PlayStation 30th Anniversary Collection Prices Leaked
Jeff Grubb and TurboShawn start the week with video game news on an impending and now confirmed State of Play, questions about Concord's overall budget, some leaks about the 30th Anniversary PS5 Pro price, and much more!
2024-09-23
58 min
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<v Speaker 1>He'll be like a go me beer. It's the internet. <v Speaker 1>You're busy. <v Speaker 2>Let's do this for September seventeenth, twenty twenty four. For <v Speaker 2>the next hour or so, let me help you sort <v Speaker 2>through the world of gaming on Game mes Mornings Live <v Speaker 2>with Me Jeff Grubb. Today, I heard Concord had a <v Speaker 2>seven trillion dollar budget and when is that state of play? <v Speaker 2>But first please join me and welcoming today's co host <v Speaker 2>the Game Mess Mornings. It's Sean Turbo, Shan mcdalell. <v Speaker 3>Sean, how are you doing, Hi, Budy, I am the <v Speaker 3>anti Mike Manatti this morning. I'm my caffeine is from <v Speaker 3>my energy drink on my megabuster. Oh container right here, boss, <v Speaker 3>I'm meeting apples, thrill Bites and a cord Apple for breakfast, <v Speaker 3>so you know. <v Speaker 1>And I was. <v Speaker 2>I just took a shower a little bit ago, and <v Speaker 2>then the show, I'm like, I'm gonna eat an apple later. <v Speaker 2>Like I was planning out my day. I'm like, here <v Speaker 2>we go, I cannot wait, gonna get air. Actually was <v Speaker 2>at Target, like trying to just find some food real quick. <v Speaker 2>Steff's gonna be traveling, I I go. I gotta make <v Speaker 2>sure have stuff for the kids this week, and I <v Speaker 2>needed apples and they were out of honey crisp, so <v Speaker 2>I did settle for cosmic crisps, which are pretty good. <v Speaker 1>Still, nothing's as good as nothing's good as. <v Speaker 3>That Granny Smith. Come on, now, get a little tard <v Speaker 3>in there with sweet. <v Speaker 2>I was a Granny Smith guy when I was young, <v Speaker 2>when I was a kid, But no, these days, I. <v Speaker 1>Can't go back from a honey crisp. <v Speaker 2>I gotta give me the most expensive apple you got <v Speaker 2>every single time. <v Speaker 1>Apparently, Please and chat, and he says this podcast is. <v Speaker 3>Said to be a fair this whole bit existed. Why <v Speaker 3>I didn't think you were watching today's episode? <v Speaker 2>Sorry, brouh Okay, Yeah, so how you been, Sean? You've <v Speaker 2>been uh been playing Marvel verus capcom too? Or you <v Speaker 2>you said you were busy this weekend? What's up? <v Speaker 3>Yeah, I've talked about this a little bit. I've just <v Speaker 3>been busy with a whole bunch of personal stuff, like <v Speaker 3>playing some stuff out recently, so I haven't had a <v Speaker 3>ton of time for gaming. But I did get a <v Speaker 3>few hours in this weekend. You know, each day Saturday Sundays. <v Speaker 3>So I imagine to get like an hour in with <v Speaker 3>NBC two, just in the lab practicing some stuff on <v Speaker 3>both days before playing some more stuff. Checked out UFO <v Speaker 3>fifty as cool. <v Speaker 2>Yeah, I beat Barbata, which pretty sure how you say that? <v Speaker 2>I did in googling that game a little bit to <v Speaker 2>like just get like like a. <v Speaker 1>Tip to get jump started, I'm like, what am I missing? <v Speaker 2>And it's like, Okay, here's this one thing where it's <v Speaker 2>like I just wasn't looking at the game right and <v Speaker 2>that help. But in googling, I'm like, oh, that is <v Speaker 2>the name of the helmet the characters when or the <v Speaker 2>kind of helmet the characters wearing this. <v Speaker 1>That's the first game in UFO fifty. <v Speaker 2>If you watched us play that on on Professional Friday, <v Speaker 2>said it sucked a bunch. <v Speaker 1>And it's like it is like purposely archaic. <v Speaker 2>But I did come around to kind of like it <v Speaker 2>quite a bit because it is very much just you know, <v Speaker 2>a bunch of secrets, a bunch of like little puzzle <v Speaker 2>kind of things. And I enjoyed like finding all those things. <v Speaker 2>That was a really good time. <v Speaker 3>Actually, I have tried out the first like five or <v Speaker 3>six games, I think, and I'm curious to see where <v Speaker 3>it goes. Because right now it's almost more interesting as <v Speaker 3>like an experiment, you know, a project, than it is <v Speaker 3>to play as a video game. <v Speaker 1>Definitely, yes, But then you get to. <v Speaker 3>Like Mortal and like that is just a really fun <v Speaker 3>little like puzzle platform or basically that's. <v Speaker 1>One they could just like be on Steam by itself, <v Speaker 1>right Yeah. <v Speaker 3>Yeah, yeah you played that in upf if people want <v Speaker 3>to see that. But that's yeah, that's just hilarious and <v Speaker 3>like fun little puzzle games. I'm like, all right, if <v Speaker 3>these the games kind of keep ramping up to something <v Speaker 3>a little more substantial like this, I actually might stick <v Speaker 3>around because those first few were like, yeah, these games <v Speaker 3>all suck, but that's kind of kind of the joke <v Speaker 3>kind of the point. <v Speaker 2>At least a couple of them have sequels later on <v Speaker 2>in the fifties, so yeah, and I'm. <v Speaker 3>Like, they're like telling this story of the fictional console, <v Speaker 3>the LN or whatever it is lex and then yeah, <v Speaker 3>it's it's interesting to see what they're doing here, and <v Speaker 3>I'm almost curious to see, like, like you guys mentioned, <v Speaker 3>is there any sort of like meta gamey stuff with <v Speaker 3>like the the games codes and whatnot that ye, that'll <v Speaker 3>be interesting, sy yep. <v Speaker 2>I'm gonna I'm gonna keep playing it really enjoying it. <v Speaker 2>I H I do think it's it is worthy of <v Speaker 2>the kinds of praise it's getting, which is very specific, <v Speaker 2>like people are like, yes, some of these games are <v Speaker 2>are are are little or in some ways bad, but <v Speaker 2>the overall experience of like what they're going for here, <v Speaker 2>they execute that perfectly and say, okay, well, I mean <v Speaker 2>that's the game here is kind of going through this <v Speaker 2>this faux history. <v Speaker 1>Which I'm appreciative of. Let's explain what we do here. <v Speaker 2>Most weekdays, I, Jeff Grubb, will help piece your gaming <v Speaker 2>life back together. That includes breaking news and maybe even <v Speaker 2>some of our own original reporting. For all these topics, <v Speaker 2>I'll get the input of a bona fide expert who <v Speaker 2>will make me look smart. If you are watching live <v Speaker 2>on twitch welcome. You can always listen to the show <v Speaker 2>later on podcast feeds by searching for Game Mess Mornings, <v Speaker 2>or find the RSS on giant bomb dot com. You <v Speaker 2>can also catch the show later with chapters and timestamps <v Speaker 2>on YouTube. <v Speaker 1>Hello YouTube. <v Speaker 2>All right, we have a lot to get into, so <v Speaker 2>let's start the Morning Mess with when is that PlayStation <v Speaker 2>state of play? <v Speaker 1>Hey? This week it's this week. I know. <v Speaker 2>Jordan Middler was just saying it was on Wednesday, you know, <v Speaker 2>between time zones and I'll be hearing various things. <v Speaker 1>This week is kind of where I'm at right now. <v Speaker 1>There's a good. <v Speaker 2>Chance it just like they announce it tomorrow and whether <v Speaker 2>that's for later in the day or for Wednesday, we'll see. <v Speaker 2>But yeah, I would you know this week it probably <v Speaker 2>does mean Tuesday, Wednesday or Thursday, because they're not gonna <v Speaker 2>do it on a Friday. They never do these things <v Speaker 2>on Monday. So we'll see, but it's still coming. Have <v Speaker 2>you set your expectation levels for this appropriately? Where are <v Speaker 2>you at with that? <v Speaker 3>State of play as a show? This has nothing to <v Speaker 3>do with the literal state of PlayStation right now. State <v Speaker 3>of play as a show is usually pretty mediocre. Yeah, <v Speaker 3>they have some that really hit and differently oftentimes it's <v Speaker 3>when they get like big third parties in to say like, hey, <v Speaker 3>this game is coming, especially if it's exclusive like some <v Speaker 3>of the Final Fantasy stuff recently. Oh and otherwise stay <v Speaker 3>a play. It still kind of feels like they don't <v Speaker 3>get it a little bit, like most people who try <v Speaker 3>to copy Nintendo Direct don't get it. You can't just <v Speaker 3>have the show. You need to spin up a show. <v Speaker 3>So expectations are in check. I think we've things have <v Speaker 3>been quite enough on the PlayStation in front that this <v Speaker 3>could be one that hits a little bit. <v Speaker 1>But yeah, you know, we've sat a bunch of times now, Yeah. <v Speaker 3>Exactly, so we'll see. They're still in that well state <v Speaker 3>where they're trying to like spin up a lot of <v Speaker 3>these big Triple A games that they like to do. <v Speaker 3>So I think we're still gonna be it' still gonna <v Speaker 3>be waiting around on some of those. So maybe we <v Speaker 3>get you know, one or two big heavy hitters here, <v Speaker 3>but I won't expect too much. <v Speaker 2>Yeah, I mean in terms of first party, Like I'm trying, <v Speaker 2>like what could be the biggest thing that could be here? <v Speaker 2>I mean, obviously something new that we have no idea <v Speaker 2>about that's possible. <v Speaker 3>Is it too soon to see what would be next Wolverine? <v Speaker 1>I think Venom would be next based on the league. <v Speaker 3>Would be next? Probably did expand I I know the <v Speaker 3>order of event everything. Yeah, yeah, we can see some <v Speaker 3>Venom or something that I was thinking, yeah, something with <v Speaker 3>Spider Man, but yeah, and maybe it is Venom. <v Speaker 2>Venom seems like, of all the ones, that one is <v Speaker 2>maybe the most likely that could show up here, even <v Speaker 2>more likely than Ghostakushima, where it's like. <v Speaker 3>Oh, that's right, that's the art one I was thinking <v Speaker 3>of where that's yeah, I'm just trying to think of <v Speaker 3>the studios we haven't really heard of recently or you know, <v Speaker 3>Insomnik also just moves a break neck pace. <v Speaker 1>So when did Ragnarok come out? <v Speaker 3>Oh, as far as I'm concerned, what last week? Broadly speaking? <v Speaker 3>Was it twenty twenty two? Uh? <v Speaker 2>Yeah, okay, is that right? It's been a while, it's <v Speaker 2>been I guess been a couple of years. Is that <v Speaker 2>enough time for the other team that's been working on <v Speaker 2>Oh yeah, project's side, the project from a Corey ballrog. <v Speaker 3>Right, because he wasn't on Ragnarok, or at least not <v Speaker 3>as director or whatever. <v Speaker 1>Yes, yeah, right, exactly, So probably not enough time. <v Speaker 2>But maybe I like the who's to say, like they <v Speaker 2>don't have an asset ready to go right now for <v Speaker 2>a game that's coming out still in two more years, <v Speaker 2>three more years, that's possible. It's just this isn't a <v Speaker 2>showcase and they did. They have had a showcases in <v Speaker 2>the recent past, although not recently. Necessarily, so maybe they <v Speaker 2>could still be saving stuff for like, in the grand <v Speaker 2>scheme of things, next spring is not that far away. <v Speaker 2>If you are someone making a game these days where <v Speaker 2>these games take six, seven, eight years and the marketing <v Speaker 2>for them is kind of compressed, and you want to <v Speaker 2>save time and you want to save all your eggs <v Speaker 2>for one big basket of a big showcase. You're working <v Speaker 2>on something that is going to come out in the <v Speaker 2>next eighteen to twenty four months, and you have and <v Speaker 2>you want to talk about it. Maybe you do actually <v Speaker 2>end up saying, like, let's just save it for the showcase. <v Speaker 2>We're fine, the PlayStation's selling fine, we have plenty of <v Speaker 2>third party partners. <v Speaker 1>So I think that's what happens with these state of <v Speaker 1>plays a lot of time times. <v Speaker 3>Right, yeah, exactly, And I think a lot of the <v Speaker 3>time the date of play is more interesting as a <v Speaker 3>way to measure where the company as a whole is at, <v Speaker 3>because then that sort of informs how we think of <v Speaker 3>the wrestler releases from the rest of the teams, from <v Speaker 3>the people that we don't hear about, we and say, okay, <v Speaker 3>so they're still cooking on this. They're still cooking on this. Oh, <v Speaker 3>we did hear from this team, but it's like, hey, <v Speaker 3>this is a little far out. I like that gives <v Speaker 3>us a better picture of everything that's going on, even <v Speaker 3>if the event itself isn't particularly interesting, which may this <v Speaker 3>one will be. We'll see yep. <v Speaker 2>And again, like bring this up every time, but it's <v Speaker 2>worth reiterating. These things are often obligations that Sony makes <v Speaker 2>with their third party partners, saying hey, we're going to <v Speaker 2>showcase you in one of our events that's worth this <v Speaker 2>amount of money, and that is part of our co <v Speaker 2>marketing advertising. <v Speaker 3>It's all advertise advertising as as hype as it is, <v Speaker 3>you know, as much as you know some of us <v Speaker 3>pop off about something it is. That's a strategy there. <v Speaker 3>It's all just you know, putting some trailers out there <v Speaker 3>in the way that, like I said, complies with the <v Speaker 3>contract or whatever. <v Speaker 2>And that's why sometimes oftentimes these state of places can <v Speaker 2>feel I think underwhelming. <v Speaker 1>Is because it really feels that way. <v Speaker 2>By the time you're done watching, it's like, oh, that <v Speaker 2>was a bunch of games I didn't care about, And <v Speaker 2>really Sony probably knows that most people don't, and they <v Speaker 2>just kind of had to do this and this could <v Speaker 2>be one of those. It could be a mix, could <v Speaker 2>be really good. Who knows in terms of exactly what's <v Speaker 2>going to be in there, I don't know. And really <v Speaker 2>at this point, we're going to see it soon, so <v Speaker 2>who cares. <v Speaker 1>We'll find out. <v Speaker 3>Why it's exciting. Well, we'll just watch it. We'll see <v Speaker 3>what happens, and it'll be a good time either way. <v Speaker 2>Yeah, Destraining too is Alexi mentioned in the cheat like <v Speaker 2>that thing's not going to be maybe it's going to <v Speaker 2>be a Tokyo game show. <v Speaker 1>It is, but under a coach of a production. <v Speaker 3>Yeah, yeah, Lea's coach productions are going to be there. <v Speaker 3>It was Destraining two specifically confirmed. <v Speaker 2>I don't know if it's not I mean for Tokyo <v Speaker 2>game show, yes, but not for a state of place. Okay, <v Speaker 2>we'll see, we will see, all right, And again, if <v Speaker 2>you want to, if you want to take a clip <v Speaker 2>and put it out there so that people don't get <v Speaker 2>mad when it, like, if it doesn't necessarily happen tomorrow. <v Speaker 1>It's this week, everybody. This week could be Tuesday, could <v Speaker 1>be Wednesday. <v Speaker 3>Ah, so now we know what to throw against you <v Speaker 3>and it's not this week. Okay, that's making it easier <v Speaker 3>when I posted Gaming Weeks. <v Speaker 1>Yeah, I knew it was you all along. <v Speaker 2>It was always Astrobots, Solis devotion to the Sony brand. <v Speaker 2>It's a real problem. I just wanted to bring this <v Speaker 2>up because this was popping off over the weekend. Okay, <v Speaker 2>there are several things here. One, people should be able <v Speaker 2>to write this stuff and should be able to criticize <v Speaker 2>things and have different views. Obviously, I think most people <v Speaker 2>agree with that, even if even if they feel defensive <v Speaker 2>of Astrobot. There was this isn't like so out of <v Speaker 2>the ordinary, because there was a time in the two <v Speaker 2>thousands where this was like every story like this is <v Speaker 2>just what the people who wrote about games were thinking <v Speaker 2>about games in these terms, like for everything, and that's <v Speaker 2>mostly gone away. And I think it's because it turns <v Speaker 2>out the audience doesn't have much of an appetite for <v Speaker 2>this kind of story. I did read it, and I <v Speaker 2>you know there's here. I'll start by saying, when I <v Speaker 2>put stuff out, I believe that I should be criticized <v Speaker 2>because I'm a critic. I think first and foremost out <v Speaker 2>of everything, and or at least you know, it's one <v Speaker 2>of the things I do. And if I'm going to <v Speaker 2>criticize things. I should be able to be to take <v Speaker 2>some criticism, and so in that vein, I am going <v Speaker 2>to criticize this a little bit. This argument here is <v Speaker 2>a little pretentious and a little naive where it's the <v Speaker 2>potential side comes from, like, oh, is something real or <v Speaker 2>fake and kind of trying to determine if Astrobot is <v Speaker 2>a real game or a fake game? And by that <v Speaker 2>they mean is it something that is like someone truly <v Speaker 2>trying to express something or is it a parade of <v Speaker 2>ip masturbatory, like you know, an exercise in just sort <v Speaker 2>of like you know, building up PlayStation as a brand <v Speaker 2>that people care about and not much more now I think, <v Speaker 2>of course, we know it can be both. And that's <v Speaker 2>not really where the naivete comes in. The naivety comes in. <v Speaker 2>It's like, well, when this game succeeds in this the <v Speaker 2>argument the story goes on to make when this game <v Speaker 2>succeeds as it is, it seems like it's doing pretty well. <v Speaker 2>Is so any going to take away from it that, oh, <v Speaker 2>it's succeeded because it was a great platformer. <v Speaker 1>Are they going to are they going to take away <v Speaker 1>from it that, hey, people want. <v Speaker 2>More of this solist devotion to first party IP and <v Speaker 2>it's like, Okay, that's where I'm like, we are already <v Speaker 2>through the looking glass on that we like, Especially from <v Speaker 2>these big publishers, they're so risk adverse, they're so afraid <v Speaker 2>of everything that like, what's the alternative from Sony is <v Speaker 2>like a bunch of the same kinds of over the <v Speaker 2>shoulder third person action adventure games they've been making for <v Speaker 2>a while, and you know they're doing that because that's <v Speaker 2>been proven to be being able to hold up to <v Speaker 2>the risk. And now they're doing this and they're like, Okay, yeah, <v Speaker 2>they probably are going to do more things that sort <v Speaker 2>of lean into their first party ips. Sure, but if <v Speaker 2>you are looking for that raw like pure someone's just <v Speaker 2>creating a game because they want to create a game. <v Speaker 2>We sort of the battle with the big publishers on <v Speaker 2>this that that is not happening there anymore, and it <v Speaker 2>hasn't been for a while, and so I'm like, Okay, <v Speaker 2>you get you want to have this conversation, but for me, <v Speaker 2>it's been over for a while. <v Speaker 1>If I won that kind of game, I'll go to <v Speaker 1>the INNDS, I'll find. <v Speaker 2>Him there and I'm gonna be happy doing that, and <v Speaker 2>I'm not gonna be too worried if Sony's gonna come out. <v Speaker 1>And be like, isn't Sony cool? Because of course they are. <v Speaker 1>It's twenty twenty four. That's just where we are. <v Speaker 2>I know you haven't read this story, but did you <v Speaker 2>see some of the backlash online? <v Speaker 3>I did, and I also this is not how you <v Speaker 3>should read an article by way, But just to get <v Speaker 3>myself caught up, I am I was skimmy in here <v Speaker 3>a little bit while you were talking, and well, I <v Speaker 3>will say it's ritten in a way where it's all right. <v Speaker 3>You were clearly trying to rile people up. But yeah, regardless, <v Speaker 3>little potential like you, like you were getting at, I <v Speaker 3>do think that people should be able to say what <v Speaker 3>they want and not necessarily get attacked for it. It's <v Speaker 3>okay for someone to have a paion that difference from yours, <v Speaker 3>even if you know here you and me are looking <v Speaker 3>at the zarraca like we have. We disagree with the <v Speaker 3>point you're trying to make here, but like I said, <v Speaker 3>that's critiquing. That's criticism, and I think that not to <v Speaker 3>get out my soapbox too much here, everything needs to <v Speaker 3>be a take nowadays, like You can't just have an opinion. <v Speaker 3>It needs to be your take against someone else's take, <v Speaker 3>and your take is either good or bad. Like the <v Speaker 3>things you say are weaponized in one way or another. <v Speaker 3>And I think on either side either trying to go <v Speaker 3>out there and say, hey, that thing you like sucks, <v Speaker 3>I'm gonna tell you why, or someone countering that with, well, <v Speaker 3>your things sucks. Like the fact that you think it <v Speaker 3>sucks sucks. Just can we all calm down a little <v Speaker 3>bit with all of this on either side of the <v Speaker 3>argument here and just just chill have a calmer conversation. <v Speaker 3>That being said, Yeah, I think this article and this <v Speaker 3>argument in particular, which I did see other people talking <v Speaker 3>about on Twitter, uh not like weirdo Twitter, like that <v Speaker 3>my Twitter. <v Speaker 2>That's the only reason I'm bringing this up is because <v Speaker 2>it's like it wasn't weird of Twitter. I'm sure it was, <v Speaker 2>but that's not what I was looking at. <v Speaker 3>Yeah. I know, people say we saw people going off <v Speaker 3>on Twitter, and they're like, oh, well, Twitter sucks. Twitter <v Speaker 3>is terrible, as keep in mind that the way we <v Speaker 3>still use Twitter is still we just saw. <v Speaker 2>The people that I respected when I have a conversation <v Speaker 2>with in real life that's that's what we're talking about. <v Speaker 3>That's all exactly exactly. So that being said, uh, with that, <v Speaker 3>I have seen other people make the same point of <v Speaker 3>I do kind of wish Astro would stand on his <v Speaker 3>own and not just be advertisement for PlayStation Yeah. <v Speaker 2>It. <v Speaker 3>By the end of it, I did even myself feel <v Speaker 3>a little bit that like, oh, all right, you really <v Speaker 3>are just trying to show off the things that people <v Speaker 3>can then go buy in the store, don't you like? <v Speaker 1>And I don't even necessarily know if I like got <v Speaker 1>that feeling. <v Speaker 2>I just I think Astro is so strong that it <v Speaker 2>would be like, let's start building its own future. And <v Speaker 2>even though I think you did a really good job <v Speaker 2>with all of this, you know, like diving into the <v Speaker 2>first party, you know, historical content from PlayStation Yeah. <v Speaker 3>And I mean the title of the article is that <v Speaker 3>Soul's devotion to Sony brand is a real problem, and <v Speaker 3>I disagree with that in part as someone who really <v Speaker 3>likes something like say Smash, where I think you can <v Speaker 3>pay homage and pay reverence to the brand that you <v Speaker 3>are propping up while still being a very fun game <v Speaker 3>to play in its own right, just like Smash is <v Speaker 3>a very fun game to play with your friends, to <v Speaker 3>play competitively, to play like in whatever way you want. <v Speaker 3>It's just a very well made video game from people <v Speaker 3>who clearly care. That's how I feel about Astrobo as well. <v Speaker 3>Even if even like around here, I would be the <v Speaker 3>one who's sort of like quote unquote down on it <v Speaker 3>by even just saying like, oh, it's a fantastic game. <v Speaker 3>I'm just not completely in love with it even then, Like, <v Speaker 3>I still think it's incredible. I think it's fantastic. After <v Speaker 3>playing that ending, especially where you want to talk about <v Speaker 3>what auto fillatio or whatever the hell they put it <v Speaker 3>as in that article, it really is like just an <v Speaker 3>incredible moment of Yeah, PlayStation history kind of rules. That's awesome. <v Speaker 3>I mean, you know, that's that's where I kind of <v Speaker 3>makes you feel good. <v Speaker 2>Yeah, where it's this, you know, I think I've been <v Speaker 2>asking PlayStation to be a little bit more reverent of <v Speaker 2>its own history instead of like always blindly marching forward <v Speaker 2>and being like, let's chase the next big trend. And <v Speaker 2>so for me, I'm like, in the context especially of <v Speaker 2>like of where gaming is at right now, this game <v Speaker 2>feels like a win where it's like, hey, they did <v Speaker 2>an excellent game. And did an excellent job of saying, hey, <v Speaker 2>oh are history matters, And it's like, yes, we've been <v Speaker 2>telling you your history matters, so fantastic, now this is <v Speaker 2>I get that. It's like they just did Astro's Playroom <v Speaker 2>and then this, and they both have this similar sort <v Speaker 2>of of mode of going after that. But it's like, Okay, <v Speaker 2>I think they expanded on that idea. If the next <v Speaker 2>game is once again a tread through the you know, <v Speaker 2>the walking path of history of PlayStation video games, I <v Speaker 2>will be disappointed for sure. Now I don't to me, <v Speaker 2>that's not a problem necessarily. It's just like I think <v Speaker 2>it is a criticism that I will probably have at <v Speaker 2>that time. But the idea that the solist devotion to <v Speaker 2>the Sony brand is a real problem, it's just it <v Speaker 2>just isn't not not relative to all of the other <v Speaker 2>things that actually are going to be a problem for <v Speaker 2>Sony and all the distractions that company might have about <v Speaker 2>how to approach its future and live service games. Having <v Speaker 2>an Astro do the thing it's set out to do <v Speaker 2>and do it really well and have a team that's <v Speaker 2>just like, hey, we made this joyous platformer. <v Speaker 1>Here is several. <v Speaker 2>Levels that we've made because they brought you joy and <v Speaker 2>here's a bunch of history that also will make you <v Speaker 2>feel joy. It all feels in line with one another <v Speaker 2>and does it. It's like kind of not a problem <v Speaker 2>in any way. <v Speaker 3>Right, there's a line to be walked between ad and celebration. Now, <v Speaker 3>I think Astro firmly falls on the side of celebrating. <v Speaker 3>Like the games I just mentioned, like Mario Kart and <v Speaker 3>a lot of the stuff Nintendo does where a lot <v Speaker 3>and you know, we make comparisons to especially three D <v Speaker 3>Mario platformers a lot. But because that's kind of what <v Speaker 3>they're going for here, Like clearly they were inspired by <v Speaker 3>Mario Galaxy and a lot of our Nintendo things when <v Speaker 3>it comes to the celebration at all, and that's good <v Speaker 3>because like that's what sells, and that's what people like. <v Speaker 3>If it's the best of both worlds and every one's happy, <v Speaker 3>then that's the route you go. You look at say <v Speaker 3>Mario Kart, that's become Nintendo Kart, And I don't think <v Speaker 3>people have a problem with them putting in Link and <v Speaker 3>Isabelle and all these random characters. Is people say, oh, hey, <v Speaker 3>it's that character. I like, it's cool that they're in <v Speaker 3>here this game that plays well. Yep, so I think <v Speaker 3>it's okay for Astrobot to do the same thing. When <v Speaker 3>it comes to the future of the series, I think <v Speaker 3>it comes down to the frequency in which these games <v Speaker 3>come out, because if they come out at a rapid <v Speaker 3>fire pace and every single time it's celebration of place, <v Speaker 3>then that could yellow old, right, But I don't know, <v Speaker 3>you can strike a bounce between two. If they want <v Speaker 3>to do it more frequently, then yeah, I have astros <v Speaker 3>I don't know, Jungle Escape or whatever. It's more like <v Speaker 3>Donkey Kong Country or something. You know, like have the <v Speaker 3>entire game themed around that and not necessarily just be <v Speaker 3>about the history of PlayStation or you can out space <v Speaker 3>out more and still have it be a celebration. <v Speaker 2>I'm a sucker though, because when you started talking about <v Speaker 2>what if the next one was a walk through the <v Speaker 2>history of Sony and no PlayStation stuff, like he got <v Speaker 2>like just knocked into the other timeline of like here's <v Speaker 2>the walk. <v Speaker 3>Cameras and stuff. <v Speaker 2>Yeah, here's the cameras, the TVs, the bio computers and <v Speaker 2>stuff like that. <v Speaker 1>I would enjoy that. <v Speaker 3>That's how funny that's me. <v Speaker 1>Maybe they could just be one level of that. Actually, yeah, <v Speaker 1>all that said. <v Speaker 2>The even saying the article is pretentious and naive. I <v Speaker 2>like that there are stories on kataku dot com that <v Speaker 2>are pretentious naive. <v Speaker 1>That's a good thing. <v Speaker 2>There used to be a million stories like this, like <v Speaker 2>I said, when I was coming up reading about games, <v Speaker 2>And the reason for that is the media was pretty <v Speaker 2>small and the video game industry was small. But the <v Speaker 2>people covering games, it was a small group and it <v Speaker 2>was kind of the best of the best. Like, look <v Speaker 2>at how many of those people went on to like <v Speaker 2>like the sports game Guy at EGM, all right, Brian <v Speaker 2>and Tahar went on to direct several Stars or Spider <v Speaker 2>Man games like that was the Sports game Guy. <v Speaker 1>That's how deep the bench was. <v Speaker 2>That like that, everyone had that ability and creativity inside <v Speaker 2>of them, and they had a lot of thoughts about games, <v Speaker 2>and they weren't shy about sharing them. And so, yeah, <v Speaker 2>I get that there's no real audience for this kind <v Speaker 2>of criticism anymore, but maybe we can make a little <v Speaker 2>There should be. <v Speaker 3>Yes, yeah, there should be. Without anyone, you know, just <v Speaker 3>immediately defaulting to screaming at each other over it. I <v Speaker 3>think we can we all learn to be a little <v Speaker 3>more calm about just talking about video games are then <v Speaker 3>having to scream about them on the airnet. <v Speaker 2>Yep, all right, let's get to this next one. Multiple <v Speaker 2>sources dispute Concord's four hundred million dollar budget. This is <v Speaker 2>from Gloria Levine at eighty level. Concord had only two <v Speaker 2>weeks to enjoy its freedom before it ultimately died and <v Speaker 2>wasted Sony lots of millions? <v Speaker 1>How much? <v Speaker 2>At first, the development costs were estimated between fifty to <v Speaker 2>two hundred million, but a couple of days ago, cal <v Speaker 2>Moriarty the the podcasters, shared that it was actually much <v Speaker 2>more expensive. He was contacted by a person who worked <v Speaker 2>on Concord, and they said it cost about four hundred <v Speaker 2>million dollars to make, which is a crazy sum of money. <v Speaker 2>Now we'll stop there. I don't know if he came <v Speaker 2>out and clarify or whatever, but I heard that he <v Speaker 2>based that number on combining some figures of like how <v Speaker 2>much money the I can't remember what the group of <v Speaker 2>studios was called that Firewalk was part of beforehand, but <v Speaker 2>it was like that they raised like two hundred and <v Speaker 2>fifty million dollars for multiple studios for multiple projects, and <v Speaker 2>then once they went under Sony. It's like the studios <v Speaker 2>acquired and then the Sony said they spent a bunch <v Speaker 2>more money on top of that, and he added all <v Speaker 2>that money up. I guess that's how he got the <v Speaker 2>four hundred million dollars. That is, uh, not the way <v Speaker 2>to count this. I would say I didn't think too <v Speaker 2>much about this four hund million dollar number because think <v Speaker 2>it popped up on like Friday, and I had like, <v Speaker 2>I'm like, I'd done my shows and I was thinking <v Speaker 2>about other stuff. I'm like, this seems big, but whatever, Okay, <v Speaker 2>I mean, I don't maybe they're maybe they're counting a <v Speaker 2>huge marketing. I hadn't really thought about the marketing, but <v Speaker 2>now I look back, there wasn't much either way. <v Speaker 1>I'll get on with the story here. Let's see. However, <v Speaker 1>not everyone believes this number. <v Speaker 2>Co Taco's Ethan Gotch couldn't confirm the budget, but four <v Speaker 2>hundred million dollars is not the number I've heard, he said, <v Speaker 2>and the head of Games Industry dot is Christopher Dring, <v Speaker 2>also doesn't think it's true because no game has that <v Speaker 2>development budget. Concord didn't even get any above the line <v Speaker 2>marketing spend, he claimed, adding there's just no way a <v Speaker 2>game with half the dev team as a Spider Man <v Speaker 2>two has a budget that Big Spider Man two did <v Speaker 2>cost like three hundred million dollars. The idea that Concord <v Speaker 2>is one hundred million dollars more than that actually is <v Speaker 2>impossible once you sit down and think about it. And <v Speaker 2>Tring also said that this is kind of the laughing <v Speaker 2>stock of the industry when they when the people are <v Speaker 2>here seeing this number, so it's like, yeah, hey they <v Speaker 2>can laugh. And again like I'm like when I think <v Speaker 2>about this number, Yeah, but no one knows how much <v Speaker 2>games cost or the marketing because they never share that information. <v Speaker 2>So of course gamers a lot of people bit on <v Speaker 2>this number are like, that's crazy, how did that happen? <v Speaker 2>I think the bottom line here, Sean is the game <v Speaker 2>clearly cost a lot of money to make and made <v Speaker 2>zero dollars and not I mean honestly, even releasing the <v Speaker 2>game seem to have cost them money. <v Speaker 3>Well, yeah, because they needed to do refunds. And the <v Speaker 3>simple act of someone buying your game and you're giving <v Speaker 3>the money back costs you operational costs, so you're not <v Speaker 3>just giving the money back, you are losing even it's <v Speaker 3>a small amount. You are losing money on that, And <v Speaker 3>so to do that with every anybody, that's all the <v Speaker 3>money you're spending on like a variety of server costs <v Speaker 3>and you know, customer support and all all the small <v Speaker 3>little things that slowly add up. They probably did lose <v Speaker 3>money on Concorde in the long run, regardless of what <v Speaker 3>did cost. <v Speaker 2>Oh yeah, yeah, and it's uh, definitely lose more than <v Speaker 2>just you know, already spent might they already spent on developing? <v Speaker 3>Yes, yes. <v Speaker 2>And it's like if you're wondering, like what how come <v Speaker 2>these games are so expensive, it's always just remember it's <v Speaker 2>paying experts to make a game, and those experts can <v Speaker 2>command a pretty they could, especially during the pandemic, they <v Speaker 2>were commanding pretty high wages. And uh, and so every <v Speaker 2>person you add just adds costs to making a game, <v Speaker 2>especially when you multiply that by the years it takes <v Speaker 2>to make a game. So costs are still going up. <v Speaker 2>But yeah, nothing is at four hundred million dollars yet. Uh, <v Speaker 2>we'll see where like Grand Theft Auto dix Lands, But <v Speaker 2>first much Grand Theft Ought of Six is going. <v Speaker 1>To be probably cool to this number. I think by <v Speaker 1>the end. <v Speaker 2>But when it's all said and done, but even that <v Speaker 2>might not be four hundred million. When they finish, we'll see, <v Speaker 2>I think. <v Speaker 3>So like combined with marketing and everything. <v Speaker 1>Combined with marketing, I probably would put it over four <v Speaker 1>hundred million. <v Speaker 3>Yes, because depending on when that comes out, like I <v Speaker 3>could see Rockstar like you know, super Bowl ad and stuff, <v Speaker 3>they could go all the way with this. <v Speaker 2>If it were combined with marketing, they'll kiss, Yes, they <v Speaker 2>will put a ton of stuff out. So yes, that <v Speaker 2>will be over one hundred million. But if we're just <v Speaker 2>talking about I don't know, I actually who knows how <v Speaker 2>he came up with this number? Really, so yeah, but <v Speaker 2>how much. <v Speaker 1>A game costs to make. <v Speaker 2>If that we're trying to just contain that, it'll still <v Speaker 2>be pretty close to four hundred million. Because they have <v Speaker 2>a big team and they've been working on it for <v Speaker 2>a very long time. And however, you want to map <v Speaker 2>that out because like, oh, were they working on this <v Speaker 2>or are they working on Grand Theft at Online. They've <v Speaker 2>been working on GTA six for a very long time, <v Speaker 2>so very exactly, and yeah, they're like max last or <v Speaker 2>the chances it's guaranteed to make win back its costs definitely, yes, <v Speaker 2>oh yeah, yeah, and there's. <v Speaker 3>Nothing else over the course of like ten years, you know, <v Speaker 3>make it back in spades, absolutely no problems. <v Speaker 1>All Right, we're gonna take a quick break. <v Speaker 2>When we get back. Plenty more headlines to get into. <v Speaker 2>Rumors about Resident Evil nine. We'll see who to believe <v Speaker 2>right after this, all right, let's get back into it. <v Speaker 2>There's a rumor that a possible Resident Evil nine release <v Speaker 2>window has been narrowed down. This is from Varaj bat <v Speaker 2>Nagar at Game Rant. A reputable insider says that Resident <v Speaker 2>Resident Evil nine could be announced very soon, with a <v Speaker 2>potential release window of mid to late twenty twenty five. <v Speaker 2>The next mainline entry in the critically acclaimed Resident Evil <v Speaker 2>series carries with it a lot of anticipation and fans <v Speaker 2>patients could finally. <v Speaker 1>Pay off in the coming weeks. <v Speaker 2>Twenty twenty four has seen a spike in activity surrounding <v Speaker 2>Residuable nine rumors, namely the game's starring cast, setting development timeline, <v Speaker 2>possible protagonist, and open world ambitions. Remember that we heard <v Speaker 2>about like this would be part of the new effort <v Speaker 2>for the RI engine go from Dragons Dogma two to <v Speaker 2>this to like expand more into Open World Games. Additionally, <v Speaker 2>Residevial nine's revealed was reportedly going to happen this summer, <v Speaker 2>but these plans were apparently postponed at the last minute. <v Speaker 2>Resident Evil fans were understandably disappointed, but if a very <v Speaker 2>recent rumor is to be believed, they may not be <v Speaker 2>too far away from an exciting surprise. Reliable industry and <v Speaker 2>insider lunatic Igness recently claimed on their distort channel that <v Speaker 2>Capcom is gearing up to reveal Resident Evil nine with <v Speaker 2>a teaser in the coming week's slash months. It could <v Speaker 2>be argued that the timeline for this announcement is rather vague, <v Speaker 2>but it does line up with another nugget of exciting <v Speaker 2>information the insider provided, which is that Resident Evil nine's <v Speaker 2>launch is reportedly being planned for the second half of <v Speaker 2>twenty twenty five. Look, I include the story because I <v Speaker 2>just want to talk about Resident Evil nine. <v Speaker 3>Like, let's be clear, man, I get being anonymous on <v Speaker 3>the airnet. How far are we from? Like you know <v Speaker 3>Joey Kraps's Pants announces the PS six or well. <v Speaker 1>I trust Joey craps his Pants with my life, all right. <v Speaker 1>He knows some stuff. He knows people who know people. <v Speaker 2>All right, all right, all this stuff sounds very plausible, <v Speaker 2>which I know is like a kind of thing where <v Speaker 2>people like a broken clock right twice a day. I actually, <v Speaker 2>you have never heard of this insider before. If people <v Speaker 2>want to believe it or not, I'm not my business. Mostly, <v Speaker 2>I'm just like, let's kind of just talk about talk <v Speaker 2>out like where Capcom probably. <v Speaker 1>Is with Residue Evil nine right now? <v Speaker 3>Where in the state of play? <v Speaker 1>Where else could be in the state of play? Right, <v Speaker 1>could be state of play, could be gaining. <v Speaker 3>Yeah, it could be they do like doing Resident Evil <v Speaker 3>stuff and stay of place they have. <v Speaker 1>That's right. <v Speaker 2>That's why I said, yes, exactly, it's possible could be <v Speaker 2>in the state of play, but it could also not <v Speaker 2>show up until early next year. There's a whole bunch <v Speaker 2>of opportunities for this game to show up in a <v Speaker 2>different places. Could obviously stand on its own and its <v Speaker 2>own reveal, but I do expect this. <v Speaker 1>Game to be out by the second half of twenty <v Speaker 1>twenty five. What do you think? <v Speaker 3>I think that sounds right because I'm trying to do <v Speaker 3>the math here on well, because Capcom I'm trying to <v Speaker 3>think Resident Evil four I'm trying to remember how that <v Speaker 3>was developed. Was that entirely handed off to M two <v Speaker 3>the other M two, or was that brought back in <v Speaker 3>house at Capcom. <v Speaker 2>I thought that that core team that did Resident Evil <v Speaker 2>two helped with Reside Evil four, But that is me <v Speaker 2>pulling from memory, which we all know how that goes exactly. <v Speaker 3>So I'm trying to remember how that all shook out. <v Speaker 3>So I'm trying to think, Okay, so the the core <v Speaker 3>ARI team who did who wasn't working on that, or <v Speaker 3>however will worked out? Would they be ready to start <v Speaker 3>prepping release for Ari nine? How far along is that. <v Speaker 3>I'm trying to think of the timeline right here, And I. <v Speaker 2>Think generally, when I have looked into this, like the <v Speaker 2>fandom that does pay attention to that stuff and is <v Speaker 2>looking at that timeline generally agrees that Residuevil nine should <v Speaker 2>be ready by next year. That's why it was widely accepted. <v Speaker 2>It probably was going to get announced during the summer. <v Speaker 2>I feel like I remember those like I feel like <v Speaker 2>I had rumors Resduevvil nine could have happened. <v Speaker 1>Maybe not, but it's like RECIVL. I heard some stuff <v Speaker 1>with Restoningvile nine. <v Speaker 2>Maybe summer, and then it's like, that's probably actually gonna <v Speaker 2>get bounced out of the summer. <v Speaker 3>I mean, you'll be the next year or two presumably, <v Speaker 3>especially the whole trilogy, like Capcom doing things in threes <v Speaker 3>with stuff like this is true, and they're gonna try <v Speaker 3>to get this out there because at the pace that <v Speaker 3>they're roughly going, yeah, in the ballpark of every four <v Speaker 3>years sounds right, and what Aria was twenty twenty one's <v Speaker 3>right and possible. <v Speaker 2>I think if you kind of look at how they <v Speaker 2>do these trilogies, they do happen pretty rapid fire, and <v Speaker 2>the trilogies being like development trilogies, as I think it <v Speaker 2>is what you're alluding to, right where it's like kind <v Speaker 2>of yes, So that would be Dragon's Dogma two early <v Speaker 2>this year, right, and then. <v Speaker 1>Monster Hunter Wild. Right, that's Wild early next. <v Speaker 2>Year, yeah, and then late next year or early twenty <v Speaker 2>twenty six for Resident Evil nine. Sounds about right, like <v Speaker 2>those three big games from different teams working together on <v Speaker 2>one engine. <v Speaker 1>Developing the technology for the open world stuff. Yeah. <v Speaker 2>I think we probably don't go too long without hearing <v Speaker 2>about this game, though, especially if that's the timeline they <v Speaker 2>are going to be focused, excuse me, focused on Monster <v Speaker 2>Hunter Wild of course. <v Speaker 1>But Resident Evil and Monster. <v Speaker 2>Hunter have existed side by side and they'll continue doing so, <v Speaker 2>so they won't be afraid to talk about one just <v Speaker 2>because the other's coming along exactly. <v Speaker 3>Yeah, all right. <v Speaker 2>PlayStation thirtieth Anniversary collection prices have started to leak. This <v Speaker 2>is from Ethan dotch Ekotaku read Yeah, I actually I <v Speaker 2>was like kind of looking at these numbers real quick. <v Speaker 2>We'll see I don't think. I don't know if they <v Speaker 2>have the number for the big one yet, but we'll <v Speaker 2>see here. Pre Orders for the limited edition PlayStation thirtieth <v Speaker 2>Anniversary Collection don't start going live until later this week, <v Speaker 2>but in the meantime, we were already starting to get <v Speaker 2>a better idea of how much some of the consoles <v Speaker 2>and accessories will cost. Thanks to a new leak, The <v Speaker 2>prices don't seem that bad so far. Trusted insider leaker <v Speaker 2>Bill bil Koon at deal Labs, who has a history <v Speaker 2>of sharing PlayStation product info ahead of schedule, reported that <v Speaker 2>the apparent prices of two of the anniverse three PS <v Speaker 2>five collection pieces over the weekend. The PS one style <v Speaker 2>makeover of the all Digital PS five Slim model will <v Speaker 2>seemingly cost five hundred it's normally four hundred and fifty, <v Speaker 2>while just ATS one style yep, while just the PS <v Speaker 2>one style Dual Sense controller alone will cost eighty dollars, <v Speaker 2>it's normally seventy five. <v Speaker 3>So following a recent price, I impart to note that <v Speaker 3>they keep raising price on earthing. <v Speaker 1>Yeah they do keep market. Yes, yeah, they did just <v Speaker 1>raise that five dollars, didn't they. That's not terrible for <v Speaker 1>the PS five Slim bundle. <v Speaker 2>Well, while the all digital PS five started at four <v Speaker 2>hundred dollars when it launched back in twenty twenty, soon <v Speaker 2>he raised that slim model to four hundred and fifty <v Speaker 2>when it. <v Speaker 1>Was released last year. Okay, so the one the price we. <v Speaker 2>Don't have still is the PlayStation five row, which the <v Speaker 2>one that I needs with the UH and that's the <v Speaker 2>one with the edge Dual Sense. <v Speaker 3>Edge yep, dual sunset, which itself is. <v Speaker 2>Like two hundred dollars, right, yep, so seven hundred to <v Speaker 2>like it's at least there's no. <v Speaker 3>Way it's not a thousand dollars. It comes with like <v Speaker 3>the charging stand too, Like right, they're putting enough in <v Speaker 3>there that I think the nice round thousand dollars. They'll <v Speaker 3>be like, yeah, it's a collector's island. What are you <v Speaker 3>gonna do? Yeah, I do. <v Speaker 2>Like, so they're staying that the one is uh well <v Speaker 2>five hundred is supposed to four to fifty, so they're <v Speaker 2>adding like fifty bucks on top. <v Speaker 1>I think you're right for that one. <v Speaker 2>They probably add like one hundred and go to like <v Speaker 2>one fifty, maybe even eleven hundred. <v Speaker 3>Well, yeah, because it would be a little over nine <v Speaker 3>hundred for the sheer cost of our thing in there. <v Speaker 3>So I think they just round out two thousand and say, yeah, <v Speaker 3>this is like the deluxe Collector's. <v Speaker 1>Passed at least one thousand dollars. I grew like for <v Speaker 1>sure it's at least. <v Speaker 3>I don't think it's I don't think it's more of <v Speaker 3>that thousand. I don't think I don't think it's because. <v Speaker 2>You might go eleven, but you're right, nine nine ninety <v Speaker 2>nine ninety nine would probably be a yeah, right, that's <v Speaker 2>the thing that looks pretty friendly exactly at least to <v Speaker 2>our brains. <v Speaker 3>Into four digits for a console. That's where people start <v Speaker 3>to like do a double take, you know, yep, exactly, <v Speaker 3>and even you know us were big old idiots, Because <v Speaker 3>like I was on the BombCast a couple of weeks <v Speaker 3>ago saying how much this thing sucks? Why would you <v Speaker 3>buy a PS five Pro? And then they just slap <v Speaker 3>gray paint on it. I'm like, oh, yeah, buy a <v Speaker 3>thousand dollars PS five Pro. Of course, I'll spend three <v Speaker 3>hundred extra dollars on there. <v Speaker 2>Yep, I'm I'm in the same exec boat. There's what <v Speaker 2>was to be clear. <v Speaker 3>I'm doing it because I'm a savvy consumer. I know <v Speaker 3>that thing's only going to go up in place. I <v Speaker 3>would be thousand, yes, yeah, that's why you save the box. <v Speaker 1>I'll for this limited edition one of course. <v Speaker 3>Yeah, because the box alone is gonna be worth like <v Speaker 3>five hundred bucks. <v Speaker 2>Yeah, the twelve three hundred of the PlayStation five Pro. <v Speaker 2>That doesn't seem like a lot. Globally, I think it's <v Speaker 2>going to be a real pain to get one of <v Speaker 2>these things'd be really. <v Speaker 3>Granted, they did figure out the queuing system for the <v Speaker 3>most part on PlayStation Direct, which is where they are <v Speaker 3>exclusively selling the Pro, so it might suck to get it. <v Speaker 3>But assuming those systems are still in place and hold up, <v Speaker 3>you're there might be more demand than ever so they <v Speaker 3>might not hold up. But if they hold up, it <v Speaker 3>actually could just be Q up inline E. <v Speaker 2>I get up that morning with enough time to go <v Speaker 2>get in that que and you think there's a chance <v Speaker 2>that a pretty good chance i'd be able to get <v Speaker 2>Wonder what or I. <v Speaker 3>Think there's a better chance. I think there's a better <v Speaker 3>chance than say, you know, the twentieth anniversary where that <v Speaker 3>was just a complete shit show with the PS four. <v Speaker 3>But I think if you are there when it goes <v Speaker 3>live again, assuming the systems hold up, which they may, <v Speaker 3>but of course, yeah, there's a chance that you may <v Speaker 3>have to, like, you know, wait in line an hour <v Speaker 3>or something. That's I remember that's how why I had <v Speaker 3>to do get my friends PS five. But it words <v Speaker 3>so I don't know it's possible. <v Speaker 1>I'm gonna try. I'm gonna give it a shot. <v Speaker 3>We're all gonna try. <v Speaker 2>I want another five anyhow. And he keeps saying I <v Speaker 2>want my own PS five. I'm like, well, I want <v Speaker 2>my own PS five. You guys stolen mind. <v Speaker 3>I want my own PS five. I don't own one. <v Speaker 3>I'm still borrowing my friends that he wants it back <v Speaker 3>now because he heard how good Aztrobot is. <v Speaker 1>Well get up's row. <v Speaker 3>There you go. Apparently that's why I got to uh. <v Speaker 2>Why Space bree two's massive success is dangerous for its developer. <v Speaker 2>This is from Eddie Muko, a spot game spot excuse me, <v Speaker 2>Warhammer forty thousand. Space Marine two enjoyed a very successful <v Speaker 2>launch earlier this month, and now one of the top <v Speaker 2>bosses at the games publisher is teased what's on tap <v Speaker 2>for the future. This includes potential story DLC or even <v Speaker 2>a full on sequel, but plans are still being formulated. <v Speaker 2>Tim Willetts, the CEO of Saber Interactive, declined to share <v Speaker 2>hard sales data, but said the game success can be <v Speaker 2>dangerous for the studio. When you have a big hit <v Speaker 2>you have and you have the internet kind of popularity, <v Speaker 2>there's more passion and there's more responsibility for the quality <v Speaker 2>that you do, and you look at yourself through a <v Speaker 2>different lens, and sometimes that success lens can be a <v Speaker 2>little dangerous because then you get so paranoid about making <v Speaker 2>sure everything is great that you overstress about things. <v Speaker 1>He told IGN. But it's that success lens that really <v Speaker 1>drives amazing games. <v Speaker 2>Into the future. So I do believe that through the <v Speaker 2>success lens that we have we will just make far <v Speaker 2>better products in the future. Do you think that Space <v Speaker 2>Marine two is a sort of stepping stone for a <v Speaker 2>studio like Saber Interactive. <v Speaker 3>I'm sorry, so and Chat said okay, uncle Ben. <v Speaker 2>And with great success comes great responsibility. <v Speaker 3>I kind of hope so, because it seems like that's <v Speaker 3>a really good game, right, Jeff. <v Speaker 2>I think it's a really excellent one of those kinds <v Speaker 2>of games like just okay, turn your brain off action <v Speaker 2>kind of nothing doing it better than that recently, yeah. <v Speaker 3>Trying your best Years of War. <v Speaker 1>Yes, absolutely, without a doubt. <v Speaker 2>Uh yeah, I think that it's the kind of thing <v Speaker 2>where so, oh yeah, I think there should be at <v Speaker 2>least a handful of these kinds of games every year. <v Speaker 1>And I hope that we get a. <v Speaker 2>Space Marine three and it's even bigger, Like yeah, so <v Speaker 2>this is going to set them. <v Speaker 1>Up to be like, okay, how do we follow this up? <v Speaker 2>The thing I like about Saber those they do have <v Speaker 2>a pretty varied library of games. They are the ones <v Speaker 2>that do mud Runner and snow Runner. Now they're doing <v Speaker 2>that Roadcraft game that I'm looking forward to, while also <v Speaker 2>supporting Expeditions that just came out. They are a master <v Speaker 2>work Crisis, right. <v Speaker 3>And. <v Speaker 1>Witcher to the Switch, which you're three on the Switch <v Speaker 1>was them, and. <v Speaker 3>It's like that's very diverse portfolio. <v Speaker 2>They're very but they're very good at technology, like that's <v Speaker 2>been their sort sort of thing, and I think it's uh, <v Speaker 2>but I do think all that's kind of coming together <v Speaker 2>where it's like, oh, they've been releasing solid hit after <v Speaker 2>solid hit, and it was kind of like more likely <v Speaker 2>than not that one of their games would come out <v Speaker 2>and actually kind of turn into something of a. <v Speaker 1>Smash rather than one thing comes out and takes them down. <v Speaker 2>Like they're just doing quality work, and now that quality <v Speaker 2>has reached a head to where now they can start <v Speaker 2>looking at that, oh, should we be doing even more <v Speaker 2>with these games? And Tim Willits has been doing this <v Speaker 2>a very long time. I think he was he had <v Speaker 2>three D Realms. I think yeah, he was on like, yeah, <v Speaker 2>he was three D Realms for very long long time. Okay, <v Speaker 2>and you know he was It's software as well. Yes, <v Speaker 2>he was at its Software then with the three year rounds. <v Speaker 2>So he's been just doing this a very long time. <v Speaker 2>And I think he's kind of like, Okay, I see <v Speaker 2>the studio where it's at and kind of well, the <v Speaker 2>studio that honestly kind of a publisher now because they <v Speaker 2>have a bunch of teams, right, can we take the <v Speaker 2>success and parlay it into something more? <v Speaker 1>Now? <v Speaker 2>I agree with him that is dangerous, right, because you've <v Speaker 2>been doing one kind of like one level of games <v Speaker 2>for a very long time. If you start saying, okay, <v Speaker 2>let's make a real triple A game, that's when budgets <v Speaker 2>and risks can get out of control. Do you want <v Speaker 2>that for a studio like this, So for any studio <v Speaker 2>that's kind of operating in this middle section of the <v Speaker 2>gaming industry. <v Speaker 3>Right, I think that's that's important to take from his <v Speaker 3>statement here is that the danger is from getting too <v Speaker 3>ambitious because players want more and then things spiral out <v Speaker 3>of control, like they are doing so many studios across <v Speaker 3>the world. As we see, you know, on this very show. <v Speaker 3>Every single day we get some kind of bad news. <v Speaker 3>Oftentimes it's a layofsome and just wanting to make sure <v Speaker 3>that you don't put yourself in a position where you <v Speaker 3>scale up and then the reward isn't there and so <v Speaker 3>you have to scale down, which is the painful part <v Speaker 3>of all of this. So I see where the where <v Speaker 3>the worry could come from here. I personally love that <v Speaker 3>indies and more double A stuff is kind of making <v Speaker 3>a resurgence. Indies have been here all along, just getting <v Speaker 3>bigger and bigger, but now we also are seeing just <v Speaker 3>smaller of what we used to call double A projects <v Speaker 3>spinning up and those finding a place in the market because. <v Speaker 2>We would have got that's like fifty to one hundred <v Speaker 2>and fifty of on the Super Nintendo, like a Jurassic <v Speaker 2>Park game. Well, Saber's doing Jurassic Parks Survival now, and <v Speaker 2>it's like it's like kind of this new expression of <v Speaker 2>that old idea. <v Speaker 3>And if you can find a way to do it <v Speaker 3>where you know, yeah, the graphics aren't going to blow <v Speaker 3>you away, and you know, maybe there are some rough <v Speaker 3>edges on the game plan stuff, but if a team <v Speaker 3>of somewhere in that like maybe more I'm trying to <v Speaker 3>think of where something like that would be because nowadays, <v Speaker 3>like the teams being so big, maybe it's like, you know, <v Speaker 3>somewhere in the twenty to thirty person range is where <v Speaker 3>we're starting to get some of those smaller projects. I <v Speaker 3>think what Tema soby you know, speak of Astroba, isn't <v Speaker 3>even that big themselves. If we can see more of <v Speaker 3>those smaller teams very smartly putting a project together, I <v Speaker 3>think that's awesome. And if we can see them be <v Speaker 3>more in that situation, I think that's cool. As someone <v Speaker 3>in YouTube judges RoboCop Rogue City, that's yeah, that's a <v Speaker 3>good example the kind of thing I'm talking about there, <v Speaker 3>where yeah, they use the tools of Unreal Engine five <v Speaker 3>to make that game look good while not needing to <v Speaker 3>put a ton of work hours into it like you <v Speaker 3>might have to with a giant Triple A game. I <v Speaker 3>think the fact that we are starting to approach that <v Speaker 3>that mentality again, I think it's gonna be good for <v Speaker 3>the industry in general. So yeah, I think it's okay <v Speaker 3>for not every studio to scale up that high to <v Speaker 3>Triple A and have to worry about these things. <v Speaker 1>Yep, exactly, And it's uh. <v Speaker 2>I mean, I think that I prefer them in this <v Speaker 2>zone of like, hey, we can have smaller teams or <v Speaker 2>you know, like you said, relatively smaller teams putting out <v Speaker 2>games that maybe do have rough edges, and then occasionally <v Speaker 2>you might get one that is like Space Marine two <v Speaker 2>where it's like. <v Speaker 1>Does this have rough edges? <v Speaker 2>I guess maybe like it lugged out on me a <v Speaker 2>couple times, but it's like, in terms of the gameplay <v Speaker 2>and the visuals, no complaints for me. Really, it's like <v Speaker 2>it is the game I want. It plays the way <v Speaker 2>I wanted to play. It's got a lot of fun stuff. <v Speaker 2>They've had a bunch of variety. That Jetpeck level was <v Speaker 2>a ton of fun, and then I love the way <v Speaker 2>it looks where it's like the graphical fidelity is high enough. <v Speaker 2>And then they just had a lot of fun playing <v Speaker 2>around in the Warhammer forty k art space. So there <v Speaker 2>are kind of no rough edges here. Now we'll see <v Speaker 2>how that works out for like Drastic Parks Survival or <v Speaker 2>that Toxic Commando game that he's doing that they're doing <v Speaker 2>John Carpenter, or A Quiet Place the Road Ahead, any <v Speaker 2>one of those could be like, oh, well, these have <v Speaker 2>the rough edges that didn't the Space Marine two didn't have, <v Speaker 2>So maybe it didn't get quite as much love. <v Speaker 1>But there's still a fun game here. <v Speaker 2>I if that's the level they're operating in, and then <v Speaker 2>every once in a while they do have a Space <v Speaker 2>Marine two. <v Speaker 1>I think that's ideal. I hope they kind of continue down. <v Speaker 2>That trajectory and don't try to make the next game <v Speaker 2>of the year. Don't think of that way because you've <v Speaker 2>put out games that I considered game of the year <v Speaker 2>and you were not trying to do that. It's just <v Speaker 2>I thought SnowRunner was that good. <v Speaker 1>All right? Let's see here UK. <v Speaker 2>In the UK, seventy five percent of video games sold <v Speaker 2>during August twenty twenty four ver digital is from my <v Speaker 2>Nintendo News. The United Kingdom, which is the largest video <v Speaker 2>game market in Europe, continues to be adopting digital games <v Speaker 2>at a staggering rate. <v Speaker 1>With Games Industry data. <v Speaker 2>And that's games I think that's Games industry dot is <v Speaker 2>data revealing that seventy five percent of the games purchased <v Speaker 2>during August twenty twenty four or digital editions rather than <v Speaker 2>physical additions. The fact that we have no data caps <v Speaker 2>and broadband speeds are reasonably fastest likely a big factor <v Speaker 2>for that adoption. So how do you read this? Is <v Speaker 2>this just a this is what people want, it's super convenient, <v Speaker 2>or people save money and bought some digital consoles, and <v Speaker 2>or the fact that there's you know, PC is all <v Speaker 2>digital and that and people are going more towards PC, <v Speaker 2>like how do you sort of make sense of this number? <v Speaker 3>Okay, First of all, I'm gonna lead with yes, that <v Speaker 3>is the reason, because God, data caps suck and they <v Speaker 3>still exist here in the US. It's awful. Second, do <v Speaker 3>we know if this specifically accounts for, you know, full <v Speaker 3>retail games or is the data is still funky because <v Speaker 3>it accounts for like micro transaction. <v Speaker 1>I think this is for I think this is for <v Speaker 1>full retail games. <v Speaker 3>Yes, okay, because yeah, which I can see happen at <v Speaker 3>this point, because more and more people just are going <v Speaker 3>for the convenience factor. That's all it comes down to. <v Speaker 3>You know, if you have more money than you have time, <v Speaker 3>you don't worry about the physical copy anymore. You don't <v Speaker 3>worry about going to the store, buying out on Amazon <v Speaker 3>and wing for it. No, you just you spend however <v Speaker 3>much money I guess spend, You download to your device <v Speaker 3>and you just start playing around away because that the <v Speaker 3>time you save is more valuable to you. I think <v Speaker 3>you as an insanely busy person yourself, that's how you <v Speaker 3>have felt, even outside of getting codes from your job. Right. <v Speaker 2>Yeah, And also there's stat factor of I mean, that's <v Speaker 2>definitely the biggest part of it. But there's the factor <v Speaker 2>of h I got used to just having a device <v Speaker 2>that has the stuff on it. That's how my computer works, <v Speaker 2>it's how my laptop works, that's how my phone works, <v Speaker 2>that's how my DS or my three ds began to work. <v Speaker 2>Where it's like, oh, they started handing me a bunch <v Speaker 2>of digital codes. So it's like, no, I just have <v Speaker 2>this device open up and all the games are just <v Speaker 2>right there in front of me. <v Speaker 1>Yeah, that got so. <v Speaker 2>Like compelling, And that's just the way I want the <v Speaker 2>devices to work. And I think a lot of people <v Speaker 2>just fall into that by default because their number one <v Speaker 2>computing device is their phone, and that's the way their <v Speaker 2>phones work, So that's what I think they expect. They <v Speaker 2>expect their consoles to work that way, and they expect, like, <v Speaker 2>that's the best way to buy stuff because that's just <v Speaker 2>how it works on my phone. <v Speaker 3>So yeah, because people do subconsciously think of all their <v Speaker 3>devices as just interestingly, they almost think of it the <v Speaker 3>opposite how you would expect, where I think hardcore gamers <v Speaker 3>who are still on consoles think of that as a <v Speaker 3>separate device that is treated separately, whereas the average person, <v Speaker 3>like you said, does think of it as their phone, <v Speaker 3>which is what they think of as their computer. So <v Speaker 3>everything is kind of just all like a computer. And <v Speaker 3>how do they use computers Now? They use apps, and <v Speaker 3>so they want to just you know, download the app <v Speaker 3>and whatever and have, like you said, everything in one place. <v Speaker 3>This is something that we keep talking about around here <v Speaker 3>of physical games are getting more and more niche. They <v Speaker 3>are getting more and more boutique is the word we <v Speaker 3>often use, and so I think that is where eventually <v Speaker 3>they're going to end up because from the business side <v Speaker 3>of things, it's just easier and better for the companies <v Speaker 3>involved to just push out a download on whatever service <v Speaker 3>and that person gets that, rather than going through the <v Speaker 3>entire distribution chain of printing discs, getting them know, manufactured <v Speaker 3>and put in packaging and then you got to ship <v Speaker 3>on worry about I think some people maybe still don't <v Speaker 3>realize how physical games are sold and the fact that <v Speaker 3>you don't get like PlayStations selling directly to you or <v Speaker 3>I think you got to think about theatribute. Yeah, they <v Speaker 3>sell to a distributor which at the top to get. <v Speaker 2>The big distributors down to down in America like in <v Speaker 2>the last couple of years or something like that. <v Speaker 3>And so I think I remember you giving a story. Yeah, <v Speaker 3>never mind you you want to say you won't pay <v Speaker 3>attention to this stuff white people listen to exactly. <v Speaker 1>I feel like I heard it, but I don't remember. <v Speaker 3>If we talked about it. Yeah, I think you did. <v Speaker 3>I think yeah, because it trickles down from you know, <v Speaker 3>the big console, the platform holder, down to the distributor, <v Speaker 3>down to the big box store down to you just <v Speaker 3>this whole chain that you gotta worry about there as <v Speaker 3>opposed to just you know, any company that meets certification <v Speaker 3>pops up on PSN or Steam or whatever. So I <v Speaker 3>just think that's the direction all of this and moving in. <v Speaker 3>And look, I'm someone where when it comes to console games, <v Speaker 3>I still do buy physical because that's what how I <v Speaker 3>like to own my games. I like to have that ownership. <v Speaker 3>I like to be able to resell it if I <v Speaker 3>want to, you know, loan it out all the stuff <v Speaker 3>that they in that PS four reveal video. I like <v Speaker 3>doing that still, And so that's how I choose to <v Speaker 3>interact with my games. Well, it's non PC where the <v Speaker 3>convenience factor massively outweighs our thing because I can't do <v Speaker 3>things like play it on my Steam deck and whatnot, <v Speaker 3>So I think there's a place for both. But yeah, <v Speaker 3>physical mark is just shrinking. <v Speaker 1>Yeah, I hope. <v Speaker 2>What's going to happen now is I see this number <v Speaker 2>seventy five percent and I'm like, okay, companies, you won <v Speaker 2>it is it is basically effectively now all digital. Uh <v Speaker 2>by that, I mean if you want to release a <v Speaker 2>massive game and you don't want to print the physical copy, <v Speaker 2>this is where we live in the world now, where <v Speaker 2>you could probably get away with that, there would be <v Speaker 2>some backlash. Oh yeah, but we've now that you know, <v Speaker 2>balder Skate three came out and that you know the obvious. <v Speaker 2>There are reasons why people are like not like oh yeah, <v Speaker 2>it's a PC game first or whatever, then that's from <v Speaker 2>a smaller company whatever, But yeah, games of the year, <v Speaker 2>multiple games of the Year have now come out and <v Speaker 2>didn't have physical versions when they launched, And it's like, okay, <v Speaker 2>So if you only want to put out a physical <v Speaker 2>addition later once you know the game is a success <v Speaker 2>that has now happened, that is an accepted way of <v Speaker 2>doing business, you have won. So can we just kind <v Speaker 2>of find the equilibrium right around here? Seventy five percent <v Speaker 2>digital twenty five percent physical. You know, there are going <v Speaker 2>to be some people that will spend more money because <v Speaker 2>something is physical, So try to keep them happy and <v Speaker 2>take their money and then and to keep physical going <v Speaker 2>as a relatively large boutique business. Of there are still <v Speaker 2>people that go to stores. They still want to buy <v Speaker 2>their games there, and kind of keep that thriving. Don't <v Speaker 2>kill it entirely, and then realize five ten years from <v Speaker 2>now that you wish you hadn't done that, Because that's <v Speaker 2>what I feel like, that's where we're headed. If if <v Speaker 2>these companies don't just sort of like come up with <v Speaker 2>a model right now that makes it make sense, I. <v Speaker 3>Think they are more and more turning two companies like <v Speaker 3>Limited Run, who are doing good job of reaching out <v Speaker 3>to these companies and where where they're willing to, you know, <v Speaker 3>putting out these games on disc eventually, which oftentimes can <v Speaker 3>be better in the long run. Now we live in <v Speaker 3>the era of games needing a lot of patches because <v Speaker 3>games are messy nowadays, and oftentimes if you get that <v Speaker 3>physical copy later you get a superior version of the <v Speaker 3>game on disc. <v Speaker 2>The thing you actually want, which is the game that <v Speaker 2>you can pull off the shelf twenty years from now, <v Speaker 2>pop it in and it'll just work right. <v Speaker 3>It's technically a complete edition, whereas you know, like we <v Speaker 3>talked about on a BombCast ther day, but the disc <v Speaker 3>that you buy nowadays, it's a misconception that there's like <v Speaker 3>nothing onda is just a license to access to download <v Speaker 3>now most of the time it does come with some <v Speaker 3>kind of one point zero. But it's cool that like <v Speaker 3>if you if one does come out layer down the road, <v Speaker 3>that you'll getting you know, the the one point one <v Speaker 3>nine or whatever that is, all the bugs are fixed, <v Speaker 3>the performance is better all this than the other. It's <v Speaker 3>you know, kind of a bummer if you only buy <v Speaker 3>physical games and you would maybe have to wait to <v Speaker 3>get a copy of the game. But at the same time, <v Speaker 3>I feel like that audience is more prone to like <v Speaker 3>being willing to wait for a game and say like <v Speaker 3>I'll buy it on sale, her I'll wait till I <v Speaker 3>fix it. So maybe, like you said, if we can <v Speaker 3>reach this equilibrium, may everyone will win. <v Speaker 2>I hope, So I think that, and I think it <v Speaker 2>would be beneficial to everybody, Like you said, everybody. <v Speaker 1>Could win if we do it that way. But we'll see. <v Speaker 2>Beloved Skyrim YouTuber Grandma surely is finally retiring at age <v Speaker 2>eighty eight from John Walker Kataku, I'll just yeah, everyone <v Speaker 2>remembers this old lady that played Skyrim, and she played <v Speaker 2>a ton She's been doing it forever. She says that <v Speaker 2>she is now officially bored to death by it. So <v Speaker 2>shout outs. <v Speaker 1>To the grandma. <v Speaker 2>Grandma, Shirley, you know everything you could possibly do with Skyrim, <v Speaker 2>we get it. <v Speaker 1>Go go go enjoy your retirement. That's that sounds good? <v Speaker 1>She yes, she said, I'm old. <v Speaker 2>And I'm tired, and I don't feel like doing it <v Speaker 2>much anymore. Hell yeah, I can appreciate that at eighty <v Speaker 2>eight and again she did it for forever. <v Speaker 3>Yeah, and she's like, you know what, I've done everything <v Speaker 3>and you do. I'm out. <v Speaker 2>And she's like, it's not like I can go to <v Speaker 2>Starfield that trash. It's all right, Grandma, you don't have <v Speaker 2>to get some topic. <v Speaker 1>Jesus, you didn't say that part, all right. <v Speaker 3>I got a whole. <v Speaker 1>Question coming up here in a second. <v Speaker 2>While I get that set up, John, want you to <v Speaker 2>tell people where they can find you on the internet <v Speaker 2>what we have going on, all that good stuff. <v Speaker 3>Dah, they find me over on Twitter. Dot Com still <v Speaker 3>as Turbo Shawn Underscore Sahawn and you can find me <v Speaker 3>here on Giant Bomb. Probably doing a lot this week <v Speaker 3>because we've got people hitting it out all week long. <v Speaker 1>So we'll be doing a lot. <v Speaker 2>We'll figure out a lot if you have, You and <v Speaker 2>Nikky want to come up with some fun stuff like this. <v Speaker 1>It leads a couple of things, let me know, we'll <v Speaker 1>make it happen. <v Speaker 3>Yeah, we can do some, so we may, we may. <v Speaker 3>We find the time because we've been in to our <v Speaker 3>schedules to do like a grab bag stream like we've <v Speaker 3>been talking about. <v Speaker 1>Great. <v Speaker 3>Yes, yeah, so three of us. I'll probably be run <v Speaker 3>the show for the most part, and uh well, we'll <v Speaker 3>figure some stuff out. We'll find some stuff for people asking. <v Speaker 2>Infrastructure Week begins next week, so yes, yes, and thank you. <v Speaker 2>I was worried about this too, like everyone's gonna be <v Speaker 2>gone for Infrastructure Week. No, it's actually it began, John <v Speaker 2>said of September. <v Speaker 3>I think Jan said originally the last week of September, <v Speaker 3>forgetting that the thirtieth was on Monday exactly. <v Speaker 2>So we're doing that. Last day of September is when <v Speaker 2>it starts. Yes, looking forward to that, don't worry Infrastructure <v Speaker 2>Week will be in full force, of course. <v Speaker 1>All right, let's see here, that's the new pool question. <v Speaker 2>Let's see this is a movie on Netflix called a Netflix. <v Speaker 3>Oh we did go with that one. Huh huh huh. <v Speaker 1>And let's see here tam sixty said. <v Speaker 2>No, thirty one percent said yes. Exclamation points h thirty <v Speaker 2>one percent only said yes, so we get sixty nine <v Speaker 2>percent no. <v Speaker 1>Okay, shout outs to them. <v Speaker 3>This is all orchestrated. <v Speaker 2>Well done, Well done to all of you, the two <v Speaker 2>point four thousand of you that voted on that. I'm <v Speaker 2>not gonna call it netflick. I'm sorry, I just can't <v Speaker 2>do it. It's it's too disgusting in the mouth. New <v Speaker 2>pole question. <v Speaker 1>Did you just vice or did you buy Space Brain <v Speaker 1>two yet? Yes? <v Speaker 2>Not yet, but I will or no, there it is. <v Speaker 2>There's your poll question. I'll be interested to get the <v Speaker 2>results of that on Games Mornings on Wednesday featuring Speaking <v Speaker 2>of Games Mornings, So, like I said, returns Wednesday here <v Speaker 2>on Giant Bomb, what else is happening on Giant Bomb. <v Speaker 1>We're gonna go figure that out. <v Speaker 3>We're gonna figure it out. <v Speaker 1>Grab back sounds good. I don't know, you know, days, Sean, <v Speaker 1>that seems like I should happen any second. <v Speaker 3>I'm looking in the document here. I noticed that this <v Speaker 3>note I left you about five months ago about leading <v Speaker 3>stuff on a dog from five months ago still on here. <v Speaker 3>So yeah, really really keeping up on things there are hard. <v Speaker 1>Listen. That's what my brain works. I see the stuff <v Speaker 1>that matters, and anything that's like, my. <v Speaker 2>Brain's like, I don't think that matters, Jeff, It's like, <v Speaker 2>oh that doesn't exist then, And it's just it's just <v Speaker 2>like Dan was here. I might have told the story <v Speaker 2>Dan was here for the wrestling, and we were do <v Speaker 2>you forget about Dan? I didn't forget about Dan. You <v Speaker 2>it's hard to forget about Dan. But yeah, we were <v Speaker 2>looking at stuff on the computer here. I have connected <v Speaker 2>to my TV so we could find a game for <v Speaker 2>Mike to play for Blake Club. <v Speaker 1>This is when we found alone in the. <v Speaker 2>Dark and I had Discord pop up and I have <v Speaker 2>all my Discord channels that have or servers that have <v Speaker 2>huge notification numbers like one hundred and twenty one message <v Speaker 2>and stuff like that. <v Speaker 1>And he saw that. He's like, crub, how do you <v Speaker 1>live like this? How do you does this not bother you? <v Speaker 2>I don't even say I literally don't even see it. <v Speaker 2>It doesn't register. It's just it's just colors. <v Speaker 3>Yeah, Dan's like me in that way where we are <v Speaker 3>we have to be in box zero. We see the <v Speaker 3>numbers like, we have to address it on the same way. <v Speaker 3>And so when I saw that you had the ninety <v Speaker 3>nine plus on your DMS, I'm like, oh God, this <v Speaker 3>is why we never get a hold of them. <v Speaker 1>Shoot, it's a sick brain, that's right, all right. Yeah, <v Speaker 1>plenty of stuff will happen on Jiant Bomb. I'm actually <v Speaker 1>looking forward to because we could just try some dumb <v Speaker 1>stuff this week. <v Speaker 2>It is kind of what I'm thinking, Yeah, we'll figure <v Speaker 2>yourself out. <v Speaker 1>Pompcast will happen tomorrow though. <v Speaker 2>Blake Club, oh yeah, Blake Club not Wednesday, but we're <v Speaker 2>kind of we don't want to miss an episode this <v Speaker 2>week if we can avoid it, so it might happen <v Speaker 2>as late as Friday. A lot of that will depend <v Speaker 2>on how Dan is feeling is he gets back from <v Speaker 2>his trip to the bullet Train, which are wherever that may. <v Speaker 3>Be, Sean, Uh, what else do I do? <v Speaker 2>I think I just say thank you, right, Sewan, thank <v Speaker 2>you so much for hanging out with me today and <v Speaker 2>talk about video games. <v Speaker 1>I really appreciate it. <v Speaker 3>Always a pleasure to be as a wild wild ride. <v Speaker 2>Thank you all for listening, Thank you all for watching. <v Speaker 2>You're the best audience in gaming. Until next time, have <v Speaker 2>a good one, take care of yourself. <v Speaker 1>Goodbye,
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