Microsoft Gaming Reverts Back to Xbox Branding
We got Eric Van Allen joining Grubb today to end week with talking about Saros reviews coming in, Microsoft Gaming reverting back to Xbox branding, Invincible VS gets a story mode, Clai Obscur celebrating a major milestone, and more!
00:00 - Intro
3:13 - Saros reviews
14:20 - Gang Of Dragon Trailer And Nagoshi Studio's YouTube Channel Vanish Amid Funding Crisis
20:56 - Stop Killing Games movement celebrates as The Crew 2 sees further offline mode support
28:00 - break
28:40 - Microsoft Gaming reverts to Xbox branding as part of new mission statement
36:36 - Invincible VS will come with a story mode from the team behind the animated series
41:00 - Ways Assassin's Creed Black Flag Resynced Differs From Ubisoft's Original Pirate Adventure
48:40 - BioWare project director explains why we've not seen a proper Mass Effect 4 tease yet
55:00 - Clair Obscur: Expedition 33 sales top eight million
1:06:00 - B12
00:00 - Intro
3:13 - Saros reviews
14:20 - Gang Of Dragon Trailer And Nagoshi Studio's YouTube Channel Vanish Amid Funding Crisis
20:56 - Stop Killing Games movement celebrates as The Crew 2 sees further offline mode support
28:00 - break
28:40 - Microsoft Gaming reverts to Xbox branding as part of new mission statement
36:36 - Invincible VS will come with a story mode from the team behind the animated series
41:00 - Ways Assassin's Creed Black Flag Resynced Differs From Ubisoft's Original Pirate Adventure
48:40 - BioWare project director explains why we've not seen a proper Mass Effect 4 tease yet
55:00 - Clair Obscur: Expedition 33 sales top eight million
1:06:00 - B12
2026-04-24
67 min
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<v Speaker 1>Hey, everybody, Welcome to Game Mess Mornings with Me Jeff Greub, <v Speaker 1>your host from GiantBomb dot com. Thank you for tuning in. <v Speaker 1>In this episode, we're going to be talking about reviews <v Speaker 1>for the next big PlayStation five exclusive and how we <v Speaker 1>shouldn't be killing games. It's gonna be a good one <v Speaker 1>because we have Eric van Allen on the show. Eric, <v Speaker 1>how are you doing? <v Speaker 2>I'm doing all right. <v Speaker 3>I was just talking about how cold brew has like <v Speaker 3>nitrous oxide in it or something. They put something different <v Speaker 3>in that thing. It's a beast, So I'm weak and <v Speaker 3>alert right now. <v Speaker 1>I'm like, I'm in in one of those moments where <v Speaker 1>it's like I'll be browsing the internet or on social <v Speaker 1>media and the term nitrous oxide has been getting to <v Speaker 1>me a lot, like for some reason, that's like one <v Speaker 1>of the I think it's the latest for health influencers, like, <v Speaker 1>oh yeah, nitrous oxide's. <v Speaker 2>Super good for I'm like, okay, what do I Yeah, <v Speaker 2>I don't know. <v Speaker 3>The stuff they put in the cars in fast right, yes, right, okay, <v Speaker 3>maybe I should be on oas. <v Speaker 1>Maybe that's what I need to like really get me going. <v Speaker 1>Turns something do put that in the coffee? I look <v Speaker 1>I'm if I see like the handles at like a <v Speaker 1>self served coffee thing, and there's coffee and there's col brew, <v Speaker 1>and then there's one that just says nitro. <v Speaker 2>I'm gonna do the one that says nitro. <v Speaker 1>And I don't know what the difference is, Like why <v Speaker 1>does nitrous oxide in the coffee make a difference? Doesn't matter, <v Speaker 1>I don't care. I just like the fact that it <v Speaker 1>says nitro. H. I have not had a cold brew <v Speaker 1>this morning? <v Speaker 2>You have? How are you feeling? <v Speaker 3>Oh, I'm feeling really really awake. <v Speaker 2>Sorry. <v Speaker 3>Poe is my cat and he has to make self <v Speaker 3>known whenever I'm on a stream. So this is Poe. <v Speaker 2>Now we appreciate that. Yeah. <v Speaker 3>No, I'm super awake, super alert, ready to talk sorrows <v Speaker 3>and whatever else is happening today. There's a lot of <v Speaker 3>news happening in the last couple of days. <v Speaker 1>Yeah, we actually got quite a bit here for a <v Speaker 1>Friday Gang. So you know what, let's get into it <v Speaker 1>and explain ourselves. For Giant Bomb. If you go to <v Speaker 1>giant bomb dot com slash join and become a premium member, <v Speaker 1>you could us and that supports independent games media. We <v Speaker 1>are out here doing our thing, and we want your <v Speaker 1>support so we can keep doing that thing. It's what <v Speaker 1>you like, it's what we like. Let's make it happen everybody. <v Speaker 1>If you do become a Premium member, it gets you <v Speaker 1>add free versions of our shows. It's going to get <v Speaker 1>you access to many of our premium exclusive shows, including <v Speaker 1>Portal Pals, Nine Lives of Mister Mastopheles. I have a <v Speaker 1>new Grups Next premium that went up recently. There's a <v Speaker 1>lot of cool stuff happening there all the time. You <v Speaker 1>could watch the most recent this is the run where <v Speaker 1>we played Who Wants to Be a Millionaire? <v Speaker 2>It was excellent. You should check that out as well. <v Speaker 2>Thank you. <v Speaker 1>Everybody who does support us means the world. As far <v Speaker 1>as this show goes. Most weekdays, I Jeff Grub will <v Speaker 1>piece your gaming life back together, and that includes breaking <v Speaker 1>news and maybe even some of our own original reporting. <v Speaker 1>For all these topics, I'll get the input of a <v Speaker 1>bona fide expert who will make me look smart. If <v Speaker 1>you are watching live on twitch Welcome, you can always <v Speaker 1>listen to the show later on podcast feeds by searching <v Speaker 1>for game Mes Mornings, or find the RSS feed on <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 those Sorrows reviews. They are in <v Speaker 1>quite a few there right at launch. I've been playing <v Speaker 1>the game. I'm not ready to review it, but I <v Speaker 1>definitely have some thoughts. But let's get to the critic <v Speaker 1>consensus here. First has a ninety on open critic on Metacritic. <v Speaker 1>I believe it had an eighty eight, so somewhere in <v Speaker 1>that range, very high eighties to low nineties. <v Speaker 2>Very well received so far. <v Speaker 1>Four stars from Rick Lane at Eurogamer, who said Sorrows's <v Speaker 1>narrative often feels at odds with the kind of experience <v Speaker 1>it wants to be, but there's no denying that it's <v Speaker 1>another top tier action game from Housemark. Michael hyam Over <v Speaker 1>at IGN gave it a seven out of ten and <v Speaker 1>says Sorrows tries at an interesting and ambitious story it <v Speaker 1>isn't always able to effectively tell, but Housemark has once <v Speaker 1>again proved that It's bullet health sensibilities mesh incredibly well <v Speaker 1>with fluid and challenging action. I got a nine out <v Speaker 1>of ten from Richard Wakelan at game Spot a nine <v Speaker 1>out of ten in from Stefan Ellet the. <v Speaker 2>Six Access, who writes Sorrows builds. <v Speaker 1>On the excellence of Returnal further in Housemarks blend of <v Speaker 1>third person action, bullet Hell and Rogue Light with a <v Speaker 1>more broadly told and ambitious story, a subtly more accessible <v Speaker 1>path for newcomers, and still plenty of challenge for those <v Speaker 1>who crave it. Echoing the game's tagline, house Mark has <v Speaker 1>come back Stronger and then. Giovanni col Antonio over at <v Speaker 1>Polygon writes, Sorrows's biggest change from Returnal is that has <v Speaker 1>it has significantly more metaprogression. Every time you die, you'll <v Speaker 1>walk away with thousands of lucinite that can be spent <v Speaker 1>to unlock nodes on an enormous skill tree. Some of <v Speaker 1>those nodes amount to basic health and defense boost, and <v Speaker 1>others are more impactful. One permanently unlocks the ability to <v Speaker 1>revive once after dying, a perk that you had to <v Speaker 1>find during a run in Returnal, while another abused Devrage's <v Speaker 1>melee with explosive properties. Survival isn't so much a matter <v Speaker 1>of learning enemy behaviors and mastering movement. It's about buying <v Speaker 1>a ton of upgrades early in the game. I'd usually <v Speaker 1>only reach a boss and diet and to it before <v Speaker 1>becoming more powerful enough to return and beat it thanks <v Speaker 1>to picking up a dozen of grades. Have you touched Sorrows? <v Speaker 1>Have you been reading these reviews? Where are you at <v Speaker 1>with it? <v Speaker 2>Eric? <v Speaker 3>I haven't played it yet. I edited the video review <v Speaker 3>for us over a game before we can go check <v Speaker 3>that out. It's a fun little video and it's six minutes, <v Speaker 3>which we love to do. We love the short video reviews. <v Speaker 3>Oh yeah, getting former, so go check those out. But <v Speaker 3>Cal Hilliard wrote our review. I think give it a <v Speaker 3>nine two five. And the takeaway I had after talking <v Speaker 3>to him editing his video review and all that is <v Speaker 3>kind of something I've been feeling broadly in the rogue <v Speaker 3>like space, which is there's been a lot of like <v Speaker 3>getting back to smoothing out a lot of stuff, I think, <v Speaker 3>especially because Returnal had a lot of things that people <v Speaker 3>maybe who don't play a lot of rogue legs, or <v Speaker 3>even if they do play a lot of roguelikes, they <v Speaker 3>didn't like specific things about Reternal and so Sorrows, to <v Speaker 3>my understanding, kind of smooths those things out and So <v Speaker 3>if you like that friction, you might be a little disappointed. <v Speaker 3>But if you, yes, we're taken aback by the forty <v Speaker 3>minute runs and stuff like that, and like the heavy <v Speaker 3>roguish nature of Reternal, then Sorrows might be doing a <v Speaker 3>little bit more for you because it sounds a little <v Speaker 3>bit more like a third person shooter that has some <v Speaker 3>rogue mechanics, but you will have a lot more permanent <v Speaker 3>progression and building up and picking up speed across the <v Speaker 3>length of your play. So that's what's kind of interesting <v Speaker 3>me is I think it's symptomatic of a larger sentiment <v Speaker 3>among these games, and especially because this is a game <v Speaker 3>that is trying to appeal to a broader swath of <v Speaker 3>players than I think maybe something like a binding of <v Speaker 3>Isaac naturally would. <v Speaker 2>Absolutely. <v Speaker 1>Yeah, I mean you're echoing exactly how I feel. I <v Speaker 1>mean you said it's a broader movement here, Yeah, Hades two. <v Speaker 1>At the same progression, right from Hades one to Haightes two, <v Speaker 1>They're like, let's make it more, let's make it bigger. <v Speaker 1>But let's also think of all the ways we can <v Speaker 1>make this the friendliest rogue light ever. And I would <v Speaker 1>say this is the second friendliest Rogue Light ever made <v Speaker 1>after Hades two. It very much just wants to make <v Speaker 1>sure that you feel like you are always moving forward, <v Speaker 1>even when you go back to the beginning. I will say, <v Speaker 1>like when I was like performing my early thoughts, because <v Speaker 1>I do still plan to write a review for this everybody, <v Speaker 1>as I'm performing in my early thoughts, and like, I <v Speaker 1>think I might open up with be like, how can <v Speaker 1>anyone think. <v Speaker 2>That reviews are objective? <v Speaker 1>You bring so much to these games, people are gonna <v Speaker 1>have such wildly different opinions on this game. And then <v Speaker 1>I open up the reviews today it's nine nine nine <v Speaker 1>nine nine. It was almost universally nine. It's like I <v Speaker 1>did include a couple of the sevens here. Sure go <v Speaker 1>look at the vast majority of reviews. It's right there, <v Speaker 1>right around nine. People just like this game. I say <v Speaker 1>that I do. I'm enjoying it. The more I play, <v Speaker 1>the more I'm enjoying it, for sure. But I was <v Speaker 1>certainly feeling that, oh, is this what I want from <v Speaker 1>a Rugue Light. <v Speaker 2>I don't. I don't think so. I want something to <v Speaker 2>be a little bit rougher. <v Speaker 1>I want to feel like it is about me learning <v Speaker 1>the game, and I am certainly leaning toward the uh <v Speaker 1>spelunky side of the spectrum these days, where it's like, hey, <v Speaker 1>I want to I want the progression to feel like <v Speaker 1>it is about I am getting educated in the way <v Speaker 1>that someone put this world together. And this game is <v Speaker 1>very much like, here are the numbers for your health, <v Speaker 1>here's the numbers for the power the damage you do, <v Speaker 1>and here's the number for how much money you're making <v Speaker 1>per run. And as you do a run, you can <v Speaker 1>find upgrades to boost up those numbers. But as Giovanni <v Speaker 1>pointed out in his review, a big part of the <v Speaker 1>game is going back with that money spending it so <v Speaker 1>you start with a higher baseline number for all three <v Speaker 1>of those those buckets, and it just feels like, oh okay, <v Speaker 1>so I'm just like I'm just gonna get stronger and <v Speaker 1>that's going to really be what the game is. And <v Speaker 1>I begin to feel like am I why am I <v Speaker 1>putting my time into it? Because it's like I'm just <v Speaker 1>on this natural ladder, this natural stare step of I'll <v Speaker 1>play it and I'll get I well, sure I'll get better, <v Speaker 1>but I will also really be feeling like I'm advancing <v Speaker 1>more here because my character was just like baseline more <v Speaker 1>powerful Now. <v Speaker 2>I think that's what a lot of. <v Speaker 1>People do want, and I secretly think I want that <v Speaker 1>as well. I want the game to sort of make <v Speaker 1>me feel though, like I'm advancing because of my improved skills. <v Speaker 1>And I think that's always going to be a line <v Speaker 1>that these Rogue Lights have to walk, because that's been <v Speaker 1>the secret all along is they give you reasons to <v Speaker 1>think that you're getting more powerful because your character's getting <v Speaker 1>more powerful, but secretly, you were learning the game and <v Speaker 1>you were getting better, and that's really what actually is <v Speaker 1>making a difference here. <v Speaker 2>And the truth is, for sorrows that still holds true. <v Speaker 1>It just doesn't feel like it holds true early on <v Speaker 1>because I'm so focused on those upgrades now. <v Speaker 2>Again, like I said, I was getting more and more <v Speaker 2>into this game the more I played. <v Speaker 1>The boss fights are very good. They're very good, and <v Speaker 1>that's kind of the thing that really clicked it for me. <v Speaker 1>It's like, man, I cannot wait to get back to <v Speaker 1>that boss and really crush it. <v Speaker 2>And they're not like super challenging. They're not among the <v Speaker 2>hardest bosses ever, but they are I think. <v Speaker 1>They're right in that sweet spot of I'm gonna try <v Speaker 1>three or four times, gonna learn these patterns. And now <v Speaker 1>I know the patterns, I could just go execute and yeah, <v Speaker 1>that fifth try, that fourth try, I crushed. <v Speaker 2>It, barely got hit. <v Speaker 1>I went in with like half health and no revive <v Speaker 1>and it wasn't a problem because I just know this <v Speaker 1>boss well and that's a very satisfying thing. So yeah, <v Speaker 1>I'm I'm into Sorrows and I'm looking forward to seeing <v Speaker 1>what other people are thinking. <v Speaker 2>It's this one that you're going to jump on right away. <v Speaker 3>It's probably not just because I have so little time <v Speaker 3>in my life for games nowadays that aren't part of work, <v Speaker 3>and my out of work stuff has been completely consumed <v Speaker 3>by a different rogue Lke. I've been playing so much <v Speaker 3>Slay the Spire too, Like I see cards in my <v Speaker 3>sleep right now, and I find that version of roguelike <v Speaker 3>a little bit more comforting to me, where it just <v Speaker 3>gets harder as I keep going, and it gets more <v Speaker 3>difficult and I have to keep finding ways to twist <v Speaker 3>the system and make it work. And weirdly enough, like <v Speaker 3>that that works better for me than something that I <v Speaker 3>like that Sorrows seems like it's built for people to <v Speaker 3>see the end, you know, especially in a story driven thing. <v Speaker 3>I think a game that wants people to get to <v Speaker 3>the end and maybe like experience some of these systems <v Speaker 3>but still be able to feel like they have progressed <v Speaker 3>and gotten there is really cool and I like that <v Speaker 3>a lot. But for me, I it's it is my <v Speaker 3>I talked before the show went live about how I <v Speaker 3>drink like just black coffee hot every day, and that's <v Speaker 3>kind of like my taste of rogue legs right now. <v Speaker 3>Is I just need like the cold, the bitter, the <v Speaker 3>bitter cup of McDonald's coffee of rogue legs. That's what <v Speaker 3>I crave right now. <v Speaker 2>Yeah. <v Speaker 1>I mean again, that's like me saying like, oh, you <v Speaker 1>bring so much to these games when you're reviewing them, <v Speaker 1>how you feel about them. It's impot like I can't <v Speaker 1>help but bring sectory to this game at this point, <v Speaker 1>a game that is kind of bare. Yeah, it's barely <v Speaker 1>a Rogue Light, but it is definitely still a Rogue <v Speaker 1>Light in that there's some progression between you know, the <v Speaker 1>metaproggression really just unlocking stuff, and then it's run based. <v Speaker 1>You know, it's a run based game, arcade style. That's <v Speaker 1>where House Smart comes from. Yeah, score attacks. Sectory is <v Speaker 1>a former house Smart developer, and it's like, that's just <v Speaker 1>to my taste right now, and I recognize that that <v Speaker 1>is a niche within a niche at this point. So <v Speaker 1>when people are thinking about spending, however, this game is <v Speaker 1>what a full price game, right it's like seventy dollars, <v Speaker 1>I think that the right choice probably is to make <v Speaker 1>the friendliest roguelite you possibly can. And then what they <v Speaker 1>do is, it seems to me as I play more <v Speaker 1>of the game, is they hide they do hide it <v Speaker 1>because it's not there when you first started the game <v Speaker 1>ways to make the game more challenging. And then there's <v Speaker 1>like the little system where it's like you can add <v Speaker 1>trials or you can add these buffs to make the <v Speaker 1>game easier or more difficult. And it's not even in <v Speaker 1>the accessibility menu. It's just like one of these built <v Speaker 1>in menu options in the game of like, oh, the <v Speaker 1>character Devrage whatever his name is, is just adding these things <v Speaker 1>to his run and you can customize it to your taste. <v Speaker 2>I'm I'm just not. <v Speaker 1>At a point where I'm like, oh, if I really <v Speaker 1>just want a game that is going to challenge me <v Speaker 1>in the exact right way, I know where those games are, <v Speaker 1>I'll go play them. I'm not sure if I'm ready <v Speaker 1>to learn Sorrows to the point where I'm going to <v Speaker 1>dial that difficulty and exactly where i want it, because <v Speaker 1>I just don't know. But I will say out of <v Speaker 1>the gate, them building a game to see the end <v Speaker 1>is probably the right choice, and I appreciate that as <v Speaker 1>I'm like going through and trying to review it as well. Alright, absolutely, <v Speaker 1>this is like, you know, one of the big games <v Speaker 1>from from PlayStation this year. Welst did they have Wolverine? <v Speaker 1>Right between this and Wolverine? <v Speaker 2>What? What? What other games do they have? <v Speaker 3>Trying to think through the PlayStation slate right now, and <v Speaker 3>it's kind of kind of slim. It's kind of I <v Speaker 3>mean everywhere slim everywhere. So yes, it's yeah, I imagine <v Speaker 3>we'll probably hear some more stuff this summer, and there's <v Speaker 3>there's always kind of the back half of the year <v Speaker 3>slated up. Marathon people are right there, they're shouting Marathon <v Speaker 3>into the I. <v Speaker 2>Mean that's them. <v Speaker 1>That's the one of their releases at this point. Obviously <v Speaker 1>it's everywhere, but yeah, Marathon and in token Marvel Token. <v Speaker 3>Yeah, published under them, right, Yes, they are. <v Speaker 2>Publishing that game. It's uh, it's PlayStation? Is it? Is <v Speaker 2>it at launch? Chat? I think it is? But it <v Speaker 2>is Yeah, you know that that hardly matters for because the. <v Speaker 1>Token fighting games. Yes, I'm I continue to look forward <v Speaker 1>to it. I hope it hits really hard. Uh again, <v Speaker 1>looking forward to seeing what the wider. <v Speaker 2>Community thinks of Sorrow. <v Speaker 1>So this will be one that we can like have <v Speaker 1>a conversation about, like where you started with it? <v Speaker 2>Where Hey, what do we want from broguelites right now? <v Speaker 1>As they do get more expensive, do they have to <v Speaker 1>necessarily change to meet a broader audience? Feels like they <v Speaker 1>probably do, and at the very least for a game <v Speaker 1>like this, I think they mostly figured it out, as <v Speaker 1>evidenced by the reviews so far. All right, let's get <v Speaker 1>to this next story. Gang of Dragon trailer and Negotia <v Speaker 1>Studios YouTube channel vanish amid funding crisis. This is from <v Speaker 1>Joshua Robertson at The Gamer. It's been a little over <v Speaker 1>four months since Negotia Studios revealed Gang of Dragon at <v Speaker 1>the Game Awards, but during that time, the game's future <v Speaker 1>has already been thrown into complete chaos. That's mostly due <v Speaker 1>to the game struggles to receive funding. Last month, it <v Speaker 1>was reported that Gang of dragonbacker net Ease has ended <v Speaker 1>up pulling funding for the game after it was told <v Speaker 1>that Neagostia Studios needed another seven billion yen roughly forty <v Speaker 1>four point four million dollars to actually finish development. That <v Speaker 1>figure had clearly spooked net Ease, leaving Neagostia Studios treading <v Speaker 1>water and in need of a new backer. Negostia Studio <v Speaker 1>seems to have deleted its YouTube channel of course a backer. <v Speaker 1>Of course, a backer pulling funding for a game isn't <v Speaker 1>inherently the death of a project, but as it's possible <v Speaker 1>that another big publisher out there could pick it up <v Speaker 1>and save Negotia's bacon. Game of Dragon was a high <v Speaker 1>profile enough. It was high profile profile enough excuse me <v Speaker 1>to snag a world premiere trailer at the Game Awards <v Speaker 1>after all, after all, and we know that those spots <v Speaker 1>don't come cheap. I mean, I don't even know if <v Speaker 1>they pay for That seems like one where because I <v Speaker 1>don't think even at that point net Ease wasn't spending <v Speaker 1>money on this game. As my understanding, I think that's <v Speaker 1>one where someone shows up to Keilly' store and says, hey, <v Speaker 1>I got a cool game, you know me? And he says, yeah, sure, <v Speaker 1>we'll put that in here, but I don't know for sure. <v Speaker 1>This as a reminder, is Nagoshi, who was at RGG <v Speaker 1>working on the Yakuza games like a Dragon games, sort <v Speaker 1>of trying to replicate that here under net Ease. <v Speaker 2>With a new studio. It had a trailer. <v Speaker 1>It's like, yeah, that looks like a Yakuza kind of <v Speaker 1>can't wait to see what they're going to do with it. <v Speaker 1>And then the story started coming out that Ease has <v Speaker 1>immediately lost interest in these studios that they helped start, <v Speaker 1>which is, you know, this is one of those and <v Speaker 1>they weren't going to publish the game, they weren't going <v Speaker 1>to help market it or any of that stuff. And <v Speaker 1>they're like, but hey, if you, as a studio want <v Speaker 1>to figure that stuff out on your own, you can. <v Speaker 1>And now we're at this point where it's like, I <v Speaker 1>think we're gonna have to wait with baited breath to <v Speaker 1>see what's happening here because they close down the YouTube channel, <v Speaker 1>does that mean that they've sort of broken their deal? <v Speaker 1>And now Negotia Studio doesn't want any references to net <v Speaker 1>Ease on its YouTube channel, which it probably had a <v Speaker 1>bunch of Or is that just the mark of, oh, <v Speaker 1>this game actually is crashing and burning and we're never <v Speaker 1>going to see it. <v Speaker 2>What do you think? <v Speaker 3>Eric? There was an update to this. I want to <v Speaker 3>put in real quick that Red Valentine over at Kataku now, <v Speaker 3>which is weird to say that's the cod and put <v Speaker 3>up which is that the video is now back on YouTube. <v Speaker 2>Okay okayo, and things. <v Speaker 3>Are like the channel is back up, or I should <v Speaker 3>say the channel's back up. There are no listed videos <v Speaker 3>on it, but you can watch the music video of <v Speaker 3>the direct link if you have it. So and according <v Speaker 3>to reb she reached out to comment did not receive <v Speaker 3>comment from either Negoti Studios or net Ease. So this <v Speaker 3>is all kind of just strange. I mean, it was <v Speaker 3>like reported a while back that net Ease was pulling <v Speaker 3>back on a number of its gaming investments, right that <v Speaker 3>there was kind of a general sentiment of a shifting <v Speaker 3>perception after so many acquisitions and bringing in these big <v Speaker 3>names in these big studios, and I think there's been <v Speaker 3>kind of some weariness. There's always weariness. This is the <v Speaker 3>cycle of you knows games studios. Is they spin up, <v Speaker 3>they look really promising, and then all of a sudden, <v Speaker 3>the industry starts to shake a little bit. There's a tremor, <v Speaker 3>and then everybody panics. And so I don't know if <v Speaker 3>this is a chicken little situation, or if this is <v Speaker 3>just something weird happened, or if there's a shifting just <v Speaker 3>behind the scenes in terms of ownership of a channel <v Speaker 3>or something like that. There are a lot of weird <v Speaker 3>reasons that stuff like this can happen. So I don't <v Speaker 3>know if this is necessy the canary and the coal mines, <v Speaker 3>but certainly a bird singing. <v Speaker 1>So yeah, yeah, it's saying something we just don't We <v Speaker 1>just don't know what right. And it's like we can <v Speaker 1>draw the connection here because we know there are funding problems. <v Speaker 2>Is this related to them? <v Speaker 1>We really don't know, But yeah, God, it would be <v Speaker 1>a shame if we never saw this game. And at <v Speaker 1>the same time, it's still needing forty million dollars at <v Speaker 1>least to get out the door. <v Speaker 2>You could see a. <v Speaker 1>Lot of companies that might have been willing to step <v Speaker 1>in at a lower price going God, that is that's <v Speaker 1>a lot and there's no guarantees here, and really I <v Speaker 1>don't even know who would. It's not like there's a <v Speaker 1>lot of those big companies out there that are stepping <v Speaker 1>into this space, and the ones that are doing well <v Speaker 1>in that space, like a Capcom. <v Speaker 2>You know, this is not the business they're in of like. <v Speaker 1>Publishing half finished games working in another engine. They got <v Speaker 1>all their own stuff going on and they want to <v Speaker 1>have control of it. So I just I don't know <v Speaker 1>what it looks like for us to actually get this game, <v Speaker 1>but I hope they can figure it out, because I <v Speaker 1>I want a studio like this to be like, are <v Speaker 1>multiple studios like this to be working in the space <v Speaker 1>of creating cool action adventure, story first, character first games <v Speaker 1>that aren't the biggest, most expensive games in the world, <v Speaker 1>like a Naughty Dog, And so yeah, I just I <v Speaker 1>don't know, what do you think the chances are of <v Speaker 1>us actually seeing this one day? <v Speaker 3>I would like to hope in the chances, but like <v Speaker 3>right now, Mike gut says that it's pretty low. I'm <v Speaker 3>trying to think through my head of how many like <v Speaker 3>high profile cancelations there have been recently, because usually it's <v Speaker 3>just kind of quiet shuddering and then something gets at <v Speaker 3>the door eventually. I'm thinking of stuff like bud Lines two, <v Speaker 3>where you know, something just kind of gets shuffled around <v Speaker 3>and passed around, eventually lands on somebody's desk and somebody <v Speaker 3>gets it across the finish line. And I think with <v Speaker 3>Negoti attached, that's like the big reason why this could <v Speaker 3>still succeed is that Yakaza still carries a lot of <v Speaker 3>really goodwill for games. I do like the chatter who <v Speaker 3>said Sega has the chance to do the funniest thing <v Speaker 3>right now, they do. They do have the chance to <v Speaker 3>do something, but I'd be surprised if that happens. I <v Speaker 3>think realistically, this is something that kind of gets across <v Speaker 3>the finish line the way that's something like a Sheen <v Speaker 3>Mu three did. <v Speaker 1>So we'll see right, and it's you know, this is <v Speaker 1>one of those ones like Nacon could step in if <v Speaker 1>they wanted to, or there was a world once where <v Speaker 1>Embracer Yeah, exactly, yes, and again we'll see it. The <v Speaker 1>steam page is still up right, the steam but you <v Speaker 1>can go wishless. This thing still right now, It still <v Speaker 1>says coming soon, Negoti Studio still listen to the publisher <v Speaker 1>there as. <v Speaker 2>It always was. Again, net East was once going to <v Speaker 2>publish it. They decided not to. <v Speaker 1>Said you've got to do it yourself, so they said, yeah, <v Speaker 1>we'll do it ourselves. So hopefully this is a sign <v Speaker 1>that this game still exists. They believe it's going to <v Speaker 1>come out, and they're just working through some changes as <v Speaker 1>they find someone else to come in with some funding. <v Speaker 2>But we'll find out all right. <v Speaker 1>Up next, Stop Killing Games movement celebrates as the Crew <v Speaker 1>two sees further offline mode support added. <v Speaker 2>This comes from Connor macarr at Eurogamer. <v Speaker 1>The Stop Killing Games movement, which recently made its its <v Speaker 1>case convincingly convincingly in European Parliament, has claimed some kind <v Speaker 1>of responsibility for Ubisoft's ongoing offline support for the Crew two. Yesterday, <v Speaker 1>You've Besoft rolled out update and update to the Crew <v Speaker 1>two Hybrid mode, which it introduced last October, which makes <v Speaker 1>the game available offline as well as online. The update <v Speaker 1>makes livery tweaks available offline, DRIVERSUS statistics available offline, and <v Speaker 1>adds an innocuous sounding back to log in button which <v Speaker 1>saves you having to reboot the game when you try <v Speaker 1>to change from online to offline mode. The Stop Killing <v Speaker 1>Games Twitter account reacted to this update, taking a portion <v Speaker 1>of credit for the existence and continued support of the <v Speaker 1>Crew two's hybrid mode. The post features two videos of <v Speaker 1>Stop Killing Games founder Ross Scott, who in the updated <v Speaker 1>video says, we inadvertently saved two games. The other game <v Speaker 1>he's referring to is Crew Motorfest, which is due to <v Speaker 1>receive an online mode but hasn't yet. Yeah, this so <v Speaker 1>this one definitely has piqued my interest a little bit here, Eric, <v Speaker 1>because you be Soft leading the way and the other <v Speaker 1>company sort of doing interesting, interesting stuff in the space <v Speaker 1>of taking an online game and then preserving it in <v Speaker 1>an offline mode for you know, forever is Nintendo with <v Speaker 1>Animal Crossing, Pocket Camp Complete, like the It's it's odd <v Speaker 1>because it's like it's Nintendo and you be Soft, and <v Speaker 1>these are not usually the vanguards of preservation and ensuring <v Speaker 1>that they respond to the needs of their consumers who <v Speaker 1>are worried about losing access to a game that maybe <v Speaker 1>they didn't even pay for in the case of Animal Crossing, <v Speaker 1>but they may be spent a lot of money on, <v Speaker 1>or that you know, was always positioned as an online <v Speaker 1>game like The Crew. Now, of course you be Soft <v Speaker 1>got into a lot of hot water over the Crew <v Speaker 1>one because that game did get delisted. People who do <v Speaker 1>who own that game can no longer play it because <v Speaker 1>the servers did get shut down. The UBI Soft has <v Speaker 1>done a little bit of a one eighty here for <v Speaker 1>the Crew too, and put out that hybrid update in October. <v Speaker 1>And when I when I see it's like okay, And <v Speaker 1>now they're update that, they're listening to feedback, they're making <v Speaker 1>the changes. This is the case being born out that <v Speaker 1>we're never saying that you've got to keep the servers <v Speaker 1>up forever, right, That is not the argument. The argument <v Speaker 1>has always been people have bought these games, find some <v Speaker 1>way to make sure that they are as playable as <v Speaker 1>possible when those servers do go offline. And now Ubisoft's <v Speaker 1>not only doing that with like a one time PR <v Speaker 1>update back in October. <v Speaker 2>They're listening to feedback and there. <v Speaker 1>Are just filling in the gaps here and there on <v Speaker 1>a couple of things they missed the first time around <v Speaker 1>and making it a little bit better. And again it <v Speaker 1>doesn't seem like much, and it's all people are really asking, <v Speaker 1>and it is. <v Speaker 2>Good PR, goodwill so far. So what do you make <v Speaker 2>of this? <v Speaker 1>Because I would say if Nintendo and Ubisoft can do this, <v Speaker 1>What excuse does any other big company have because they <v Speaker 1>are so conservative and so back backwards in a lot <v Speaker 1>of ways. <v Speaker 3>Yeah, there's been some cool history of this over the <v Speaker 3>last few years. I mean, so you have like kind <v Speaker 3>of Capcom also did the same. I think when Exo <v Speaker 3>Primal finally stop getting updates, they basically say I didn't <v Speaker 3>realize that on life support. But I think you can <v Speaker 3>still go play Exoprimal if you want to. And Matters <v Speaker 3>have been around doing stuff for a while, I want <v Speaker 3>to say it for all, and some other stuff are <v Speaker 3>still like available online because of that. And then you <v Speaker 3>have the weird Square Enix takes a mobile game and <v Speaker 3>then repackages it into a single player game, like with <v Speaker 3>Octopath Traveler zero and stuff like that. And I do <v Speaker 3>think all of these stories are kind of in conversation <v Speaker 3>with each other because I think there is the pr side, <v Speaker 3>which is that, yeah, it looks bad if you're taking <v Speaker 3>things down from like a consumer perspective and saying you <v Speaker 3>can't play this thing anymore. What was the platinum game <v Speaker 3>that came out with Babylon's Time, Yeah, you can't boot <v Speaker 3>that anymore. Anthem is now completely offline like that always <v Speaker 3>just looks bad for people who still want to go <v Speaker 3>back to it, even if it's a small sum of people. <v Speaker 3>But also there is like a sense of this being <v Speaker 3>somewhat good for business that if you can just keep <v Speaker 3>it online running somewhere and people are still engaging with it, <v Speaker 3>then maybe you're still getting something out of that, even <v Speaker 3>if the end result is just goodwill. But as somebody <v Speaker 3>who grew up playing online games, like before I ever <v Speaker 3>had consoles, I had a PC in my house and <v Speaker 3>I played Quake servers and Medal of Honor, Allied Assault <v Speaker 3>servers and StarCraft and stuff like that, And so the <v Speaker 3>idea of these games always being available and online, I <v Speaker 3>could boot up Allied Assault on my PC right now <v Speaker 3>and go find a server and go play it. And <v Speaker 3>that is what I would hope for a lot of games. <v Speaker 3>But even regardless of that, having just access to the <v Speaker 3>thing that you have paid for is like a big deal. <v Speaker 3>So I'm happy that there's some wins happening in this arena. <v Speaker 1>Yeah, there's there's definitely been, like some recent examples, and <v Speaker 1>I'm struggling to remember specific examples, but games that had server <v Speaker 1>based matchmaking as they were going into the end of life, <v Speaker 1>adding that peer to peer matchmaking, that sort of that <v Speaker 1>runs on its own. A lot of indie games just <v Speaker 1>have that out of the box, and they're like, hey, <v Speaker 1>these big games could use the same thing. And again, <v Speaker 1>it's like that's always been the argument here for especially <v Speaker 1>for the you know, official Capital Skgeeves Stop Killing Games movement, <v Speaker 1>which is a you know, almost a political movement. They're <v Speaker 1>just saying, hey, we know for a fact that there <v Speaker 1>are ways to do this, because as you pointed out, <v Speaker 1>there's a lot of motors who make these things work. <v Speaker 1>All we're asking for is these companies to think about that, <v Speaker 1>maybe from the beginning, but at the very least once <v Speaker 1>they are shutting a game down in terms of its <v Speaker 1>online functionality, just we're not we know it's not as <v Speaker 1>easy as flipping a switch, but we do know there's <v Speaker 1>some stuff you can. <v Speaker 2>Do to make it as playable as possible. <v Speaker 1>And once again, yes, over and over again, we're seeing, yeah, <v Speaker 1>it is possible, and these companies kind of can't keep <v Speaker 1>arguing that it's sounding great expense because it's just not. <v Speaker 2>We know it. <v Speaker 3>A big one for me was a little known game <v Speaker 3>called Fuser that came out years ago. That was Harmonx's <v Speaker 3>stab at basically turning drop Mix into a full game, <v Speaker 3>and when that came down, it was a huge disappointment. <v Speaker 3>And the matters have completely just revitalized it in and <v Speaker 3>of itself, and I still love playing Fuser. I play <v Speaker 3>it like pretty often these days, and it might be <v Speaker 3>like in the higher play like our account of my <v Speaker 3>stuff now, and that is purely from support and community <v Speaker 3>and people wanting to keep a cool thing alive. <v Speaker 1>So yeah, yeah, Nikky Grace will do some Fuser Fridays <v Speaker 1>every once in a while. <v Speaker 2>We love those for sure. Yeah. <v Speaker 1>I mean all those music games get that eventually, right, <v Speaker 1>I have that for a DDR on my other computer <v Speaker 1>here where it's like I got the version of DDR <v Speaker 1>that just brings in all the music from all the <v Speaker 1>games and let's see, plug in a USB thing and <v Speaker 1>just play it on the computer. It's fantastic and it's <v Speaker 1>so yeah, eventually once these games, especially the ones that <v Speaker 1>were made for arcades like DDR, and it's so yeah, <v Speaker 1>there were home versions, but I want that experience and <v Speaker 1>I just wanted to work in perpetuity and the community <v Speaker 1>usually figures it out, but these companies you also need <v Speaker 1>to step in, Like animal crossing pocket camp would have <v Speaker 1>been a weird one, right had they. It's like, how <v Speaker 1>do you sort of mod that make it easily accessible <v Speaker 1>for the person that wants to do it? And Nintendo <v Speaker 1>doing the work themselves and selling it, It's like, yeah, <v Speaker 1>that sets a precedent that other companies could be following. <v Speaker 1>Of course, Nintendo has an advantage there because they are <v Speaker 1>a game as a product company first, as opposed to <v Speaker 1>a game as a service company. But so they have <v Speaker 1>a lot of experience making that sort of thing, so <v Speaker 1>they probably knew what to do here. But still so, yeah, <v Speaker 1>other companies can figure it out. All right, let's go <v Speaker 1>ahead and take a break. There's plenty of headlines to <v Speaker 1>get into after this. If you want to skip out <v Speaker 1>on these messages, you could do so. Johnbum dot com <v Speaker 1>slus joined tocome premium member at reversions of the show <v Speaker 1>on the website. <v Speaker 2>We will be right back. <v Speaker 1>We're back. It's Game mess Mornings. That's Eric van Allen. <v Speaker 1>I'm Jeff Grubb. Let's get on to the next story here. <v Speaker 1>Microsoft Gaming reverts to Xbox branding as part of new <v Speaker 1>mission statement. This is from Sophie McAvoy at Games Industry Dot. <v Speaker 1>Is Microsoft Gaming the you know that's what it was <v Speaker 1>called for a little bit. There is now reverting back <v Speaker 1>to Xbox under its new leadership, it has announced as <v Speaker 1>part of a sweeping new mission statement shared with staff. <v Speaker 1>The company adopted the Microsoft Gaming brand in January twenty <v Speaker 1>twenty two. Got it was that long ago now, following <v Speaker 1>its acquisition of Activision Blizzard. In a memo to employees <v Speaker 1>published on the Xbox Wire, CEO Ashes Sharma and CCO <v Speaker 1>Matt Booty said Microsoft Gaming describes our structure, but it <v Speaker 1>does not describe our ambition. Sharma and Booty stated that <v Speaker 1>xboxes New north Star will be daily active players and <v Speaker 1>prioritizing improvements in hardware, content experiences, and services. The console <v Speaker 1>remains central to Xbox's future plans and will be built <v Speaker 1>to be affordable, personal, and open. The model that got <v Speaker 1>us here won't be the one that takes us forward, <v Speaker 1>wrote Sharma and Booty. The executives added, along the way, <v Speaker 1>we will reevaluate our approach to exclusivity, windowing and AI <v Speaker 1>and share more as we learn and decide. It's like <v Speaker 1>you could have just not said AI right there, Like yeah, okay, <v Speaker 1>I'm at a point with this story, Eric where I'm like, <v Speaker 1>every day I put together this show and like this <v Speaker 1>stuff is, it feels less and less newsworthy every day. <v Speaker 1>The fact, oh, things are changing over at Xbox. It's stilling. Yeah, <v Speaker 1>it's a whole lot of talk, right, But there was <v Speaker 1>a time where it's like, oh, Xbox is at least <v Speaker 1>the company that's trying stuff. They're throwing the Hey, we <v Speaker 1>have a different equation for how things can work, so <v Speaker 1>we're going to try this game pass thing. <v Speaker 2>So everything that we're sort of trying was. <v Speaker 1>Newsworthy because it was different and it had the potential <v Speaker 1>to shake up the industry. And we've come to the <v Speaker 1>end of that story really and there isn't some new <v Speaker 1>shake up that they have planned other than they need <v Speaker 1>to figure out their own future, and they don't seem <v Speaker 1>to really know what it is other than we're going <v Speaker 1>to try something different than what we were just doing. <v Speaker 1>So it's like, Okay, at a certain point, we're going <v Speaker 1>to get to get to a place where Asha Sharma <v Speaker 1>says something and I just am not going to include <v Speaker 1>it in this show anymore. We're close, We're not quite <v Speaker 1>there yet, but as they say, things like, Okay, we're <v Speaker 1>going from a Microsoft game into Xbox. <v Speaker 2>What do you think they're trying to say by that? <v Speaker 2>What do you think that means? <v Speaker 1>It doesn't have any effect on how anyone should approach <v Speaker 1>this brand going forward. <v Speaker 3>I the way this letter came out was very funny <v Speaker 3>to me. I just want to say that upfront that <v Speaker 3>this was the sort of thing that would normally, you know, <v Speaker 3>it gets sent around internally, but you know that it's <v Speaker 3>sent out with a wide enough net that the right <v Speaker 3>people are going to pick it up and then publish <v Speaker 3>it on their blogs and things like that. So they <v Speaker 3>were just like, oh, let's just boast it on the <v Speaker 3>Xbox wire and cut out the middleman, and that that <v Speaker 3>did make me chuckle a bit. But yeah, it's I <v Speaker 3>feel like I've been hearing this song and dance from <v Speaker 3>Xbox for a while. This is kind of always the <v Speaker 3>posturing of Xbox is that like, we're changing gears and <v Speaker 3>we really believe in the future, and then we get <v Speaker 3>back in the cycle. And granted every company goes through this, <v Speaker 3>I'm not particularly interested in any sort of like standard <v Speaker 3>shaking console war stuff going on. That could not interest <v Speaker 3>me less. But with Xbox I it's had some of <v Speaker 3>the biggest headlines of the last few years, and how <v Speaker 3>it is drastically tried to augment its gaming studios, add <v Speaker 3>new people to the mix, change its strategies. It feels <v Speaker 3>like it is honestly always trying to make headlines with <v Speaker 3>like this is the year of Xbox, and then the <v Speaker 3>next year is this is the year of Xbox, and <v Speaker 3>I'll just believe it when I see it, and like <v Speaker 3>they have some cool games coming up by you know, <v Speaker 3>up down for a fable that'd be nice, and and <v Speaker 3>I sure hope all the developers under Xbox are doing <v Speaker 3>all right because Xbox has also had a lot of <v Speaker 3>layoffs and a lot of I believe there's a report <v Speaker 3>going around the other day from Microsoft about voluntary buyouts <v Speaker 3>at the company, and that is like that's happening, yep, <v Speaker 3>concerning uh so this is always you know, the sugar <v Speaker 3>pill comes before the bitter pill, and we'll we'll see <v Speaker 3>where any of this goes. But yeah, this is just <v Speaker 3>a lot of trying to tone set heading into the summer. <v Speaker 3>And that's all I read it as. <v Speaker 2>Yep, it's it is. <v Speaker 1>There are a bunch of dip switches that that you <v Speaker 1>can flip, hey, we're Microsoft Gaming. <v Speaker 2>No, we're back to Xbox. <v Speaker 1>And it's like it could always flip back to, you know, <v Speaker 1>some other form of Microsoft gaming in the future. As <v Speaker 1>leaderships just try to put their the new leadership tries <v Speaker 1>to put their stamps on things, of course, and these <v Speaker 1>ones are they don't feel like they amount to really anything. <v Speaker 1>This is just branding. No one was really calling Xbox <v Speaker 1>Microsoft gaming in the first place. <v Speaker 2>That never really mattered. <v Speaker 1>What did matter was they had a lot of people <v Speaker 1>making games, and now it sounds like they want to <v Speaker 1>have fewer people making games because some of those layoffs <v Speaker 1>are going to hit Xbox. Those layoffs being the voluntary retirements, <v Speaker 1>the voluntary buyouts, right, but that is that's a layoff, <v Speaker 1>and it's like, okay, yeah, that's that seems like the <v Speaker 1>more important story here, and that goes a hand in <v Speaker 1>hand with now they're charging less for game Pass. Do <v Speaker 1>they expect a lot of growth from game Pass now <v Speaker 1>because they lowered the price to make up for the <v Speaker 1>difference of money that they were bringing in for that <v Speaker 1>It seems like maybe they don't expect that because they're <v Speaker 1>doing voluntary buyouts. That's you know, the real stuff of <v Speaker 1>the choices being made over there that actually matter and <v Speaker 1>affect people. And this is the stuff that they can <v Speaker 1>put into a blog and say, hey, we have a <v Speaker 1>vision for the future, and it starts with Xbox is back. <v Speaker 1>Very easy to say, well, you know, and it's very <v Speaker 1>easy to like even feel that going into something like <v Speaker 1>Summer Game Fest where they have a good show and <v Speaker 1>they have some good games and uh, maybe they string <v Speaker 1>a couple of good well reviewed games in a row <v Speaker 1>back to back and all that stuff, and that at <v Speaker 1>this point, it just doesn't feel. <v Speaker 2>Like any of that's going to change their fate. <v Speaker 1>It's gonna have to be long sustained excitement for a <v Speaker 1>brand that. <v Speaker 2>Just has failed to excite people. <v Speaker 1>Over and over again, at least to the point of <v Speaker 1>it could stand next to a PS five in a <v Speaker 1>long term way. <v Speaker 3>They are kind of playing the hits a little bit. <v Speaker 3>Halo one, Yeah, you make is a whole thing, and <v Speaker 3>and like Gears is eventually going to happen, and and <v Speaker 3>there's like a lot of like big things that that <v Speaker 3>they can theoretically do, right, so. <v Speaker 1>Yep, I mean, and they do seem like they are <v Speaker 1>fully committed to this next Xbox you know, built to <v Speaker 1>be affordable, personal, and open. You know that sounds like <v Speaker 1>I mean, that sounds good in some ways. And open <v Speaker 1>is definitely one of the things they've made a big <v Speaker 1>point of of the Hey, it's going to be basically <v Speaker 1>a PC and you can put whatever you want on there, <v Speaker 1>whatever store you want on there. <v Speaker 2>It's open, do what you want with it. Okay. The <v Speaker 2>affordable thing is like, what does that look like? Is <v Speaker 2>this going to be a PC? <v Speaker 1>Is it going to be an Xbox first with some <v Speaker 1>PC features that are opened up through the kernel or something. <v Speaker 1>We really we really don't know. We're gonna have to <v Speaker 1>see for ourselves, but they seem committed to another Xbox. <v Speaker 1>I really want to see what that actually ends up <v Speaker 1>looking like, because I think that that was really what <v Speaker 1>led us to this moment of new leadership, is that <v Speaker 1>that team was going in a direction of everything's an <v Speaker 1>Xbox and this is going to be one of those things, <v Speaker 1>this next Xbox. <v Speaker 2>Who cares? And now there the point of conversation. <v Speaker 1>Is this is a PC and it's it. This is <v Speaker 1>the Xbox and everyone should care. And I don't know <v Speaker 1>what else has actually changed. <v Speaker 3>Yeah, yeah, I think Xbox kind of drifting into this <v Speaker 3>PC realm makes the most sense in that regard and <v Speaker 3>them trying to just well, know, if you can't necessarily <v Speaker 3>beat Sony's PlayStation in PC strategy, then just try and <v Speaker 3>co opt the bit of it yourself and sideways position <v Speaker 3>yourself there, because then what if an Xbox that can <v Speaker 3>play PC games then also played PlayStation games, and then <v Speaker 3>you kind of have the best of everything and they <v Speaker 3>just move in that way. You could see that. But yeah, <v Speaker 3>I think with a lot of the hardware shortages and <v Speaker 3>other things going on right now, a lot of hardware <v Speaker 3>questions are up in the air at the moment too, <v Speaker 3>so we'll see how it all lands. <v Speaker 1>Next story here, Invincible Versus will come with a story <v Speaker 1>mode from the team behind the animated series from Alex Hopley, <v Speaker 1>a game reactor, coming fresh off the heels of the <v Speaker 1>show's highly celebrated for season, Invincible Versus, which. <v Speaker 2>Is the latest cover story on Game and Form. <v Speaker 3>I got my issue. Look at that, Look at that. <v Speaker 3>It's beautiful. It's beauty, credible, incredible art. <v Speaker 1>Invincible Versus is going to give us a new story <v Speaker 1>in the Invincible universe, and even if it won't exactly <v Speaker 1>let us play through the episodes of the show as <v Speaker 1>we might have liked. We'll be getting something brand new <v Speaker 1>from the team behind the show to that team that <v Speaker 1>the creative team that worked on the show writing a <v Speaker 1>story for this game and fighting games always sort of <v Speaker 1>struggle with how how do they present as a single <v Speaker 1>player experience. I think this is novel enough to be like, oh, okay, <v Speaker 1>that makes sense for for Invincible, which is I'm I'm <v Speaker 1>a huge fan of the comics. I really like that <v Speaker 1>book a whole, a whole bunch. I think the show <v Speaker 1>is pretty good, so I'm I'm ready to get in <v Speaker 1>there and see this. You know, at this point it's <v Speaker 1>like my adult dragon Ball series. So if they have <v Speaker 1>a cool new story to tell with a new enemy, <v Speaker 1>I will show up for that for sure, sayings, yes, <v Speaker 1>I see a million Yes, it's one million percent just <v Speaker 1>that story for sure and in a good way. <v Speaker 2>Yeah. <v Speaker 1>So yeah, you You've got a pretty good look at <v Speaker 1>Invincible Verses. <v Speaker 2>How are you feeling about it? <v Speaker 3>I'm feeling pretty good. It's it's a really interesting game <v Speaker 3>that I think I'm going to need to see, Like, like, <v Speaker 3>there's kind of two questions when it comes to that, <v Speaker 3>will the normies like it? And will the FGC like it, <v Speaker 3>and and those answers don't always link up, because I <v Speaker 3>think the easiest comparison point to draw is that Mortal <v Speaker 3>Kombat is like one of the best selling fighting game <v Speaker 3>series of all times. But you look at the player <v Speaker 3>counts at EVO for Mortal Kombat and they've been declining <v Speaker 3>steadily year over year over year, And so with Invincible Verses, <v Speaker 3>I do think it's got some really cool ideas about <v Speaker 3>how you take mechanics of a killer instinct and then <v Speaker 3>put them in a three v three fighter and do <v Speaker 3>some tag stuff in there. And I remember feeling a <v Speaker 3>bit overwhelmed at first when we got to go hands <v Speaker 3>on with it, but it quickly became like a little <v Speaker 3>bit I wouldn't say second nature, but it started to flow. <v Speaker 3>It makes sense, and I do I really like what <v Speaker 3>they did with the Viltrumites in this game. I was <v Speaker 3>worried going in that would have kind of that fire <v Speaker 3>emblem mirror character issue of like hure a want of <v Speaker 3>characters who all do the same thing. But they found <v Speaker 3>really cool ways to take these Viltrumites and how they <v Speaker 3>fight in the show and in the comics and say, <v Speaker 3>what are these like defining features that we can turn <v Speaker 3>them into and kind of pull some fighting game archetypes <v Speaker 3>out of that. And I think that worked really really well. <v Speaker 3>He did, Mike will let in our rapid Fire interview, <v Speaker 3>go check that out. It's fun, didn't It was like <v Speaker 3>cagy on how canonical this story is, but also certain <v Speaker 3>characters being present in the game will kind of give <v Speaker 3>you an idea of where this is taking place in <v Speaker 3>the timeline. But story mode was one thing that they <v Speaker 3>were kind of holding back on suir bit, I think <v Speaker 3>just because they didn't want details to get out, especially <v Speaker 3>for a fighting game story like even Mortal Kombat, which <v Speaker 3>has a pretty robust story mode, is still maybe like <v Speaker 3>a six hour affair at the end of the day, <v Speaker 3>and so there's only so much you can tell without <v Speaker 3>you know, tipping the bean can too far. And so <v Speaker 3>I think it looks interesting. I'm definitely going to be <v Speaker 3>following this one, especially to see what it's long term <v Speaker 3>prospects are. Because we were talking before the show came <v Speaker 3>up about kind of an era of fighting games that <v Speaker 3>were you're like kind of B tier fighting games, but <v Speaker 3>like the weird kind of spinoffs and weirdo games. Your <v Speaker 3>bloody roars and things like that. <v Speaker 2>Yeah, and. <v Speaker 3>Versus for some reason gives me that energy where it's <v Speaker 3>like a team of fighting game fans are trying to <v Speaker 3>make like kind of a mid budget fighting game that <v Speaker 3>can like really speak to the people who like fighting <v Speaker 3>games and also like this property and want to see <v Speaker 3>something a little bit cool, a little bit different, a <v Speaker 3>little bit novel in the space. And so it's it's <v Speaker 3>really interesting. <v Speaker 2>To me for that. <v Speaker 1>Yeah, and if there's a time where that kind of <v Speaker 1>fighting game, that that tier of fighting game can come. <v Speaker 2>Back, it's now. <v Speaker 1>Fighting games are having a renaissance, and you know that <v Speaker 1>that community is very very strong and they are always <v Speaker 1>looking for a particular kind of thing. And yeah, someone <v Speaker 1>in chat was saying, hey, there's no new Marvel versus Capcom, <v Speaker 1>so they're kind of hoping this can fill in that <v Speaker 1>gap a little bit. <v Speaker 2>You know, that's always the hope for sure. <v Speaker 1>But it's going to be a little bit different than that, <v Speaker 1>but it's different in its own way, and I hope <v Speaker 1>it can find its footing because I do want to <v Speaker 1>see more weird, you know, out of left field fighting <v Speaker 1>games pop up, and this will be a sort of <v Speaker 1>a case study for that. <v Speaker 2>In a lot of ways, exactly exactly. <v Speaker 1>Way please, Assassin's Creed Black Flag Recinct differs from Ubisoft's <v Speaker 1>original pirate adventure. This comes from Jordan Remay at GameSpot <v Speaker 1>kind of read a quick thing here about what is <v Speaker 1>new in this version of Black Flag, titled recinc It <v Speaker 1>is described by Ubisoft as a faithful remake rather than <v Speaker 1>applying the new RPG stuff from the recent Assassin's Creed <v Speaker 1>back into this game. <v Speaker 2>That's not happening. Yeah, it's not happening. <v Speaker 1>They're saying they're avoiding the ability focus combat and romance <v Speaker 1>options found in newer titles like Odyssey or Valhalla. Well, <v Speaker 1>the core story of Edward Kinway remains intact. The game <v Speaker 1>has been completely rebuilt in the Ubisoft Anvil engine, resulting <v Speaker 1>in significant visual changes, particularly more detailed but cleaner character <v Speaker 1>models and brighter, more detailed city environments. Gameplay enhancements include <v Speaker 1>a faster combat system with a focus on parrying, new <v Speaker 1>Parker moves like manual ejex, and the addition of a <v Speaker 1>crouch mechanic. Basically you can go into crouch when you want. <v Speaker 1>In the original game, it was like automated. I can't <v Speaker 1>remember exactly. Notably, yeah, it's been a minute to play. <v Speaker 1>That's like thirteen years ago. Notably, the remake addresses fan <v Speaker 1>criticism by removing automatic mission failure for a failure for <v Speaker 1>tailing objectives, and adds new content such as three recruitable <v Speaker 1>characters for the Jackdaw and their own loyalty missions, new <v Speaker 1>story arcs involving Blackbeard instead upon it, and the ability <v Speaker 1>to adopt a pet monkey or a cat. <v Speaker 2>Okay, never mind, I'm buying this thing for sure. Yeah, <v Speaker 2>that sounds good. <v Speaker 3>You can do that in real life too, nothing is <v Speaker 3>stopping you. <v Speaker 1>Well, the monkey one got the I'm a sovereign citizen. <v Speaker 1>Let me have all the monkeys I want exactly. <v Speaker 2>This day. This seems pretty cool. <v Speaker 1>I think this is the right way to approach one <v Speaker 1>of these Thirteen years actually is quite a bit bit <v Speaker 1>a go, So it's not insane that they are bringing <v Speaker 1>this game back to me anymore. <v Speaker 2>And yeah, the edits make sense, right. The getting rid <v Speaker 2>of the automatic. <v Speaker 1>Failure when someone spots you in a mission where you're <v Speaker 1>tailing them perfect. Yeah, that's the exact kind of edit <v Speaker 1>that will make this game actually better. And it doesn't <v Speaker 1>sound like it stops there. It's like, oh, Yeah, the <v Speaker 1>yellow hue that was in all those games back in <v Speaker 1>the day on the Xbox three sixty. And I know <v Speaker 1>this game is also on like Xbox one and PS four, <v Speaker 1>but it was still that version that was built for <v Speaker 1>Xbox three sixty that's gone, and visually it just looks <v Speaker 1>cleaner and crisper, and say, oh, yeah, okay, so this <v Speaker 1>is going to feel like a new experience maybe just <v Speaker 1>because of that, And now they're taking this opportunity to <v Speaker 1>make it a better game in all these subtle ways. Yeah, <v Speaker 1>this is the right thing to do with Black Flag. <v Speaker 2>In my opinion, What do you think? <v Speaker 3>I Assassin's Creed is a series that if you ask me, <v Speaker 3>are you an Assassin's Creed fan, I'll say I'm not sure, <v Speaker 3>but I have played almost every single one of them. <v Speaker 3>Black Flag is in my top five, possibly top three, <v Speaker 3>of all of those games that I've played. Yeah, so <v Speaker 3>I'm definitely interested. I don't know that I would say <v Speaker 3>it's an Assassin's Creed game. I would say it's a <v Speaker 3>really good byate action game. Yeah, and it does that <v Speaker 3>super well. But I am interested in this. I think <v Speaker 3>the big thing they're not talking about is some of <v Speaker 3>the modern worlds. Did they say anything about the real <v Speaker 3>world stuff? Because I like that a lot. I think <v Speaker 3>that is a really cool aspect of that game. <v Speaker 2>Chat, Am I making this up? <v Speaker 1>It was one of the reports that they were taking <v Speaker 1>that stuff out of this version of the game. <v Speaker 2>Am I making that up? I might be making that up. <v Speaker 1>It's so, yeah, they cut out all the Absturgo stuff, <v Speaker 1>says Marino. <v Speaker 2>Yeah, so it's over. <v Speaker 3>Oh no, oh god, come on that. <v Speaker 2>That was such a great like pace breaker in that game. <v Speaker 1>We're not breaker in like a bad way, but like <v Speaker 1>it just broke up the game in fun where it's like, ma'am, <v Speaker 1>I'm just inside what is clearly you be soft and <v Speaker 1>we're getting some we're getting some dirt on how this <v Speaker 1>place works. <v Speaker 3>Like that, That to me was one of the hallmarks <v Speaker 3>of Assassin's Creed. <v Speaker 2>Was you got this? Really? We lost you? Jan? Have <v Speaker 2>you lost me as well? Or am I still here? <v Speaker 2>You're still here? <v Speaker 3>Here? <v Speaker 2>Have I been disconnected? Uh? No? I hear you? <v Speaker 3>Okay, Hello, Hi. <v Speaker 2>Jeff, I'm back. I can hear you. Guys, Okay, you <v Speaker 2>can hear us? Never left? <v Speaker 1>I oh yes, I kind of assume that might have <v Speaker 1>been the case. We always hear Jan and I've always <v Speaker 1>been here for you guys. Okay, sorry, yeah, Eric, you <v Speaker 1>just froze for me, and I guess people were able <v Speaker 1>to hear it. <v Speaker 2>Just kind of give me a brief recap of what <v Speaker 2>you were saying. <v Speaker 3>Yeah, Assassin's Creed, the alternate Hiss, not alternate history, but <v Speaker 3>like real world stuff, the Obsturgo stuff was always a <v Speaker 3>hallmark of that series for me because it was the <v Speaker 3>like creeping tension behind all of it. There's the great part, <v Speaker 3>I think, in AC one where you use the vision <v Speaker 3>in the real world for the first time and right <v Speaker 3>some cool stuff, and then in AC two you're picking <v Speaker 3>up all the scattered fragments of a TikTok short of <v Speaker 3>people parkouring through super evil future and stuff like that. <v Speaker 3>It's it's so fun, and it adds this layer of <v Speaker 3>you are invested in the story, but then you're also like, <v Speaker 3>there's something else going on here, and yeah, it's like, <v Speaker 3>you know, it's a much like a ten percent, like <v Speaker 3>like a one percent version of inscription, right of yes, <v Speaker 3>there's something happening here that I want to like pull out, <v Speaker 3>even though I think, like I'm not supposed to be. <v Speaker 3>I think this is like dangerous in a way that's <v Speaker 3>kind of exciting and fun, and the games have started <v Speaker 3>to take that out in a lot of ways, in <v Speaker 3>ways that I have not enjoyed. And so I love <v Speaker 3>Black Flag. I think it's a really fun campaign, but <v Speaker 3>I think yanking that out does kind of lose some <v Speaker 3>of the heart and soul of what makes Assassins different <v Speaker 3>from a lot of games that have now just started <v Speaker 3>to copy Assassin's Creed. And that is my concern here, <v Speaker 3>is that like this, this is maybe the big thing <v Speaker 3>for Ubisoft in general, is that so many games saw <v Speaker 3>their success in their in their peak, in their their <v Speaker 3>highest era, and said we're going to do stuff like that, <v Speaker 3>And now as they kind of smooth that stuff out, <v Speaker 3>there's not a lot to differentiate themselves from what everyone <v Speaker 3>else is doing, and some of the absturgo weirder stuff <v Speaker 3>can be that thing that makes Assassin's Creed still feel <v Speaker 3>a little bit different and keep like a tonal through <v Speaker 3>line through the whole series, because otherwise, like I'm just <v Speaker 3>playing a historical action and that's fun, and those can <v Speaker 3>be fun, but there's a lot of. <v Speaker 1>Those, yeah, And it's like I begin to think about <v Speaker 1>it and it's like, why would they why would they <v Speaker 1>take it out? And it's like, you know the reason <v Speaker 1>it was there in the first place. It always served <v Speaker 1>a mechanism. It was always there to do the thing <v Speaker 1>you're talking about framing de Yeah, a framing device and <v Speaker 1>to be that enticing little treat that might be waiting <v Speaker 1>for me at the end. And they can't it's the <v Speaker 1>will they won't they they can't actually deliver on the <v Speaker 1>will they because then the magic's gone, the chase is gone. <v Speaker 2>You have to have the chase there. <v Speaker 1>And so going back to this and keeping that absturgo <v Speaker 1>stuff at the same as it was what was probably <v Speaker 1>like a difficult thing for them because they're like, we've <v Speaker 1>changed up, like what the enticing metastory is so much <v Speaker 1>so many times to kind of go back and re <v Speaker 1>establish what it was back in twenty thirteen or whatever <v Speaker 1>year it was what kind of put us back into <v Speaker 1>a corner and we don't we just don't want to <v Speaker 1>deal with that. So, yeah, it's a mechanism there to <v Speaker 1>like make players go, man, what is inside of this <v Speaker 1>mystery box? <v Speaker 2>And the second you have you'd. <v Speaker 1>Be like, hey, it's been thirty years. Obviously we have <v Speaker 1>some answers to the ones that we're in this game. <v Speaker 1>It's like, well, no, we don't because we never meant <v Speaker 1>to answer him. That's not why it's there in the <v Speaker 1>first place, and say, okay, I get it. But it <v Speaker 1>does kind of show the weakness of that strategy, and <v Speaker 1>it feels like maybe you should start thinking about delivering <v Speaker 1>on these things, so you could start up a new <v Speaker 1>mystery so people can have some conclusion, because I do <v Speaker 1>think people get burnt out on that side of Assassin's <v Speaker 1>Creed of they just keep drawing it on, or they <v Speaker 1>change the game, or are they changed the story so <v Speaker 1>much that it's like the stuff that I cared about <v Speaker 1>once they don't care about anymore. <v Speaker 2>But I do agree that that is still core. <v Speaker 1>To Assassin's Creed and they should find ways to keep <v Speaker 1>that stuff in there as much as they can. All Right, <v Speaker 1>last couple of stories here, BioWare project director explains why <v Speaker 1>we've not seen a proper mass effect for T's yet. <v Speaker 1>This is from Alex Hopley at Game Reactor. <v Speaker 2>But this is let's see here, what does he say? <v Speaker 1>This is Michael Gamble, I believe it is his name, <v Speaker 1>the project director he tweeted or was Blue Sky just <v Speaker 1>busy working, not a lot of time for teas And yeah, <v Speaker 1>this goes back to what I always tell people that <v Speaker 1>stuff doesn't have zero costs associated with it. Building an <v Speaker 1>asset of any kind, even if you're outsourcing to a <v Speaker 1>third party company that is going to make a pre <v Speaker 1>rendered video, that stuff takes a lot of time away <v Speaker 1>from the core development team. Months of work goes into <v Speaker 1>that stuff, and a lot of times these companies just <v Speaker 1>decide that's not worth it. They're not going to like <v Speaker 1>do that in disrupt game development. So that seems to <v Speaker 1>be where mass Effect four still is. When do you <v Speaker 1>think we actually do hear. <v Speaker 3>About this mass Effect five? The Andromeda erasures get. <v Speaker 2>I'm on your side on this. <v Speaker 1>Yes, the headline sysspect for You're right, this is Masspect five. <v Speaker 2>We're talking about it. <v Speaker 3>I'm out here fighting the good fight. Kenni Shepperd would <v Speaker 3>be very thank you if I wasn't. Yeh No, I <v Speaker 3>mean I get why directors sometimes do this when they <v Speaker 3>tweet things and they're saying it publicly, which makes it <v Speaker 3>like available to news people to use for headline. But <v Speaker 3>then they're like, why are people treating this like such? <v Speaker 3>Because you posted online. That's what you do when you <v Speaker 3>step into a directorial role and then start posting online. <v Speaker 3>But what I will say is that for this the <v Speaker 3>surprise should also not be a shock because Biowear, like <v Speaker 3>where it is right now, like Dragon Age of the <v Speaker 3>Veilguard came out, had just the hugest dust up around <v Speaker 3>its launch and had the longest development in recent games memory, <v Speaker 3>and a very troubled development that was often reported on <v Speaker 3>at that So all eyes are going to be on <v Speaker 3>Mass Effects like that's just natural. And I think being <v Speaker 3>a BioWare fan as I've been for a while, if <v Speaker 3>you want to listen to Normandy FM over on your <v Speaker 3>podcatcher of choice, you get used to just kind of <v Speaker 3>subsisting on crumbs for a very long time. I mean, <v Speaker 3>in the time since we made norm DYFM, there have <v Speaker 3>only been so many biowear games that have come out, <v Speaker 3>and we've podcasted through most of them, and this is <v Speaker 3>the long winning game, and Mass Effect five is probably <v Speaker 3>still a ways off. It is, I have no real <v Speaker 3>hope for it coming out in any fashion anytime soon. <v Speaker 3>But when you start teasing it, when you start posting things, <v Speaker 3>a lot of people are going to start to get antsy. <v Speaker 3>They're going to be like, where is it. You showed <v Speaker 3>us a cut scene, you showed us a trailer, you <v Speaker 3>showed us promo art. Are we ever going to see <v Speaker 3>this thing? And I think people forget how close like <v Speaker 3>the reveal of Veilguard was the actual launch of Vail <v Speaker 3>guarder at the time, it was even called Dreadwolf because <v Speaker 3>they changed the name. I like the original name, but <v Speaker 3>it is going to be one of those things that <v Speaker 3>it's just going to carry on for a long time <v Speaker 3>and everyone's going to have to live on crumbs because <v Speaker 3>I don't know what else you do. BioWare is kind <v Speaker 3>of in a between a rock and a hard place. <v Speaker 3>It has to deliver in a way that makes people <v Speaker 3>feel like BioWare is back, but it also has to <v Speaker 3>deliver with some of the highest expectations around And yeah, <v Speaker 3>I don't know this. This is what it's going to <v Speaker 3>be like for the next two three years, I imagine, <v Speaker 3>is just more of this, just little little CRuMs, little pieces, <v Speaker 3>people asking, hey, where's this game? It'll be ready when <v Speaker 3>it's ready, that's the best answer. <v Speaker 1>Yeah, And by where fans are truly passionate just I <v Speaker 1>mean for mass effect, I remember you know, when I <v Speaker 1>was getting started in in my reporting on Rumors Era, <v Speaker 1>I had a bunch of stories where it's like, hey, yeah, <v Speaker 1>I got some leaks, here's some stuff, here's what's going <v Speaker 1>on with Battlefield and all that stuff, and it never <v Speaker 1>got much notice, got some but not much, and then <v Speaker 1>started talking about Mass Effect Legendary Edition, and that's when people, <v Speaker 1>what the hell is this? And then I started getting <v Speaker 1>a lot of tension, like, oh, I did not realize <v Speaker 1>how crazy the BioWare fan base is about these games <v Speaker 1>still to that day, to this day. And now I <v Speaker 1>know better, And I imagine being in that position of <v Speaker 1>mister Gamble here of having to be the director on <v Speaker 1>this project and knowing the thirst for information about this thing, <v Speaker 1>as well as the anxiety that surrounds it's potential fate <v Speaker 1>and whether or not it ever even comes out. Like <v Speaker 1>I'm sure he wants to just show people everything. Yeah, <v Speaker 1>we're doing good work, we're excited about it. You should <v Speaker 1>believe in it. And at the same time, you can't <v Speaker 1>say a damn word about it because anything you do say, <v Speaker 1>you'll be held to it. And so he's just gotta <v Speaker 1>be like, we are working on it, and that's all <v Speaker 1>we can say, and you're right, that's gonna have to <v Speaker 1>be the answer for multiple years, because, yeah, as you <v Speaker 1>pointed out, Dragon Age did not come out that long ago. <v Speaker 1>Most of the team at Bay Where was working on <v Speaker 1>that game, with probably just a handful of people continuing <v Speaker 1>continuing to build out ideas for what. <v Speaker 2>Mass Effect five was going to be. We'll uh just see. <v Speaker 1>I mean, when do you like put a timeline on it, Eric, <v Speaker 1>I really don't know, but I would be guessing as well, <v Speaker 1>when do you think we see this thing next. <v Speaker 3>Shot in the dark, like like when we see it <v Speaker 3>now when it comes out, when we see let's do a. <v Speaker 2>Little bit of both. <v Speaker 3>I think we see it like a trailer for it. <v Speaker 3>And when I say trailer, I mean like a thirty <v Speaker 3>second teasers Teacher Awards or something like that. Not This <v Speaker 3>Game Awards, but Next Game Award. And I think it'll <v Speaker 3>target twenty eight or twenty nine, like that's that's my guess. <v Speaker 1>But yes, and then and then comes out in like <v Speaker 1>twenty thirty, Yeah exactly, Yeah. <v Speaker 3>Yeah, yeah, it's it is a big undertaking that it <v Speaker 3>is going to take a while, especially for what is <v Speaker 3>left of BioWare after the exodus of so many employees <v Speaker 3>and the shiftings at Electronic Arts like writ Large and <v Speaker 3>all that, Like, there's been a lot of changes under <v Speaker 3>those umbrellas, and I think that means it's going to <v Speaker 3>take a while for any of this to see the <v Speaker 3>light of day. <v Speaker 2>So yeah, I think that sense about right to me <v Speaker 2>as well. <v Speaker 1>I I like mass Effect a whole bunch, and I <v Speaker 1>hope this one delivers. <v Speaker 2>I would really like that. <v Speaker 1>But we're going to We're gonna to wait and see <v Speaker 1>because it's just it's one of those where Electronic Arts <v Speaker 1>interest in keeping this game going could change it any moment. <v Speaker 1>We really really don't know what to expect from there. Yeah, <v Speaker 1>from that side of the equation. <v Speaker 3>Yeah, all right. <v Speaker 1>Last story, Claire Obscure Expedition thirty three sales top eight <v Speaker 1>million copies. This is from sal Ramano at Kamatsu. Total <v Speaker 1>sales for the turn based RPG Claire Obscure Expedition thirty <v Speaker 1>three have surpassed eight million units. That's according to publisher <v Speaker 1>Kepler Interactive and developer Sandfall Interactive announced They announced that <v Speaker 1>on the game's first anniversary, which is today. In addition <v Speaker 1>to that, the game is also getting a free minor <v Speaker 1>update on all platforms. That includes a new anniversary haircut <v Speaker 1>for each playable character. <v Speaker 2>So there you go. <v Speaker 1>To access the new haircuts, players must purchase them from <v Speaker 1>a gestural merchants. <v Speaker 2>In the game world. But you could do that now. <v Speaker 1>Eight eight million copies in a year ain't nothing to <v Speaker 1>sneeze at. This is the kind of thing where big <v Speaker 1>publishers do see this and they start thinking, how can <v Speaker 1>we get in on that action? And I don't know <v Speaker 1>what the answer to that is other than hey, this <v Speaker 1>was a really well made game that knew what it <v Speaker 1>was going for. <v Speaker 2>Can you do more of that? <v Speaker 1>And there's a handful of publishers that can do that, <v Speaker 1>and there's a lot that are just like Lost in <v Speaker 1>the Woods like an EA, Right. <v Speaker 3>Yeah, there's a kind of double edged sword with this <v Speaker 3>where it's like, oh cool, more publishers might pay attention <v Speaker 3>to single player RPG games and then oh no, more <v Speaker 3>publishers might have Expedition thirty three expectations, like same with <v Speaker 3>Balderskate three exactly. That takes off and suddenly people are like, <v Speaker 3>a make a boulder skate and it's like, I don't <v Speaker 3>think you understand what that means. Like Larian took a <v Speaker 3>lot of games to get to Balderskate three, And you know, <v Speaker 3>clarib Skier was the first game from sand Fall, but <v Speaker 3>it certainly wasn't a lot of people on that team's <v Speaker 3>first game, and I think it takes time to get there. <v Speaker 3>But if anything like, I think for me, the shows <v Speaker 3>that there is a market for a wide budget of <v Speaker 3>games and certainly a version of Triple A that is <v Speaker 3>not chasing excess, if that makes sense. Like clarib Skier <v Speaker 3>was in many ways targeted to not be on the <v Speaker 3>level of say, the highest of high Triple A's. I <v Speaker 3>love that there are things that exist like Rebirth and <v Speaker 3>Resident Evil nine that are those super high fidelities, super <v Speaker 3>well made, like top of the line games, pushing as <v Speaker 3>far as they can at all times. But Claire ub <v Speaker 3>Scire kind of found like a good like two thirds <v Speaker 3>way up that scale and targeted just that and and <v Speaker 3>that's awesome. I love that that's the dream right there. <v Speaker 3>So hopefully that is the takeaway. But broadly, you know, <v Speaker 3>just more interest in independent studios would be a start, <v Speaker 3>and especially hopefully this puts more attention on independent studios <v Speaker 3>that don't have to come in By saying like we <v Speaker 3>have people from Moviesoft and Riot or Blizzard and so <v Speaker 3>and so. But like we you know, we just have <v Speaker 3>a really solid vision for a thing we want to make. <v Speaker 3>And that's always the tricky part because usually people want <v Speaker 3>to hear the former before they hear the latter. And <v Speaker 3>and there's a lot of great indie studios making great <v Speaker 3>games that struggle to get funding, so I would hope <v Speaker 3>that they can ride some of this rising tide as well. <v Speaker 3>But yeahs as far as ourpgs go, I mean, it's <v Speaker 3>it's funny a lot of people still have that whole <v Speaker 3>thing about like, well, term based RPGs, how are they <v Speaker 3>doing lately? Or term based rpg still. <v Speaker 2>I was going to ask you as the RPG guy, like. <v Speaker 3>Turn based RPGs have been goady contenders. We have Metaphor, <v Speaker 3>we have clear Obscure, we have balders Gate three. Every year, <v Speaker 3>like some turn based RPG comes out and blows everyone <v Speaker 3>out of the water, and that's exciting. Like I, RPGs <v Speaker 3>writ large have been in a really good place from <v Speaker 3>from your higher ends like lower end stuff like Quartet <v Speaker 3>and things like that, it's been a really good time <v Speaker 3>in the RPG space and it's never been a better <v Speaker 3>time to be playing RPG's. I'm always saying that. <v Speaker 2>I mean, you're also right. <v Speaker 1>Yeah, it's the kind of thing where when I think <v Speaker 1>about this a little bit too much, like people choose <v Speaker 1>turn based in the real world all the time. Like <v Speaker 1>you could go play a sport where it's live action, <v Speaker 1>or you could play a card game. Yeah, turn baseball <v Speaker 1>is turn based, or you go play a card game, <v Speaker 1>and a lot of people I will play a card game. <v Speaker 1>Millions of people play poker, millions of people play all <v Speaker 1>kinds of games where it's your turn to play your hand. <v Speaker 1>This is something that we're very, very familiar with. It's <v Speaker 1>not some scary concept. And yeah, the fact that these publishers, <v Speaker 1>especially the ones that made their money with turn based games, <v Speaker 1>suddenly talking themselves or working themselves into a shoot on <v Speaker 1>this was always like what. <v Speaker 2>You just don't seem to believe in yourself. <v Speaker 1>Now, of course it's more complicated than that, and you <v Speaker 1>want to try different things, and one of the different <v Speaker 1>things if you are making it turn based Final Fantasy <v Speaker 1>for years and years, and then obviously that like transforming <v Speaker 1>into a bunch of different hybrid versions of their combat <v Speaker 1>system of course you try a real time action based <v Speaker 1>one with Final Fantasy sixteen, but I. <v Speaker 3>Feel like sixteen a lot. Yes, I'm actually a sixteen defender, <v Speaker 3>and it's like I thought the combat was a lot <v Speaker 3>of fun. Yeah, exactly, and it's uh, it worked for <v Speaker 3>that game. <v Speaker 1>But I do think that Final Fantasy would be in <v Speaker 1>a stronger place if they sort of just grabbed the <v Speaker 1>reins and just said, no, Final Fantasy is for the <v Speaker 1>Final Fantasy sikos, and we're going to be more Final <v Speaker 1>Fantasy than we've ever been before, and then have other <v Speaker 1>ways of expressing those other gameplays types. But I think <v Speaker 1>the next Final Fantasy game is going to. <v Speaker 2>Be turn based. What do you think? <v Speaker 3>I would love for that to be the case, honestly, <v Speaker 3>because I think they might have found accidentally the happy <v Speaker 3>medium of saying, well, f seven the remake trilogy is <v Speaker 3>kind of our Kingdom Hearts adjacent action hybrid that works <v Speaker 3>and kind of captures that, and also eventually Kingdom before <v Speaker 3>Kingdom Heart's for has to come out, right, Like they can't. <v Speaker 2>Just not ye, but that will actually come out. <v Speaker 3>It would be funny if they never did that, but <v Speaker 3>and then say like, yeah, maybe not even just a <v Speaker 3>Final Fantasy seventeen. But you know they put a Final <v Speaker 3>Fantasy out there. This is like, hey, we're we're gonna <v Speaker 3>do a turn based thing and kind of see how <v Speaker 3>it goes at the scale of maybe a Clare obscurity. <v Speaker 3>That'd be kind of exciting. I will tell you if <v Speaker 3>you're somebody who's been like, I want Classic Final Fantasy back, <v Speaker 3>I want Turnbase back. Octapath Traveler Too is currently several <v Speaker 3>different platforms and it will be the time of your life. <v Speaker 3>You will have a wonderful time with Octopath Traveler too. <v Speaker 3>But yeah, I would like to see them kind of <v Speaker 3>get back to that. I don't know that I exactly <v Speaker 3>have high hopes for it, but that's only because I <v Speaker 3>have no idea what you do with the Final Fantasy seventeen. <v Speaker 3>I don't want to have a person in the room <v Speaker 3>that has to side that's shit. It's been challenging. <v Speaker 1>Yeah, I agree, that's not I do not envy the <v Speaker 1>person that has to navigate that, because I do still <v Speaker 1>think that they believe and they said it with the <v Speaker 1>last one, Like one of the key factors of a <v Speaker 1>Final Fantasy game is it just is more expensive than <v Speaker 1>any other game. <v Speaker 2>It's okay, cool. Doing that, you. <v Speaker 1>Do get at a lot of risk averse positions where <v Speaker 1>it's like, okay, it's very expensive. It has to appeal <v Speaker 1>to as many people as possible, and that becomes. <v Speaker 2>The guiding principle. <v Speaker 1>And I think if anything, these recent RPGs, the metaphors, <v Speaker 1>the clare ob securities have proven no, get into your bullshit. <v Speaker 1>That's where the magic happens. But Final and Final Fantasy <v Speaker 1>can regain that magic. I'm sure it can. But we'll see. <v Speaker 1>All right, we need to wrap the show up. We're <v Speaker 1>gonna get to the bomb twelve here in a second. <v Speaker 1>Everybody just hold your horses for that. Let's do the <v Speaker 1>poll question from yesterday. Are you more excited about Yoshi <v Speaker 1>and the Mysterious book now after the previews? <v Speaker 2>Yes? <v Speaker 1>Well that was thirty percent of the respond It's then <v Speaker 1>thirty one percent said no, and thirty nine percent said <v Speaker 1>I'm not reading all that. They didn't check out the <v Speaker 1>previews at all, so well, thirty percent kind of swayed <v Speaker 1>by the previews. I certainly was one of those. Did <v Speaker 1>you did you see how this game plays? <v Speaker 2>Eric? Yeah? <v Speaker 3>I did not preview it myself, but I heard from <v Speaker 3>several people who did preview it, including good front of <v Speaker 3>the show Jesse Vitelli here, Yeah, who told me all <v Speaker 3>about Hank and the goodness of Hank. I it's such <v Speaker 3>a weird one. I feel like Nintendo is doing so <v Speaker 3>much weird fun stuff right now, and it's in such <v Speaker 3>a weird place because the switch to launch slate has <v Speaker 3>been its own thing that you could do an entire <v Speaker 3>podcast episode about. But I think this looks delightful. I <v Speaker 3>think it looks enjoyable. I think it looks fun. If anything, <v Speaker 3>the launch of the switch to has been very wacky <v Speaker 3>and very strange from Nintendo. A lot of you know, <v Speaker 3>Tomadacci Life and things like that that you would not <v Speaker 3>normally expect to take off have been kind of the <v Speaker 3>defining games for the console. And so if if Yoshi's <v Speaker 3>Mysterious book comes out and everybody loves just naming shy <v Speaker 3>guys Hank the then more power to them. I'm down <v Speaker 3>for that me too. <v Speaker 1>It's it definitely is like a weird angle for this <v Speaker 1>kind of platformer. And I mean that with a parenthesis positive, like, yeah, <v Speaker 1>go go ahead and try that. <v Speaker 2>That seems cool to me. <v Speaker 1>All right, No new poll question, because as I said, <v Speaker 1>we're gonna do the Bomb twelve here in a second. <v Speaker 1>So let's see here. Let's wrap up our show by saying, Hey, <v Speaker 1>what's happening on Giant Bomb. There's a bunch of stuff <v Speaker 1>that's going to pop off early in the week. Next <v Speaker 1>week as we're able to post stuff about more stuff <v Speaker 1>about sorrows. We'll have some other videos for some hardware <v Speaker 1>that's coming up. There's some cool things happening on the <v Speaker 1>website everybody, so make sure you're ready to go on Monday. <v Speaker 1>For today, we have UPF. We're gonna play some Kiln, <v Speaker 1>maybe a couple other things. I think Sean has debt <v Speaker 1>is Disco, which I still don't know much about. He says, <v Speaker 1>there's like some creative aspects in there that we're going <v Speaker 1>to show off next to the creative stuff in Kiln. <v Speaker 1>So yeah, well hang out. It'll be a UPF. It'll <v Speaker 1>be unprofessional. I can't wait to see you all there. <v Speaker 1>All right, with all that out of the way, let's <v Speaker 1>go ahead and ask you, Eric, where can people find <v Speaker 1>you on the internet? What do you have going on <v Speaker 1>and all that good stuff. <v Speaker 3>I am Eric Van Allen. I'm a video editor at <v Speaker 3>Game Informer, which still feels weird to say, even though <v Speaker 3>I think I'm coming up on my one year anniversary here. <v Speaker 2>Isn't there right? Yeah? <v Speaker 3>Yeah, yeah, it's been a wild, weird year for me. <v Speaker 3>It's been really cool. Go check out Game Informer, Game <v Speaker 3>Informer dot com, slash subscribe. You can also pick it <v Speaker 3>up at your local bookseller Barnes and Noble Books a <v Speaker 3>million and some other stores who cares what they're and <v Speaker 3>if you want to go check that out in other places. <v Speaker 3>If you want to go abroad and find out and <v Speaker 3>tell us where they are, please tell us because I <v Speaker 3>mean I found one in the Amsterdam airport the other <v Speaker 3>week and that was pretty cool. Oh cool, So that <v Speaker 3>was pretty exciting. Also shout outs for Acts of the <v Speaker 3>Blood God and Independent RPG podcast. We're recording tomorrow, publishing Monday. <v Speaker 3>It'll be a an episode of just me and Austin <v Speaker 3>Walker talking about realities, his new tabletop hell yef Fantastic System. <v Speaker 3>It'll be really fun. We have a lot of coverage <v Speaker 3>coming out of f F fourteen fan Fest on the way <v Speaker 3>as well, so keep an eye out for that. And <v Speaker 3>Norman DFM, a game club podcast. We are currently playing <v Speaker 3>through Dragon Age the Veilguard, but we have seasons going <v Speaker 3>through everything from a bunch of BioWare games like Mass <v Speaker 3>Effect and Dragon Age to random other games that we've <v Speaker 3>done like Cyberpunk, Final Fantasy ten, The Last of Us, <v Speaker 3>just whatever games spark our fancy. I make can play <v Speaker 3>all of Near and Near Automato because he had onto, <v Speaker 3>but I love those games, so I cashed in my bunch. <v Speaker 2>Car yes, or near replicant. <v Speaker 3>It was near replicant. I it was the one act <v Speaker 3>of mercy. And I didn't make him play Dragon Guard either. <v Speaker 3>That would have been good. The true torture. Yeah, he <v Speaker 3>doesn't realize it how much worse it could have been. <v Speaker 1>It could have been a lot worse and fantastic stuff. <v Speaker 1>All right, excellent, people should go check all that stuff out. <v Speaker 1>With all that out of the way, though, yeah, it's time, everybody, <v Speaker 1>let's wrap up the week with the bomb twelve. These <v Speaker 1>are the twelve games that really matter to people who <v Speaker 1>are really. <v Speaker 2>Playing video games. <v Speaker 1>Shout outs to jan for helping me get this ready <v Speaker 1>because I forgot to do it before the. <v Speaker 2>Show, but we got it ready for you now. Everybody <v Speaker 2>check it out. <v Speaker 1>Number twelve, wind Rows, number eleven, Crimson Desert Number ten <v Speaker 1>is replaced. Then we have Hades two. Then number eight <v Speaker 1>is Slave Aspire two. Number seven is Pokemon Champions, Number <v Speaker 1>six is Dark Souls two. Number five is Tomadaci Life <v Speaker 1>Living the Dream. Then number four I got to order here. <v Speaker 1>Number three excuse me a Vampire Crawlers. Number two is <v Speaker 1>Marathon and number one is prag Matta. <v Speaker 3>Yeah kind of six was Dark Souls two. <v Speaker 2>Yeah. <v Speaker 1>Listen, sometimes the community will do things and we don't <v Speaker 1>stop them. <v Speaker 2>Here. It's like total Request Live. If that's Tucker Plans. <v Speaker 3>We talk a base no scholar of the first in <v Speaker 3>We're just going. <v Speaker 1>No, well, we got the first sios, we got the <v Speaker 1>true weirdos out there, That's what I'm talking about. <v Speaker 3>It. <v Speaker 2>I did I post this a. <v Speaker 1>Late, so that always makes it a little bit more <v Speaker 1>likely for one of the weird ones to slip in. <v Speaker 2>So yeah, Hey, if you. <v Speaker 1>Guys want to try to get one of your weird <v Speaker 1>games on next week's chart, you should try that. <v Speaker 2>Just go to giant bomb dot com. <v Speaker 1>If you scroll down, you can see this week's list, <v Speaker 1>and on the left hand side there it says vote here. <v Speaker 2>It'll take you to a. <v Speaker 1>Form where you can add your game for consideration for <v Speaker 1>the next week's Bomb twelve. <v Speaker 2>We'll do that then. Thank you all so much. <v Speaker 1>All right, Eric, thank you for hanging out with me <v Speaker 1>today and talking about video games. <v Speaker 2>Man, I really appreciate it, appreciate you. <v Speaker 3>Thank you. <v Speaker 1>So we'll make it happen again soon. Everybody, that was great. <v Speaker 1>Thank you all for watching and listening. You're the best <v Speaker 1>audience in gaming. Until next time, have a good one, <v Speaker 1>take care of yourself and goodbye.
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