Slow Sales Start for Saros

Game Mess Mornings

Jeff Grubb and Chuck Zimmerheld start your Wednesday morning with news on Saros having a slow start of sales, while on the other side Silent Hill is selling very well, Xbox continuing to reevaluate console exclusives, and more! 

00:00 - Intro
4:28 - Saros had a “lukewarm start” with 300,000+ sold in 2 weeks, analytics firm estimates
8:30 - Sony says PS Plus gets only 4–6 day-one games a year, mostly indies
18:05 - As Xbox 'Reevaluates' Exclusives, Its Hellblade 2 PS5 Port Is Considered a Success
26:00 - BREAK
26:27 - Capcom updates its game sales figures with its best-ever annual financial report
31:32 - Konami’s Silent Hill comeback looks real
37:00 - Small discussion on AI
44:09 - Rumor: Resident Evil Code Veronica Remake is heading much stronger in horror direction
47:54 - Nintendo Won't Focus On Making Switch 2 Games Exclusively, Switch 1 Remains Important
53:10 - 3D platformer Garfield: Escape from Monday announced for Nintendo Switch
55:00 - ConcernedApe Says Haunted Chocolatier Is "Way Bigger" Than Stardew Valley
57:00 - Poll
2026-05-13 62 min Transcript

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Transcript

<v Speaker 1>Hey, everybody, welcome to Game Mess Mornings with Me Jeff Grub,
<v Speaker 1>your host from giant bomb dot com.
<v Speaker 2>Thank you for tuning in.
<v Speaker 1>In this episode, we're gonna be talking about disappointing sales
<v Speaker 1>for a major PlayStation exclusive and switch to is not
<v Speaker 1>Nintendo's exclusive focus. It's gonna be a good one because
<v Speaker 1>we have Chuck zimmer Held on the show. Chuck, how
<v Speaker 1>are you doing.
<v Speaker 3>Done really well? I'm glad we're talking about disappointing sales
<v Speaker 3>because you have your most disappointing guest on today and
<v Speaker 3>I'm ready hey to meet the need.
<v Speaker 1>I come daily with that energy. Chuck, how dare you
<v Speaker 1>try to take that away from me?
<v Speaker 3>How are you doing doing really well? Man? I've been
<v Speaker 3>having a blast with the DK sixty four streams too.
<v Speaker 2>It's a good time.
<v Speaker 3>I don't mean to always end up staying till the
<v Speaker 3>very end, but like the last two days, oh you should?
<v Speaker 2>Yeah? Yeah, well fuck, well I would if I could. Yeah,
<v Speaker 2>it's it's I'm glad you're hanging in there with them.
<v Speaker 1>It's got a good energy. I think everyone's enjoying it.
<v Speaker 1>I see that here in the chat for this show.
<v Speaker 1>We've had three more people joined gime Bomb Premium on YouTube.
<v Speaker 1>Thank you everybody for doing that, Chuck, since you're here,
<v Speaker 1>tell everybody all the ways they could support us, like
<v Speaker 1>as part of this big marathon stream that we're doing.
<v Speaker 3>I would love to do that. So we are tracking
<v Speaker 3>new subs, that's important new so you don't have a
<v Speaker 3>current subscription, and if you sign up on the site
<v Speaker 3>at giant bomb dot com slash join for a yearly
<v Speaker 3>or a monthly, it'll add progress to our current goal,
<v Speaker 3>which is a community voted blight. You guys get to
<v Speaker 3>choose who gets blided out of the owners and you
<v Speaker 3>get to choose the game, which is that's a lot
<v Speaker 3>of control you guys are giving them. The brand new
<v Speaker 3>thing we're doing is on YouTube. You can sign up
<v Speaker 3>for a YouTube membership. We're putting all the premium content
<v Speaker 3>from the last year and going forward, all the premium
<v Speaker 3>content it's going on there. You're also get to add
<v Speaker 3>free versions of all the shows and stuff that we
<v Speaker 3>do normally, and that also progresses the tracker. Yearly is
<v Speaker 3>the best bang for your buck if you really want
<v Speaker 3>to get that community light going, that's how you can
<v Speaker 3>do that. But yeah, so those are all hitting right,
<v Speaker 3>now it's all going to the progress and then when
<v Speaker 3>when Mikey pulls that progress bar back up, you'll see
<v Speaker 3>where it's at.
<v Speaker 1>Yeah, I get there are always somenks among people about like, hey,
<v Speaker 1>it's I've been a support for a long time. How
<v Speaker 1>can we help contribute towards this. We're always working on
<v Speaker 1>that stuff everybody. But yeah, it's important for us to
<v Speaker 1>keep activating like new people, getting people excited about it,
<v Speaker 1>and we want to be thinking about it for this
<v Speaker 1>sort of thing because it forces us to come up
<v Speaker 1>with all these fun reasons for to bring in new
<v Speaker 1>people into the fold. But we'll find ways for you
<v Speaker 1>guys to contribute and support us, even if it's just
<v Speaker 1>like getting like increasing excitement and all that stuff. So yeah,
<v Speaker 1>I guess if you're been a supporter for a long time,
<v Speaker 1>tell a friend, go in your other discords, tell them
<v Speaker 1>what we're doing here. Tell them to come watch Mike
<v Speaker 1>play Donkey Kong. Honestly, who doesn't want to watch that?
<v Speaker 1>You should want to watch that, and your friends should
<v Speaker 1>want to watch that as well.
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<v Speaker 3>the website. That's giant bomb dot com slash gift Dash. Nope,
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<v Speaker 3>Over Dash Premium. Gift Dash Premium. You can go there,
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<v Speaker 3>but that requires legal battling with Google. Funny enough, so.
<v Speaker 1>Sure, And it's not like talking to Google's lawyers. It's
<v Speaker 1>talking to Google's bots, which don't care. But hey, we
<v Speaker 1>got it working by we, I mean, chuck. All right,
<v Speaker 1>let's explain ourselves. We're Giant Bomb. Go to giant bomb
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<v Speaker 1>As far as this show goes most weekdays, I Jeff
<v Speaker 1>Grub will help piece your gaming life back together. That
<v Speaker 1>includes breaking news and maybe even some of our own
<v Speaker 1>original reporting. For all these topics, I'll get the input
<v Speaker 1>of a bona fide expert who will make me look smart.
<v Speaker 1>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 Mess 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.
<v Speaker 2>Hello YouTube.
<v Speaker 1>All right, we have a lot to get into, so
<v Speaker 1>let's start the Morning Mess with Sorrows had a lukewarm start.
<v Speaker 1>That's a quote, with three hundred thousand plus copies sold
<v Speaker 1>in two weeks, according to an analytics firm. This comes
<v Speaker 1>from Chriscollian over at VGC PlayStation five exclusive. Sorrows had
<v Speaker 1>a lukewarm start and may not make its development costs back,
<v Speaker 1>according to a video game atlantics analytics firm. Atlantics firm
<v Speaker 1>Norwegian firm A Linea Analytics, which I've always pointed out
<v Speaker 1>When I talk to people in the industry, they do
<v Speaker 1>say a LINEA is pretty good at these estimates. It's
<v Speaker 1>never perfect, but they are usually closer than just about
<v Speaker 1>anyone else. But even if there's like a huge margin
<v Speaker 1>of air here, three hundred thousand copies sold is.
<v Speaker 2>Like not probably what you want to be seeing. And
<v Speaker 2>that's what Elenia is saying.
<v Speaker 1>It's three hundred thousand copies sold earning around twenty two
<v Speaker 1>million in revenue for Sony. The company suggests that given
<v Speaker 1>the game's reported development budget was around seventy six million,
<v Speaker 1>in a god, how can we We usually can't trust
<v Speaker 1>those numbers either, but again that's an estimate. It may
<v Speaker 1>struggle to break even as a result. According to the firm. However,
<v Speaker 1>the game's data doesn't point to an entirely negative situation.
<v Speaker 1>Of the players who have bought the game, forty percent
<v Speaker 1>have played it for more than fifteen hours and thirty
<v Speaker 1>percent have played it for more than twenty hours. That
<v Speaker 1>is pretty impressive engagement for a roguelike of this difficulty profile.
<v Speaker 1>Only two weeks into release, Olnea's head of market analysis,
<v Speaker 1>Reese Elliott stated, shuts out to Reese, Yeah, I mean
<v Speaker 1>well to me, Chuck, this is a story that is
<v Speaker 1>very simple. This game costs seventy dollars and we're still
<v Speaker 1>not used to that, right.
<v Speaker 3>Yeah, that's exactly like when we were reading through this.
<v Speaker 3>It's exactly what I thought. There's I think there's tons
<v Speaker 3>of people that are ready to pounce on this thing
<v Speaker 3>when it gets like a ten dollars discount, twenty dollars
<v Speaker 3>discount or whatever, especially in the fall. So I think,
<v Speaker 3>you know, it's not all bad for them. I think
<v Speaker 3>that is going to happen when it goes on sale.
<v Speaker 3>That's going to hit. But yeah, like Reese points out here,
<v Speaker 3>and I love this like context from Rus who knows
<v Speaker 3>what he's talking about. It's a difficult game and it's
<v Speaker 3>a niche game, and then you slapped a seventy dollars
<v Speaker 3>price tag on that. So that's going to be tough.
<v Speaker 3>That's that's just tough, uphill sledting.
<v Speaker 1>I you know, and wrote I think people do have
<v Speaker 1>this idea in their head that like rogue likes are
<v Speaker 1>a niche and it's.
<v Speaker 2>Like I think they are particular.
<v Speaker 1>But like you know, Slay the Spire Too sold three
<v Speaker 1>million copies in like two weeks or something, like that,
<v Speaker 1>but it was much cheaper. I just think there's a
<v Speaker 1>value proposition that people get in their head rightfully. So
<v Speaker 1>I think about rogue likes of this is a game
<v Speaker 1>where they they build it in such a way that
<v Speaker 1>they can not reuse, but like get the most.
<v Speaker 2>Out of all their assets.
<v Speaker 1>You're going to be spending a lot of time in
<v Speaker 1>the same environments over and over again, and that is
<v Speaker 1>the structure of the game, and a lot of people
<v Speaker 1>really like that, and that's the right thing for this game.
<v Speaker 1>But I think people then say something about that feels
<v Speaker 1>a little less then, and then you see seventy dollars,
<v Speaker 1>and it's just so easy to begin that mental bargaining,
<v Speaker 1>that mental like sort of conversation with yourself about am
<v Speaker 1>I getting my money's worth? And every little sort of
<v Speaker 1>dent in the armor of a game like works against it,
<v Speaker 1>and that builds up quickly, and people are already hurting.
<v Speaker 1>People have already have huge backlogs, and I think people
<v Speaker 1>do kind of think, Hey, I enjoyed Returnal, this looks
<v Speaker 1>pretty similar.
<v Speaker 2>I don't see why I need to play it right away.
<v Speaker 1>This is one that I can wait on, And I
<v Speaker 1>just I think that is what is happening for most people.
<v Speaker 1>I don't think this is a game that no one
<v Speaker 1>wants to play, I guess, is what I'm trying to say.
<v Speaker 3>I do think the decision to not have this be
<v Speaker 3>a piece port. That's something I see all the time too. Yeah,
<v Speaker 3>I think that was a weird decision. I think they
<v Speaker 3>probably regret that one a little bit of starting with
<v Speaker 3>this one.
<v Speaker 2>Yeah.
<v Speaker 3>Yeah, So, and that's you can't press that button right now.
<v Speaker 3>You can't say, okay, we need to announce a PC
<v Speaker 3>release because that makes people wait even longer to go
<v Speaker 3>get this game, right. So, but I imagine we get
<v Speaker 3>some kind of like PC announcement from them within the
<v Speaker 3>next year. But that's that's just my guess.
<v Speaker 2>Yeah, we you know, we have this other story here.
<v Speaker 2>I guess we could just talk about this now.
<v Speaker 1>Sony says PlayStation Plus gets only four to six day
<v Speaker 1>one games a year, and those are mostly going to
<v Speaker 1>be endies, and they basically plan to continue their strategy
<v Speaker 1>going forward. Unlike Xbox's priceier Game Pass, alternative, PlayStation Plus doesn't.
<v Speaker 2>Tend to include many day one games.
<v Speaker 1>Whichever tier you subscribe to, the cheapest option, PlayStation Plus
<v Speaker 1>Essential predominantly includes older games for you to add to
<v Speaker 1>your library. Meanwhile, the more expensive tier PlayStation Plus Extra
<v Speaker 1>prioritizes a large catalog of legacy content. Well, PlayStation Plus
<v Speaker 1>Premium is more about cloud streaming and retro games. Some
<v Speaker 1>recent examples of Day one games have included Stray and
<v Speaker 1>blue Prints, but in an interview with The Game Business,
<v Speaker 1>Sony's third party big wig, Chris Spenson reiterated his employer's
<v Speaker 1>stance on including new games within its subscription. We don't
<v Speaker 1>have very many Day one titles. We do them largely
<v Speaker 1>for indies, and there's probably between four to six a
<v Speaker 1>year that we focus on. For much of this generation,
<v Speaker 1>Sony was under intense pressure to follow the Game Pass model,
<v Speaker 1>with fans demanding the company include first and third party
<v Speaker 1>games day one.
<v Speaker 2>I don't know if I saw a ton of that demand,
<v Speaker 2>but people certainly would like that.
<v Speaker 1>But after falling short of Microsoft's lofty subscriber targets and
<v Speaker 1>doubling the price to thirty dollars last year for Game Pass,
<v Speaker 1>the conversation has fizzled out. The Redmind firm recently reduced
<v Speaker 1>the price of its subscription, but removed Call of Duty
<v Speaker 1>in the process, including it it came at a three
<v Speaker 1>hundred million dollars cost according to reports. So I think
<v Speaker 1>this is for me, Chuck, all part of this bigger
<v Speaker 1>conversation of you know, both these companies Microsoft and PlayStation
<v Speaker 1>are they are oscillating. They're not exactly sure how to
<v Speaker 1>get the most out of the games that they're putting
<v Speaker 1>out or the services they offer. Game Pass certainly is
<v Speaker 1>going back and forth on pricing increases and including.
<v Speaker 2>Call of Duty or not.
<v Speaker 1>I mean there was a time where every day one
<v Speaker 1>game was a part of every tier of game Pass
<v Speaker 1>that's now exclusive to the most expensive ultimate tier. And
<v Speaker 1>then meanwhile, over at PlayStations, like they are pulling back from,
<v Speaker 1>as you pointed out, putting games out on PC, and
<v Speaker 1>they're like, because we want to make our games feel
<v Speaker 1>special on the PlayStation.
<v Speaker 2>We think that's where we get the most value.
<v Speaker 1>And I don't know, something about like Sorrow's coming out
<v Speaker 1>and fizzling a little bit makes it feel like there's
<v Speaker 1>just something happening where people are like, this is the
<v Speaker 1>only thing I feel like as an event for PlayStation
<v Speaker 1>is when they put out their most expensive games. But
<v Speaker 1>I don't necessarily know that the answer to that is, well,
<v Speaker 1>then Sorrows should have been in PlayStation Plus, Chuck, what
<v Speaker 1>do you think?
<v Speaker 3>Yeah, I don't know if that would have moved the
<v Speaker 3>needle for them, right, because like a seventy you already
<v Speaker 3>have a PS five. If you have this hardware, you're
<v Speaker 3>more of a spender. What am I trying to say? Yeah,
<v Speaker 3>I they want to they want to move units of
<v Speaker 3>this game. I don't think packaging it in any way
<v Speaker 3>is gonna. I don't know, it just doesn't make sense
<v Speaker 3>to me, Like you you want your your expensive games
<v Speaker 3>to sell your consoles. That does that feel still like
<v Speaker 3>the common wisdom?
<v Speaker 2>Yes?
<v Speaker 1>I mean that's where that's where it seems like everyone's
<v Speaker 1>kind of shifting back toward that right now.
<v Speaker 3>Yes, these these guys are so frustrating because they're they're
<v Speaker 3>so quarter minded. Yes, like their plans to change every
<v Speaker 3>single quarter, and it's going to depend on the reports
<v Speaker 3>that come through after a physical quarter. So I feel
<v Speaker 3>like you said oscillating earlier, I think that's exactly spot on.
<v Speaker 3>They're just going to ping pong back and forth responding
<v Speaker 3>to market changes on hardware, whether or not the subscriptions
<v Speaker 3>are actually moving the needle for them or profitable for
<v Speaker 3>them I do think like sticking with indies on these
<v Speaker 3>subscription plans makes a lot of sense. And I will
<v Speaker 3>say that PS plus essential having like stuff like God
<v Speaker 3>of War on I think as God of War games
<v Speaker 3>like that on it. Yes, that's gonna pick up the
<v Speaker 3>PlayStation five after kind of being away from PlayStation for
<v Speaker 3>a while. That was like that felt like I was
<v Speaker 3>getting I was getting something good out of that, like
<v Speaker 3>a good deal.
<v Speaker 2>And that's what it's really for at this point. Absolutely, yeah, exactly.
<v Speaker 1>Yeah, it's And honestly it's good for those indie games.
<v Speaker 1>Right the handful of indie games that do pop up
<v Speaker 1>in PlayStation Plus a couple of times a year, they
<v Speaker 1>almost always do make a splash. But then that it's like,
<v Speaker 1>you know, why not have that same effect on your
<v Speaker 1>bigger games, especially if they aren't Like I don't know,
<v Speaker 1>Star Wars just doesn't feel like the event that a
<v Speaker 1>PlayStation game is supposed to feel like there, And I
<v Speaker 1>really I just don't know, like who to blame here.
<v Speaker 1>I think a part of that is PlayStation has trained
<v Speaker 1>its audience to expect the biggest of the big the
<v Speaker 1>most expensive of the expensive, like just everything needs to
<v Speaker 1>be turned up to eleven and twelve and thirteen, and
<v Speaker 1>if it's not like the next Got of and really
<v Speaker 1>at this point it's even the next God of War
<v Speaker 1>game feels like it's not gonna be able to capture
<v Speaker 1>the excitement that happened with like God of War twenty
<v Speaker 1>eighteen or the next Last of Us game wouldn't be
<v Speaker 1>able to do that either. You know, we'll see what
<v Speaker 1>happens with Intergalactic the Heritic profit. But these things are
<v Speaker 1>you know, they get attention at this point because they
<v Speaker 1>feel impossible to make. And if it doesn't feel like that,
<v Speaker 1>there is no there this urgency to go out and
<v Speaker 1>spend seventy dollars just isn't there. And it feels like
<v Speaker 1>PlayStations painted themselves into a corner a little bit. And
<v Speaker 1>then that does make me wonder, then why not put
<v Speaker 1>this out on PC where just a few more people
<v Speaker 1>can play it and buy it.
<v Speaker 3>I think it was a weird gamble, especially on a
<v Speaker 3>on a new IP. Right, oh, like Pragmatic coming out
<v Speaker 3>like around the same time is like such a perfect
<v Speaker 3>like thing where they can do like pretty direct comparisons, right,
<v Speaker 3>brand new IP Pragmata did not do the exclusivity right
<v Speaker 3>and I think is that price a little bit lower?
<v Speaker 3>Was that sixty dollars or seventy?
<v Speaker 1>It might be sixty, yes, yes, it's sixty.
<v Speaker 3>Yep. So someone in chat had the exact same line
<v Speaker 3>of thinking as me, yep, sixty dollars. I think they
<v Speaker 3>have to be like looking at those two and going like,
<v Speaker 3>ah shit, right.
<v Speaker 2>Yeah.
<v Speaker 1>You know, there was definitely a moment a couple of
<v Speaker 1>months ago where I'm like, they got away with it.
<v Speaker 1>You know, we had those arguments about seventy dollars when
<v Speaker 1>that was first happening earlier in the generation, and we
<v Speaker 1>all sort of just we whined and bitched and moaned
<v Speaker 1>and again rightfully so, but the games are just seventy
<v Speaker 1>dollars now. We just have accepted it, and it's like,
<v Speaker 1>oh wait, no, it doesn't feel like that actually got
<v Speaker 1>over the hump. And maybe you can point to Mario
<v Speaker 1>Kart there try and move it up even more to
<v Speaker 1>eighty dollars, and nothing else.
<v Speaker 2>Could get get away with eighty dollars.
<v Speaker 1>Borderlands four tried to do it and pulled back at
<v Speaker 1>the last moment and went back to seventy dollars before launch,
<v Speaker 1>And I think that I got everyone like thinking it's like,
<v Speaker 1>you know, they could charge whatever they want, that's right,
<v Speaker 1>but I do not have to buy it at launch,
<v Speaker 1>and I will wait and if they don't drop in price,
<v Speaker 1>I simply will not buy it. That is a mind's
<v Speaker 1>set that has settled in, I think with consumers. And
<v Speaker 1>you know, part of that is out of necessity as
<v Speaker 1>people try to save money for essentials as those all
<v Speaker 1>continue to go up in price. I mean, Chuck, we
<v Speaker 1>just got the inflation numbers. We're back up to four
<v Speaker 1>percent inflation. Baby, let's fucking go usay everybody, it's getting
<v Speaker 1>worse out there again.
<v Speaker 2>And so all of like the training we've done over the.
<v Speaker 1>Last five years, as we've had persistent hyperinflation for half
<v Speaker 1>a decade now, people have like really trained themselves to
<v Speaker 1>look for a deal. Those instincts are kicking back in.
<v Speaker 1>And this is the exact kind of game Sorrows that
<v Speaker 1>will get hurt most by that, I think. And I
<v Speaker 1>just don't know how these companies sort of deal with that,
<v Speaker 1>because they the way that they make these games on
<v Speaker 1>a timeline of five to seven years, or you know,
<v Speaker 1>maybe Sorrows is like a four year development cycle something
<v Speaker 1>like that. That's still a very long time. It's hard
<v Speaker 1>to plan ahead, and really the only tool you have
<v Speaker 1>in your toolbox is like, as a big company, a
<v Speaker 1>big publisher, is make your game more expensive looking. And
<v Speaker 1>that seems like a bad strategy right now.
<v Speaker 3>Yeah, they tried that, right, this game looks like hot.
<v Speaker 3>It's it's hot stuff. I mean, who Coli'S on this? Yes,
<v Speaker 3>absolutely looking very good. It is gorgeous. I played. I
<v Speaker 3>think I'm like five hours into it. I'm not very
<v Speaker 3>far into it, but I'm chewing it up. I'm really
<v Speaker 3>enjoying it. But yeah, that extra investment on top of
<v Speaker 3>what they did with Fraternal doesn't feel like it's paying off,
<v Speaker 3>although I do think it really is more market forces. Right,
<v Speaker 3>I wanted to yell recession indicator when you were talking
<v Speaker 3>about people not being more they're being more frugal, not
<v Speaker 3>wanting to buy on a seventy dollars game, right, Yeah,
<v Speaker 3>I have to imagine this is like a failure almost
<v Speaker 3>on the part of Sony. Right when they're talking probably
<v Speaker 3>with the studio about like where they're going to price
<v Speaker 3>their game, like what they're gonna do, this feels like
<v Speaker 3>Housemark just got screwed. In that conversation and that analysis.
<v Speaker 1>I yeah, I really do feel for house Mark who
<v Speaker 1>does feel like it was implied to them.
<v Speaker 2>I bet they.
<v Speaker 1>It's always a two way street, this idea of oh,
<v Speaker 1>a studio gets told by a publisher what they have
<v Speaker 1>to do, and it's like yeah, in a way, because
<v Speaker 1>what happens is the people that hold the money want
<v Speaker 1>to hear something, and the people who make the games
<v Speaker 1>know what they want to hear, and they sort of
<v Speaker 1>shape their pitches to.
<v Speaker 2>Fit that that mold that you know, fit the environment.
<v Speaker 1>And when I look at Returnal and then Sorrows, games
<v Speaker 1>that I do think are both very good, this that
<v Speaker 1>you could just kind of see.
<v Speaker 2>That they were made to fit the PlayStation.
<v Speaker 1>Mold and it's like, oh yeah, what that really means
<v Speaker 1>at the end of the day is these games are bigger,
<v Speaker 1>more expensive, and then have to sell more and it's
<v Speaker 1>just yeah, that's that's an uphill battle, and they kind
<v Speaker 1>of you know, this is a studio that once just
<v Speaker 1>made little arcade games that did surprisingly well, and now
<v Speaker 1>they have to sort of stand alongside the naughty dogs,
<v Speaker 1>and that's going to be a tough thing to pull off.
<v Speaker 1>All right, let's keep going here. On the other side
<v Speaker 1>of the fence Xbox. You know, it's been reevaluating exclusives
<v Speaker 1>since Asha Sharmas took taken over as head of Microsoft.
<v Speaker 2>Gaming, which is now at just Xbox again.
<v Speaker 1>They got rid of Microsoft Gaming, but that is always
<v Speaker 1>getting you know, different indicators there as for example, hell
<v Speaker 1>Blade two on PS five has been considered a pretty
<v Speaker 1>big success over there. This is from Liam Croft at
<v Speaker 1>push Square. Microsoft has confirmed excuse me, that it's going
<v Speaker 1>to have another think about its stance on first party
<v Speaker 1>Xbox games be imported to other platforms as new lead
<v Speaker 1>Asha Sharma looks to improve the Xbox brand. However, for
<v Speaker 1>those titles it's already put on PS five, they're often
<v Speaker 1>considered a success. The latest one is Sinuous Saga Helblay two,
<v Speaker 1>which was ported to PS five in an enhanced edition
<v Speaker 1>last year. Ninja Theory has reported in its latest financial
<v Speaker 1>statement first Linked of first Link dated tenth of May,
<v Speaker 1>a profit of five million pounds and the successful release
<v Speaker 1>of Helblay two on PlayStation five. It's now turning his
<v Speaker 1>attention to future project work, meaning more than Inju Theory
<v Speaker 1>games are on their way. They did not share the
<v Speaker 1>hard numbers, so we don't have a great way to
<v Speaker 1>compare and contrast. Here, Chuck, they just said successful release
<v Speaker 1>of hail Blake two hell Blay two on PlayStation five.
<v Speaker 1>We don't know what they consider to be success, but
<v Speaker 1>I bet that this is right in line with what
<v Speaker 1>we've seen. When these Xbox games go to PlayStation five,
<v Speaker 1>a pretty big audience jumps on them. I would not
<v Speaker 1>expect forts and numbers for this, obviously, Fort says this Unicorn, Uh,
<v Speaker 1>but yeah, this is every one of these stories has
<v Speaker 1>got to make it harder for Asha Sharma and her
<v Speaker 1>team to be like, and now let's put everything back
<v Speaker 1>on Xbox exclusively, right.
<v Speaker 3>Isn't it funny watching Asha Sharma tackle all of these
<v Speaker 3>problems and challenges and questions that Phil Spencer had to
<v Speaker 3>deal with over like the last decade or whatever. She's
<v Speaker 3>she's reevaluating every single one of them, every single one
<v Speaker 3>of them. It's probably gonna make the exact same like
<v Speaker 3>flip flop between choices that he did. I hope. Hm.
<v Speaker 3>I keep thinking and wondering when she's going to be
<v Speaker 3>hit with her first, Like, we need to reduce headcount, right,
<v Speaker 3>something happened in Microsoft. We need to reduce and Asha
<v Speaker 3>make the call who Who's it going to be? Right,
<v Speaker 3>Like that's gonna happen to her at some point. I
<v Speaker 3>wonder if she gets like a little bit of cover
<v Speaker 3>but she's gonna read.
<v Speaker 1>It feels like she's in a grace period right now,
<v Speaker 1>because I thought there were like rumors right that, like
<v Speaker 1>there were going to be a head count reduction at
<v Speaker 1>Xbox a few weeks back under Asha Sharma, and I wouldn't.
<v Speaker 2>Be surprised, juck if it was like She's like.
<v Speaker 1>Guys, you can like give me some time, like that
<v Speaker 1>can't be like one of the first things that happens
<v Speaker 1>under my leadership. Give me a second, like, let me
<v Speaker 1>at least get to SGF, Let me put out a
<v Speaker 1>few games, and then we can talk about that.
<v Speaker 2>It does feel like it's coming though, Yeah.
<v Speaker 3>I know we're getting sort of off based from hbly too.
<v Speaker 3>But one word thing about Ash specifically is working for
<v Speaker 3>a company like Microsoft. I will say this with like
<v Speaker 3>probably some unearned confidence, but it does not matter how
<v Speaker 3>well Xbox does. It doesn't Yes, if Microsoft has a
<v Speaker 3>bad quarter, if their cloud strategy doesn't work out, like
<v Speaker 3>they committed to shipping to open Ai right like bare
<v Speaker 3>metal servers and stuff like that. If they missed that,
<v Speaker 3>if that deal goes somewhere else, Xbox gets cut. It
<v Speaker 3>doesn't matter if they sold a billion fucking Xboxes and
<v Speaker 3>tons of exclusive titles. If that happens, Xbox takes cuts.
<v Speaker 3>And I think that's what happened with Phil and for gamers,
<v Speaker 3>it's like, we're not thinking about the larger ecosystem of
<v Speaker 3>Microsoft when we evaluate, like why did they close you know,
<v Speaker 3>Arcane Austin or whatever. That is just the circumstance that
<v Speaker 3>she's going to live in and have to get used to.
<v Speaker 3>And yeah, I hope, I hope she does have a
<v Speaker 3>great period in this first year.
<v Speaker 1>Yeah, I yes, If for no other reason, then just
<v Speaker 1>give some people at Microsoft more time to figure stuff
<v Speaker 1>out and have a little bit more protection.
<v Speaker 2>Yeah, it's uh.
<v Speaker 1>When it comes to Helblay two specifically or PlayStation five ports,
<v Speaker 1>I think I think it's going to be very hard
<v Speaker 1>for them to look at the numbers and decide we're
<v Speaker 1>going to be done putting stuff on PlayStation five. If anything,
<v Speaker 1>they just go, well, if what happened with hell Blay Too, well,
<v Speaker 1>hell Blay Too was a delayed you know, exclusivity window.
<v Speaker 1>It was on Xbox m PC and then eventually went
<v Speaker 1>to PlayStation five and everyone seems pretty happy with that,
<v Speaker 1>and we made money and the studio over there called
<v Speaker 1>it a success. Maybe we should just keep doing things
<v Speaker 1>that way. And that feels like the middle ground that
<v Speaker 1>they will continue to settle on of Hey, we can
<v Speaker 1>have our cake and eat it to a little bit here,
<v Speaker 1>But that doesn't sort of change the narrative around why
<v Speaker 1>you need to get an Xbox, which is what that
<v Speaker 1>conversation is really about. But I think that's my point here, Chuck,
<v Speaker 1>that the conversation won't change around that. I still like
<v Speaker 1>coming out of all this, when they finally make a
<v Speaker 1>decision after probably weeks and weeks and tens of you know,
<v Speaker 1>hundreds of hours of meetings, I think they're going to
<v Speaker 1>settle in the same place where they don't super care
<v Speaker 1>if you buy an Xbox. They super care if you
<v Speaker 1>buy Call of Duty. And I don't think that's going
<v Speaker 1>to change. What do you think?
<v Speaker 3>Yeah, I mean, if i'm Xbox, do I really want
<v Speaker 3>to be a hardware company? Does that?
<v Speaker 2>I don't know.
<v Speaker 3>If I want to be a hardware company in the
<v Speaker 3>year twenty twenty six, that actually sounds bad. Right, and
<v Speaker 3>they already did all the hard work, Like they already
<v Speaker 3>killed all their brand loyalty. So it's like, if you
<v Speaker 3>already did it, why don't you just focus on making
<v Speaker 3>some good games and put them out wherever people want
<v Speaker 3>to play them? Right? That feels weird because like traditionally,
<v Speaker 3>like I was a big Xbox person, even to like
<v Speaker 3>the Xbox one generation, Like, I love that shit. I
<v Speaker 3>had a really good time. I love their I think
<v Speaker 3>their operating systems better. But that's feels weird talking about
<v Speaker 3>Microsoft and saying that. But I feel like it's better
<v Speaker 3>on a console, and I liked their social stuff better.
<v Speaker 3>It was easier to play with my friends and everything.
<v Speaker 3>But it's like, you already did the hard work, you
<v Speaker 3>already ripped off the band aid. Just put the games
<v Speaker 3>out on PC and PlayStation you know, Okay, give it
<v Speaker 3>like six months or whatever before you put it out
<v Speaker 3>on PlayStation five, but still just do it. I don't know.
<v Speaker 3>I think that's where they She's trying to ingratiate herself,
<v Speaker 3>and she's listening to a lot of angry people and
<v Speaker 3>what they're angry at Phil about, and yeah, you could
<v Speaker 3>respond to that, or you know, just take the work,
<v Speaker 3>the bad work he already did and just benefit from it.
<v Speaker 1>Right, Yeah, exactly, Like yeah, right, moving sort of the
<v Speaker 1>football back in the field on your own at a
<v Speaker 1>certain point feels a little bit silly, you know. I
<v Speaker 1>get that, Like her wanting to ingratiate herself is an indicator,
<v Speaker 1>and it's on it like on its own. It's it
<v Speaker 1>is you know, she obviously has some marching orders to
<v Speaker 1>go in there and do something that feels good for
<v Speaker 1>people who are Xbox fans. But I just like, yeah,
<v Speaker 1>you made the right point of that. This is not
<v Speaker 1>you know, if anything, this is not it's the tail
<v Speaker 1>on the dog, and it's not a tail that even
<v Speaker 1>wags the dog Xbox. It is the thing that matters
<v Speaker 1>over there is their services.
<v Speaker 2>It is AI, and that is you know, even when.
<v Speaker 1>Like you said, if that goes bad, even when it
<v Speaker 1>goes good, as they continue to grow in that space,
<v Speaker 1>that like we need more money to put into AI.
<v Speaker 1>Take that from gaming and put it over here. So
<v Speaker 1>that was already happening, and if it goes bad, it'll
<v Speaker 1>be it'll be a lot worse, it'll be much more
<v Speaker 1>of a bloodbath. But yeah, I think that we will
<v Speaker 1>get a good, A good, a better idea. Going into
<v Speaker 1>this SGF where they show us their games, we kind
<v Speaker 1>of hear the tenor of the conversation as they explain
<v Speaker 1>their thought process, and then as they launched this next hardware,
<v Speaker 1>we'll really know at that point, like what they think.
<v Speaker 1>But I still don't know they know what they think
<v Speaker 1>in this moment. It's like those decisions might not have
<v Speaker 1>been made.
<v Speaker 3>It sucks ass that they probably made the best console
<v Speaker 3>hardware of this generation in the Xbox series x I.
<v Speaker 3>I honestly believe that, I think and.
<v Speaker 2>I really like using it.
<v Speaker 3>Yeah, and then just everything around it and just didn't
<v Speaker 3>pan out that.
<v Speaker 2>Way, right, Yeah, it was too late. It's too late,
<v Speaker 2>all right, So let's go ahead and take a break.
<v Speaker 1>When we come back, we'll be talking about Capcom doing
<v Speaker 1>real well as always. Somehow Silent Hill is just back
<v Speaker 1>and better than ever. We'll get into all of that
<v Speaker 1>and more. If you want to skip out on these,
<v Speaker 1>go to Giant buond dot coms. Let's join and become
<v Speaker 1>a premium member. We will be right back. All right,
<v Speaker 1>we are back. It's Game Mess Mornings. That's Chuck on grub.
<v Speaker 1>Let's do this next story. Capcom updates its game sales
<v Speaker 1>figures with its best ever annual financial report. This is
<v Speaker 1>from Alberto Garrido at Game Reactor. Year after year, we
<v Speaker 1>have been reporting on and enjoying many of the releases
<v Speaker 1>from Capcom's video game division. Street Fighter, Devil Maycrime, Monster Hunter, Pragmata,
<v Speaker 1>and of course Resident Evil have earned the respect and
<v Speaker 1>acclaim of critics and public and the public alike with
<v Speaker 1>each new installment or with the launch in the case
<v Speaker 1>of Pragmata, and today we see how the company has
<v Speaker 1>fared in its latest financial report. In the report's presentation material,
<v Speaker 1>we see the list of Capcom's thirteen best selling games
<v Speaker 1>for the twenty twenty sixth financial year has been updated
<v Speaker 1>a long with their total sales figures. The cash cow
<v Speaker 1>is Resident Evil and its latest installment, Requiem, stands out
<v Speaker 1>here as the franchise's best selling launch in history. Meanwhile,
<v Speaker 1>long running franchises such as Double May Cry five and
<v Speaker 1>Monster Hunter Rise continue to sell incredibly well, particularly Dante's
<v Speaker 1>Hack and Slash title, which has just celebrated seven years
<v Speaker 1>on the market. Monster Hunter Wild's, even with its impressive
<v Speaker 1>total of eleven million copies, seems to be lagging behind
<v Speaker 1>it's graphically less powerful and older cousins.
<v Speaker 2>That's the story, and Monster Hunter is always in a
<v Speaker 2>weird place.
<v Speaker 1>Yeah, this is they sold more games than they've ever
<v Speaker 1>sold before in an annual period, Chuck. Resident Evil Requiem
<v Speaker 1>is at six point nine million copies sold. The Resident
<v Speaker 1>Evil franchise just crossed two hundred million copies sold. They
<v Speaker 1>have all this energy, and it seems like with every
<v Speaker 1>new Resident Evil game, it doesn't just sort of get
<v Speaker 1>the benefit of all the excitement around the series, like
<v Speaker 1>deposits more energy back into the franchise and creates more
<v Speaker 1>excitement for all of those games, and then that folds
<v Speaker 1>back in on the next game, and it's this virtuous cycle,
<v Speaker 1>as our friend Jim Ryan once said. And I think like,
<v Speaker 1>obviously Resident Evil is the poster child here. They're kind
<v Speaker 1>of trying to replicate that across the board, and it
<v Speaker 1>feels like, you know, Monster one hundred, Street Fighter maybe
<v Speaker 1>a little bit aside, those kind of have their own
<v Speaker 1>cadence of releases and how they do things, but it
<v Speaker 1>feels like, hey, they're going to try to do that
<v Speaker 1>with pragmat Eventually they're going to try to do that
<v Speaker 1>with Devil May Cry and It could all work, but
<v Speaker 1>at the very least they have Resident Evil just delivering
<v Speaker 1>quarter after quarter. Capcom's got to figure it out. It
<v Speaker 1>feels like, Chuck, what do you think?
<v Speaker 3>Yeah, they do absolutely. I was thinking about, like you know,
<v Speaker 3>Capcom tent poles, and I mean they're listed here, right,
<v Speaker 3>Resident Evil being like the biggest one Monster Hunter. I
<v Speaker 3>started squinting in like really, I was like looking at
<v Speaker 3>Devil Maycry in Street Fighters six, and I'm wondering if
<v Speaker 3>your Capcom are you you probably need to do some
<v Speaker 3>like harder value because those are not as like the
<v Speaker 3>runaway successes of these others on the list, right, street
<v Speaker 3>Fighter six? Is that twenty twenty three double Make Cries?
<v Speaker 2>Right? Yeah?
<v Speaker 3>Right? Problem right? Correct? Me? Doubt Make Cries five? Is
<v Speaker 3>what is that twenty twenty? When is that that's an ad?
<v Speaker 2>It was its twenty nineteen.
<v Speaker 3>I think, yeah, I wonder if we don't see one
<v Speaker 3>of those for a while, and if we do, it'd
<v Speaker 3>like look completely different. But I I think so this
<v Speaker 3>happened with the Monster her World and then Village. I
<v Speaker 3>think this really happened where obviously Resident Evil and Monster
<v Speaker 3>Hunter are ubiquitous for gamers and like very well known,
<v Speaker 3>well respected franchises, beloved franchises. But I feel like those
<v Speaker 3>two games Village in Monster and the World broke through
<v Speaker 3>like a like not a crazy ceiling, but they broke
<v Speaker 3>into like a bigger consciousness with people buying and playing games.
<v Speaker 3>And then I think Requiem is like a full beneficiary
<v Speaker 3>of that effect. They just they just got a little
<v Speaker 3>bit bigger. They're the supporting more of the tent, right yep.
<v Speaker 2>Yeah, And I think they could keep finding ways to
<v Speaker 2>like slowly.
<v Speaker 1>Do that with more and more of their games. They
<v Speaker 1>do not seem to get out over their skis. They
<v Speaker 1>don't seem to just take big wild swings. They sort
<v Speaker 1>of methodically approach like they're like, hey, let's see, well,
<v Speaker 1>you know, things get out of hand in terms of
<v Speaker 1>like pragmatics. Probably took a lot longer to get out
<v Speaker 1>the door than they intended it to take. That's, you know,
<v Speaker 1>that is the trouble that they have that every publisher
<v Speaker 1>and developer seems to have, where it's like hey, scope creep,
<v Speaker 1>and just the normal hurdles of development continue to cause
<v Speaker 1>headaches about just getting a game shipped, and everyone experiences that,
<v Speaker 1>including Capcom.
<v Speaker 2>But when they deliver.
<v Speaker 1>It's like, hey, no, we're going to deliver something that
<v Speaker 1>is very much what our audience wants. And we have
<v Speaker 1>curated and sort of nursed that audience to expect our games,
<v Speaker 1>and so we have this sort of potential large cohortive
<v Speaker 1>consumers ready to be active the second we dropped something,
<v Speaker 1>and and we sort of benefit off each other. They
<v Speaker 1>get a game they really want, we get the sell game.
<v Speaker 2>To a lot of people.
<v Speaker 1>And uh, you know, it's easier said than done, obviously,
<v Speaker 1>but it's not impossible to replicate because next story here, Uh,
<v Speaker 1>Konami's Silent Hill comeback looks real. Konami announced Silent Hill
<v Speaker 1>f has surpassed two million copies worldwide. That's a cumutive
<v Speaker 1>cumuitative shipments and digital sales. Konami also says Silent Hill
<v Speaker 1>two has passed six million players including ship units, store downloads,
<v Speaker 1>and subscription service players. Uh, Silent Hill has somehow gone
<v Speaker 1>from punchline to a fully functioning franchise. Chuck, Yeah, I
<v Speaker 1>think just a couple of years ago, you talk about
<v Speaker 1>Silent Hill and you and the only reason you do
<v Speaker 1>that is to be like, man, look at the Silent
<v Speaker 1>Hill fans over there, aren't they miserable?
<v Speaker 2>And isn't that funny?
<v Speaker 1>And now it's like, look at those Silent Hill fans,
<v Speaker 1>aren't they miserable but also secretly kind of happy that
<v Speaker 1>their game's rule school Now.
<v Speaker 2>They Konami is.
<v Speaker 1>Figuring it out too, and that felt impossible at one time.
<v Speaker 1>So so all these other companies that are like feeling
<v Speaker 1>around in the dark trying to find their way to
<v Speaker 1>this audience of people who are willing to spend money
<v Speaker 1>on video games.
<v Speaker 2>I mean, obviously it's not as easy as just.
<v Speaker 1>Saying, just do what Capcom's doing, But Konami did it
<v Speaker 1>and it's working.
<v Speaker 3>It does feel like that's exactly what they're looking at
<v Speaker 3>and doing. Yeah, it really helps when you have some
<v Speaker 3>like strong legacy ip that people are very fuss of
<v Speaker 3>your Ora entries. You get to have, you know, your
<v Speaker 3>off releases get to be remakes, and then you get
<v Speaker 3>to do some new stuff, and because you're on the
<v Speaker 3>goodwill of a remake, right, then you get to do
<v Speaker 3>that new thing and people are more receptive, like maybe
<v Speaker 3>they understand what's going on here, what we're doing. Man,
<v Speaker 3>that game Fox huh, Silent hillf really good?
<v Speaker 2>Yeah, And it's like you know, we've so we've had
<v Speaker 2>a lot of stories.
<v Speaker 1>Now today chuck about how how many people are playing
<v Speaker 1>the single player game, and you know, I always apreciate
<v Speaker 1>that the people listening to the show as we have
<v Speaker 1>these conversations, but I always like, I forget, like sometimes
<v Speaker 1>there's gonna be people people listening who will go.
<v Speaker 2>Why do I care? I just want to play the games.
<v Speaker 1>And I'm not going to ever try to convince that
<v Speaker 1>person to care, because you should. If you are enjoying
<v Speaker 1>playing the games and that's all you care about, You're
<v Speaker 1>probably a happier person than I am. Just go keep
<v Speaker 1>doing that. But I can't help but like look at
<v Speaker 1>this stuff and try to understand how decisions get made
<v Speaker 1>in this industry and what like what is happening today,
<v Speaker 1>what does that mean for the kinds of games we're
<v Speaker 1>going to get tomorrow? And you know, there are people
<v Speaker 1>in this industry that listen to shows like this and
<v Speaker 1>like kind of work backward of like, Okay, this is
<v Speaker 1>what the gamers are talking about. You know, we have
<v Speaker 1>this hunch that if we try to do things like X,
<v Speaker 1>we might be able to see why result. And they're
<v Speaker 1>having that conversation on that show where they're kind of
<v Speaker 1>saying the same thing, and I just like want to
<v Speaker 1>like get at that nugget of like what what is
<v Speaker 1>going to move people to spend money on video games?
<v Speaker 1>Because that is going to dictate the kinds of games
<v Speaker 1>that these companies think they can get away with making.
<v Speaker 2>And right now, it's like there's a lot of reasons.
<v Speaker 1>To be hopeless or to be sort of a doom
<v Speaker 1>and gloom about this industry. But when we see things
<v Speaker 1>like things can work, and then we compare that to like, Hey,
<v Speaker 1>Sorrows was disappointing? What went wrong there? And I do
<v Speaker 1>I just think it does feel like that value proposition.
<v Speaker 1>I think that was the one key thing here that
<v Speaker 1>like seventy dollars for Sorrows didn't make sense to people,
<v Speaker 1>sixty dollars for Pragmata made sense to a lot more people,
<v Speaker 1>it felt like, And so what's the difference there, Because
<v Speaker 1>I don't think that like making those games would look
<v Speaker 1>all that different like from one to the other. But yeah,
<v Speaker 1>I just feel like you can make these games that
<v Speaker 1>can do well. You just kinda have to like work
<v Speaker 1>with what we are feeling as consumers right now, and
<v Speaker 1>we just want to feel like we're getting away with something.
<v Speaker 2>We're getting a bigger game.
<v Speaker 1>Than And even though Pragmata and Resident Evil Requiem, Chuck,
<v Speaker 1>those are games that people like, Hey, these are a
<v Speaker 1>little bit short, they're still selling and then there's a
<v Speaker 1>huge number of people we were waiting for it to
<v Speaker 1>drop just a little bit in price and will probably
<v Speaker 1>jump on it when it's fifty dollars. But we think
<v Speaker 1>the same is true of Sorrows. It's just like Pragmata
<v Speaker 1>and Residue Requiem are also selling at their full price,
<v Speaker 1>which is what these companies need to see to kind
<v Speaker 1>of feel good about them. So as we like, look
<v Speaker 1>at how all these games are doing. If you were
<v Speaker 1>on the other side, if you were making games at
<v Speaker 1>a publisher, Chuck, how would you be feeling in this moment?
<v Speaker 1>Would you feeling like there is reasons for confidence? Would
<v Speaker 1>you be dooming gloom? I don't know, how are you
<v Speaker 1>feeling about it?
<v Speaker 3>Good product sells like that feels extremely true, right, and
<v Speaker 3>it sells if you're not also taxing your most loyal customers.
<v Speaker 3>So I'm like thinking about I was just looking up Okay,
<v Speaker 3>Silent Hill f I launched just seventy dollars. Huh sold
<v Speaker 3>pretty well, but also launched everywhere. It was on Windows, PlayStation,
<v Speaker 3>and Xbox. It's like, okay, so they price sell a
<v Speaker 3>little bit of a premium, but they put it out
<v Speaker 3>everywhere sorrows price to the premium, and you're paying the
<v Speaker 3>tax of having to be on PlayStation hardware. It's like, okay,
<v Speaker 3>that's a little rough. And then you have Pregmata, who's
<v Speaker 3>seems like they're scraping in the most money out of
<v Speaker 3>the three. Right, it seems like they're on that trajectory
<v Speaker 3>and they priced a little lower, came out everywhere. I'm thinking, like,
<v Speaker 3>if you're a game developer, a game publisher, game developer,
<v Speaker 3>you want your stuff accessible wherever it can be played.
<v Speaker 3>Oh man, especially if you can like optimizing it on
<v Speaker 3>switch to Yeah, it's like a banger thing to do.
<v Speaker 2>It seems like it's helping you.
<v Speaker 3>Yeah, That's that's what I would be thinking if I
<v Speaker 3>if I'm in the publishing business for sure.
<v Speaker 1>All Right, people have pointed out here coming out of
<v Speaker 1>the Capcom earning support, they do have a slide in
<v Speaker 1>here about using generative AI. Capcom is built in internal
<v Speaker 1>multimodal generative AI system used for idea generation and concepting,
<v Speaker 1>AI generated images, illustrations and visual references, fictional in game products, posters, snacks, props,
<v Speaker 1>prompt generation, and automated quality evaluation. The system reads text,
<v Speaker 1>images and tables from design docs and output ideas automatically.
<v Speaker 1>If outputs don't meet requirements, the system auto generates corrective
<v Speaker 1>prompts and retries. Capcom frames this as reducing routine, non
<v Speaker 1>creative work and speeding up world building tasks. They claim
<v Speaker 1>it allows one person to do brainstorming cycles that previously
<v Speaker 1>required multiple people. Now check Com into like a weird
<v Speaker 1>place with all of this, because like every time I
<v Speaker 1>try to think about what would stop AI from taking over,
<v Speaker 1>it's like nothing because it's cheaper and faster and not
<v Speaker 1>necessarily better. But if cheaper and faster companies are going
<v Speaker 1>to embrace it. I talked to you the other day
<v Speaker 1>about interchangeable parts specter in World War two, and think about, Hey,
<v Speaker 1>that was literally worse than what Europe was doing, which
<v Speaker 1>was every part handmade, but it was cheaper and faster,
<v Speaker 1>so the whole world adopted it very quickly after World
<v Speaker 1>War Two.
<v Speaker 2>That is the story of free markets.
<v Speaker 1>Free markets will just sort of let the path of
<v Speaker 1>least resistance or the path of saving the most money
<v Speaker 1>and doing things the quickest, even if it's worse. And
<v Speaker 1>then when I see something like this, I'm like, Okay,
<v Speaker 1>so generative AI feels a little bit different because I
<v Speaker 1>you know, if I go back to that quote that
<v Speaker 1>was on Twitter or whatever years ago, at this point
<v Speaker 1>of I want AI to do my dishes and clean
<v Speaker 1>my house so I can paint and make music, not
<v Speaker 1>I don't want the eye to paint and make music
<v Speaker 1>so that I have to clean my house. And that
<v Speaker 1>feels like that should be like the default human position.
<v Speaker 1>And then on top of that, you see this, like hey,
<v Speaker 1>this last line here, they claim it allows one person
<v Speaker 1>to do the brainstorming cycles that previously required multiple people.
<v Speaker 1>And it's like having companies and especially executives been saying
<v Speaker 1>for years now, the reason we need to get back
<v Speaker 1>in the office is so we can get multiple people
<v Speaker 1>in the room so they can brainstorm together and we
<v Speaker 1>can have that serendipity of just the meeting of the minds.
<v Speaker 1>And now suddenly they're like, well, we just need one
<v Speaker 1>person doing this, and so, well, what's the difference, And
<v Speaker 1>it's obviously you know, they were paying a lease on
<v Speaker 1>an office and they wanted to keep getting They want
<v Speaker 1>to get use out of that, so they want people
<v Speaker 1>back in the office. Now they could see an opportunity
<v Speaker 1>to save money by having fewer people in the brainstorming session.
<v Speaker 1>So now that's their position and it's just going the
<v Speaker 1>way the wind blows. Is not what got capcom to
<v Speaker 1>where it is in all those conversations we were just having.
<v Speaker 1>So it just feels like there is a pit they
<v Speaker 1>could fall into here, especially coming off with something like Pragmata,
<v Speaker 1>which was sort of a lampooning of AI, the whole
<v Speaker 1>moon being designed to look like AI, but designed by
<v Speaker 1>their own people. And now they are shifting into this instead.
<v Speaker 1>I don't know, what do you make of it?
<v Speaker 3>Yeah, stepping on a rake, right, Yeah, And the exact
<v Speaker 3>kind of generative AI they're talking about. These are lms
<v Speaker 3>created on the backs of copyrighted materials, written materials that
<v Speaker 3>they scraped from websites, they swooped and stole images off
<v Speaker 3>of like Google search indexes. Right, That's how these things
<v Speaker 3>are made. That's how open AI and anthropic and everyone
<v Speaker 3>makes these things. It is theft, intellectual property, theft yep.
<v Speaker 3>I don't know of any major in use LM. That's
<v Speaker 3>like we bought the rights to everything and they all
<v Speaker 3>signed off on this, and then we train it that
<v Speaker 3>that doesn't exist in my mind at least, or it's
<v Speaker 3>not in wide use, or it sucks, which makes sense. Yeah,
<v Speaker 3>this is just a full rake step. It's you're undercutting
<v Speaker 3>like the human element. I think about Star Trek a lot.
<v Speaker 3>I think about the Galactic Federation, where like man roden
<v Speaker 3>Berry was thinking, because this problem in the future of
<v Speaker 3>humans are going to be a lot less suited to
<v Speaker 3>doing the work of machines at some point. It's an
<v Speaker 3>inevitability because we're going to build things like lllms, or
<v Speaker 3>we're gonna build a factory that makes interchangeable parts, and
<v Speaker 3>so we need people to be able to pursue their
<v Speaker 3>interest and pursue work and then put a premium on
<v Speaker 3>that work by supporting them and floating them. Doing stuff
<v Speaker 3>like universal basic can come right. So I often I'm
<v Speaker 3>thinking about the Federation and the Star Trek future and
<v Speaker 3>how we're not there and we have a collection of
<v Speaker 3>world governments on our toothless and won't do anything to
<v Speaker 3>push back against these businesses. That are just completely stealing
<v Speaker 3>human creative output and creating you know, entropy machines or whatever.
<v Speaker 3>I could, I could really go on them, yeah, cub,
<v Speaker 3>I know.
<v Speaker 2>Yeah.
<v Speaker 1>And it's like, you know, the thing that leads to
<v Speaker 1>that a society that sort of can't that is you know,
<v Speaker 1>the post what it's called the put like when there's
<v Speaker 1>not a surplus of star or when there is a
<v Speaker 1>surplus of stuff. But yeah, when you're in a society
<v Speaker 1>that has everything all their needs met, uh, that's great.
<v Speaker 1>But what happened before that, Like what was the you
<v Speaker 1>know and and star trek.
<v Speaker 3>It was World War three?
<v Speaker 2>World War three.
<v Speaker 1>There was years of fighting over resources and fighting over
<v Speaker 1>stuff and trying to control these things and making the
<v Speaker 1>model fit into the free market capitalist model. And it's
<v Speaker 1>something that is inherently sort of supposed to like it
<v Speaker 1>does not make sense for that because it gets rid
<v Speaker 1>of scar thank you post Scar City society, thank you chat.
<v Speaker 2>And it's yeah, that's the thing you know that.
<v Speaker 1>We do get told by the people who are are
<v Speaker 1>selling us these llms that you know, you can be
<v Speaker 1>a luddite and try to stand against it. But the
<v Speaker 1>Ludites were wrong. Eventually, this was good for workers. And
<v Speaker 1>we know, like if we just read a little bit,
<v Speaker 1>you know, that's not how it actually went down. It
<v Speaker 1>was two hundred years of pain in places like the
<v Speaker 1>UK where the Industrial Revolution began, before labor laws came
<v Speaker 1>into practice and really change things. And that's actually what happened.
<v Speaker 1>And I'm not going to live for two hundred years,
<v Speaker 1>so I'm not going to see the benefits of us
<v Speaker 1>finally waking up from this. So we kind of have
<v Speaker 1>to figure this shit out now. And the Industrial Revolution
<v Speaker 1>did not solve itself. It did not like become good
<v Speaker 1>for people on its own. We really had to get
<v Speaker 1>in there put guardrails in place. And these companies will
<v Speaker 1>tell us we don't need to do that, it'll just
<v Speaker 1>have like they just the free market will figure it out.
<v Speaker 1>But we obviously need to do more than that. And
<v Speaker 1>in the meantime, these companies aren't going to want to
<v Speaker 1>save money and they aren't going to want to be
<v Speaker 1>left behind, and they do have all investors who are
<v Speaker 1>universally wanting to hear how they are using AI to
<v Speaker 1>it to make them more money. And uh, while that
<v Speaker 1>is happening, the one tool we're going to continue to
<v Speaker 1>have is to yell at, yell and shame of these companies.
<v Speaker 1>Are yell at the yell at and shame these companies
<v Speaker 1>and the people responsible for these decisions. So people should
<v Speaker 1>definitely keep at that.
<v Speaker 2>And if they're all.
<v Speaker 3>All those gamers are distracted right now with with woke
<v Speaker 3>and DEI.
<v Speaker 1>Yeah, I heard the Sarkisians back, and we should be
<v Speaker 1>fucking pissed about that.
<v Speaker 3>Yeah's the problem. It's not you know, it's not completely
<v Speaker 3>eliminating the human element from it.
<v Speaker 1>It's almost like they're using people's inherent hatred of women
<v Speaker 1>against them to divide them so they don't see who's
<v Speaker 1>really responsible for all the reason everything is terrible.
<v Speaker 2>But that can't be true.
<v Speaker 3>In the book, oldest trick in the book.
<v Speaker 1>Yeah, just can't be the case. All right, let's let's
<v Speaker 1>keep let's stick with with Capcom here. Uh, residentval cod
<v Speaker 1>Veronica remake is heading much stronger in the horror direction.
<v Speaker 1>This is from my Nintendo News. Resident Evil insider Dusk
<v Speaker 1>Gullam has shared a little more about what he has
<v Speaker 1>heard recently about the rumored Resident Evil Code Veronica remake
<v Speaker 1>over at Capcom. Golam says that the team is fully
<v Speaker 1>like just saying that Gollam as if it's like his
<v Speaker 1>last name. Gullam says that the team is fully embracing
<v Speaker 1>horror and is pushing the remake to go further in
<v Speaker 1>that direction. He says that, of course there will be
<v Speaker 1>plenty of action sequences, but they wanted to retain a
<v Speaker 1>dark horror style atmosphere. I don't really think that they
<v Speaker 1>are at this point. Code Veronica remake is going in
<v Speaker 1>a much stronger horror direction than the original Code Veronica.
<v Speaker 1>Excuse Me still has silly stuff and action stuff, but
<v Speaker 1>the horror aspect is increased in the remake, and all
<v Speaker 1>of Capcom's data tells them that horror is constantly the
<v Speaker 1>most successful, well liked, and standout moments for players. Capcom
<v Speaker 1>is a very data based company, and every data point
<v Speaker 1>for them shows that they should embrace horror more. Residentvill
<v Speaker 1>n I was a project long and de that changed
<v Speaker 1>from multiple changed multiple times, and wanted to try to
<v Speaker 1>capture every Resident Evil game in different sections give shades
<v Speaker 1>of the whole franchise. It has shades of literally every
<v Speaker 1>are game in it, and now they're going to kind
<v Speaker 1>of maybe go back to focusing on one concept for
<v Speaker 1>the for these remakes. To me, that sounds like probably
<v Speaker 1>the right choice. I really liked Requiem because it did
<v Speaker 1>everything and it was pretty good at bouncing back and forth.
<v Speaker 1>But coming out of it, I agree with everyone sort
<v Speaker 1>of generally held assessment that the best parts were the
<v Speaker 1>scarier parts, they were the Grace parts, and that it
<v Speaker 1>was sort of a fun reprieve to get to go
<v Speaker 1>play as Leon. But then when I go to replay
<v Speaker 1>that game, I am definitely like kind of doing the
<v Speaker 1>thing where I'm like, I'm playing through all the Grace
<v Speaker 1>stuff and then I get to the Leon stuff and
<v Speaker 1>maybe I'll put it down for a bit and I
<v Speaker 1>don't go back.
<v Speaker 2>I'm glad it was there on my first.
<v Speaker 1>Play through, but it's obvious at this point that the
<v Speaker 1>scary horror elements of the first part, you know, religious,
<v Speaker 1>plays to the strength of Resident Evil.
<v Speaker 2>So yeah, I'm welcoming this. How about you?
<v Speaker 3>Yeah? Leon is a pacing tool, right, that's what you're Yes?
<v Speaker 3>So I never played Code Veronica. Was there ever a
<v Speaker 3>remaster of this?
<v Speaker 2>No?
<v Speaker 1>Uh, there's well, there's like re releases, but it's like ports,
<v Speaker 1>updated ports, but never really like major remaster.
<v Speaker 2>And yes, this will be the first remake.
<v Speaker 3>Obviously, this is an extremely well reviewed game on its release.
<v Speaker 3>This is a game that, yes, it was suffered from
<v Speaker 3>being trapped on like it wasn't all like exclusively on Dreamcast.
<v Speaker 2>Was it?
<v Speaker 1>Or was it it eventually went went to a bunch
<v Speaker 1>of places, but yeah, it was at Dreamcast first.
<v Speaker 3>Yeah, and I see everybody lots of people in chat
<v Speaker 3>begging for this and wanting this remake. Yeah, this sounds sick.
<v Speaker 3>I would love a like a full horror Resident Evil game.
<v Speaker 3>I will say, like I am, I'm not a scaredy cat.
<v Speaker 3>I can handle it a lot, but I definitely I
<v Speaker 3>loved the Leon breaks and but I don't know if
<v Speaker 3>that's possible in a game like this. I wonder if
<v Speaker 3>this had some like camp elements that broke stuff up.
<v Speaker 3>But I need I need to I just need to
<v Speaker 3>go play some old Resident Evils. Rick Wielm, Well, yeah,
<v Speaker 3>my only Resident Evil game.
<v Speaker 1>Yeah, I think, uh, I think yeah, going back at
<v Speaker 1>this point, especially like if you go back to the
<v Speaker 1>PlayStation games, because I'm also a scaredy cat, those are
<v Speaker 1>they're they're gonna spooky here there, or they're gonna jump
<v Speaker 1>scare you. But they're a lot easier to go down
<v Speaker 1>these days because they just aren't as scary as they
<v Speaker 1>once were. Uh, and then you get all the great
<v Speaker 1>sort of atmosphere of resident evil still and the fun,
<v Speaker 1>cheesy acting.
<v Speaker 2>Yeah, they're great to go back to.
<v Speaker 3>Yeah, saying sorry, this is what I was saying earlier
<v Speaker 3>about like a company that's in a position with one
<v Speaker 3>of their temple franchises to be able to go do
<v Speaker 3>remakes remasters and then bounce back to doing like and
<v Speaker 3>like get multiple studios kind of spin in those place. Ah.
<v Speaker 3>That rules. That's like a really great spot to be in. Yeah.
<v Speaker 2>It just it looks super efficient.
<v Speaker 1>It looks like, Yeah, it feels like they got it
<v Speaker 1>all figured out.
<v Speaker 2>And uh, we'll see how Ai fucks it up for him. Uh,
<v Speaker 2>all right.
<v Speaker 1>Nintendo won't focus on making Switch two games exclusively, Switch
<v Speaker 1>one remains important. This is from Eddie McCoo at GameSpot.
<v Speaker 1>Nintendo president Shintaro for Okawa has stressed how vital vital
<v Speaker 1>it is for the company to keep driving sales of
<v Speaker 1>Switch one games even though the Switch to has come
<v Speaker 1>to market. During the company's latest earnings brief, for Okawa said,
<v Speaker 1>I believe it's important that we consider how to expand
<v Speaker 1>the entire software business, including titles for both Nintendo Switch
<v Speaker 1>and switch To. He said Nintendo should take this approach
<v Speaker 1>as opposed to focusing only on sales of Nintendo switch
<v Speaker 1>To software. For Akawa said that this is in response
<v Speaker 1>to a said this in a response to a question
<v Speaker 1>about the slowed sales of Switch To exclusive Mario Kart
<v Speaker 1>World after the company discontinued the hardware bundle that included
<v Speaker 1>the game. The executive said Mario Kart World remains an
<v Speaker 1>important title for Nintendo and that he expects to continue
<v Speaker 1>to sell throughout expects it to continue to sell throughout
<v Speaker 1>the life cycle of the switch To. For Akawa also
<v Speaker 1>addressed Nintendo's forecast that it would sell sixty million games
<v Speaker 1>during the current fiscal year that ends March thirty first,
<v Speaker 1>twenty twenty seven. He said that that number is lower
<v Speaker 1>than some might have expected because it does not include
<v Speaker 1>bundled software like it did for the switch To's first
<v Speaker 1>fiscal year when the Mario Kart World bundle was available.
<v Speaker 1>All right, let let's talk about this this Switch one
<v Speaker 1>thing here. So they have one game right now, I
<v Speaker 1>think like that is from them that is a Switch
<v Speaker 1>One game.
<v Speaker 2>First and that is Rhythm Heaven Groove.
<v Speaker 1>Now they are coming off with Tombadatci Life, which just
<v Speaker 1>happened and is also a Switch one game and doesn't
<v Speaker 1>even have a Switch to version yet.
<v Speaker 2>But they have not announced anything else.
<v Speaker 1>You know, they are probably going to have a direct
<v Speaker 1>here in June and they I guess they could announce
<v Speaker 1>some new Switch one games.
<v Speaker 2>But what do you what do you think this is?
<v Speaker 1>Is this is this some sort of like playcating investors
<v Speaker 1>a little bit, trying to remind them, Hey, we have
<v Speaker 1>this thing that has one hundred and fifty five million
<v Speaker 1>units out there, and we're going to keep selling to
<v Speaker 1>that audience. So don't freak out about us saying we're
<v Speaker 1>going to sell slightly fewer Switch.
<v Speaker 2>Twos this next fiscal year. Is it just that simple?
<v Speaker 3>So earlier I talked about, you know, do you want
<v Speaker 3>to be a hardware company or a software company? Nintendo? I,
<v Speaker 3>if I'm them, I think I think this is a
<v Speaker 3>bad idea to continue to float Switch one. A Switch one,
<v Speaker 3>you had a really good life cycle for that console.
<v Speaker 3>You do need to be pushing Switch to sales. You
<v Speaker 3>need to be focused on putting out quality Switch two
<v Speaker 3>games that use the full capabilities of the hardware. I
<v Speaker 3>don't like this. I think it's a poor idea. But
<v Speaker 3>I get the quarterly mindset of like why you want
<v Speaker 3>to do this because you do have that install base
<v Speaker 3>and you can sell games to them and you can
<v Speaker 3>make money, print money with that thing. But I think
<v Speaker 3>long term it's just the poor idea, and it's it
<v Speaker 3>is a response to obviously like hardware and AI chomping
<v Speaker 3>on memory, they're having their price increase. When does that
<v Speaker 3>kick in.
<v Speaker 2>It's like September first for most of the world.
<v Speaker 1>Yeah, I'm a little bit, but by the end of
<v Speaker 1>May and Japan, but that's a completely different thing.
<v Speaker 2>Yeah.
<v Speaker 3>Yeah, that's tough. I don't like the business bastard man
<v Speaker 3>of like, you know, we need to put exclusives on
<v Speaker 3>our new stuff to sell those. But like Nintendo specifically
<v Speaker 3>is the one out of anyone we've talked about today
<v Speaker 3>in a position to do exactly that, and they should
<v Speaker 3>be doing it.
<v Speaker 2>Yeah, yeah, I mean I think this is uh.
<v Speaker 1>Yeah, They're in a tough position because they probably do
<v Speaker 1>want to get people excited about the switch to I
<v Speaker 1>bet most of the games they have coming out are
<v Speaker 1>actually switched to exclusives, but it is a very different
<v Speaker 1>story than what happened from the three DS to the
<v Speaker 1>Switch one. By the time the Switch one was out,
<v Speaker 1>like that, audience was very ready to put away their
<v Speaker 1>three DS is, you know, regardless of how great that
<v Speaker 1>system actually was, and it was, people were just done
<v Speaker 1>buying games for it. And we saw that that Mario
<v Speaker 1>and Luigi remake from Alpha Dream came out and no
<v Speaker 1>one bought it, Warrior Where Gold came out and no
<v Speaker 1>one bought it, and these were these were pretty good games,
<v Speaker 1>and the Warrior where Gold game was very good, but
<v Speaker 1>just no one bought it, and it kind of hurt
<v Speaker 1>those franchises. In the Mario Luigi case closed down Alpha Dream,
<v Speaker 1>they made they made no money from this big project
<v Speaker 1>that they spent a lot of money making, and it
<v Speaker 1>caused them to have to close down. But that was
<v Speaker 1>because they went from the three DS to the switch
<v Speaker 1>and you could not play three DS games on the
<v Speaker 1>Switch one. Now the switch to can ploy Switch one games,
<v Speaker 1>and I think Nintendo's like, hey, we're we have already
<v Speaker 1>got a couple examples of games that were Switched one
<v Speaker 1>games doing very well and selling well on the Switch
<v Speaker 1>to as well. And no one's really sort of batting
<v Speaker 1>an eye Tomadauci Life. Forty percent of players are playing
<v Speaker 1>on switch to and no one's complaining that it doesn't
<v Speaker 1>have these X feature or why feature. Now, I wish
<v Speaker 1>it had a mouse mode. I do wish it had
<v Speaker 1>a switch to version, but I'm not really thinking about
<v Speaker 1>that all that much while playing that game. So I
<v Speaker 1>think they're like, Okay, we can get away with it
<v Speaker 1>a lot more this time around. And then there's all
<v Speaker 1>these macroeconomic reasons to be doing this. The rising price
<v Speaker 1>of components selling switch tos is going to be a
<v Speaker 1>little bit more challenging.
<v Speaker 2>We had to raise the price.
<v Speaker 1>That's not even covering our costs, says for Akawa. So
<v Speaker 1>another price increase could it be in the cards for
<v Speaker 1>the future. It could continue to get worse, So them
<v Speaker 1>keeping the switch one around it just feels like a
<v Speaker 1>little bit of an escape patch for them of like, hey,
<v Speaker 1>we're gonna we gotta find ways to keep making money
<v Speaker 1>as things as the uncertainty continues.
<v Speaker 2>To build in a world that is already very uncertain.
<v Speaker 2>All right.
<v Speaker 1>Three D platformer Garfield Escape from Monday announced.
<v Speaker 2>For Switch one.
<v Speaker 1>Really holy shit microids along with oh someome games or
<v Speaker 1>oh some studio, I should say. Today unveiled Garfield Escape
<v Speaker 1>from Monday for Nintendo Switch. The game is due out
<v Speaker 1>on September twenty fourth, twenty twenty six.
<v Speaker 2>Uh is a.
<v Speaker 1>Veggie filled three D platformer and it players will need
<v Speaker 1>to help the tabby cat wake up from his nightmare
<v Speaker 1>by exploring different worlds.
<v Speaker 3>So is he being plagued by vegetables because.
<v Speaker 2>He's being played?
<v Speaker 3>Right?
<v Speaker 1>Yes, we got to hack this game, chuck and replace
<v Speaker 1>it with Mike Manati.
<v Speaker 3>And fruit Nintendo Switch groub. I'm not I'm not doing
<v Speaker 3>any hacking's okay.
<v Speaker 2>This game has got to be on other stuff.
<v Speaker 1>I got this story from a Nintendo Everything I'm assuming chat.
<v Speaker 1>Is this coming out elsewhere? Is it really just for Switch?
<v Speaker 2>Yeah?
<v Speaker 3>Crazy license game to get put out on one thing?
<v Speaker 1>Yes, absolutely, although although you know those kinds of like
<v Speaker 1>kid Family games do sell on Switch more than they
<v Speaker 1>sell anywhere else.
<v Speaker 2>All right, and then last story here concerned aph.
<v Speaker 3>Oh, we do have to shout out and talk about
<v Speaker 3>Gerstman and gerst Field. Did you ever watch him play those?
<v Speaker 2>Yes? Absolutely? Yes.
<v Speaker 1>I didn't mean to mention that this is the news
<v Speaker 1>for the other Jeff G We'll make sure that I'll
<v Speaker 1>send this over to him, make sure he knows what's
<v Speaker 1>happening over here.
<v Speaker 3>Everybody. I'm sure this is the most important thing that
<v Speaker 3>will happen to him today is reading about this.
<v Speaker 2>Here's the thing.
<v Speaker 1>It's like, I know what it's like to have something
<v Speaker 1>to be associated with you, and like how people will
<v Speaker 1>make sure you know. I bet already just probably somewhere
<v Speaker 1>between fifteen one hundred acts at him on like Blue
<v Speaker 1>Sky about this game.
<v Speaker 2>And that's just weazy.
<v Speaker 1>Oh Bobbs, you're here concerned. Dape says, Haunted Chocolatier is
<v Speaker 1>way bigger than Starduo Valley. This is from Ali Reynolds
<v Speaker 1>at Nintendo Life. That's really the story here. I mean
<v Speaker 1>it's way bigger than Stardu Valley, at least in terms
<v Speaker 1>of the amount of maps, the amount of monsters.
<v Speaker 2>The depth of the whole.
<v Speaker 1>Item system and all the equipment slots and all the
<v Speaker 1>stuff like this.
<v Speaker 2>Everything is cranked up.
<v Speaker 1>I think that this is something we see from a
<v Speaker 1>lot of indie dev's, especially ones that have success in
<v Speaker 1>their first game and they have time and money to
<v Speaker 1>work on the next one. I think they feel an
<v Speaker 1>obligation to do even more the next time around as
<v Speaker 1>to not disappoint their fans, and it can lead to
<v Speaker 1>things getting bigger and out of hand and taking ten
<v Speaker 1>to fifteen years for the follow up to happen, especially
<v Speaker 1>as concerned Ape continues updating Stardew Valley, which is happening constantly.
<v Speaker 1>In fact, I think you put Haunted Chuklatier aside for
<v Speaker 1>a minute for a while to work even more on
<v Speaker 1>starduw Valley. Sounds like back at it with Haunted Chocolate heer. Yes,
<v Speaker 1>when you hear that is that? Does that excite you?
<v Speaker 1>Because for me, I'm like, I don't know, just get
<v Speaker 1>out of like a like something streamlined, get it out there,
<v Speaker 1>and then spend years updating that the way you have
<v Speaker 1>Starduo Valley. But that's I think that's me someone who
<v Speaker 1>gets a lot of games as part of my job.
<v Speaker 1>I bet this is music to the ears of people
<v Speaker 1>who are like, this will be my game for the
<v Speaker 1>next decade.
<v Speaker 3>Yeah. Have you gone back to Starduo Valley recently?
<v Speaker 2>Not recently recently? Actually no.
<v Speaker 1>I did to play with the Steam Controller a little bit,
<v Speaker 1>but I didn't see anything new in there.
<v Speaker 2>I was just poking around.
<v Speaker 3>Yeah, I mean they he added completely new like islands.
<v Speaker 3>I think that you can like sail to and it
<v Speaker 3>could be like a lot you're like, oh shit, But
<v Speaker 3>there's also like tons of quality of life features. I
<v Speaker 3>think that's primarily what he's done on STARDUW Valley in particular,
<v Speaker 3>like multiplayer. At that game did not ship with multiplayer.
<v Speaker 3>He added that later. I think, yeah, that's correctly the
<v Speaker 3>year year. I adore Starduo Valley. Eric Brown is one
<v Speaker 3>of my game development heroes. He's the man. I love
<v Speaker 3>that he's I don't love this, but it's funny watching
<v Speaker 3>him get chased by misinformation because of how much people
<v Speaker 3>love the shit that he puts out. Yeah, it's like
<v Speaker 3>a cool spot to be in. I trust his vision
<v Speaker 3>for game development. So if he wants to make something bigger,
<v Speaker 3>more maps, more variety, like absolutely, do your thing. Man.
<v Speaker 3>He doesn't miss. I mean, he's made one game, but
<v Speaker 3>it didn't miss. All right, do your thing for sure.
<v Speaker 1>All Right, we're gonna get to the pull question here
<v Speaker 1>in a second. But let's see here Aaron Line with
<v Speaker 1>a super check. Capcom and Konami are cooking Sega, moving
<v Speaker 1>off games as a service and focusing on those focusing
<v Speaker 1>on those reboots instead, and Square promising a big twenty
<v Speaker 1>twenty seven. Japanese publishers seem to have it figured out.
<v Speaker 1>I'll say that I tend to agree with that, and
<v Speaker 1>I think Square Nix might be the best example in
<v Speaker 1>the way, because they were doing things one way. They
<v Speaker 1>said this isn't working, and then they changed, and now
<v Speaker 1>I think we're witnessing that change happen. I don't think
<v Speaker 1>they've delivered on like sort of like what that change means,
<v Speaker 1>but you could see that they are trying to shift
<v Speaker 1>to like their their their way of doing things, so
<v Speaker 1>once again, maybe be a little bit more like Capcom.
<v Speaker 2>So yeah, we'll see.
<v Speaker 1>But it's like if the Square Enix can do it
<v Speaker 1>a company I think it was once also a little
<v Speaker 1>bit of a punchline of oh my god, look at
<v Speaker 1>the decisions this company makes. It's like, does feel like
<v Speaker 1>they understand what they're doing wrong? Maybe they could sort
<v Speaker 1>of sort it out. I think they are going to
<v Speaker 1>have a really good twenty twenty seven.
<v Speaker 2>All right, let's see here the poll question from Monday.
<v Speaker 2>Let me get this out of the way.
<v Speaker 1>Are you going to get forts the horizon five at
<v Speaker 1>the early access price on Friday?
<v Speaker 2>Yes or no? We actually also, yeah posted it? I
<v Speaker 2>think you posted it again? Oh yeah, oh did I
<v Speaker 2>post it again? Okay, yes, so we got it. We
<v Speaker 2>got it? Okay. Are you going to grab Yeah?
<v Speaker 1>I didn't see this. I'm sorry about that. Thanks, Jane,
<v Speaker 1>appreciate it. Are you going to grab the Forts Rice
<v Speaker 1>and six premium bundle one hudred and twenty dollars to
<v Speaker 1>play early?
<v Speaker 2>Yes or no? Six percent said yes, Ninety four percent
<v Speaker 2>said no in the.
<v Speaker 1>First poll, and on the second poll seven percent said yes.
<v Speaker 2>Hold ninety three percent said no.
<v Speaker 3>Read the first poll like the newest poll, word for word.
<v Speaker 2>The newest one.
<v Speaker 3>Yes.
<v Speaker 1>Are you going to get Forts to Rice five at
<v Speaker 1>the early access price on Friday? Oh man, that's uh
<v Speaker 1>oh that's a different number than the game that's actually
<v Speaker 1>coming out, isn't it.
<v Speaker 2>Yes? I rushed to do because I didn't.
<v Speaker 1>I'm like, oh, I forgot to tell jam what the
<v Speaker 1>actual wording was, and then there it is. That shows
<v Speaker 1>how much I pay attention. All right, Yeah, so people
<v Speaker 1>are saying, like, you know, one out of twenty people
<v Speaker 1>are saying yes. That adds up when you have a
<v Speaker 1>franchise like Forts Horizon that so many people play. We
<v Speaker 1>know that Forts Horison five did have like a million
<v Speaker 1>people playing an early access. So yeah, again, that's one
<v Speaker 1>hundred and twenty dollars and that's a big number though.
<v Speaker 1>All right, we'll have a new poll question here in
<v Speaker 1>a second. First though, Chuck, when you want to tell
<v Speaker 1>people like where they can find you on the internet
<v Speaker 1>and all that good stuff.
<v Speaker 3>Yeah, absolutely, I'm Chucktowski dot com on Blue Sky That's
<v Speaker 3>mostly where I shit post. You can also find me
<v Speaker 3>on giant bomb dot com. I have a premium show,
<v Speaker 3>Nine Lives. I think I think it might damn well
<v Speaker 3>be the best sky roomshow on giant bomb dot com
<v Speaker 3>if I do say so myself. My creepy clusters right
<v Speaker 3>here in the discord call right now, Grub and Jam
<v Speaker 3>are on that you should watch Nine Lives. It goes
<v Speaker 3>places and it's going to continue to go places. Also,
<v Speaker 3>I do want to set a stream schedule for like
<v Speaker 3>my personal dream. I'm Chucktowski on Twitch as well. I
<v Speaker 3>keep thinking about daa Sex. What if I just streamed
<v Speaker 3>daya Sex and I just beat daya sexes? You know
<v Speaker 3>what I'm saying.
<v Speaker 2>Yeah, I would like that would you start with the
<v Speaker 2>original day of sex.
<v Speaker 3>Or what I want recommendations? Maybe? You know? All right,
<v Speaker 3>very cool, but thanks for having me on. I love
<v Speaker 3>the show. It's a it's a great part of my morning.
<v Speaker 1>I yeah, I appreciate you being here, Chuck, thank you
<v Speaker 1>so much. All right, let's see her new pull question.
<v Speaker 1>Did you get sorrows? Yes or no? We will get
<v Speaker 1>the results of that on tomorrow show here on Giant
<v Speaker 1>Bombs speaking to Giant Bomb. Yeah, right after we're done,
<v Speaker 1>the Donkey Kong marathon continues. Mike's getting right back in
<v Speaker 1>them minds and he's going to be playing for a
<v Speaker 1>very long time today everybody, so get in there root him,
<v Speaker 1>you know, go root for him, cheer him on, and
<v Speaker 1>if you can support the website, become a new premium member.
<v Speaker 1>Add to that bar. We already have met the first incentive.
<v Speaker 1>He is locked in to one hundred and one percent
<v Speaker 1>in that game. He's gonna get all those bananas and
<v Speaker 1>then all of the other collectibles. I think he's on
<v Speaker 1>pace to maybe beat the game late on Friday, So like, yees,
<v Speaker 1>stick with us this week, watch it.
<v Speaker 2>We'll see maybe not.
<v Speaker 1>But can strap that's what you're saying, yeah, we should
<v Speaker 1>probably be adding more and more Apple things to the soundboard,
<v Speaker 1>is what I'm saying. We also got some other stuff
<v Speaker 1>in the works. I've been playing Forts the Horizon six.
<v Speaker 1>We'll have coverage of that here pretty soon. Keep an
<v Speaker 1>eye on the website for all that and more.
<v Speaker 3>Alt Mixtape and Uh and Forbidden Saltick Grub and I
<v Speaker 3>we tag team those. I think they turned out great.
<v Speaker 3>I like those games. I like both of them.
<v Speaker 2>I like both.
<v Speaker 1>Yeah, yeah, I don't think either's either's like going to
<v Speaker 1>like Rock the World or they do for maybe bad reasons,
<v Speaker 1>but uh, they are enjoyable games for sure. All right,
<v Speaker 1>I think with all that out of the way, Chuck,
<v Speaker 1>thank you so much for hanging out with me today
<v Speaker 1>and talking about video games.
<v Speaker 2>Man, I really appreciate it.
<v Speaker 3>Thank you brother, no problem.
<v Speaker 2>Thank you all for watching and listening.
<v Speaker 1>You are the best audience in gaming, as proof by
<v Speaker 1>what's happening in those Donkey Kong streams. Until next time,
<v Speaker 1>I have a good one, Take care of yourself and goodbye.

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