861: REVENGEANCE | Metaphor: ReFantazio Reviewcast (No Major Spoilers)
Our friends Lex Luddy, Jessica Cogswell, and Michael Higham join Shawn and Jan to chat all about Metaphor: ReFantazio as they skate on swords and destabilize governments!
2024-10-11
54 min
Transcript
Available Results
Generated results are saved to the knowledge database for reuse and search.
No generated results are available for this episode yet.
Extract Knowledge
Pick what you want extracted first. Model, scope, and chapter options appear after a template is selected.
Generated results for public episodes are saved to the knowledge database so they can be reused and searched later.
Transcript
<v Speaker 1>Hey, everybody, it is my birthday and welcome to Giant <v Speaker 1>BombCast Revengeance, Episode eight hundred and sixty one. I believe, <v Speaker 1>and the only way that I want to celebrate my <v Speaker 1>day of birth is taking a nap. But we got <v Speaker 1>a podcast, so I've decided to assemble the Oh god, <v Speaker 1>accidents happening on the podcast already. I decided to assemble <v Speaker 1>the best crew to destabilize governments and make myself believe <v Speaker 1>in myself. Joining me cocap this ship Turbo Shawn Sean McDowell. <v Speaker 2>Happy birthday, jam Happy five years old. You can finally <v Speaker 2>rent a car. <v Speaker 1>I'm sorry you shut the hell a precious baby. I <v Speaker 1>looked at myself in the mirror and I saw a <v Speaker 1>couple of white hairs, and I'm like, oh my god, <v Speaker 1>I'm thirty three. <v Speaker 2>I'm dying now, Sexy. <v Speaker 1>Come on speaking about salt and pepper. He is the <v Speaker 1>pepper to my salt. Michael him, Hey, what a do baby? <v Speaker 3>It's your motherfucking buy. I know all about being thirty <v Speaker 3>three because I once was, but I am no longer. <v Speaker 1>So what it's Spoiler's dog show. Sorry, Uh, We've we've <v Speaker 1>got the youngest person in all of games media. That's right. <v Speaker 1>That's a bold declarative statement, and I'm going to keep <v Speaker 1>running with it. The years will go by and she <v Speaker 1>will stay young. Lex Luddie Yep, never gonna age. And <v Speaker 1>John just for the records in case I ever need <v Speaker 1>to get a job in America. I do not want <v Speaker 1>to destabilize any governments speaking about de stable governments. She's <v Speaker 1>destabilizing video game reviews all across the internet. Jessica Coggswell, Hi, <v Speaker 1>happy birthday. Jan Oh oh, you're muted in my head. <v Speaker 1>I'm sorry, that's on me. Everything's fine. Everything something. <v Speaker 2>It was messed up. <v Speaker 1>It was super messed up. <v Speaker 4>Okay, yeah, yeah, I was talking about, you know, having <v Speaker 4>a horrible birthday and not a really good one. <v Speaker 1>Oh yeah, well well well I'm kidding. It's fine. <v Speaker 4>It's fine if it makes you feel better. I have <v Speaker 4>so many like gray hair is coming in and I'm <v Speaker 4>thirty one. So that's my on screen confession to you <v Speaker 4>to make up for. <v Speaker 3>Solidarity. <v Speaker 1>Yeah, that's Soliday solidarity right there. That that is an ally, <v Speaker 1>Ladies and gentlemens and thems at home. That that's right. <v Speaker 1>If someone tells you they're graying, you tell them you <v Speaker 1>have more even if you have if you are a <v Speaker 1>Mike Manatt, if you are a bald, if you are <v Speaker 1>a Mike Manatti, hf rikers, if you're one of the <v Speaker 1>ball when I can say that, I'm allowed to say <v Speaker 1>that because I'm friends with the bald, and at one <v Speaker 1>point I was bald. It's okay, folks were here to <v Speaker 1>talk about metaphor Revantasio Atlas's newest joint, perhaps maybe the <v Speaker 1>most tirelish and sensory overloading menu game of the year. <v Speaker 1>In three of these fine folks have reviewed this game <v Speaker 1>across the internet fairly, I believe, super duper high scores <v Speaker 1>across the board, sean real quick progress check. Where are <v Speaker 1>you right now? <v Speaker 2>I am twenty five ish hours in. I was also <v Speaker 2>playing Echoes of Wisdom, trying to juggle those you know, <v Speaker 2>and a bunch of our stuff. Didn't have time to <v Speaker 2>get farther into this as I'd like, I'm hearing that's <v Speaker 2>somewhere around the one third to one quarter of the <v Speaker 2>way through this game. So praise to enter for an <v Speaker 2>Atlas RPG, I suppose, but yeah, really really enjoying it. <v Speaker 2>For for the everyone else who is on the podcast, <v Speaker 2>you'll know where I am if I say giant worms, <v Speaker 2>you know the area? Uh, Jan, I'm curious, how where <v Speaker 2>are you either have? <v Speaker 1>Yeah, yep, that's right, but only with consent. God damn it. <v Speaker 1>I'm about now fifty ish hours in okay, and in <v Speaker 1>a normal video game, I would have completed it. And <v Speaker 1>now I'm doing new game plus because this is an <v Speaker 1>Atlas joint. Uh what what's the guestimation of my progress? <v Speaker 1>I don't want to spoil too much because it's much <v Speaker 1>further in the game. <v Speaker 5>Where they said like, hey, don't talk about leaving this place. Yes, okay, okay, yeah, <v Speaker 5>so you'll probably about halfway. <v Speaker 1>Oh cool, sick sick? Nice? Great? It was mostly my <v Speaker 1>marker because I remember, Jess, you had posted forty hours <v Speaker 1>in and then the game finally has its its hooks <v Speaker 1>into you. Sorry for blowing up close friends on stories. <v Speaker 1>I'm so sorry, And I was thinking like, okay, cool, <v Speaker 1>Am I done yet? <v Speaker 2>No? <v Speaker 1>Everyone else I'm talking to, Am I done yet? <v Speaker 3>No? <v Speaker 1>All right? Sick lex? What did you clock in afterwards? <v Speaker 1>And what are your general feelings of metaphor? <v Speaker 5>I'm like one of the five people who've got a <v Speaker 5>PlayStation code, and so the the in game timer says <v Speaker 5>one hundred and ten hours the or yeah, one hundred <v Speaker 5>and ten. My PlayStation time says like one hundred and thirteen. <v Speaker 5>I had a couple of real rough nights with that <v Speaker 5>there towards the end. I think the the weekend before <v Speaker 5>the embargo, I was on a show with you and <v Speaker 5>I was like, Hey, I'm about like sixty hours in. <v Speaker 5>Do you know how much longer is left? And you <v Speaker 5>were like, yeah, Jess said, that's like halfway. So I <v Speaker 5>had a real fun week which ended up with me <v Speaker 5>in Mike Minardi's Twitch chat at seven am my time <v Speaker 5>fighting the final boss, totally running out of items and <v Speaker 5>any like way to regenerate MP and just like three <v Speaker 5>hours against the same final boss. Talking to Mike MINARTI <v Speaker 5>not not a way you want to spend your day, <v Speaker 5>but I did. I did really love I did really <v Speaker 5>love the game. I think I'm the only person Michael <v Speaker 5>you were nine, right, Yeah? <v Speaker 2>I gave it a nine. <v Speaker 5>Yeah, I was nine point five. The the only downsides <v Speaker 5>that I have with it is like some very late <v Speaker 5>game mechanical balancing problems, and when it comes to the <v Speaker 5>game story, I actually think it's by far Atlas's best <v Speaker 5>thing that they've risien. <v Speaker 1>Quite just what how many hours did you clock in afterwards? <v Speaker 1>End you gave it a ten? I want to say ten. <v Speaker 4>Yeah, I ended up playing it for about seventy five <v Speaker 4>ish hours. I think that's what my official time was. <v Speaker 4>But I do also know that there were a couple <v Speaker 4>of times when I quit out of the game and <v Speaker 4>like went back and I lost probably an hour, So <v Speaker 4>I would say it's probably closer to some like in <v Speaker 4>the eighties. Okay, but okay, yeah, it's I I want <v Speaker 4>like ham on this game. <v Speaker 1>It was why I had. <v Speaker 4>I remember Bless messaged me on Instagram from kind of <v Speaker 4>Funny and he was like, it is so funny to <v Speaker 4>see that you are the only name who has cleared <v Speaker 4>so many of these dungeons because you are wild. Because <v Speaker 4>so if you hit like the little middle button, it <v Speaker 4>tells you like what everybody was doing, like what their <v Speaker 4>party comp was when they did certain dungeons. And when <v Speaker 4>there's only you know, however many codes in the wild, <v Speaker 4>you see a lot of fellow reviewers and stuff that <v Speaker 4>you know, and I guess, yeah, my I just looked <v Speaker 4>like a mad woman because mine was showing up on <v Speaker 4>all of these dungeons. Every time people went. <v Speaker 5>In and I got whatever. I went into a dungeon. <v Speaker 5>I was like, am I am? I the same level. <v Speaker 5>Jess was like, will I be able to handle this? <v Speaker 5>Will be paid in the ass, so you just get <v Speaker 5>through it. And if your level was like lower than mine, <v Speaker 5>I was like, well, I have no fucking excuse. I <v Speaker 5>have to get through this. <v Speaker 2>Uh quick. Aside, just what did you play on what platform? <v Speaker 4>PlayStation five? <v Speaker 2>Okay, that makes sense because on PC it was just <v Speaker 2>player codes for all the airnet connected stuf during the <v Speaker 2>review period, so I was like, oh, this must just <v Speaker 2>not be implemented yet. Okay, that must have been fun <v Speaker 2>to see, like friends, less people and stuff. <v Speaker 3>Though. <v Speaker 1>Yeah, Michael, yo, you gave it a nine on itea <v Speaker 1>dot com. I did. Yeah, your your overall feelings from <v Speaker 1>your review on on Metaphor. <v Speaker 3>I love Metaphor very dearly. I think that Damn I'm <v Speaker 3>blank and I was on I was on John Warren's <v Speaker 3>own VGBS yesterday talking about talking about this game, so <v Speaker 3>I'm like, Damn, what did I say? I love this <v Speaker 3>game a lot. I think it's a it's a clear <v Speaker 3>evolution of atlases like there, especially that team's bread and <v Speaker 3>Butter I guess, So you know, the social mechanics are refined, <v Speaker 3>the battle system borrows a lot from SMT, and the <v Speaker 3>archetype system, which we'll dig into deeper later, is a <v Speaker 3>very fascinating system and a great execution of a job system, <v Speaker 3>so you're not going through the same motions as you <v Speaker 3>do in an SMT. In persona combat plays like SMT, <v Speaker 3>and there's some real wild things that you can do <v Speaker 3>in combat. But at the end of the day, I <v Speaker 3>will there are things I take away from Metaphor that <v Speaker 3>that really affected me on a personal level. So Jess's <v Speaker 3>review really resonated with me because I think we came <v Speaker 3>at it from a similar angle, because of what it <v Speaker 3>has to say about our favorite pieces of fiction and <v Speaker 3>how they affect us and how they can affect the <v Speaker 3>real world. And I know that there's been I mean, <v Speaker 3>I mean there's people are sharing screen shot from the <v Speaker 3>game during the review period, and a lot of us <v Speaker 3>are talking about how it incorporates a lot of social <v Speaker 3>issues into its story, because this is about this is <v Speaker 3>one of the most like overtly political games. It's about <v Speaker 3>an election, for one, but also two. In the first hour, <v Speaker 3>they show you like, hey, listen, this place is fucked up. <v Speaker 3>There's mad racism, there's hell inequality, there's poor people everywhere, <v Speaker 3>and a bunch of people in power who are abusing <v Speaker 3>their power. And so it's like, Okay, this is what <v Speaker 3>we're getting into. You play as a character who is <v Speaker 3>you know, discriminated against wherever he goes, and that's kind <v Speaker 3>of like the base. Yeah, so that's like the basis <v Speaker 3>of the story. So to me, I'm kind of like <v Speaker 3>Atlas's stories have affected me in some very very personal ways, <v Speaker 3>of course, but they're kind of treading into different territory, <v Speaker 3>and I was a little hesitant. <v Speaker 1>To be like or I was rather. <v Speaker 3>Looking to see if they understood the material they were <v Speaker 3>working with, because like, I don't go, I'm not going <v Speaker 3>into metaphor for like, to confirm my political views or <v Speaker 3>to be taught something that I don't already know. Rather, <v Speaker 3>I'm going I went into this game looking for the <v Speaker 3>way they're incorporating these themes and if they can demonstrate <v Speaker 3>and an understanding of what they're working with to tell <v Speaker 3>a powerful story. And they very much did. You know, <v Speaker 3>there are a few things that held it back from <v Speaker 3>being a ten, but we'll probably get into that a <v Speaker 3>little bit later, but at the end of the day, <v Speaker 3>metaphor is it's an important game, I think, or at <v Speaker 3>least for me, it is. <v Speaker 5>So Yeah, I think that that's a super important bit <v Speaker 5>of like background on the game that I talked about <v Speaker 5>when I was previewing the game, and I was super <v Speaker 5>hesitant of it because of Studio Zo's track records. Like <v Speaker 5>a lot of the Persona games for me, have really <v Speaker 5>resonant themes, but then like Fumble in the final act, <v Speaker 5>where you have like, you have a whole character in <v Speaker 5>Persona five whose like mom is a detective or sister <v Speaker 5>is a detective, and then her big revelation is like <v Speaker 5>I'm instead of like realizing, oh, the cops are corrupt <v Speaker 5>and this is bad, she's like, I'm going to become <v Speaker 5>a good cop. You have the stuff in Persona three <v Speaker 5>which is so bad that they basically had to like <v Speaker 5>completely rework the beach scene, and I found that with <v Speaker 5>the splithing of Studio Zero and kind of the younger <v Speaker 5>Persona team. <v Speaker 1>I really really. <v Speaker 5>Enjoyed Persona five Tactica that came out last year, and <v Speaker 5>I thought that game had like an incredible good game. Yeah, <v Speaker 5>that game has incredible politics and a really strong message, <v Speaker 5>and I was kind of like looking at this game <v Speaker 5>in previews of like, I don't know if they're able <v Speaker 5>to deal with the content that they're biting off here <v Speaker 5>or that they have the follow through for Ash, And <v Speaker 5>for the first thirty hours they kind of don't. There's <v Speaker 5>a lot of like general, hey, this is bad, but <v Speaker 5>it doesn't get into like why it's bad or explaining <v Speaker 5>what it thinks to the people who are who are <v Speaker 5>you know, causing this in Joe, and the game kind <v Speaker 5>of feels like it doesn't have teeth in a lot <v Speaker 5>of ways for the first quarter of the game maybe, <v Speaker 5>And then as you get further into it and they <v Speaker 5>really start to delve into the two major camps in <v Speaker 5>this election, because the game is all like running this <v Speaker 5>election and how similar the ideals are, but how vastly <v Speaker 5>important the differences are. Then you start to see like, oh, <v Speaker 5>Atlas really thought a lot about this, and it becomes <v Speaker 5>like a sociology and political like examination of what it <v Speaker 5>actually means to believe these different things, and it really <v Speaker 5>interrogates both sides and opinions, which I thought was really refreshing. <v Speaker 1>Let's talk about the battle system, and the battle system <v Speaker 1>is Michael. He said it borrows a lot from SMT yep, <v Speaker 1>and I. <v Speaker 2>It basically is press turn as far as right. <v Speaker 1>Yeah. Yeah. The thing I enjoy about it is that <v Speaker 1>it feels like for folks that haven't checked out SMT <v Speaker 1>in their or familiar with just your regular decular turn <v Speaker 1>based stuff or personas of the past, it feels like <v Speaker 1>persona Turbo just because you can just kind of like <v Speaker 1>there's there's like a certain cadence to it where you <v Speaker 1>can kind of just button through to everything. How did <v Speaker 1>y'all feel about the archetype system? And for persona heads <v Speaker 1>out there, these are basically your personas and being able <v Speaker 1>to share that amongst the party and kind of like <v Speaker 1>make up for deficits or like maybe make the most <v Speaker 1>terrible team comp. <v Speaker 2>It is funny that you can like change anyone to <v Speaker 2>be anything you want, because I think there's a trade <v Speaker 2>off there. I think it makes the protagonists less interesting <v Speaker 2>because being the fool being able to switch between all <v Speaker 2>the personas that you collect over the course of a <v Speaker 2>persona game or you know, summoning demons a SMT. I'm <v Speaker 2>a little less familiar with that, so I won't be <v Speaker 2>talking about that series as much, but being able to <v Speaker 2>have all these different options and combined with the one <v Speaker 2>system of being able to just hit weakness after weakness <v Speaker 2>in persona game is very interesting, and so the protagonist <v Speaker 2>is a little less interesting. But being able to make <v Speaker 2>your allies basically whatever you want, they clearly excel in <v Speaker 2>a given path. Whatever they start as is what they <v Speaker 2>will be better at. But you can change your team <v Speaker 2>comp however you want. So maybe you just really like <v Speaker 2>a character and you want them to go in a <v Speaker 2>different past, so you basically give them a job like <v Speaker 2>traditional RPGs have done, like Final Fantasy has done, so <v Speaker 2>you can make them where you want, and that makes <v Speaker 2>them more interesting. I think it's a balancing act there <v Speaker 2>with the job system at least, and I think it <v Speaker 2>plays into the press turn as is presented in here, <v Speaker 2>because it does make it so that you can use <v Speaker 2>the same character in multiple turns. You can do some <v Speaker 2>interesting stuff with that that you're If you're kind of <v Speaker 2>like me and you are more familiar or only familiar <v Speaker 2>with Persona, it's gonna feel different. Not necessarily I would <v Speaker 2>say even better or worse, but it feels different in <v Speaker 2>a refreshing way, especially if you have been playing a <v Speaker 2>lot of persona games like I have been recently. <v Speaker 1>Jess Michael. The further you get into the game, how <v Speaker 1>much more complicated does the combat get? <v Speaker 4>It gets it gets hard. But I don't know that <v Speaker 4>it's any more complex, I guess, is my thought. I <v Speaker 4>don't know, like or do you disagree, I'm trying to. <v Speaker 5>I think the two like drawbacks for the combat that <v Speaker 5>I had were when you are specing into these different archetypes, <v Speaker 5>which are really cool. They have preset requirements for you know, <v Speaker 5>Magic Seeker requires you to be a level ten Mage <v Speaker 5>and a level twenty Seeker, and each character eventually unlocks <v Speaker 5>their own unique sort of final class, and you have <v Speaker 5>to have pretty high requirements in different jobs basically, but <v Speaker 5>you don't know while playing the game which jobs those <v Speaker 5>are going to be. So towards the endgame, at a <v Speaker 5>situation where I unlocked, you know, all these different characters <v Speaker 5>final classes, but I've been specking them into the long <v Speaker 5>job class basically, so I just had to grind these <v Speaker 5>these sort of dungeons to level them up so that <v Speaker 5>I could unlock their final class. And that's like the <v Speaker 5>one mechanical thing that they don't fully explain to you that, well. <v Speaker 3>Yeah, that's like, what's one area. I think that there's <v Speaker 3>there's definitely room for improvement because this is the first <v Speaker 3>time that they've done this kind of system. I mean <v Speaker 3>Digital Devil Saga has there's a lot of similarity to <v Speaker 3>Digital Devil Saga, which I imagine like not as many <v Speaker 3>people played, but the I think it's a it's a <v Speaker 3>really interesting system and it's fun to mess around with <v Speaker 3>when you start specing certain characters into their jobs and <v Speaker 3>thinking about party synergy because now it's not like my <v Speaker 3>party is stuck to a certain number of elements or <v Speaker 3>like okay, like this character covers electricity and physical and <v Speaker 3>this character is more fire and healing. Anybody can can <v Speaker 3>do anything, and you can inherent skills from other jobs <v Speaker 3>that you that you've leveled up, so you can There's <v Speaker 3>a lot of flexibility, and I think that's important because <v Speaker 3>the tougher bosses in this game have either specific gimmicks <v Speaker 3>or they have no weaknesses, or they have they have <v Speaker 3>like barriers you need to they have hoops you need <v Speaker 3>to jump through in order to actually damage them. So <v Speaker 3>there are certain bosses that are there. They're more complex <v Speaker 3>than I've seen from other from other Atlas bosses, and <v Speaker 3>I think it puts less emphasis on like, oh, I <v Speaker 3>just need to have these certain elements covered. It becomes <v Speaker 3>less and less about like, oh, this enemy is a <v Speaker 3>weak to electricity. Everyone's gonna get their electricity spell and <v Speaker 3>we're just gonna hammer away for eight turns because I <v Speaker 3>can get an extra turn every time I hit that weakness. <v Speaker 3>There are a lot of bosses where you have to <v Speaker 3>think about debuffs and protecting your self and thinking steps ahead. <v Speaker 3>So and they give you a lot more tools. So <v Speaker 3>I think that the tool set that they give you <v Speaker 3>through the archetype system gives way to more complex strategies <v Speaker 3>because you have to do that if you're going to <v Speaker 3>beat a lot of the some of the end game bosses. <v Speaker 3>The game does get pretty hard if you if you <v Speaker 3>keep going out of like a steady pace without like <v Speaker 3>necessarily grinding or anything, the bosses will be challenging. And <v Speaker 3>I like that about this game that you know as <v Speaker 3>maybe they're trying to cast a wider net because they <v Speaker 3>are doing a new ip, but they've really kept the <v Speaker 3>level of challenging and almost up the complexity compared to <v Speaker 3>Shinmagami Tense, which you know a lot of us who <v Speaker 3>play SMT look at SMB like, oh no, that's the <v Speaker 3>hardcore RPG. That's what that's what the real motherfuckers play, right, babies. <v Speaker 5>I talked to some people that were guiding this and <v Speaker 5>they were like, oh, yeah, if you put it up <v Speaker 5>to hard or put it down to easy, they don't. <v Speaker 5>Enemies don't get more or less health. They just are <v Speaker 5>more aware of your weakness and target it more frequently. <v Speaker 3>And enemies are smarter too, they know they know what <v Speaker 3>you're against. <v Speaker 5>Yeah, I just linked in chat. But this game can <v Speaker 5>kind of be bullshit in the way that SMT is <v Speaker 5>bullshit of Like I uploaded a clip to Twitter where <v Speaker 5>just four minutes of me not being able to move <v Speaker 5>because my entire party was charmed, and so whenever it <v Speaker 5>was all turned, we just attacked each other and then <v Speaker 5>we all died eventually. <v Speaker 3>Right, Yep, that'll happen. I'm glad that. I'm glad that <v Speaker 3>they that Atlas did not forget its roots. <v Speaker 4>So but yeah, yeah, no, I think you. I think <v Speaker 4>you are right. I guess when you said complex, I'm <v Speaker 4>thinking like almost confusing, because I feel like it does <v Speaker 4>a very good job of having these building blocks and <v Speaker 4>just kind of slowly like, Okay, now you know how <v Speaker 4>to do this, and so if you you know, I <v Speaker 4>don't know. There's a lot of synergy and a lot <v Speaker 4>of flexibility, and I think that it just works really beautifully. <v Speaker 4>I was obsessed with the archtypes. I can't talk archtype system. <v Speaker 4>The only thing that would have made it better is <v Speaker 4>like some Final Fantasy ten to two costume changes. <v Speaker 1>Yes, I would have been a hop not okay. I <v Speaker 1>know the age range of people on a podcast when <v Speaker 1>someone will bring up Final Fantasy ten two and everyone's like, yeah, <v Speaker 1>that's the right demo, that's the right demo. We're going <v Speaker 1>for millennials, jail. Yeah, did you want to. <v Speaker 2>Talk about the overworld part of the BATL system in <v Speaker 2>this segment? <v Speaker 1>Yeah, yeah, that's that's probably the best place to talk <v Speaker 1>to talk about. <v Speaker 2>It's not I want to checko it, but yeah, I <v Speaker 2>did want to bring it up because it's one of <v Speaker 2>the things that I would say is actually a negative <v Speaker 2>for me. Is okay, So people who maybe haven't played <v Speaker 2>the demo, if you've just seen the trailers and stuff, <v Speaker 2>may have been confused, like I was about Okay, they're <v Speaker 2>doing some like action RPG hacken slash stuff on the overworld, <v Speaker 2>but then it transitions into turn based How does that work? <v Speaker 2>And so what happens is it's basically a consolidation of <v Speaker 2>things that Sona has done, especially in five, a combination <v Speaker 2>of being able to take out enemies that are weaker <v Speaker 2>than you, being able to ambush enemies to gain advantage <v Speaker 2>in battle. So turning all of that into one cohesive <v Speaker 2>system that they present as action RPG adjacent. What happens. <v Speaker 2>You know, use the phae vision I believe it's called Gallica. <v Speaker 2>Your little fairy will tell you if an enemy is weaker, <v Speaker 2>same level or a higher level than you, blue yellow, red, <v Speaker 2>And so if they're weaker than you, you walk up <v Speaker 2>to them and you know, press square basic attack, you <v Speaker 2>just kill them missingly, get some XP, move on with <v Speaker 2>your life. If they're at the same level or higher, <v Speaker 2>that's when it gets more complex because it turns into <v Speaker 2>a system where you need to lock onto the enemy, <v Speaker 2>break their like guard meter, and if you successfully do so, <v Speaker 2>you will basically ambush as you would in persona game. <v Speaker 2>You will gain advantage. And it's even stronger here because <v Speaker 2>the enemies will straight up have the stun effect on <v Speaker 2>them four up to two turns. My problem is maybe <v Speaker 2>just an expectation of mine. I'm a big character action <v Speaker 2>game kind of person, and by EXTENSI I love action RPGs, <v Speaker 2>and this feels like kind of a clunky implementation of that. <v Speaker 2>I know it's not they're not going for action rpg, <v Speaker 2>but it feels a little too in the middle for me. <v Speaker 2>It doesn't feel like action RPG, but also doesn't feel <v Speaker 2>menu driven, and so it's actually maybe it's a small <v Speaker 2>thing in the grand scheme of the game once you've <v Speaker 2>been playing for eighty two one hundred dollars, but it <v Speaker 2>just feels wonky to me to be exploring a dungeon <v Speaker 2>and kind of have to like press this attack with <v Speaker 2>a little a little bit of input delay. Sometimes the <v Speaker 2>character doesn't go quite where I want them to to, <v Speaker 2>like actually hit the enemy. Sometimes the camera gets stuck <v Speaker 2>on something when you're like locked onto an enemy and <v Speaker 2>it doesn't know what to do, and then you get ambush, <v Speaker 2>And like I think Michael was saying earlier, if you <v Speaker 2>get ambushed in this game, you're getting fucked up, yeas <v Speaker 2>beat Yeah, So that can be really annoying. But I <v Speaker 2>would say in the grand scheme of things now that I'm, <v Speaker 2>you know, more in the over twenty five hours in <v Speaker 2>it's not super intrusive, so it feels more like a nitpick. <v Speaker 2>But it was something that was really bugging me in <v Speaker 2>the early parts of game. I don't know how the <v Speaker 2>rest of you feel about that half ish of the combat. <v Speaker 4>I love it because it totally allows you to I <v Speaker 4>don't just like cheese your way through certain things, like Okay, <v Speaker 4>so I went into one dungeon and there was minotaurs <v Speaker 4>everywhere and they were kicking my ass, and so I <v Speaker 4>switched to having my protagonist be a thief, which if <v Speaker 4>you're a thief, you have throwing daggers. <v Speaker 3>So if you hide behind. <v Speaker 4>Walls and just throw daggers at things, you can get <v Speaker 4>them to be ambush and then you can run into <v Speaker 4>battle and you can take them down way easier. So <v Speaker 4>like little things like that, or even if you know, <v Speaker 4>there's a part end game where I was just like <v Speaker 4>grinding up stuff so that could hit all of my <v Speaker 4>party's like final archetype, and I was just running around <v Speaker 4>an area with the throwing knives. I literally just would <v Speaker 4>switch to that just to solely have those, and I <v Speaker 4>was just running around just and just leveling up. It <v Speaker 4>was fantastic. <v Speaker 2>Okay, I just unlocked Deef, so I'm maybe maybe I'll <v Speaker 2>like that a little bit more actually having an arranged option. <v Speaker 4>Yeah, the arrange option is so fun. <v Speaker 1>Okay, Yeah, Sean, you just gotta just just do a <v Speaker 1>good old drive by in a fantasy. <v Speaker 2>Well. I mean that's what I like about Persona five. <v Speaker 2>I think it was introducing Royal specifically where Joker just <v Speaker 2>like rushes through the dude and it's like a monochrome <v Speaker 2>you know screen where he just mess those people up <v Speaker 2>and just get the rewards. I like that a little <v Speaker 2>bit more than you know, just whacking them one my <v Speaker 2>scepter and getting like too cold. <v Speaker 1>A major huge thing in a lot of Persona games <v Speaker 1>is your supporting cast on top of your main protagonist. Folks, friends, <v Speaker 1>how did we feel about the party and the subsequent <v Speaker 1>social bonds you wind up doing with the gang? Damn? <v Speaker 5>It's probably the best artless characters have ever been, like <v Speaker 5>overall when it comes to consistency, because I don't think <v Speaker 5>there's a single one of those characters that you have <v Speaker 5>a link with that doesn't have like something that genuinely <v Speaker 5>affected me. I think the highlights are definitely Maria, heis May, <v Speaker 5>and and those characters come through as like some of <v Speaker 5>the best characters of the year in video games. And <v Speaker 5>they're like even Maria as like a kid character, which <v Speaker 5>are so usually just these very like dull and plain <v Speaker 5>and way too innocent, and but the shades that they <v Speaker 5>give to her as a character, and like the competency <v Speaker 5>and the fact that they don't talk down to her <v Speaker 5>in a lot of ways and makes that character incredible. <v Speaker 5>And heis May is like one of the most heartbreaking <v Speaker 5>side stories that. <v Speaker 2>Precious Boy's great. <v Speaker 1>Yeah, my rat my rat man. <v Speaker 5>Who is he? <v Speaker 1>What is he in the mouse? <v Speaker 2>Yeah? Yeah, we see, yeah, we see he's a bat <v Speaker 2>mouse yeah, bat mouse. <v Speaker 1>Oh yeah. <v Speaker 3>The I mean, it's the case with any any persona <v Speaker 3>game with their social links or confidence, is that all <v Speaker 3>of them are supposed to be vessels for you to <v Speaker 3>kind of understand various aspects of the story it's trying <v Speaker 3>to tell. But more so than any other game because <v Speaker 3>you're not necessarily tied to like this Arkana system where <v Speaker 3>the it's like, well there's twenty cards in a tarot deck. <v Speaker 3>We got to have this many social links. So I <v Speaker 3>think stripping down away, stripping down or stripping away a <v Speaker 3>lot of the a lot of the tenets that are <v Speaker 3>tied to persona kind of gives them the freedom to <v Speaker 3>be more efficient. And you see this in how you <v Speaker 3>go about your your calendar days. But I think specifically <v Speaker 3>for the social links this or for the for the <v Speaker 3>bonds and followers, it lets them focus on fewer things, <v Speaker 3>go more in depth, and they're only up to rank <v Speaker 3>eight so each story, but you get feel a little <v Speaker 3>bit more purposeful, and then the. <v Speaker 5>Time you visit them, you will level them up. <v Speaker 1>You will level up. <v Speaker 2>Yeah, you know that's very important. It's not persona where <v Speaker 2>you need to have a specific persona equipped and that <v Speaker 2>you need to get You also don't even need to <v Speaker 2>get dialogue choices right to get more points with them, <v Speaker 2>because you yeah, you just get a currency as a <v Speaker 2>bonus if you say something that they like. <v Speaker 1>Yeah. <v Speaker 3>So they strip away a lot of the a lot <v Speaker 3>of the things that are kind of that can be <v Speaker 3>frustrating and not even and like metaphor is a lot <v Speaker 3>more clear in communicating your progress, whether it's your social <v Speaker 3>stats or if it's your social standing with the characters. <v Speaker 3>So it kind of cuts out a lot of the <v Speaker 3>a lot of the fluff, a lot of the mystery. <v Speaker 3>So it's very straightforward. It's a lot more efficient, and <v Speaker 3>I think because of that, I finished all my bonds <v Speaker 3>like well before the final dungeon without a guy because <v Speaker 3>we're reviewing the game, so there's no guides out there, <v Speaker 3>and I think that speaks to how much more streamlined <v Speaker 3>this game is. But through that, you get to see <v Speaker 3>all the characters all the way through, and there's some <v Speaker 3>really really special ones obviously, like has May being a <v Speaker 3>party member. Of course you want to like see his <v Speaker 3>story all the way through in his social bond, but <v Speaker 3>like having that context for his tragic backstory and then <v Speaker 3>having him in your party, like you know, it all <v Speaker 3>feeds into that, and like that's the case with anybody <v Speaker 3>else but my precious war Boy. The first time I <v Speaker 3>cried in this game was on his Rank eight scene. <v Speaker 3>That's that's the first one that got okay and. <v Speaker 5>Me and Jess we talked about this a little bit <v Speaker 5>before the game came out, but like the localization is <v Speaker 5>so fucking good for when you consider that this is <v Speaker 5>a game being developed in Japanese primarily, and then it's <v Speaker 5>being translated into English, and then they're working it into <v Speaker 5>like this old English at the same time. And then <v Speaker 5>it's the lines that they come out with, the fucking <v Speaker 5>bars that some of these characters have, like they go <v Speaker 5>so fucking hard, and I can't remember the Heisme one, <v Speaker 5>but it's it's I'll try to pull it up if <v Speaker 5>someone else wants to talk about it for a little bit. <v Speaker 5>But there's some quotes that are just incredible. <v Speaker 4>Yeah, I think that, oh no Osen says, I think <v Speaker 4>that the biggest change obviously. I mean I don't know <v Speaker 4>a lot of SMT. I've played a little bit, but <v Speaker 4>like between persona and metaphor is obviously you go away <v Speaker 4>from like this real world high school setting, and I <v Speaker 4>think that that just helps so much, which is weird <v Speaker 4>because I love Persona, like I genuinely like I love Persona, <v Speaker 4>but it's so refreshing to play this game where one <v Speaker 4>of your cam like Holgenberg very much implied to be <v Speaker 4>like probably late thirties, early forties, like she's significantly older <v Speaker 4>than the rest of the party, you know, And like <v Speaker 4>that's how it is with Heismee too, Like Hisme is <v Speaker 4>a father significantly older, and there's just a lot of <v Speaker 4>I don't know, just different age ranges, and it doesn't <v Speaker 4>feel like some of these social links are just there <v Speaker 4>to be like a romantic interest, which is funny because <v Speaker 4>I was totally like, I love romantic interest in games <v Speaker 4>like give me that boyer where like yeah, So whenever <v Speaker 4>I heard that there was no, you know, no Wai Fu's, <v Speaker 4>I was like, well, I don't I don't know like that. <v Speaker 1>Yeah, you know where you lock it down. <v Speaker 4>Yeah, but I was like, oh, I don't know, like <v Speaker 4>I kind of like that aspect, And then while I <v Speaker 4>was playing, it was like, holy shit, this is so <v Speaker 4>much better actually, because there's still like chemistry between the <v Speaker 4>main character and a couple of the other characters where <v Speaker 4>you're like, oh, like that could be a thing in <v Speaker 4>the future. But it doesn't feel like it's all consuming. <v Speaker 4>It doesn't feel like you're talking to like, okay, like <v Speaker 4>I love, I love what is Itfumi is? Is she <v Speaker 4>the chess player? <v Speaker 2>Five? <v Speaker 1>There? Yeah? <v Speaker 4>So it's like it doesn't feel like you're just like <v Speaker 4>doing these stories because you're like, oh, this character is <v Speaker 4>kind of cute and kind of interesting. <v Speaker 1>I almost see you. <v Speaker 4>Like it's it's just all so much more meaningful and <v Speaker 4>ties into the thematics and really, I mean like Brigita, right, <v Speaker 4>like gorgeous love her, love of my life. But also <v Speaker 4>it's not like you're going to her as like this <v Speaker 4>older romantic interest. You know, you're you're going to her <v Speaker 4>because she's she's going through a lot, you know, and <v Speaker 4>she's been through a lot, and god, just some of <v Speaker 4>the things that like, she she affected me so much <v Speaker 4>with some of the things that she would say. It <v Speaker 4>just about how life can make you very closed off <v Speaker 4>if you let it, and very jaded and kind of <v Speaker 4>seeing her try to pull herself out of. <v Speaker 1>That was, Yeah, so good, she's there. <v Speaker 3>There's a there's a lot of the bonds feel very natural, <v Speaker 3>and I think that's what makes them, makes the characters <v Speaker 3>stand out, especially if you're coming from this. You know, <v Speaker 3>we played like how many fucking persona games at this <v Speaker 3>at this point, So it's hard it's hard to be surprised, right, <v Speaker 3>But I was surprised by because again, like you're not <v Speaker 3>interacting with these characters, are like, oh, I want to <v Speaker 3>be their friend. It's like you're kind. <v Speaker 2>Of you, You're they're they're treating they're teaching. <v Speaker 3>You a lot about the world as you as they <v Speaker 3>walk through it with you, and so like Brigitta is. <v Speaker 1>Kind of a parallel world. <v Speaker 3>She like runs a weapons shop and she's like, if <v Speaker 3>I could have it my way, I wish this world <v Speaker 3>wouldn't have weapons, But this is the reality in which <v Speaker 3>we work with work in, and this is my trade. <v Speaker 3>So I'm kind of like stuck in. This is what <v Speaker 3>I have to do, and there's no real real escaping <v Speaker 3>and it explores that in a in a nuanced way, honestly, <v Speaker 3>And so I think that that is one way in <v Speaker 3>which this game kind of demonstrates like, oh, it's you know, <v Speaker 3>it does understand these complexities. And then I won't say <v Speaker 3>who the character is, but there's also one that focuses <v Speaker 3>on like religion as an institution versus faith, and I <v Speaker 3>think that's such a good vessel for exploring the Sanctish Church, <v Speaker 3>which kind of dominates the kingdom in which this game <v Speaker 3>exists in. And so you have this church, this institution <v Speaker 3>that is all powerful throughout the kingdom, but then you <v Speaker 3>have like the social bond where you kind of like <v Speaker 3>see it on the ground level and then kind of <v Speaker 3>see a lot of different like and like supporting characters. <v Speaker 3>Their faith is tested in some really interesting ways, and <v Speaker 3>the game is very smart about like saying it doesn't. <v Speaker 3>It's not about like, oh, it is religion bad, is <v Speaker 3>religion good? Or is having faith purposeful? <v Speaker 1>Whatever? <v Speaker 3>Like it doesn't. Those are very basic questions, and it doesn't. <v Speaker 3>It goes past that. <v Speaker 4>Yeah, it assumes that you have already made up your <v Speaker 4>mind on that. Like it's it's just examining it in <v Speaker 4>different situations and kind of more nuanced conversations. <v Speaker 2>It's not even try hyde. It's it's making an analog <v Speaker 2>to Christianity, and like examining is you know, this being <v Speaker 2>a very dominant thing in the world, you know, is <v Speaker 2>this always? Yeah? No, no metaphors in this game at all. <v Speaker 3>I think it's really funny this game is called metaphor because. <v Speaker 2>It's yeah, yeah, yeah, yeah, there's a lot on these things. <v Speaker 5>Extremely I do think that a lot of that is <v Speaker 5>able to do that way better in this game because <v Speaker 5>of the structure of it, of having a main villain <v Speaker 5>who you know from the beginning and kind of instead <v Speaker 5>of the persona thing of it's almost like episodic in <v Speaker 5>a lot of ways. There are segments of this game <v Speaker 5>where you go to different areas and you spend time <v Speaker 5>in different areas, but there is a very clear overarching no, <v Speaker 5>this is the person who you're fucking with, and you <v Speaker 5>want to deal with them real badly because they fucking suck. Yeah, <v Speaker 5>having like the ominous government man who you never see <v Speaker 5>until the final ten hours. In like a lot of <v Speaker 5>Persona games, they just say, no, fucking this guy, this <v Speaker 5>guy sucks. <v Speaker 2>Yeah at the last moment. <v Speaker 4>Yeah, yeah, I would say. That's what I was hoping <v Speaker 4>it would not do. I was like, man, if you <v Speaker 4>just end up fighting like God or something like, I <v Speaker 4>get it. But I was that I wouldn't do that <v Speaker 4>because like Lise is just like this little Griffith bitch <v Speaker 4>that I love. <v Speaker 2>And I tell you from the opening cut scene before <v Speaker 2>you press start what your goal is. It's yea, I <v Speaker 2>love it. <v Speaker 5>Yes, And like they wind up playing with it in <v Speaker 5>some cool ways too, because they do something which is <v Speaker 5>like it's fun that they there's a whole section where <v Speaker 5>you're like, oh, am I doing something else in this game, <v Speaker 5>like is the something else that's going on? <v Speaker 3>And then they're like, nah, yeah, yeah, I guess since <v Speaker 3>we're talking about characters, I guess I didn't really, it <v Speaker 3>wasn't until like I really sat down for like a <v Speaker 3>day after finishing the game, when I really appreciated Luis <v Speaker 3>as a character, Like not that I like him in <v Speaker 3>terms of like, oh that's my guy. That is not <v Speaker 3>my guy at all, but I think because. <v Speaker 2>Him in the next election, he's like he's kind of <v Speaker 2>a JoJo's villain. You know, he's got charisma where it's like, ah, right, <v Speaker 2>you're a good villain who I liked. <v Speaker 3>Is a very good villain that I that is offered <v Speaker 3>levels of complexity that is saw all the way through <v Speaker 3>the game at various points, so it's he's it's a <v Speaker 3>very consistent villain. I think Atlas has kind of had <v Speaker 3>that problem in a way because I think like with <v Speaker 3>Persona five, it's like flavor of the day villain as <v Speaker 3>you go from one thing to another, which is good, <v Speaker 3>which I think works for that game. Persona three kind <v Speaker 3>of waits till the very end to like show its cards, <v Speaker 3>which works for that what that is, But for metaphor, <v Speaker 3>I think this is a very uh this is like <v Speaker 3>a great like this is a great execution that is <v Speaker 3>consistent that kind of drives You're like, this is a <v Speaker 3>villain who drives you throughout the entire game and your <v Speaker 3>relationship with that villain, like you never really know where <v Speaker 3>you stand, and that's such an interesting part, like oh, <v Speaker 3>what's the next happen? And you think this is gonna happen, <v Speaker 3>but then it kind of changes into this and so <v Speaker 3>it's it like it it compels me. <v Speaker 5>Yeah, And he's really good at like presenting his case <v Speaker 5>in a way that a lot of ORPG villains aren't, <v Speaker 5>where like even if the game is like no, he <v Speaker 5>is objectively fucking wrong and we dislike what he's saying. <v Speaker 5>He is very eloquent and like the performance is graceh <v Speaker 5>and he's just like you can tell yeah, yeah, you <v Speaker 5>look at him and you're like, oh no, this guy <v Speaker 5>is fucking captivating, Like I can see why people follow this. <v Speaker 2>Guy right, very creous. <v Speaker 4>Oh yeah, like I would join that cult. <v Speaker 2>I think all of this is because it's very important <v Speaker 2>to point out the main character is not you. Your <v Speaker 2>main character is a character who has existed in this <v Speaker 2>world and has their story that you are influencing, but <v Speaker 2>you are not them. And I don't know how it <v Speaker 2>exactly all this plays agether, so don't ruin it if <v Speaker 2>there's something there, but yes, you are technically someone in <v Speaker 2>this game, and the protagonist is someone else. And because <v Speaker 2>the protagonist has you know, we we obviously have things <v Speaker 2>like Joker in Persona five having the backstory that sets <v Speaker 2>up for everything, but otherwise fairly average, you know, teenage <v Speaker 2>kid and the MC in this game having the background <v Speaker 2>that they do. Simply having the race that they do <v Speaker 2>and the way that everything weaves into that and how <v Speaker 2>they are such an underdog in this story is what <v Speaker 2>allows all these things to happen because you are guiding them, <v Speaker 2>but they have their own voice, literally and figuratively. They <v Speaker 2>are voiced for like the first time is fantastic. It's <v Speaker 2>not just like you know, battle grunts and stuff. It's <v Speaker 2>nice to see the person who you are guiding interact <v Speaker 2>with all these other characters as if they are all <v Speaker 2>real people. Because that's when the Atlas has always been <v Speaker 2>really good, as like making these characters that feel real <v Speaker 2>and finally your main character feels real as well, which, <v Speaker 2>by the way, were on the topic, why did everybody <v Speaker 2>name the protagonist Jan Jan? Of course? <v Speaker 4>Okay, I always name my Atlas protagonists the same thing, <v Speaker 4>which is hero with an I though I think. <v Speaker 2>Your hero, Yeah, Hero protagonist. <v Speaker 5>Yeah, yeah, Les, it asks you for two names, Yes, <v Speaker 5>it does. Yeah, So I did lex and then Lexi, <v Speaker 5>which wound up that's funny. <v Speaker 2>I know what Michael did, but I want to tell <v Speaker 2>the audience. <v Speaker 3>Yeh, good old Charlie Took who lives on yet again. <v Speaker 1>The Ultimate Time Traveler. <v Speaker 2>I went with Cyrus because it sounds like a masculine <v Speaker 2>forum of iris and the main character has heterochromia, so <v Speaker 2>I thought that was loo at you. Sean also got <v Speaker 2>blue hair like Cyrus from Pokemon Diamond Pearl, so if. <v Speaker 1>It the nerd uh folks friends were nearing the end <v Speaker 1>of our time here. But but I just want to <v Speaker 1>talk real quick about story in this game, and uh, <v Speaker 1>you know Persona games there, they all got their stories, <v Speaker 1>they all got their metaphors. But since this game is <v Speaker 1>called metaphor, do you think since you three have landed <v Speaker 1>or finished it, and Sean you're still in the process <v Speaker 1>along with me, does it stick the landing? Does does <v Speaker 1>it hit the metaphor? We've joked around that it's incredibly <v Speaker 1>on the nose, But like the messages that the game <v Speaker 1>has to tell it, does it land well? Has it <v Speaker 1>resonated with y'all? Is it affecting y'all? Have you found <v Speaker 1>yourself crying? Afterwards, we'll go around the room. Jess you first, <v Speaker 1>if if you are, you're ready. <v Speaker 2>Yes. <v Speaker 4>The answer I guess to everything is yes, it's so good. <v Speaker 4>I just I think that I grew up in my <v Speaker 4>favorite games or like Final Fancy seven and then Final <v Speaker 4>Fancy nine or like two of my all time favorite games, <v Speaker 4>and part of the reason for that is just how <v Speaker 4>deeply empathetic they are and how rooted they are, like <v Speaker 4>just the context I guess surrounding them and metaphor is <v Speaker 4>like that it reminded me in so many ways of <v Speaker 4>playing those games that I grew up playing, and like <v Speaker 4>just just like the way, like the storytelling, the way <v Speaker 4>that you have Like sorry to like draw this parallel, <v Speaker 4>but it's like, you know, I said that Luis is Griffith, <v Speaker 4>but he's also like a very seph Roth character, right, <v Speaker 4>Like it's a very like Cloud and seph Roth thing <v Speaker 4>where it's like each one of them has an idea <v Speaker 4>for how this place should be fixed, and they share <v Speaker 4>a lot of similarities, but the way, like the things <v Speaker 4>that happened to them completely altered, like what they think <v Speaker 4>they need to do in order to reach that utopia, <v Speaker 4>and so I don't know, it's just it's very compelling. <v Speaker 4>It brought me back to those games that raised me, <v Speaker 4>and in that sense, like it did have this really <v Speaker 4>big emotional impact on me in a way that a <v Speaker 4>game has it in a long time. Like my game <v Speaker 4>of the year last year was Balder's Gate three, right, <v Speaker 4>and that's a phenomenal game, and I loved every second <v Speaker 4>of playing it, But it's not something where I walk <v Speaker 4>away from it and I'm like, oh my gosh, I <v Speaker 4>want to be a better person, Whereas like I played <v Speaker 4>Metaphor and it just touches on so many things where <v Speaker 4>like I don't remember who I was texting, but I said, <v Speaker 4>it's like going to therapy where you hear your therapists <v Speaker 4>say something and you're like, yeah, like I know that <v Speaker 4>that's common sense, but if you hear it enough times, <v Speaker 4>and if you hear it delivered eloquently, there's just like <v Speaker 4>one of those times it just hits you and you're <v Speaker 4>like that is right, and like I know that inside, <v Speaker 4>but I needed to hear somebody else tell me that <v Speaker 4>because I felt alone or like I felt I don't know, <v Speaker 4>so and like That's how it was for me. Is <v Speaker 4>I just I was playing it and it would say <v Speaker 4>these things and sometimes it's cheesy, sometimes it's cliche, but <v Speaker 4>then it just it'll just pack a punch and you're like, <v Speaker 4>holy shit, Like I have become a jaded thirty year old. <v Speaker 4>And you know, I remember when I was idealistic, and <v Speaker 4>I remember how games moved me at one point, and like, <v Speaker 4>I like, this is what games can be and I <v Speaker 4>love that. <v Speaker 5>X Yeah, I think I said it on Twitter, but <v Speaker 5>like this game has a real anger to it. You know, <v Speaker 5>it has it's not willing, it's very willing to say <v Speaker 5>like what it thinks of certain people, and like it <v Speaker 5>has contempt for people who have given up on, you know, <v Speaker 5>hope in a lot of ways. The line I pulled <v Speaker 5>up from Hayes May's side story, it isn't said by him, <v Speaker 5>it's said by another character, but it's I don't know <v Speaker 5>when it happened, but we stopped chasing hope. We've grown complacent, <v Speaker 5>cling to the idea that is wiser to accept hardship <v Speaker 5>than resistish and that like really fucked me up as <v Speaker 5>someone who is very happy to look on the bad <v Speaker 5>side of things or to be inactive and allow like <v Speaker 5>negative things to happen because it just seems like the <v Speaker 5>right thing to do. And this game, in a way <v Speaker 5>that like very few other games have ever done, kind <v Speaker 5>of motivates you and is a real direct dialogue with <v Speaker 5>the player, basically trying to get them to believe in something. <v Speaker 5>And it's aware that, like again, it's very aware that <v Speaker 5>it is in fact a metaphor. It's aware that like <v Speaker 5>this isn't like the real world, but that doesn't fucking <v Speaker 5>madam man, and that it can still have power outside <v Speaker 5>of ash, which I think is something really incredible that <v Speaker 5>they are that self aware with this. <v Speaker 1>So, yeah, it's where you're at in the story. <v Speaker 2>Yeah, it's just how it starts strong and it keeps going. <v Speaker 2>I think the Persona games have an issue with their starts, <v Speaker 2>Especially after playing Reload this year, I realized that Persona <v Speaker 2>three probably gets off to the quickest start overall. You know, <v Speaker 2>five starts very bombastic, but it kind of then has <v Speaker 2>a huge exposition dump and not a lot happening until <v Speaker 2>you get through the first dungeon and metaphor. You know, <v Speaker 2>if you play that demo, you you know you're playing <v Speaker 2>the intro area, like allot of the tutorial there, so <v Speaker 2>a lot of people probably already know this, but it <v Speaker 2>starts with just some heavy beats and it just kind <v Speaker 2>of doesn't slow down. You know, is a hero's journey, <v Speaker 2>so you will have some ebbing and flowing, but man, <v Speaker 2>the highs hit really high. It's just it's all so <v Speaker 2>well presented. The characters, like we already said, are incredible, <v Speaker 2>and so even though I'm pretty early on in the <v Speaker 2>grand scheme of things, I am loving the overall pacing <v Speaker 2>of everything. I love how they are presenting what they <v Speaker 2>want to say. They you know, they say it out loud, <v Speaker 2>they say, hey, we don't necessarily need to condemn something <v Speaker 2>straight out, but ask questions, you know, question is this good? <v Speaker 2>Is this okay? Is Like, like we mentioned with Luis, <v Speaker 2>even if someone's ideal is maybe on the right track, <v Speaker 2>it's about the approach and the fact that this game <v Speaker 2>is constantly asking these questions is what is stringing me <v Speaker 2>along so much. It's what's making me fall in love <v Speaker 2>with the plot of this game, because it is this <v Speaker 2>grand epic tale that again like having a main character <v Speaker 2>who is on this journey, not just to you know, <v Speaker 2>by a bunch of high school drama stuff and then <v Speaker 2>kill god. You know, as fun as silly as it is, <v Speaker 2>may sometimes too silly. No, this is a much more <v Speaker 2>grounded as ground as you can be in a fantasy <v Speaker 2>world story of rising up through the ranks and overcoming adversity, <v Speaker 2>and the way they go about it, I just think <v Speaker 2>is absolutely fantastic. I'm loving it so far. <v Speaker 1>Oh my guy, Michael, him take us home. Throw some <v Speaker 1>knowledge of darts. Oh boy, the story here man that. <v Speaker 3>It's hard to follow up on all those things because <v Speaker 3>all y'all are all right and cover various aspects, and <v Speaker 3>I think that speaks to how much you can take <v Speaker 3>away from from this game. And I think I share <v Speaker 3>similar sentiments as all y'all. But for me, it's there's <v Speaker 3>there's a meta narrative to this game, and it opens <v Speaker 3>with that, and for a long time you kind of <v Speaker 3>wonder where it's going, what it does with that. I <v Speaker 3>think that's one of the more interesting aspects about how <v Speaker 3>this game does storytelling and how it is speaking to <v Speaker 3>you in various ways directly to you as the player, <v Speaker 3>and that adds a layer, that adds an extra layer <v Speaker 3>that not I don't I don't know if I've ever <v Speaker 3>felt from a game before, because not only are you <v Speaker 3>going through this fantasy world that has has a lot <v Speaker 3>of parallels that are reflective of the worst parts of <v Speaker 3>our own world, giving you the power to fight at it, <v Speaker 3>giving you the context to understand it, and compelling you <v Speaker 3>in so many various ways as you reach the end. <v Speaker 3>So in that extra layer, I think they're able to <v Speaker 3>cut deeper than I had expected. And by the end <v Speaker 3>of this game, sat, I sat. I was playing as <v Speaker 3>Lucy's place. I sat in Lucy's couch and I sat <v Speaker 3>there and I cried for an hour. And I think <v Speaker 3>it has to do with man, it's really hard to <v Speaker 3>talk about without giving too much away, but the way <v Speaker 3>this game tells you that fiction can be powerful, that <v Speaker 3>the stories you grew up idolizing, the fictional characters you <v Speaker 3>grow up loving, like in a way a lot of <v Speaker 3>you know, I think a lot of people feel embarrassed <v Speaker 3>to say that, like, oh, this fictional character or this <v Speaker 3>game I played, or this this hero and the story <v Speaker 3>is that's my hero too, And it's like, well, don't <v Speaker 3>you idolize like someone in real life or whatever, And <v Speaker 3>like no, I think that there are a lot of <v Speaker 3>fictional characters who have made me who I am. And <v Speaker 3>it's really funny that this is coming from Atlas because <v Speaker 3>Atlas games have affected me in a very big way. <v Speaker 3>So for this game to reach out to me personally, <v Speaker 3>it feels like reaching out to the player personally to <v Speaker 3>tell them this story and to tell them that it <v Speaker 3>is okay to to embrace the fiction that like those <v Speaker 3>things that are core pillars to who you are, Like, <v Speaker 3>let that be power in your own life too, Like <v Speaker 3>it's these things and be moving as well. So there's uh, <v Speaker 3>like there there's a there's an extra level to this, <v Speaker 3>to this narrative, and I think it sprinkles that throughout, <v Speaker 3>like it shows you like when you ever, whenever you <v Speaker 3>visit academia and you like check on the book next <v Speaker 3>to next to more and then it kind of like <v Speaker 3>keeps minding. It's like, oh, you know this person named Michael, <v Speaker 3>you know they were they were they were once influenced <v Speaker 3>by like the stories of yours. Huh, I wonder what <v Speaker 3>that's about. And I think, uh, it's like a it's <v Speaker 3>a nice breadcrumb, it's a nice trail in addition to <v Speaker 3>everything else that you're playing. So it's uh, it's very <v Speaker 3>powerful in what it says about fiction. I say as <v Speaker 3>much in my review because I think that is like <v Speaker 3>the most important part is in addition to like the <v Speaker 3>political messages, in addition to all the friendships that you <v Speaker 3>make through the bonds and follower system and having your <v Speaker 3>having such a strong RPG party, There's more to it <v Speaker 3>than that, and I think that is one of the <v Speaker 3>things that put Metaphor above many of the other RPGs <v Speaker 3>that I love. <v Speaker 1>Hell yeah, folks, if that is not a ring endorsement <v Speaker 1>to perhaps explore the metaphor of Metaphor refantasio, I don't <v Speaker 1>know what the fuck will fantastic game. I realize I <v Speaker 1>haven't said much about the game, but I'm just absolutely <v Speaker 1>giddy top to bottom experience with the game, the whole wrapping, <v Speaker 1>the whole joint. I just love jumping into a battle <v Speaker 1>and it says peril, Oh, dudet it. <v Speaker 2>This is ui porn. It's so good, like you thought <v Speaker 2>Persona five was good like this. Maybe doesn't have quite <v Speaker 2>the same style, but damn everything is moving, Everything has <v Speaker 2>a vibe to it, like which is I'm not just <v Speaker 2>saying that because it looks good. It's important in is <v Speaker 2>very important in a turn based RPG. Those menus that <v Speaker 2>you were looking at for one hundred dollars, they better <v Speaker 2>like damn good. And this game looks damn good. Yeah, <v Speaker 2>like the Oh the other day, Michael, you might remember <v Speaker 2>when you tweet that picture of Lucy's cat. Well, you know, <v Speaker 2>put the crossan emoji and I put the I put <v Speaker 2>the golden ratio in like sta. It's because I had <v Speaker 2>this game's you. I on the brain and I can't <v Speaker 2>get off my head. <v Speaker 3>If you look, you see a lot of like sheepe shapeliness, <v Speaker 3>Lucy's cat curled up. <v Speaker 2>On the corner. <v Speaker 5>This game does a good cat. <v Speaker 1>Oh, it does have a good cat. And folks, I <v Speaker 1>want you to see the loose Lucy's cat the golden <v Speaker 1>ratio within yourselves, and perhaps give a metaphor refantasio a shot. Jess, <v Speaker 1>thank you so much for giving us your time. Lex, <v Speaker 1>thank you so much for giving us your time. Sean thanks, <v Speaker 1>Uh we pay you to be here. Uh, Michael, him, <v Speaker 1>my boy, my lad, thank you so much for being good. Folks. <v Speaker 1>If you're listening watching live, stay tuned, because I I <v Speaker 1>I want nothing more for my birthday than to inflict <v Speaker 1>pain onto Lucy. <v Speaker 2>Speaking Lucy, She's gonna get blighted right after. <v Speaker 1>An emotional roller coaster. Folks, we start with the news, <v Speaker 1>we hit you, we roll straight through your heart with metaphor, <v Speaker 1>and then we're just gonna deep dive it, nose dive <v Speaker 1>into whatever the Blaked crew has planned for Lucy James, <v Speaker 1>thank you so much for tuning in to BombCast Revengeance. <v Speaker 1>We'll see you next week for another lovely episode. My <v Speaker 1>birthday wishes for you at home to have a fantastic day, <v Speaker 1>because y'all look grint fantastic. Keep recording. We're gonna clap <v Speaker 1>after this, you at home. Pull up time dot Com. <v Speaker 1>We're gonna clap two metaphors, social links. Oh maybe maybe <v Speaker 1>this goes up in like the Mount rushmore of like <v Speaker 1>DAPs or like handshakes and games with like the Bond. So, folks, <v Speaker 1>we'll see you next week. I love you, good ju
Chapters
No chapters available.