PS five PRO is out this week.
<v Speaker 1>How do you feel about it? Now? Are you getting it?
<v Speaker 1>Want it? But I'm waiting or not getting it? I'm
<v Speaker 1>in the one it but I'm waiting along with eleven
<v Speaker 1>percent of respondents. Nine percent of respondents say that they
<v Speaker 1>are getting it, and then eighty percent say not getting it.
<v Speaker 1>So yeah, I think that this will probably be reflective
<v Speaker 1>of the final number of people who end up getting
<v Speaker 1>a PS five PRO relative to the PS five somewhere
<v Speaker 1>between nine and you know, twelve percent, somewhere in that range.
<v Speaker 1>So yeah, we'll see how it all lands out. Where
<v Speaker 1>are you at it on the latest? Like thinking about
<v Speaker 1>getting one? Still? Maybe not?
<v Speaker 2>I'm probably not.
<v Speaker 1>Yeah, right, well now, yeah.
<v Speaker 2>I'm curious to see if those those folks that voted
<v Speaker 2>not getting it if they already have a PS five
<v Speaker 2>or if they just don't have any interest in consoles
<v Speaker 2>at all.
<v Speaker 1>Yeah, and I think it's probably a mix of both.
<v Speaker 1>But I bet the majority probably just have a PS
<v Speaker 1>five and don't feel the need to get one. Okay,
<v Speaker 1>that does it for the yesterday's pool questions. We have
<v Speaker 1>a new poll question coming here in the second. Before
<v Speaker 1>we get to that, though, GM, why don't you tell
<v Speaker 1>people what we have going on where they can find
<v Speaker 1>you all that good stuff.
<v Speaker 2>I have no idea deal. What's going on on the website?
<v Speaker 1>Yeah? What am I doing? What day is it? It's Thursday.
<v Speaker 1>We're not doing voicemail dump truck. We might do something
<v Speaker 1>else today. I don't know. We'll see, But then tomorrow
<v Speaker 1>I think we are. We are doing voicemail dump truck tomorrow,
<v Speaker 1>I think so. Okay, yeah, I think that's happening. We
<v Speaker 1>originally had it on Friday to facilitate someone's schedule, but
<v Speaker 1>that's not going to work. Out either. So, but we're
<v Speaker 1>going to do Friday and yeah.
<v Speaker 2>I'm hoping to get back into the swing of things.
<v Speaker 2>I think this may be the only thing I do today.
<v Speaker 1>Yeah, you go get back in bed.
<v Speaker 2>I may go back get back in bed. Folks, I
<v Speaker 2>don't know. If you're looking for a distraction from the
<v Speaker 2>current events of the world, specifically America, go boot up
<v Speaker 2>a game, Go load up a game. There's a new
<v Speaker 2>Astrobot level coming out or out.
<v Speaker 1>Now now, huh. I barely had time for the last
<v Speaker 1>one because of the extra life.
<v Speaker 2>So I made a TikTok go go follow me on
<v Speaker 2>TikTok coffee with It's the same thing as my Twitch. Also,
<v Speaker 2>I have a twitch coffee with jam as well, because
<v Speaker 2>grub poison my mind and thinking black coffee black with
<v Speaker 2>a V instead of an A because I thought it
<v Speaker 2>was cool in twenty fourteen makes me sound like a
<v Speaker 2>certain demographic and I don't want to be associated.
<v Speaker 1>Look, you know you're always my black coffee. Don't worry, man,
<v Speaker 1>Uh all right, Uh yeah, I'm gonna go try the
<v Speaker 1>Astrogat level. Spend a little bit more time with that
<v Speaker 1>last one too, because, like I said, I really had
<v Speaker 1>no time to play. I played it for like an
<v Speaker 1>hour total. I there's a lot of tricks in that
<v Speaker 1>last one. Sambo Nice is saying he likes this one
<v Speaker 1>a little bit better than that one. So we'll see.
<v Speaker 1>I thought, so far, I've been happy with all the levels. Uh,
<v Speaker 1>maybe we'll play that on the website. We might wait listen,
<v Speaker 1>we might do Blake Club tomorrow. It's it's just kind
<v Speaker 1>of all down to vibes. How's everyone feeling. We're trying
<v Speaker 1>to go pretty easy on everybody this week. You know,
<v Speaker 1>we're still we're still recovering from layoffs, you know, and
<v Speaker 1>then this, then this happens, so it's like it's one
<v Speaker 1>two punch. Huh, can't catch a break. Jan goes the
<v Speaker 1>hospital last week.
<v Speaker 2>Yep, yeah, I needed blood.
<v Speaker 1>He needed he needed he needed other people's blood. So
<v Speaker 1>the rumors are true with Man's a vampire. We knew it,
<v Speaker 1>all right.
<v Speaker 2>I am Blade.
<v Speaker 1>Oh hell yeah, that's that should be your Twitch account.
<v Speaker 1>I am Blade. Yeah man, that was just last week.
<v Speaker 1>Holy crap.
<v Speaker 2>All right?
<v Speaker 1>If you do want to also, if you want to
<v Speaker 1>forget about things, go watch the extra live stream. It's
<v Speaker 1>the archive is up. The whole backup is up. It's
<v Speaker 1>eighteen hours on YouTube. Shout outs to UH, to Sean
<v Speaker 1>for doing that. Uh, just put it on because you're
<v Speaker 1>gonna constantly stumble across some of the dumbest shit you've
<v Speaker 1>ever seen, and it's worth Why was.
<v Speaker 2>John Carson dressed up as mister Mime?
<v Speaker 1>I don't know if there's a why to that. I
<v Speaker 1>don't know if there's a reason why. All Right, he
<v Speaker 1>just did and I appreciate it. It was deeply important to me.
<v Speaker 1>All Right, all right, let's uh. I think that wraps
<v Speaker 1>it up. Jan thank you so much for hanging out
<v Speaker 1>with me. To Dan talking about video games, man, I
<v Speaker 1>really appreciate it.
<v Speaker 2>That's the only way to start a Thursday.
<v Speaker 1>Greb, thank you all for watching and listening. You are
<v Speaker 1>the best audio, dance and gaming. Until next time, have
<v Speaker 1>a good one, take care of yourselves and goodbye.

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