Ninja Gaiden 4 Cover Story, Voidbreaker, And Metal Gear 3DS (Feat. Mike Drucker)
In this week's episode of The Game Informer Show, Emmy-nominated writer, comedian, and former Nintendo developer Mike Drucker (The Tonight Show, Bill Nye Saves the World) joins us to discuss our Ninja Gaiden 4 cover story, roguelite first-person shooter Voidbreaker, UFO 50, and his time working on Kid Icarus: Uprising — a formative handheld title for co-host Charles Harte. Later in the show, we laugh about the absurd controls of Metal Gear Solid: Snake Eater 3D, Lumines Arise, and The Rogue Prince of Persia.
We connected Drucker with legendary game designer Roberta Williams (King's Quest, Mystery House) to discuss her legacy and its impact on his life in a new feature in Game Informer Magazine Issue 371. Drucker's latest book, Good Game, No Rematch, is available now.
The Game Informer Show is a weekly podcast covering the video game industry. Join us every Thursday for chats about your favorite titles – past and present – alongside Game Informer staff and special guests from around the industry.
Follow our hosts on social media:
00:00 -- Introduction
06:04 -- Ninja Gaiden 4
25:40 -- Shinobi: Art of Vengeance
31:34 -- UFO 50
41:06 -- Metal Gear Solid: Snake Eater 3D
46:30 -- Kid Icarus: Uprising
55:05 -- The Rogue Prince of Persia
01:00:32 -- Lumines Arise
01:08:55 -- Voidbreaker
We connected Drucker with legendary game designer Roberta Williams (King's Quest, Mystery House) to discuss her legacy and its impact on his life in a new feature in Game Informer Magazine Issue 371. Drucker's latest book, Good Game, No Rematch, is available now.
The Game Informer Show is a weekly podcast covering the video game industry. Join us every Thursday for chats about your favorite titles – past and present – alongside Game Informer staff and special guests from around the industry.
Follow our hosts on social media:
- Alex Van Aken (@itsVanAken)
- Kyle Hilliard (@KyleHilliard)
- Brian Shea (@BrianPShea)
- Charles Harte (@ChuckDuck365)
- Mike Drucker (@MikeDrucker)
00:00 -- Introduction
06:04 -- Ninja Gaiden 4
25:40 -- Shinobi: Art of Vengeance
31:34 -- UFO 50
41:06 -- Metal Gear Solid: Snake Eater 3D
46:30 -- Kid Icarus: Uprising
55:05 -- The Rogue Prince of Persia
01:00:32 -- Lumines Arise
01:08:55 -- Voidbreaker
2025-08-30
79 min
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Transcript
<v Speaker 1>This week on the Game in Former show, Brian Jay <v Speaker 1>takes a deep dive into his Ninja Guiden for cover story. <v Speaker 2>Ninja Guiden three came out in twenty twelve, and it <v Speaker 2>just seemed like this franchise was dead for all intents <v Speaker 2>and purposes. If you haven't familiarized yourself with Ninja Guiden four, <v Speaker 2>it's just this super intense action game. The original Ninja <v Speaker 2>Gaiden on Xbox, at least the original three D Ninja <v Speaker 2>Gaiden kind of served as like this defining entry in <v Speaker 2>the action genre. I traveled to Tokyo, visited Platinum Game, <v Speaker 2>spent a full day in the studio, which was really <v Speaker 2>cool to be in, kind of like the building where <v Speaker 2>all of these incredible games were born out of. <v Speaker 1>Emmy nominated television writer and former Nintendo localization writer Mike <v Speaker 1>Drucker dives into his thoughts on UFO fifty Metal Gear, <v Speaker 1>Solid three Snake Eater on three DS. <v Speaker 3>And I texted Mike. <v Speaker 4>I was like, Mike, this is this is almost unplayable, <v Speaker 4>Like this is like you have to use the face <v Speaker 4>buttons to aim and answers. <v Speaker 1>A couple of questions for us about as time working <v Speaker 1>at Nintendo. <v Speaker 5>A lot of the things that I was assigned to were, <v Speaker 5>you know, punching up certain scenes where they wanted more jokes, <v Speaker 5>or things like writing the idle text. You know, writing <v Speaker 5>the idols were basically trophies in the game, So getting <v Speaker 5>to write the text for that was super fun because <v Speaker 5>they basically let you do whatever you want to know, <v Speaker 5>so that was super fun. <v Speaker 1>We also talked Shanobi, Art of Vengeance, the Rogue Prints <v Speaker 1>of Persia, Luminous Rise, and a new Rogue Light FPS <v Speaker 1>void Breaker. The more that you increase your fov slider <v Speaker 1>in the graphics setting, the faster you move, and there <v Speaker 1>are other ones that are the higher your frame rate <v Speaker 1>is the higher damage you do in the game. There's <v Speaker 1>really like game breaking things that are really exciting. The <v Speaker 1>podcast is about to begin. If you haven't yet, hit <v Speaker 1>that subscribe button. Like the video and consider picking up <v Speaker 1>a Game Informer magazine print subscription. Hey, everybody, Welcome back <v Speaker 1>to the Game Informer Show, a weekly podcast covering the <v Speaker 1>video game industry. Join us every week for a discussion <v Speaker 1>with the latest gaming news, reviews, and exclusive reveals, alongside <v Speaker 1>Game and Former staff and special guests from around the industry. <v Speaker 1>I'm one of your hosts today Alex van Aiken and <v Speaker 1>Today I'm joined by Kyle Hilliard. <v Speaker 4>Hello, Kyle, Hey, I got ahead of myself. <v Speaker 3>I was excited. <v Speaker 1>Oh you're you're excited. I get it. We've got We've <v Speaker 1>got a pack show. We're gonna be talking about our <v Speaker 1>Ninja Guidan for cover story, the Rogue Prince of Persia, <v Speaker 1>lumit Us Arise, and a lot more, alongside Charles Hart. <v Speaker 1>How you doing Charles? <v Speaker 6>Hello, I've played a little bit of one of those games. <v Speaker 1>Hell, yeah, that's what that's what we're talking about mainly <v Speaker 1>here as as like as a fun guy. Yeah, fulfilling <v Speaker 1>your usual role. We are glad to have you here. <v Speaker 1>Bryan Shay, Welcome back to the show. <v Speaker 2>How you doing, Hey, I'm doing good. I recently rewatched <v Speaker 2>eight Mile for the first time in like almost twenty years, <v Speaker 2>and now I have his Terrible Sweet Home Alabama freestyle <v Speaker 2>stuck in my head for the. <v Speaker 1>Last Yeah, that's that's amazing. <v Speaker 4>But also of gutten four, So we're gonna' that's. <v Speaker 1>The big one. That's the big one. We'll get into <v Speaker 1>that in just a moment. We're also joined by Emmy <v Speaker 1>nominated television writer and producer Mike Drucker, Howda, and Mike. <v Speaker 5>I'm doing great. Thank you very much, Thank you for <v Speaker 5>having me. <v Speaker 1>Yeah. Yeah, I've been following your work for a while. <v Speaker 1>I everybody here has. <v Speaker 4>It's funny to be led with the TV stuff when <v Speaker 4>there's like, oh yeah, I was. <v Speaker 1>Going to get into it. I was going to get <v Speaker 1>into you know, known for Full Frontal with Samantha be <v Speaker 1>the Tonight Show. You worked at Nintendo as a localization <v Speaker 1>writer for a while on titles like Zelda, Skyward Sword <v Speaker 1>and Kiddick Risk. And you have a book out right, Mike. <v Speaker 6>Yep. <v Speaker 5>It's called Good Game, No Rematch. It's available hardcover, digital, <v Speaker 5>and audio, and it's basically a book about me growing <v Speaker 5>up with games and how I've humiliated myself throughout. <v Speaker 3>My life with it. <v Speaker 1>That's awesome, It really good. <v Speaker 4>It's really good to hop in there. I really liked <v Speaker 4>that book a lot. <v Speaker 3>Mike. <v Speaker 4>I don't know if I've talked to you directly about <v Speaker 4>your book, but it's like, it's like David Sedaris liked <v Speaker 4>video games, is kind of how I feel about. <v Speaker 5>That's a huge complement and I appreciate that. <v Speaker 6>And he's also in the issue. <v Speaker 1>Also, I was gonna say, yeah, yeah, you wrote a <v Speaker 1>feature for us in this new issue of Game Informer. <v Speaker 1>What was the feature about Mike? <v Speaker 5>Well, in my book, I have a whole chapter about <v Speaker 5>King's Quest and how much I love Roberta Williams. And <v Speaker 5>so Kyle was kind enough to come to me and <v Speaker 5>be like, do you want to talk to her for <v Speaker 5>an article? And I was like, yes, I would like <v Speaker 5>that very much, and so I got to have multiple <v Speaker 5>phone conversation with Roberta Williams. If you don't know who <v Speaker 5>she is, she was a massive, massive, massive video game <v Speaker 5>designer in the eighties up till about the mid late nineties. <v Speaker 5>She created King's Quest. She basically kicked off a lot <v Speaker 5>of the big Sierra games, like even though she didn't <v Speaker 5>make Space Quest or Police Quest, like, her games kind <v Speaker 5>of were the reason those got made. And she, you know, <v Speaker 5>did games like Phantasmagoria like she was one one of <v Speaker 5>I would say, like one of the early game designers <v Speaker 5>to have like a big name across the box where <v Speaker 5>it's say ROBERTA Williams King's Quest. <v Speaker 1>Yeah, it's it's incredible. I'm so excited to read that feature. <v Speaker 1>I actually normally in the cycle, i'm a little more <v Speaker 1>involved with you know, knowing what's going in the issue <v Speaker 1>ahead of time. It's just been so busy around here. <v Speaker 1>There's a lot of a lot of cool stuff in <v Speaker 1>that issue I haven't had a chance to look at yet, <v Speaker 1>which brings me to my point. If you're listening, you <v Speaker 1>can support us today by going to GameInformer dot com <v Speaker 1>slash subscribe, picking up a print magazine subscription, or if <v Speaker 1>you're overseas and you'd like to support us and read <v Speaker 1>a lot of great and well researched articles about games. <v Speaker 1>We've got a digital version as well for a cheaper price, <v Speaker 1>so go check that out. GameInformer dot com slash subscribe. <v Speaker 1>You still have time to place your order for the <v Speaker 1>Ninja Guide in for cover, and we've got a lot <v Speaker 1>of great ones coming down the pipeline as well. But <v Speaker 1>we will get right into the show. We won't wait <v Speaker 1>any longer. Brian, you have been playing Ninja Gaiden four <v Speaker 1>as part of his cover story. I'm very curious about this. <v Speaker 1>Can you tell us about it? <v Speaker 2>Yeah, for sure. So usually, Alex, you get to tag <v Speaker 2>along on a lot of these covered story trips. This <v Speaker 2>was kind of a unique one in that I went <v Speaker 2>solo and so I'm the only person who had a <v Speaker 2>chance at least on the game and former staff to <v Speaker 2>check out Ninja Gaiden four. And you know, I have <v Speaker 2>a long history with the Ninja Gaiden franchise. I remember <v Speaker 2>going over to my neighbor's house and playing the original <v Speaker 2>NES game, so dating all the way back to like, <v Speaker 2>you know, the early nineties, I have a history with <v Speaker 2>Ninja Gaiden, and I played the Dead or Alive games <v Speaker 2>as they came out, and then like Ninja Gaiden kind <v Speaker 2>of faded into the background of like being a dormant franchise, <v Speaker 2>and then when they you know, revitalized it as this <v Speaker 2>three D action title for the original Xbox just called <v Speaker 2>Ninja Guiden, and then two and three came out in <v Speaker 2>subsequent years. I remained a fan, although I'm not like <v Speaker 2>the biggest fan of three. I think I gave it <v Speaker 2>a pretty scathing review on another website that I wrote <v Speaker 2>for before Game Informer, But it's been dormant for over <v Speaker 2>a decade now, you know it was. I think Ninja <v Speaker 2>Guiden three came out in twenty twelve, and it just <v Speaker 2>seemed like this franchise was dead for all intents and purposes. <v Speaker 2>Like I think there was like the Yaiba Ninja Guiden <v Speaker 2>game that came out in twenty fourteen. <v Speaker 3>Oh yeah, Ninja's right. <v Speaker 2>Yeah, so its it. But that was twenty fourteen. I <v Speaker 2>think it was pretty critically bashed, and you know, we <v Speaker 2>haven't heard a peep from that franchise since, and it's <v Speaker 2>been We've gotten a few dead or a live games <v Speaker 2>here or there, but nothing like mainline Ninja Guiden. <v Speaker 1>And this year and this year, yeah, this year we're <v Speaker 1>getting three. <v Speaker 2>Yeah. This year it's been like I've called it the <v Speaker 2>Year of the Ninja since like this year started coming <v Speaker 2>into like focus because we got Ninja Guiden Black two, <v Speaker 2>which was you know, an Unreal Engine five remaster of <v Speaker 2>Ninja Guiden two, which came back out or came out <v Speaker 2>back in like the three sixty. We've gotten Ninja Guiden <v Speaker 2>Rage Bound, we got Assassin's Creed Shadows earlier this year. <v Speaker 2>We had Shanoby Art Avengeance, which I reviewed for US <v Speaker 2>this week and we can talk about that a little <v Speaker 2>bit later. And we got Ghost of Yote coming out <v Speaker 2>next month. So that all has been like this giant <v Speaker 2>like re emergence of Ninja games, and it's been really <v Speaker 2>cool because, like you know, ninjas are incredibly fun to <v Speaker 2>play as because they have just this incredible suite of <v Speaker 2>abilities and like tools and weapons at their disposal, and <v Speaker 2>it's it turns out you can make a wide variety <v Speaker 2>of games based on ninja's Like Assassin's Creed Shadows has <v Speaker 2>so little in common with Ninja guid And four, and <v Speaker 2>Ninja gid And four has so little in common with <v Speaker 2>something like Shanoby Art a Vengeance. So it's like the <v Speaker 2>diversity that we're getting even within like the subgenre of <v Speaker 2>like ninja action games is incredible and having spent you know, <v Speaker 2>time with all of them, I think, aside from Ghost <v Speaker 2>of Yote, at this point, I think it's been an <v Speaker 2>incredibly strong year for fans of ninjas, and it last <v Speaker 2>release in that category for this year in terms of <v Speaker 2>at least like mainstream is going to be Ninja Gaiden four. <v Speaker 2>So it kind of feels fitting to have like this <v Speaker 2>be like our end cap of like, all right, we're <v Speaker 2>gonna kind of put an exclamation point on this year <v Speaker 2>of the Ninja by putting Ninja Gaiden four on the cover. <v Speaker 2>And you know, if you haven't familiarized yourself with Ninja <v Speaker 2>Gaiden four, it's just this super intense action game. The <v Speaker 2>original Ninja Gaiden on Xbox, at least, the original three <v Speaker 2>D Ninja Gaiden kind of served as like this defining <v Speaker 2>entry in the action genre for difficulty and like reflex based, <v Speaker 2>skill based action combat. And it was kind of like <v Speaker 2>the influential difficult action game before Soul's likes existed, So <v Speaker 2>it was at that time it was like heavy combo emphasis, <v Speaker 2>using like a wide range of tools and you know, <v Speaker 2>defeating a group of enemies or a boss in like <v Speaker 2>the most stylish and fast paced manner possible. <v Speaker 1>Yeah. I think of that and Anna Musha as those <v Speaker 1>early titles. <v Speaker 2>Yeah and Devil May Cry. <v Speaker 1>Yeah. Yeah. <v Speaker 2>Games like that really defined that era of like like <v Speaker 2>a stylish, adrenaline fueled action games. And in the time since, <v Speaker 2>you know, the Souls like has really emerged as like <v Speaker 2>the preferred three D action title. But it's really cool <v Speaker 2>to see Ninja Guiden four kind of bringing the franchise <v Speaker 2>back into the forefront alongside what would turned out to <v Speaker 2>be an excellent two D side scroller in Ninja Gaiden <v Speaker 2>Rage Bound, which came out I think end of last month, <v Speaker 2>and so Ninja Gaiden four it actually unites two of <v Speaker 2>the most iconic action oriented studios really in the history <v Speaker 2>of video games. You know, Team Ninja's been the developer <v Speaker 2>of Ninja Gaiden since the Xbox release back in the <v Speaker 2>early two thousands. But they're bringing in Platinum Games, who <v Speaker 2>you know, near Automata, the Banetta series, astral Chain, all <v Speaker 2>these incredible action titles. They're bringing that wealth of experience <v Speaker 2>into the franchise. And I've seen some people kind of <v Speaker 2>express some concern that maybe this won't feel like a <v Speaker 2>tried and true Ninja Guiden game because Platinum Games is <v Speaker 2>co developing. It's not even like a support studio situation. <v Speaker 2>It's like they had There are two co directors on <v Speaker 2>Ninja Gaiden. One is from Team Ninja, one is from <v Speaker 2>Platinum Games. They're really working hand in hand. So yeah, <v Speaker 2>I traveled to Tokyo, visited Platinum Games, spent a full <v Speaker 2>day in the studio, which was really cool to be <v Speaker 2>in kind of like the building where all of these <v Speaker 2>incredible games were born out of. <v Speaker 1>I have a question about their office. Is it is <v Speaker 1>it like a fancy office like a band diy or <v Speaker 1>is it more of like a just four walls and. <v Speaker 2>Cubicles it's very sterile, which I found is often the <v Speaker 2>case with a lot of high profile Japanese studios. <v Speaker 4>You know, I'm visited games laughing because it's like has it. <v Speaker 4>I don't, Mike, have you ever been to like Japanese studios. <v Speaker 4>I don't know if your career is every taking there, <v Speaker 4>but no, but. <v Speaker 5>I have worked for a Japanese game company that had <v Speaker 5>somewhat similar design philosophy in America. <v Speaker 2>He worked out of the Redmond office. So, like you've <v Speaker 2>seen the inside of Nintendo, I've been upstairs at Nintendo <v Speaker 2>and it it's very similar to that, where it's just <v Speaker 2>like all right, we have very like white walls and <v Speaker 2>like a TV up on the wall with a conference <v Speaker 2>phone in the middle of the table. <v Speaker 4>I think from Software has like a like two dark <v Speaker 4>soul statues or something they. <v Speaker 1>Have they have gone down to one gone like right <v Speaker 1>next like the. <v Speaker 4>Yeah. <v Speaker 2>So I've been to studios like game Freak and Atlas <v Speaker 2>and Sega over in Japan, Squaring Nicks. They're all kind <v Speaker 2>of similarly like uneventful in terms of like the decor, <v Speaker 2>Like you see some cool artifacts, like they have a <v Speaker 2>display case or several display cases at Platinum and you <v Speaker 2>walk in, you're like, oh, yeah, they worked on that game, <v Speaker 2>or that's a really cool like replica gun from Bayonetta. <v Speaker 2>But like outside of that, and like the fact that <v Speaker 2>there are like you know, twenty five gaming PCs in <v Speaker 2>a conference room for like people to play builds of <v Speaker 2>and everything, there's really not anything that would hint that <v Speaker 2>like this is where these incredible games came out of. <v Speaker 2>But you know, I got to play several hours of <v Speaker 2>Ninja Gaiden four. I talked to the co directors. I <v Speaker 2>talked to like the lead level design environmental guy, the <v Speaker 2>one of the art directors, and one of the composers. <v Speaker 2>So it was a pretty deep dive into not only <v Speaker 2>how this game came to exist, Like we dove deep <v Speaker 2>into like you know, how these studios united, how they <v Speaker 2>got signed under the Xbox Games publishing label, and also <v Speaker 2>like you know, just drilling down into the core mechanics <v Speaker 2>of this game, because like they have to walk that <v Speaker 2>like tight rope of Like, all right, there hasn't been <v Speaker 2>a new Ninja Guiden game in over a decade, so <v Speaker 2>the game design conventions have evolved so thoroughly that they <v Speaker 2>have to address that in some way. They can't just <v Speaker 2>put out Ninja Guiden four and have it play just <v Speaker 2>like two or three. It has to evolve in some fashion, <v Speaker 2>but if they evolve it too much, people are going <v Speaker 2>to be mad. They're like, oh, well, I waited so <v Speaker 2>long for this game, and it's unrecognizable as like a <v Speaker 2>successor to the games that I loved. And so they <v Speaker 2>had this difficult task of doing that, and I really <v Speaker 2>think that they nailed it, Like it feels definitively like <v Speaker 2>a Ninja Guiden game, while also implementing various things that <v Speaker 2>Platinum Games absolutely brought to the table, like small things <v Speaker 2>like you know, Platinum Games, when you hit an enemy <v Speaker 2>with your weapon, there's usually a hit stop, like there's <v Speaker 2>a brief pause when like there's a moment of impact <v Speaker 2>and then you follow through. Right. That adds just a <v Speaker 2>little bit like a visceral feeling. That's not something that's <v Speaker 2>been present in most Ninja Guiden games. But they did <v Speaker 2>implement that for something like when you delimb an enemy, <v Speaker 2>because what that tells you is now you can perform <v Speaker 2>these abilities that are like basically finishing moves called obliteration techniques. <v Speaker 2>So that was the thing that Platinum Games brought to <v Speaker 2>the table. They also designed the new protagonist Yakamo, who <v Speaker 2>is like the super agile. He almost seems like he <v Speaker 2>would fit like in with a Platinum Games title, Like <v Speaker 2>he's very like stylish, action driven. He's kind of like, <v Speaker 2>you know, edge Lord look to him, so he would <v Speaker 2>fit right in. And like just uses the word. <v Speaker 4>D limb with the reckless such like a video game <v Speaker 4>thing that we just like walked right by. It's like, yeah, <v Speaker 4>we literation technique is also. <v Speaker 5>Because amputate sounds so broke, like when you amputate an <v Speaker 5>arm off a character, You're like, wait, wait, wait, why <v Speaker 5>are you doing. <v Speaker 2>That's so surgical, You're not really like like you know, <v Speaker 2>doing like a procedure. <v Speaker 1>Stylish. <v Speaker 6>Brian, your cover story used the word uh dismemberment a lot, <v Speaker 6>which I feel like also fit d limb is like <v Speaker 6>it fits in the vent diagram of like it is <v Speaker 6>what I feel like they'd use in the plane office building. <v Speaker 6>They're like, oh they do limit systems. <v Speaker 7>Yeah, but yeah, Like so it feels really good in <v Speaker 7>the combat is I would say, much better than what <v Speaker 7>I remember Ninja guid and three, being like it's funny <v Speaker 7>because I posted it on the Ninja Gaiden subredditor I <v Speaker 7>was hanging out in there. <v Speaker 2>Somebody else actually posted it and I was just answering questions, <v Speaker 2>and somebody was like, how was the AI compared to <v Speaker 2>previous entries, And I'm like, dude, it has been thirteen <v Speaker 2>years since. <v Speaker 4>I played ninjakaid in three. <v Speaker 2>But they were, you know, they are quite aggressive, like <v Speaker 2>the bosses in particular, and I checked out multiple modes. <v Speaker 2>I fought three different bosses, and you know, all the <v Speaker 2>bosses are instructive in their own ways. Like one taught <v Speaker 2>you to, like, you know, use your your grappling hook <v Speaker 2>to get out of danger and like remain super aggressive. <v Speaker 2>The other one taught you to like how to deal <v Speaker 2>with crowd control while there's also like a big bad <v Speaker 2>in the middle of it, like you know, trying to <v Speaker 2>take you out, but like there's also summonning minions and everything. <v Speaker 2>And then another one was like just saying mobile as <v Speaker 2>much as you can in a boss box. If you <v Speaker 2>plant your feet for too long, they'll either throw a <v Speaker 2>projectile at you or one case, she even grabbed me <v Speaker 2>and like just basically like almost one hit KOed me. <v Speaker 2>So there's a lot of like, oh, this boss teaches <v Speaker 2>you this, and this boss is skilled checking you on this, <v Speaker 2>and I think that's what a lot of Ninja guid <v Speaker 2>and fans are gonna want, because, like, you know that <v Speaker 2>these games are built around being a challenging and like <v Speaker 2>skill testing experience, and I always felt like it was <v Speaker 2>teaching me something new and then testing me on that <v Speaker 2>very shortly after that. And Ryu and Yakimo are both <v Speaker 2>playable in the game, even though Yakimo is the protagonist <v Speaker 2>of this one. So I got to play the story <v Speaker 2>chapters with Yakimo and then got dumped into challenge mode <v Speaker 2>where I could go back and actually play Yakimo's levels <v Speaker 2>as Reu Hayabusa, the longtime series protagonist. And they do <v Speaker 2>control similarly, like they both feel like you know, if <v Speaker 2>you if you just picked up your controller and played <v Speaker 2>either of them, you'd be like, oh, yeah, they control <v Speaker 2>the same, But when you bounce back and forth between <v Speaker 2>the two, it's like Yakimo is so much more adile. <v Speaker 2>He has a wider array of weapons, whereas Rio is <v Speaker 2>just like a physical force. Like he he's a little <v Speaker 2>bit slower, but he also has like just just his sword, right, <v Speaker 2>he doesn't really have like a wider range of weapons <v Speaker 2>in scam. <v Speaker 1>Do you have a preference on how either of them felt. <v Speaker 2>So I grew up playing games starring Reo and I <v Speaker 2>will always like him, But like, I think Yakimo is <v Speaker 2>a little bit more in the style that I like <v Speaker 2>to play, like fast paced action games. I like a <v Speaker 2>little bit more speed and like the ability to swap <v Speaker 2>between weapons. Yeah, so Yakimo eventually will have four weapons, <v Speaker 2>and then he also has this form that he can <v Speaker 2>take on called Blood Raven form. He comes from the <v Speaker 2>Raven clan, so he he's the Blood. He can transform <v Speaker 2>into Blood Raven form, and that also transforms his weapons. <v Speaker 2>So like he has like the dual blades as one <v Speaker 2>of his weapons, which are like really like you know, <v Speaker 2>evasive and fast paced, but when you take on the <v Speaker 2>Blood Raven form, it actually turns into like this really <v Speaker 2>like just ridiculously low blade that you can just like <v Speaker 2>attack enemies from halfway across the arena. And then there's <v Speaker 2>another one that transforms it from like a rap year <v Speaker 2>sword into like a drill and you just like could <v Speaker 2>perform like finishing moves on like the enemy with like <v Speaker 2>just drilling a hole through their chest. Basically. <v Speaker 1>Meanwhile, Reeve's just got a sword. <v Speaker 2>He's got a sword, but I know, it's like it's <v Speaker 2>the legendary sword that he's had in all of the entries. <v Speaker 1>Though it seems like they're really pushing you to play <v Speaker 1>with his Yakamo character. It's like, oh, it's also got guns, <v Speaker 1>you know. <v Speaker 4>Well he does. <v Speaker 2>I mean, so Yakam also has this staff that turns <v Speaker 2>into a hammer that you can just like smash enemies <v Speaker 2>heads in with, and then he has this other the <v Speaker 2>fourth weapon that we just learned about are the assassin's tools, <v Speaker 2>and it's just this wide range of things like you know, <v Speaker 2>a giant shroken and like uh like the claws that <v Speaker 2>ninjas have sometimes and just this just wide range of weapons. <v Speaker 2>And then the raven, the blood Raven form of that <v Speaker 2>is he just sprouts two robot arms that give him <v Speaker 2>more range and power with those same weapons. <v Speaker 5>So it's just like just for. <v Speaker 2>An indicator of how like absurd this is. Like it's <v Speaker 2>not like they are like, oh, this is like we <v Speaker 2>are taking this so seriously. This is only for like, yes, <v Speaker 2>the challenge is serious and the gameplay is serious, but <v Speaker 2>they're leaning into just like the bombastic storytelling and like <v Speaker 2>over the top absurdity. So like you will not go <v Speaker 2>into this thinking like all right, well this is we <v Speaker 2>got to sit down and straight face to take this <v Speaker 2>this game seriously with every every story beat that it delivers, <v Speaker 2>like it's a fun story. I'm enjoying it. Like there, <v Speaker 2>you know, like the basically like off screen ryu habusas <v Speaker 2>like sealed this creature called the Dark Dragon, which is <v Speaker 2>a recurring enemy in the Ninja Guiden series, sealed him <v Speaker 2>away and thought he defeated him, but it turns out <v Speaker 2>he's just raining down like this like toxic rain on <v Speaker 2>top of Tokyo, turning it into like a ghost town. <v Speaker 2>And Yakimo goes to like assassinate the Dark Dragon priestess, <v Speaker 2>and she convinced him that actually we have to break <v Speaker 2>the seal and that's the only way we'll be able <v Speaker 2>to truly defeat him. So it is a very like, uh, <v Speaker 2>just absurd story, so you'll be able to experience that, <v Speaker 2>but like the combat itself, that that's where they really <v Speaker 2>take it seriously. <v Speaker 1>Mike, are you are you a Ninja Guiden guy? <v Speaker 5>I was an old school Ninja Guiden guy. I think <v Speaker 5>I liked what's weird is I like the Ninja Guiden <v Speaker 5>that was on the ds because you got to like <v Speaker 5>use your pet, use the stylist to like make the <v Speaker 5>moves and stuff. The I think when I played the <v Speaker 5>new ones, I just didn't have the patience for giving <v Speaker 5>the difficulty a shot. I'm a little more patient now, <v Speaker 5>so I should go back to them. But I think <v Speaker 5>like when those came out, I was like, this is <v Speaker 5>too hard. I don't want to learn this, and then <v Speaker 5>just never went back. <v Speaker 2>Yeah, there is there is the Master Ninja Collection, which <v Speaker 2>is on including Switch like all major platforms, and I <v Speaker 2>just bought that after playing Ninja Gaiden four because I <v Speaker 2>was like, oh, I should replay some of those like sequences, <v Speaker 2>because I remember really liking one and two in particular, <v Speaker 2>and I heard that like they made a lot of <v Speaker 2>updates to three and it's still not great, like it's <v Speaker 2>still the weakest of the trilogy, but like they improved <v Speaker 2>it from the state that I reviewed, like the vanilla version. <v Speaker 2>But yeah, I mean I think that was even recently <v Speaker 2>on sale for like fifty percent off and you get <v Speaker 2>all three of those games, like the revitalized versions, and <v Speaker 2>it's on it's on game Pass too. <v Speaker 4>I bet I bet if we pulled, Like, I bet <v Speaker 4>if we pulled like fifty thousand gamers about Ninja guid <v Speaker 4>and I bet we wouldn't get a single person calling <v Speaker 4>out the DS game Dragon Sword. <v Speaker 6>I was gonna ask, what's the full title? <v Speaker 4>It was it's not you held it like a book, <v Speaker 4>I remember, right, and dragon Sword was like the DS acronym. <v Speaker 4>I was like, all right, I'm into all that. But <v Speaker 4>it's like it's so it's. <v Speaker 5>It's a goofy game. It's a goofy game. But that's <v Speaker 5>why I love DS games. They're so weird. <v Speaker 1>Also, Stylus is mightier than the sword. That's all I got. Yeah, <v Speaker 1>that would be my lead, Ryan, What were we gonna say? <v Speaker 2>I'll just say Also, the Dragon Sword is is where <v Speaker 2>I think we last saw the Dark Dragon, which is <v Speaker 2>like one of the main like catalysts for Ninja Guidenf's <v Speaker 2>story in game. <v Speaker 3>Anyway. <v Speaker 1>Yeah, yeah, well cool. I mean it sounds really interesting. <v Speaker 1>I mean, the the Yakomo, apart from sounding like he <v Speaker 1>just got all of the budget put into him and <v Speaker 1>for Rio is just you know, giling the dragons. Is <v Speaker 1>there any other big highlights that that kind of came <v Speaker 1>from from your your time in Tokyo? Or is that <v Speaker 1>the predominantly, Like big focus of this story is that <v Speaker 1>is that combat. <v Speaker 2>The story itself, I mean the combat the contrast that <v Speaker 2>exists between Ryu and Yakimo. Yakimo being kind of like <v Speaker 2>the young upstart Ninja, he has like a full like <v Speaker 2>he's got like the support of his clan behind him. Yeah, <v Speaker 2>and like you know, so you'll be playing through and <v Speaker 2>like hearing them chatter back and forth about stuff and <v Speaker 2>like discussing like what's going on and what the current <v Speaker 2>mission is and like the state of the world. Whereas <v Speaker 2>with Ryu you don't get any of that because he's <v Speaker 2>always been kind of like a lone wolf. But Ryu <v Speaker 2>does have he doesn't have the raven form, the blood <v Speaker 2>raven form, but he does have Gleam state, which is <v Speaker 2>like achieved in the same way. And what that does <v Speaker 2>it gives him like more aggressive combos and it also <v Speaker 2>lets him use like the elemental like Ninpo abilities like <v Speaker 2>the fire Ninto and I think there's one that like <v Speaker 2>kind of creates like a singularity that sucks enemies in <v Speaker 2>so Okay, he does have some tricks up his sleeve <v Speaker 2>and he does have a lot more power behind his attack. <v Speaker 1>Yeah. I think it's interesting that both well, the last <v Speaker 1>I guess what Rage Bound and then Ninja Guidon four, <v Speaker 1>Reu's kind of taking a back seat in both. Yeah, <v Speaker 1>do you think do you think they're kind of setting <v Speaker 1>him up to be Sunset or is this just a <v Speaker 1>way to kind of reintroduce people to the series through <v Speaker 1>through kind of new new protagonist eyes. <v Speaker 2>I asked them about that, and they said that this <v Speaker 2>they wanted it to be kind of more approachable. So <v Speaker 2>by introducing it and having introducing Yachamoon, having the story <v Speaker 2>told primarily through his eyes, they were able to achieve that. <v Speaker 2>So it wasn't like you had to pick up, you know, <v Speaker 2>Ninja Guidens one through three in or to understand the story. <v Speaker 2>All you would understand was like, all right, Yakimo has <v Speaker 2>been convinced that he has to free the Dark Dragon <v Speaker 2>to defeat it, and Reu, the guy who sealed the <v Speaker 2>Dark Dragon away, wants to stop him, and that's kind <v Speaker 2>of like the core conflict. And so that was kind <v Speaker 2>of the main reason why they wanted to introduce a <v Speaker 2>new character, was so like it was a very basic storytelling. <v Speaker 2>It wasn't a continuation. But if you played the original <v Speaker 2>or the original trilogy of the Ninja guid in three <v Speaker 2>D games, you would understand like some references and some <v Speaker 2>callbacks and some recurring enemies. <v Speaker 1>Well cool, Well, I know that you need to go <v Speaker 1>here a second, but you mentioned Shanobi Art of Vengeance earlier. <v Speaker 1>I just want to hear your quick thoughts on that <v Speaker 1>now that you've you've reviewed it. <v Speaker 2>Yeah, So this is a game from lizard Cube, which <v Speaker 2>is the studio that did Streets of Age four and <v Speaker 2>they also did oh nice, okay, the WonderBoy Revival, So <v Speaker 2>they've actually made a name for themselves kind of revitalizing <v Speaker 2>these old Sega ip that had just been you know, <v Speaker 2>kind of own in the storage closet for a while, <v Speaker 2>and Sega has always licensed it to them, but this <v Speaker 2>time they actually worked like hand in hand with lizard Cube. <v Speaker 2>So it's co developed by Sega and published by Sega, <v Speaker 2>whereas Streets of Rage four was just licensed by Sega <v Speaker 2>and then developed fully by lizard Cube and then published <v Speaker 2>I think by dot Emu. So it this is the <v Speaker 2>first time that lizard Cube has worked directly with Sega, <v Speaker 2>and I will say that the partnership has paid off <v Speaker 2>completely because you know, it feels similar to what I <v Speaker 2>was talking about with Ninjagaidon and four. They really walked <v Speaker 2>the tightrope of like this is not completely unrecognizable as <v Speaker 2>a new entry in this very very long, dormant franchise. <v Speaker 2>I think the last one came out on three DS, <v Speaker 2>so it's been quite a while. And they also made <v Speaker 2>it so it is fully in line in step with <v Speaker 2>like what you would expect from a twenty twenty five <v Speaker 2>action platformer. And you know, it's arguably one of the <v Speaker 2>most beautiful games I've played, probably in adulthood. Like it <v Speaker 2>is just absolutely stunning. There was there's one sequence, there's <v Speaker 2>some bonus stages in between like the long like main <v Speaker 2>mainline levels, and you're just you're riding on a wolf <v Speaker 2>and in the background there's all this stuff and it's <v Speaker 2>very like painterly art style, and I was just like <v Speaker 2>stunned at how gorgeous it was. And like eventually, you know, <v Speaker 2>you do adjust to it. I'm not just like whoa <v Speaker 2>every single time like something's happening on the screen, but <v Speaker 2>like the first couple of levels, I was like, holy crap, <v Speaker 2>Like this is just a beautiful freaking game. And it <v Speaker 2>does carry through all the way to the end. It's <v Speaker 2>challenging without being like controller throwingly difficult, although there were <v Speaker 2>some parts that I got stuck on for quite a while. <v Speaker 2>But the checkpointing is such that like you don't feel like, <v Speaker 2>oh my god, I have to play through like the <v Speaker 2>last twenty minutes of whatever. Yeah, it's it's you know, <v Speaker 2>forgiving in that way. But at the same time, like <v Speaker 2>you need to nail these jumps, you need to nail <v Speaker 2>these combat encounters. You can seek out more difficult combat encounters. <v Speaker 2>Like there are these like rifts that you can enter <v Speaker 2>that are gonna be either like a really tough platforming <v Speaker 2>challenge or a really tough combat challenge, and. <v Speaker 1>That's like a little side room and keep going after that. <v Speaker 2>Yeah, yeah, and it's optional. And then there's also like <v Speaker 2>elite squadrons that you can challenge in order to really <v Speaker 2>challenge yourself. And like there's like I think four of <v Speaker 2>those per levels or three or four of those per levels, <v Speaker 2>so like you have like an ample opportunity for exploration. <v Speaker 2>There's relics that you can find that allow you to <v Speaker 2>open up more options in the stores. There's lots of <v Speaker 2>rewarding explanation or explanation exploration, and that that gives you <v Speaker 2>plenty of reasons to poke around these largely linear but <v Speaker 2>like still Metroidvania inspired stages. <v Speaker 5>So like the stages. <v Speaker 2>Are laid out that like you know, as you explore, <v Speaker 2>the map kind of like builds out and there are <v Speaker 2>times where you need to go back and like, all right, well, <v Speaker 2>now I have this ability, I can crash through this <v Speaker 2>wall now or whatever. But they are largely linear, and <v Speaker 2>like there's a point A, and there's a point B <v Speaker 2>that you're trying to get to. There's a boss waiting <v Speaker 2>for you at the end of every stage. But the <v Speaker 2>exploration borrows so heavily from Metroidvania. For like, all right, well, <v Speaker 2>if I want to expand my shop availability, I need <v Speaker 2>to find these Oboro relics, and then that's gonna lead <v Speaker 2>me to like take this path that's very clearly a <v Speaker 2>side path, or like you know it's gonna it's gonna <v Speaker 2>ask me to go back to level one now that <v Speaker 2>I have like this new ability to punch through the <v Speaker 2>ground and like reach through like to this other area. <v Speaker 2>So like, there are so many reasons to explore, and <v Speaker 2>like it's all very rewarding and the combat is super <v Speaker 2>satisfying by the end of it. You have so many <v Speaker 2>different combos and like customizable like load outs that you <v Speaker 2>can build like through like either like the Ninpo abilities, <v Speaker 2>the Ninjutsu like Ultimate abilities, that it starts feeling almost <v Speaker 2>like all right, well, first of all, you can customize <v Speaker 2>it however you want, and then two like it starts <v Speaker 2>feeling almost like a fighting game where it's like, all right, well, <v Speaker 2>now it's like, you know, square square triangle, triangle is <v Speaker 2>like your your most basic comba. And then it's like, <v Speaker 2>what if I throw like you know, some sharkens into <v Speaker 2>that or some like some like Ninpo in the middle <v Speaker 2>of that, like light the guy on fire in the <v Speaker 2>middle of doing like a light and heavy attack, and <v Speaker 2>you know, there's all these different combinations that you can <v Speaker 2>pull off and you you unlock them through the store <v Speaker 2>as you go, and it like the boss battles are fantastic. <v Speaker 2>The levels, I would say are probably the levels in <v Speaker 2>the art style really compete between like how like what <v Speaker 2>is the what is the most perfectly designed part of <v Speaker 2>this game? But also you know, the platforming feels great <v Speaker 2>and the combat is fantastic as well. So right now <v Speaker 2>it is the front runner for my personal game of <v Speaker 2>the year. <v Speaker 4>Wow. <v Speaker 1>Damn. <v Speaker 6>Yeah, that's crazy. <v Speaker 1>Yeah, that sounds cool. <v Speaker 4>Highly recommend it on the d Lemming scale. <v Speaker 3>Where does it land though? <v Speaker 2>I mean, you are you do unload a lot of <v Speaker 2>heavy damage into people, and then you can perform an <v Speaker 2>execution style attack that finishes them off and makes them <v Speaker 2>explode like pinatas with like you know, drops and stuff. <v Speaker 1>So sounds like a real obliteration to it is. <v Speaker 2>Yes, So Year of the Ninja and between the you know, <v Speaker 2>I wrote a Shanoby Art a Vengeance feature a couple <v Speaker 2>issues for our first issue back, I wrote the Ninja <v Speaker 2>guid and four cover story, and then I reviewed Shanoby <v Speaker 2>Art a Vengeance. I'm just kind of tapped out writing <v Speaker 2>about Ninja's right now. <v Speaker 1>Yeah, that's fair, that's fair. Well, Brian, thanks for joining <v Speaker 1>us today. I'll let you get back to your your <v Speaker 1>very busy Tuesday, but appreciate you coming on and talking <v Speaker 1>about Ninja, Guiden four and Shinoby. <v Speaker 2>All right, thanks for having me. <v Speaker 1>All right, bye, Brian, all right, we are back and <v Speaker 1>we're gonna toss it over to Mike Drucker here to <v Speaker 1>chat about UFO fifty and anything else that you honestly <v Speaker 1>want to talk about. Mike, this game came out I <v Speaker 1>think during our Dark time? Is that right, Kyle? <v Speaker 3>The Dark Period? <v Speaker 1>I like a dark period version. <v Speaker 4>We all were hibernating or something. I don't remember it. <v Speaker 1>Was, Yeah, yeah, it was. It was during the Dark Period. <v Speaker 3>I believe. <v Speaker 4>Are you playing the Switch version? Is that what you're <v Speaker 4>Is that what you're doing or yeah? <v Speaker 5>I mean I have the PC version and I bought <v Speaker 5>it again on the Switch, both because I there's a <v Speaker 5>certain type of game where I'm like, I want to <v Speaker 5>support it enough where I want more of this type <v Speaker 5>of game, so I'm willing to buy it more than once. Yeah, <v Speaker 5>you know, And also I just wanted it more places. <v Speaker 1>That's totally this v game you could just jam on <v Speaker 1>for a long time. <v Speaker 5>That's what I love about it. I mean, like I think, <v Speaker 5>what I think what people don't realize is it's not <v Speaker 5>like Warrio where where there's a ton of minigames in here, <v Speaker 5>or you know, micro minigames. These are full game, some <v Speaker 5>of which take hours to complete, some take like fifteen <v Speaker 5>minutes if you know what you're doing. But if you're <v Speaker 5>not familiar with it, it's basically a collection of fake <v Speaker 5>nes era games on a fake console. As if you're <v Speaker 5>going through the chronology of these games from like nineteen <v Speaker 5>eighty three to I think like nineteen eighty seven or eight, <v Speaker 5>almost like you're going through the whole lifetime life cycle <v Speaker 5>of the NES or the fancom except again, it's a <v Speaker 5>fictional system. There's also sort of like a meta thing <v Speaker 5>under the games, like the better you do in the games, <v Speaker 5>you start to unlock little things that give you information <v Speaker 5>about like this fake console. That's cool, but it's it's <v Speaker 5>but like every genre is represented. There's a there's like <v Speaker 5>a horror adventure game that's actually great. There are platformers, <v Speaker 5>there's like a bubble bobble soccer type game. There's uh, <v Speaker 5>there's a game called party House, which is just an <v Speaker 5>amazing streated. <v Speaker 1>That's a game the only game I played from this <v Speaker 1>compilation so far, and I love party House. That game rules. <v Speaker 5>Party House is almost worth admission, like the price of <v Speaker 5>admission alone. It's so good. Basically, party houses kind of <v Speaker 5>it's not a deck builder, but think like a deck <v Speaker 5>builder where you're trying to h around. You're inviting people <v Speaker 5>over for a party, and those people either bring in <v Speaker 5>money or they bring in popularity. Those are the two <v Speaker 5>resources and with popularity, you can buy more people, and <v Speaker 5>with money you can expand the size of the house <v Speaker 5>to have the party in. And then there's like little <v Speaker 5>things like there's some people who are worth a lot <v Speaker 5>of points, but they're jerks, so if too many show <v Speaker 5>up at once, the cops come to the party, it's <v Speaker 5>it's it's it's like an astonishingly fun and fast strategy <v Speaker 5>and I love it so much. <v Speaker 6>Buys people, but popularity increases the size of the house. <v Speaker 5>I might have got that reverse reverse Okay. <v Speaker 6>I heard it, and I was like, that's crazy game design, <v Speaker 6>that's exactly awesome. I was about to I was ready <v Speaker 6>to write an essay about No I hadn't. <v Speaker 1>Swapped like from the game. Oh go ahead, Kyle, What <v Speaker 1>were you saying? <v Speaker 4>Is it a switch to proper game or is it <v Speaker 4>a switch one game? <v Speaker 5>Switch one? Switch one? But like it's also simple that <v Speaker 5>you know, I'm someone who still uses my switch one, <v Speaker 5>Like my switch one has become sort of like I <v Speaker 5>live in New York City, so it's not like my <v Speaker 5>throat in my bag and take it on the subway <v Speaker 5>type console because I no longer care if I break <v Speaker 5>it or lose it, because I have another one, which <v Speaker 5>is a terrible way to view your things, but it <v Speaker 5>runs just as well as on one is too, and honestly, <v Speaker 5>you could say it runs a little better because it <v Speaker 5>upscales to the higher resolution on the switch to and <v Speaker 5>a few of the games you have a slight like <v Speaker 5>dithering type effect a little bit with some of the <v Speaker 5>pixel art. It's not a big problem, but like if <v Speaker 5>you on like the fan forms, there's one or two <v Speaker 5>people who aren't happy about it, but it works great <v Speaker 5>on either console. <v Speaker 1>The rules, any other any other highlights from besides Party House. <v Speaker 5>God Like, like I said, I forget what the Horror <v Speaker 5>one is named, but like, once you get into it, <v Speaker 5>that's really good. There's the problem is they all have <v Speaker 5>like sort of generic any style names, and so like <v Speaker 5>I'll be like the one where the lady is jumping <v Speaker 5>on clouds and going up a lot, and I put <v Speaker 5>probably one hundred hours into this, and I'll be like, <v Speaker 5>I think that's velgris because I'm so used to just <v Speaker 5>clicking on the icon of the game and being like, <v Speaker 5>all right, we're gonna play more of a Samurai Dodgeball, <v Speaker 5>which is not the name, which is not the name <v Speaker 5>of it at all, which is, but another one of <v Speaker 5>the game is basically kind of like a sports game <v Speaker 5>where you're to samurai who are hitting a disc or <v Speaker 5>a ball back and forth. It's so good and it's <v Speaker 5>so much value for your dollar, which I know is <v Speaker 5>a weird thing to say about video games when I'm <v Speaker 5>constantly begging them to be shorter. But there's so much <v Speaker 5>to do in it, and like you said, like because <v Speaker 5>there's fifty essentially full sized games in it each I <v Speaker 5>mean not each, but a lot of them in very <v Speaker 5>different genres. Like there's a game called There's There's a <v Speaker 5>pin Golf where you're it's basically pinball and golf put <v Speaker 5>together rules. There's so much to do there that it's <v Speaker 5>It's one of those games also that like you can <v Speaker 5>play for fifteen minutes with the sound off if you're <v Speaker 5>on the couch, Like, you don't need to put a <v Speaker 5>lot of time into it. You don't need to be like, Okay, <v Speaker 5>if there's a cut scene, I'm not going to be <v Speaker 5>able to play this because I only have forty five minutes. <v Speaker 5>It's the perfect portable game that with experiences that take <v Speaker 5>a couple hours or a couple of minutes. I know <v Speaker 5>that I'm sounding like I made the game and I'll <v Speaker 5>make money. I'm just such a big fan of this kind. <v Speaker 6>Yeah the job. Can I ask when you played the games, <v Speaker 6>did you what order? Did you play them in? Did <v Speaker 6>you go chronological order? Did you just see what like <v Speaker 6>looked good? <v Speaker 5>I went, I saw what looked good. I thought about <v Speaker 5>going in chronological order, but then I was like, I <v Speaker 5>want to try the wall with the dinosaurs, and I <v Speaker 5>went with again, there's a strategy game where you play <v Speaker 5>birds who worshiped dinosaurs to get special powers for war. <v Speaker 5>Of course, of course, as you do as you do <v Speaker 5>so I initially my initial attention was like, I'm going <v Speaker 5>to play them in order the way that God intended, <v Speaker 5>And then I immediately jumped around when things look fun. <v Speaker 1>Yeah, yeah, and I love that. Like obviously, Derek, you <v Speaker 1>kind of headed up the project, but he he pulled <v Speaker 1>a lot of friends. I know Eric, I can't remember <v Speaker 1>his last name. One of one of his buddies who <v Speaker 1>has helped design I think he helped with like Spelunky <v Speaker 1>and all that. It feels like such a fun you know, <v Speaker 1>you kind of see their individual fingerprints on the various <v Speaker 1>games as as you go through. I got it. I <v Speaker 1>probably played like ten, ten or eleven of those games <v Speaker 1>and was always one that I wanted to bookmark to <v Speaker 1>come back to because it'd come out in a complicated <v Speaker 1>period of my life, as we covered, and yeah, that <v Speaker 1>reminds me pen Golf was. I was kind of looking <v Speaker 1>up screenshots and I forgot that was the one that <v Speaker 1>that I kind of had my eye on, but I <v Speaker 1>never got to. So I might have to do we <v Speaker 1>know how much it is on Switch? I can I <v Speaker 1>guess I can look real quick. I won't say thirty bucks, <v Speaker 1>but okay, yeah, oh yeah, twenty four ninety nine, Okay. <v Speaker 4>Okay, I have it on Steam Deck. I got it <v Speaker 4>during the Dark period, but man, I was just like <v Speaker 4>intimidated by it, Like it's it was almost like too much, <v Speaker 4>you know, and I do I need to I want. <v Speaker 4>I just prefer playing games on Switch or switch to <v Speaker 4>just because it's like lighter than the Steam Deck. And <v Speaker 4>so maybe that's the excuse I need to like give <v Speaker 4>it another It's not that I didn't like it or anything. <v Speaker 4>It was just like I played the first two games <v Speaker 4>and I was like, oh my god, I have forty <v Speaker 4>eight more of these to potentially try and enjoy or <v Speaker 4>maybe not even like and that's fine because I'll just <v Speaker 4>go to the next one. But I don't know just <v Speaker 4>that is it's a full time job. <v Speaker 6>It's I mean, I like, I don't know if it <v Speaker 6>has to do with our job. It probably has something <v Speaker 6>to do their job. But there is a thing when <v Speaker 6>I'm playing a game when sometimes I'm like, oh my god, <v Speaker 6>I have like thirty more hours left of game before <v Speaker 6>I get to the end of it, versus being like, <v Speaker 6>I gotta upgrade my armor, I gotta talk to that <v Speaker 6>weird guy in the alley. I gotta see if I <v Speaker 6>can put these two pets together and make a third pet. <v Speaker 6>Like all that kind of stuff is what like actually <v Speaker 6>pulls me through the game. But it's like how long <v Speaker 6>it is, Yeah, you can actually click with. <v Speaker 1>Oh the number one thing. Number one like self sabotage. <v Speaker 1>Thing I do is I'll be playing a game and <v Speaker 1>I'll google how many chapters are in X game. See <v Speaker 1>it's like thirty six, and I'm like, I'm on four. <v Speaker 6>Knowing the chapters helps me a lot, Like chapters are <v Speaker 6>really I way prefer chapters to an hour count because <v Speaker 6>like I think I just play games slower than most <v Speaker 6>people or I just get distracted very easily. But knowing <v Speaker 6>I'm like four out of thirty six, I'm like, ooh, <v Speaker 6>I can knock another chapter off today, and I feel <v Speaker 6>like I'm making progress versus like I don't know fifty game. <v Speaker 6>That's another example of like, you know, I could I <v Speaker 6>know exactly how much I've done well, yeah, And but. <v Speaker 5>I'm sort of like that with mini games, where like, <v Speaker 5>for for example, like Final Fantasy Rebirth, there was a <v Speaker 5>point where I was like, how many of these goddamn <v Speaker 5>are there? And that actually helped me stop doing the minigames. <v Speaker 5>I was like, I'm not going to do all of this. <v Speaker 5>When I saw how much there was, I was almost <v Speaker 5>like relieve that I would not be doing that. <v Speaker 1>Yeahah. <v Speaker 6>There's also a knowledge of letting yourself be like I <v Speaker 6>actually I would rather finish this game not one hundred <v Speaker 6>percent than drop it in the middle. Yes, where it's <v Speaker 6>like I want to enjoy five UFO fifty games rather <v Speaker 6>than never picking it up because it's too intimidating. But <v Speaker 6>you have to I don't know, I personally have to <v Speaker 6>talk myself into that. I'm like, it's okay, I don't <v Speaker 6>need to get full synchronization or whatever every single level. <v Speaker 1>Yeah, that's awesome. Yeah, great pull for UFO fifty. Have <v Speaker 1>you been playing anything else, Mike, or is that most <v Speaker 1>of what you've been kind of jamming? <v Speaker 5>I've been. I've been for some reason, even though I <v Speaker 5>know the remake just came out. In defiance of that. <v Speaker 5>I'm playing Metal Gear Solid three again, the HD Collection <v Speaker 5>version and the three DS version. Oh, you did start <v Speaker 5>playing the three D playing them at the same time, <v Speaker 5>same time, because the three DS version is so weird <v Speaker 5>and it's not great, no controls, weird controls. <v Speaker 4>Well, Mike and I left for we met, like when <v Speaker 4>I was in New York doing the Meddle Gear event, <v Speaker 4>like the review event, and you were talking, You're talking <v Speaker 4>up the three D S version. I had remembered that. <v Speaker 4>I think I think I actually got my copy from <v Speaker 4>Game Informer, Like we got an extra copy back when <v Speaker 4>we got like physical copies of games, and I gave <v Speaker 4>it to my brother and I went to his apartment <v Speaker 4>and got it and I started playing it, and I <v Speaker 4>texted Mike. I was like, Mike, this is this is <v Speaker 4>almost unplayable, Like this is like you you have to <v Speaker 4>use the face buttons to aim in first person. <v Speaker 5>It's so it's okay, Yeah, I love, I love. I <v Speaker 5>love a bad video game. <v Speaker 1>I love. <v Speaker 5>I mean, I love like a bad version of a <v Speaker 5>great video the Game Boy version of Mortal Kombat. I <v Speaker 5>will the worst. I want the worst version of the worst. <v Speaker 4>I will say it was picking the three DS back <v Speaker 4>up and charging it up and turning it on. It <v Speaker 4>was a moment of like, you know what, maybe we <v Speaker 4>didn't talk about how cool this stereoscopic technology is, Like, yeah, <v Speaker 4>it gives me a headache and I can't keep it <v Speaker 4>on for too long, but like it does work, and <v Speaker 4>that's pretty cool. You know, Because I just at a <v Speaker 4>cert after the first like month of having my three DS, <v Speaker 4>I like I would just turn it on to see like, <v Speaker 4>oh cool it's in three D. <v Speaker 3>Okay, let me turn it off and play the game. <v Speaker 4>Like that's almost how I played every three DS game. <v Speaker 1>But yeah, I have this miserable Oh sorry, Charles, go ahead. <v Speaker 6>I was gonna say. I got to the point at <v Speaker 6>the end of the three DS lifespan where I would <v Speaker 6>start being like, oh, yeah, this thing's in three D <v Speaker 6>and I'd check it and the game they didn't even <v Speaker 6>bother to at the three D like a sixteen three <v Speaker 6>DS game. It's like they were like, it's actually not <v Speaker 6>worth the trouble. <v Speaker 1>Yeah, I got my three DS I think twenty sixteen. <v Speaker 1>It was really late to it, and I was kind <v Speaker 1>of I knew this. I think the NX the switch <v Speaker 1>had been announced at that point, and I wanted just <v Speaker 1>something in that realm. I was feeling, you know, nostalgic <v Speaker 1>about Nintendo and all that, and I had this horrible <v Speaker 1>desk job, and I would just go to the bathroom <v Speaker 1>and sit in the men's shower room and just play <v Speaker 1>three DS. There's animal crossing, but I remember the stereoscopic <v Speaker 1>stuff was just like kind of enchanting, even in twenty sixteen. Ye. <v Speaker 1>But I would get nauseous really quickly, and so then <v Speaker 1>I would have to go and work the rest of <v Speaker 1>the afternoon, just feeling awful. But uh, yeah, I should <v Speaker 1>I should play something on three DS soon. <v Speaker 3>You know, are you? <v Speaker 4>Are you playing metal Gear on new three DS or <v Speaker 4>like a classic three D? So can you use the <v Speaker 4>control stick on the new three DS? Do you have <v Speaker 4>to like change a setting. <v Speaker 6>Or so much better? <v Speaker 4>God, I don't because I couldn't. I didn't. I didn't <v Speaker 4>dive super deep into or anything. I just played for <v Speaker 4>a couple of minutes, but I was like, I, I, <v Speaker 4>you know, I don't know to use to like I <v Speaker 4>I fondled the nub yeah yeah, and it wasn't moving <v Speaker 4>the camera. That was the wrong word. Okay, So I <v Speaker 4>didn't know if maybe I needed to like change the <v Speaker 4>setting or something, because I think it came out before <v Speaker 4>New three DS. But you, I said you were wrong <v Speaker 4>at the time, but you were right. You can use <v Speaker 4>the circle pad, so it must there must be some <v Speaker 4>way to turn it on. I just don't know how <v Speaker 4>to do it. Maybe I'll give it another shot so <v Speaker 4>I don't have to aim with the face buttons, because <v Speaker 4>I was just flabbergasted that that's how it worked. <v Speaker 6>Mike A, someone who's who's never played Metal Gear Solid <v Speaker 6>three has just started playing Delta. Can you pitch me <v Speaker 6>the reason that I should drop my PS five version <v Speaker 6>of Delta and pick up the three DS version instead? <v Speaker 1>Uh? <v Speaker 4>Do you hate yourself? <v Speaker 5>Because if you do, and which I hate myself, it's perkay, <v Speaker 5>Like if you if you want, if you want yourself <v Speaker 5>to have a slightly worse time, if you want to hear. <v Speaker 6>Any any other selling points. <v Speaker 4>Oh the other The other thing. The other reason I <v Speaker 4>was almost mad about having been tricked into playing it <v Speaker 4>is I was laying on my back playing it and <v Speaker 4>the opening it's like you climb up the tree and <v Speaker 4>get your pack, and it's like it adds a balancing <v Speaker 4>mini game right where you have to like balance snake. <v Speaker 4>But the thing was I was holding I was like <v Speaker 4>holding it on my back and it doesn't work, and <v Speaker 4>it was like the middle of the night, and I'm like, <v Speaker 4>a snake just keeps falling off the tree and I'm like, <v Speaker 4>and I was calling the colonel or whatever, a commander zero. <v Speaker 3>I forget what his name was. <v Speaker 4>Which is funny that he was talking about the three <v Speaker 4>ds and the tilt controls because they re recorded new <v Speaker 4>dialogue for him to talk about it, which is very funny. <v Speaker 4>But I had to like sit up at like I <v Speaker 4>don't know, one o'clock in the morning and like properly <v Speaker 4>sit so I could balance snake on that. <v Speaker 3>Yeah. <v Speaker 4>So yeah, does that does that help you, Charles? Does <v Speaker 4>that encourage you to go pick up? <v Speaker 1>No? <v Speaker 6>It really doesn't. <v Speaker 5>I mean yeah, I mean I got I can't. I <v Speaker 5>can't convince you to drop the malder one for the <v Speaker 5>last one because I don't have a good I think <v Speaker 5>it's just you know, like a game. <v Speaker 4>Ye, yeah, you know, while. <v Speaker 5>I don't know, I don't know, I will I will play. <v Speaker 5>Like like a few months ago, like almost on a Dare, <v Speaker 5>I emulated and played the ZX Spectrum version of Street <v Speaker 5>Fighter Too, which is as I just I love. I <v Speaker 5>love a good bad video game. I love it so much. <v Speaker 4>While we're on three DS, this might be a good transition, <v Speaker 4>But Mike, I want to at least talk a little bit. <v Speaker 4>I wanted to connect to you and Charles because Charles <v Speaker 4>is a big kid Icarus fan, and of course you <v Speaker 4>worked on us and you and you wrote it and <v Speaker 4>you talk about it in your book too. <v Speaker 3>Working on Kid Chorus, which is fun. So yeah, I. <v Speaker 5>The nicest compliment I got was that my Jason Schreyer said, <v Speaker 5>my book has more about the inside of Nintendo than <v Speaker 5>Reggie's book. <v Speaker 4>Wow. Yeah, it really probably does. Yeah, he talks. It <v Speaker 4>is funny because Reggie's book has a lot of discussions <v Speaker 4>about like going out to dinner with me at Moto, <v Speaker 4>which is like outside of literally this is how I <v Speaker 4>outside the office. <v Speaker 1>Yeah yeah, Charles, this is remind me your favorite game <v Speaker 1>is the is Lego Batman? Is that right, Lego Batman too? <v Speaker 1>This is this is there for you? <v Speaker 6>Yeah, my first game I ever played was Lego Star Wars. <v Speaker 6>So I have a very I have a lot of nostalgia, <v Speaker 6>specifically like Charles is a baby. <v Speaker 3>That's fair. I'm a baby. <v Speaker 6>I was born in the year two thousand, which is <v Speaker 6>relevant for my Kiddichrius story of it was it was <v Speaker 6>like maybe the first game I remember finding out about <v Speaker 6>on my own, Like I think there was like a <v Speaker 6>we what even was it? They had like a Wei <v Speaker 6>news channel or something like that, but it wasn't like <v Speaker 6>the actual Wei news channel. It was like the way <v Speaker 6>you they like played trailers for games or whatever, and <v Speaker 6>that's how I learned about this game. And I was like, <v Speaker 6>this seems cool, and it was like the first time <v Speaker 6>I played a game, and like none of my friends <v Speaker 6>had told me about it. I don't think I knew <v Speaker 6>anyone else that knew what it was, but I was like, <v Speaker 6>this might be the best thing anyone's ever made. And <v Speaker 6>I'm twelve and I know that definitively. But then to <v Speaker 6>return to it later and be like, oh, I actually <v Speaker 6>I do genuine love this thing, and not in a <v Speaker 6>metal gear solid three D way. But yeah, I don't <v Speaker 6>I don't know what what you remember of it or <v Speaker 6>like what I think. <v Speaker 5>I think. <v Speaker 6>The thing I am curious about is uh localizing like <v Speaker 6>uh text and stuff. Uh that can come I imagine <v Speaker 6>at a lot of different places in the development cycle <v Speaker 6>of a game like that could be something that happened <v Speaker 6>really early, or it could be like pretty late, right <v Speaker 6>as you're like we're got to record stuff, we're gonna <v Speaker 6>write it all up. So I don't know when you <v Speaker 6>join the team or just what you remember about that. <v Speaker 5>I mean, we The lucky thing about the Treehouse at <v Speaker 5>Nintendo is a lot of their localization product projects, you know, <v Speaker 5>so probably starting in like the you know, mid or <v Speaker 5>late two thousands, they started working at the beginning of <v Speaker 5>the cycle. So rather than it being like the old <v Speaker 5>stories of a Final Fantasy game where like a translator <v Speaker 5>got a giant stack of papers in three weeks to <v Speaker 5>translate something, we were playing early builds of the game <v Speaker 5>while you know, Soccari would give us notes or you know, <v Speaker 5>we'd get an email that was like, hey, we've changed <v Speaker 5>the story beat, which means that this dialogue in this <v Speaker 5>section of the document has changed, you guys need to <v Speaker 5>review it or you know, so like it. It's not <v Speaker 5>like we were development with them, because that's a little <v Speaker 5>bit grandiose to say, but we were part of the <v Speaker 5>whole development process, so as the story changed, we got <v Speaker 5>to change with it. And because Sakarai wanted it to <v Speaker 5>be a funnier game, he was much more open to us, <v Speaker 5>you know, not changing jokes without his permission, but making <v Speaker 5>sure that things idiomatically made sense, making sure that the <v Speaker 5>humor that he wanted in specific moments was evoked, rather <v Speaker 5>than we've got to stick to this translation as closely <v Speaker 5>as possible. Like, he encouraged us to like really make <v Speaker 5>it our own. And it was such a cool, fun <v Speaker 5>process I think. I think I personally feel lucky that <v Speaker 5>I got to see it as it was being made. <v Speaker 5>I think like, if I was just playing a really <v Speaker 5>fun game and localizing it, it wouldn't have been as magic. <v Speaker 5>It was honestly just so cool to be in the <v Speaker 5>middle of that process. <v Speaker 6>Yeah, that's cool. So does does Sagarai? Does he speak English? <v Speaker 6>Does he understand the jokes when you send it to him, <v Speaker 6>or would it be like would he get you a <v Speaker 6>thing you would translate it and then someone would translate <v Speaker 6>it back for him to understand or for the Japanese <v Speaker 6>team in general to understand. <v Speaker 5>That would be like most of it, because a lot <v Speaker 5>of it would be communicational with email, like he does <v Speaker 5>have a good grasp of English, but we I'm sure <v Speaker 5>there must have been at least one video call, but <v Speaker 5>I can't remember it. I remember a ton of emails, <v Speaker 5>including at one point he injured his hand from playing <v Speaker 5>the game so much so we got like emails from <v Speaker 5>someone else that was like, Hey, you're gonna get emails <v Speaker 5>from us for a little while because he injured his <v Speaker 5>hand playing this. <v Speaker 4>So that we talked about it retroactive at least. <v Speaker 6>Yeah, that's so funny given the complaints people have about <v Speaker 6>the game, uh, just the controls that literally. I also, I, <v Speaker 6>for the record, always liked the control scheme. And maybe <v Speaker 6>it's because I was twelve and had twelve year old <v Speaker 6>sized hands that bothered me in the same way, but yeah, <v Speaker 6>they should have just had a second I mean, they <v Speaker 6>did eventually add the second control stick. <v Speaker 5>On there, but yeah, I mean I remember, you know, <v Speaker 5>even during development, this wasn't really part of our conversation. <v Speaker 5>But since you know, you're also as a localizer, you're <v Speaker 5>also writing the you know, you're localizing the man in <v Speaker 5>the box art. That there was that conversation of whether <v Speaker 5>or not to include a stand, whether or not to <v Speaker 5>include some extra thing to make it work, Like I <v Speaker 5>remember there being internally a lot of conversations about making <v Speaker 5>this game more playing, yeah, because it is a difficult <v Speaker 5>game to play on a regular three DS A little Did. <v Speaker 6>You all you said you were translating of the manual <v Speaker 6>and the menus and stuff. Did you all do all <v Speaker 6>of that? Were you like assigned different parts? How did <v Speaker 6>the work breakdown? <v Speaker 5>Well, I it was me, and then there was I <v Speaker 5>was sort of like I wouldn't say, I would say <v Speaker 5>like junior. I would say I was the junior writer, <v Speaker 5>and there was a senior writer named Anne Lynn, so <v Speaker 5>she was sort of the overall person. And a lot <v Speaker 5>of the things that I was assigned to were, you know, <v Speaker 5>punching up certain scenes where they wanted more jokes, or <v Speaker 5>things like writing the idol text. You know, writing the <v Speaker 5>idols were basically trophies in the game, So getting to <v Speaker 5>write the text for that was super fun because they <v Speaker 5>basically let you do whatever you want, so that was <v Speaker 5>super fun. I mean, like to a certain extent. I <v Speaker 5>couldn't like, you know, you know, dropping a slur or something, <v Speaker 5>but it was like an amazing thing opportunity to write <v Speaker 5>all those idle texts. So Ann would sort of like <v Speaker 5>assign me to do different things, and she was sort <v Speaker 5>of in charge of the overall project, but she was <v Speaker 5>also the one that was like helping to direct the <v Speaker 5>voice recording and whatnot, so it was very collaborative. It <v Speaker 5>was it wasn't like go off to a corner and <v Speaker 5>do this. It was more like, hey, this new issue <v Speaker 5>or this new change or you know, this new thing <v Speaker 5>has popped up. Can you go handle that? <v Speaker 6>Cool ell? <v Speaker 1>Yeah, yeah, very cool. Thank you for uh oh. <v Speaker 4>I just wanted to make a request Mike to you personally. <v Speaker 4>Could you get that game over to switch to? <v Speaker 3>Yeah? <v Speaker 5>Oh man, I would I would love that. I would <v Speaker 5>love that, despite the fact I would not be paid <v Speaker 5>for it. And there's like a ninety chance my name <v Speaker 5>is not the credits for that one. <v Speaker 6>Make make them make Kidd's Uprising. It can either be <v Speaker 6>a sequel or it can be a port or whatever. <v Speaker 6>Get it on switch to and the day it comes out, <v Speaker 6>I will not play it, and instead I will go <v Speaker 6>back and play the three DS version all the way <v Speaker 6>through the completion and be like. <v Speaker 1>You, guys, you gotta play the three DS version. It's <v Speaker 1>so much better. I love it. Also, you're in New <v Speaker 1>York apparently, Yeah, I'm in New York. That's what. <v Speaker 4>Talks language. <v Speaker 1>Yeah, my mother was born there. Really is that true? <v Speaker 1>Is that Charles Law? <v Speaker 3>Yeah? I mean I I don't know that. <v Speaker 1>I just know Cincinnati, Cincinnati. <v Speaker 6>My my mom born and raised in New York, lived <v Speaker 6>on Long Island. My parents met at school in Ithaca, <v Speaker 6>but my dad was always like from Ohio, and then <v Speaker 6>he convinced, convinced, he got my mom to move back <v Speaker 6>to the Midwest with him. And my mom's immigrant parents <v Speaker 6>were like, who's this white boy that's stealing our stealing <v Speaker 6>our daughter away from us here to go live in Kentucky. <v Speaker 6>That's weird. And it all worked out obviously good. <v Speaker 1>Yeah, well cool. I also recommend if people haven't go <v Speaker 1>on the YouTube channel YouTube dot com slash Game Informer, <v Speaker 1>we put up a rapid fire interview with the folks <v Speaker 1>from the Chinese room on Vampire the Masquerade Bloodlines too, <v Speaker 1>and Cincinnati does make a does get a mission and <v Speaker 1>a really funny joke. Actually, so go check that out. <v Speaker 1>But kind of moving on, got a couple more topics <v Speaker 1>can attack before we get out of here, Kyle, I <v Speaker 1>want to toss it to you. Number one, The Rogue <v Speaker 1>Prince of Persia came out last week surprise drop. <v Speaker 3>In one point. <v Speaker 1>That makes one point one point. It came out earlier <v Speaker 1>this year, I think what April may Ish, I. <v Speaker 6>Think it was. <v Speaker 4>I played it, yeah, I did when they announced it. <v Speaker 4>When they announced it, I did like a preview for it. <v Speaker 3>I remember. <v Speaker 4>For the shutdown, yes, yeah, and then and then the <v Speaker 4>sort of surprise detail was like, oh yeah, and it's <v Speaker 4>going to go into early access within like two or <v Speaker 4>three weeks. So it's it's it's been. It's been in <v Speaker 4>early access for a while. <v Speaker 3>Yeah. <v Speaker 1>I don't know why I thought it was earlier this year. <v Speaker 1>Huh okay. But regardless, even playing the one point, oh <v Speaker 1>kind of came out of nowhere, surprise drop. How is it? <v Speaker 1>I know, like the big the big difference between that <v Speaker 1>and The Lost Crown that came out last year also, <v Speaker 1>which is that you can kind of wall run along <v Speaker 1>kind of like the the two D Escape. <v Speaker 4>I mean, I mean there's a lot of differences. I mean, <v Speaker 4>the only similarity is they're too they're both two D <v Speaker 4>Prince of Persia games kind of ultimately, because I mean, <v Speaker 4>Lost Crown is a great Metroid inspired game that I <v Speaker 4>really love, and this is this is this is a <v Speaker 4>rogue game specifically. You know, it's from the folks that <v Speaker 4>make Dead Cells, so it feels a lot like Dead <v Speaker 4>Cells in a very complimentary way. And then and then <v Speaker 4>there's a bunch of like Prince of Persia mechanics where <v Speaker 4>it's like, yeah, like the it's kind of hard to <v Speaker 4>explain without like seeing it, but like sure you can <v Speaker 4>see the wall behind you, Like there's not always a <v Speaker 4>wall in this sort of the background, but when it's there, <v Speaker 4>you can run along it. And that feels very like <v Speaker 4>Sands of Time. I I love Prince of Persia, like <v Speaker 4>that trilogy, like Sands of Time and Warrior Within and <v Speaker 4>Two Thrones, like I adore those games. Those were like <v Speaker 4>some of my favorite of that generation. And then the <v Speaker 4>two thousand and eight game, I think is this like <v Speaker 4>kind of underrated, beautiful game just for a million different reasons. <v Speaker 4>So I've always like I've always been a big fan. <v Speaker 4>And then rogues. I kind of like, I kind of <v Speaker 4>like I'm like a fair weather fan, you know, like <v Speaker 4>there are some that I really love. I love Undermine <v Speaker 4>to the point where like when we were in the <v Speaker 4>Dark Period, I went and like worked with Thorium on <v Speaker 4>on Undermine and stuff like that because I adored that <v Speaker 4>game so much. But then even the original Dead Seals <v Speaker 4>I've never beaten, Like it's just like it never really <v Speaker 4>clicked with me. But this one I really I really <v Speaker 4>like because it's like the I just like the I <v Speaker 4>like the the IP, which sounds really lame to call it, <v Speaker 4>like you're a big jake Jill Princes, but it like it. <v Speaker 4>It feels good for the combat. The wall running is unique, <v Speaker 4>like it's not it does. It feels like Prince of Persia, <v Speaker 4>but it doesn't really feel like a lot of two <v Speaker 4>D action games. And then I also like this sort <v Speaker 4>of story which fits well into a rogue structure because <v Speaker 4>like the whole idea is like the Prince, the titular <v Speaker 4>prince that you're playing as, has always been able to <v Speaker 4>like rewind time. It was like a secret that he <v Speaker 4>kept to himself. But then something happens where like the <v Speaker 4>Huns come and invade his home and so he's having <v Speaker 4>to like relive this day over and over where he's <v Speaker 4>trying to get the Huns out of his home and <v Speaker 4>like save his family and stuff like that. And I <v Speaker 4>just always love like Hades does it well too, where <v Speaker 4>it's like I love a contextualization of the mechanics, you know, <v Speaker 4>and it's yeah, and it's it's cool that like the <v Speaker 4>Prince has a memory of everything that's happening, like he <v Speaker 4>is reliving this day over and over, and then he's <v Speaker 4>like finding people and bringing them to this one area <v Speaker 4>where they can like stay and they are also kind <v Speaker 4>of aware of what's going on. So I just like <v Speaker 4>I like the lore of it, like in a weird way. <v Speaker 4>It feels good to play, and I like the lare <v Speaker 4>of it, and it's it's one of those it's one <v Speaker 4>of those games I've been playing on steam Deck where <v Speaker 4>it was like one of those things where I was like, oh, <v Speaker 4>let me check this out. I like Prince of Persia. <v Speaker 4>I liked playing it last year and I did like <v Speaker 4>three or four runs and I was like, I think <v Speaker 4>I might be seeing this thing to the end, you know, <v Speaker 4>like I really I really want to keep going with it. Yeah, <v Speaker 4>it just feels good. <v Speaker 1>I need a new Steam back game right now. My <v Speaker 1>couch game, well, I tried to make it World of Warcraft. <v Speaker 1>I'm trying to catch up on the last expansion before <v Speaker 1>they dropped the big, the big new one next year <v Speaker 1>with like the housing update and stuff. But then I <v Speaker 1>forgot they they now Word of Warcrap is like a <v Speaker 1>bunch of cinematics in it, and so it doesn't make <v Speaker 1>it a good couch game anymore, unlike like Vanilla Wow. <v Speaker 1>So then I've kind of been playing a lot of <v Speaker 1>Magic the Gathering Arena and loving that. But last night <v Speaker 1>I got like super punished. I've ranked up to I <v Speaker 1>think like silver, which it really isn't that hard. You <v Speaker 1>just have to play a bunch of matches, and I <v Speaker 1>just got walloped, and I was like, I need another <v Speaker 1>couch game because this is starting to stress me out. <v Speaker 1>So maybe maybe the Rogue Prins of First or maybe <v Speaker 1>that gets added to the rotation, because I mean, I <v Speaker 1>think the that's I also own UF fifty on Steamduck already, <v Speaker 1>so I should just play that instead of buying a <v Speaker 1>new game. No, but I think the Saturday Morning kind <v Speaker 1>of cartoon vibe of the art style really stood out <v Speaker 1>to me for Robe Prince of Persia, and I heard, <v Speaker 1>aren't there like something like, uh, isn't there like a <v Speaker 1>special attention given to the weapons in the game? Am <v Speaker 1>I remembering that from like the previews, like there's a <v Speaker 1>lot of various weapons you can grab? <v Speaker 4>Yeah, I mean if you think of Dead Cells, right, Like, okay, okay, <v Speaker 4>so it's similar. It's works but basically identically. Like it <v Speaker 4>almost sounds like I'm like being rude to the game, <v Speaker 4>but it's like, man, I feel like Dead Cells. <v Speaker 3>You should check out Prince of Pressure like they're very similar. <v Speaker 1>Yeah, all right, Yeah that sounds cool as hell. Kyle. <v Speaker 1>You've also been playing Luminess a rise, right, Yeah. <v Speaker 4>Yeah, there's a demo that came out today. And I <v Speaker 4>don't know how you all feel about Luminez Mike U <v Speaker 4>Luminez fan. <v Speaker 5>Uh? <v Speaker 2>You know what? <v Speaker 5>It is a puzzle game that I think I enjoy <v Speaker 5>once every eight years where there will be like a <v Speaker 5>week where I'm like, I love this game. Why don't <v Speaker 5>I play this more often? And then I'll never play <v Speaker 5>it again for like eight more years and be like, <v Speaker 5>why why haven't I played this fun musical puzzle but <v Speaker 5>I love Tetris effects, so like I do trust them, <v Speaker 5>and this feels like that version of. <v Speaker 4>Tetris effect was I was like a Day one PSP owner, <v Speaker 4>and if you're a Day one PSP on or you're <v Speaker 4>automatically a luminous fan because it is it was the <v Speaker 4>best game for the platform, and it was also the <v Speaker 4>one that you could most easily justify to your friends <v Speaker 4>who are like, wow, you spend a lot of money <v Speaker 4>on that thing, and be like no, no, no, but its <v Speaker 4>like it has new Tetris on it basically. But so <v Speaker 4>I love that game. And then when they released that <v Speaker 4>game on Switch like twenty eighteen or something like that, <v Speaker 4>I felt like way back in love with it, and <v Speaker 4>I was like I was like doing a lot of <v Speaker 4>like elliptical biking at the time, and I found that <v Speaker 4>that was a perfect game to like turn off my <v Speaker 4>brain and not think about the fact that I was <v Speaker 4>like moving my body more than I wanted to and <v Speaker 4>like time would just disappear, you know. And then it <v Speaker 4>was funny. I played the demo and like was a <v Speaker 4>pretty much immediately enamored, and I was like, this is wonderful. <v Speaker 4>The music, it's very Tetris effect. Inspired. But then I <v Speaker 4>had this moment where I was like, like the sort <v Speaker 4>of the shifting style of like that that Tetris effect <v Speaker 4>sort of does where it's like it changes like the <v Speaker 4>way your blocks look and the music and all that stuff. <v Speaker 4>I was like, I never connected the dots until that <v Speaker 4>till this moment that I was like, oh, that's what <v Speaker 4>Luminez has been doing from day one, Like this is <v Speaker 4>how Luminez always works. It always changes music every couple <v Speaker 4>of minutes, it always changes art style every couple of minutes. <v Speaker 4>And it was it was just kind of a moment <v Speaker 4>where I was like, oh, yeah, this is like perfect, <v Speaker 4>Like this is like like this isn't really it's it's <v Speaker 4>more that it's less that this is like Luminez's take <v Speaker 4>on Tetris effect and more that Tetris effect was, you know, <v Speaker 4>it's take on Luminez sort of retroactively where but yeah, <v Speaker 4>but it's but it's it's great. Like I was sad <v Speaker 4>when I beat the third level and I was like <v Speaker 4>I wanted to keep going. <v Speaker 3>This is so just fun? <v Speaker 1>Is this one? <v Speaker 5>Also? <v Speaker 3>VR? <v Speaker 4>Does it have a VR mode PlayStation VR two? <v Speaker 2>Yeah? <v Speaker 4>Yeah, which I. <v Speaker 5>Oh, I'm one of eight people. <v Speaker 4>I'm one of the eight as well, but only because <v Speaker 4>Sony sent me once a review. <v Speaker 5>Sony sent me one that I paid five. <v Speaker 4>But this is I mean to sort of insult PSVR <v Speaker 4>a little bit. This is the first time I've considered, like, oh, <v Speaker 4>maybe it's time to plug that headset back in and <v Speaker 4>play some luminez Arise, because yeah, Tetris Effect in VR <v Speaker 4>is like one of the one of the best VR <v Speaker 4>games frankly, you know, like period. <v Speaker 5>It's so good. It's it's it's and I like that, <v Speaker 5>you know. I like the PSVR two. It's actually like <v Speaker 5>a pretty good piece of technology that just wasn't used <v Speaker 5>that much. <v Speaker 4>It's comfortable, it feels good on your face. But like <v Speaker 4>I just will always go Quest three first because like <v Speaker 4>it's just so much simpler, you know, like it's it's <v Speaker 4>just like a pain to plug in the PSVR two, <v Speaker 4>even though it is it's a nice piece of hardware <v Speaker 4>for sure. <v Speaker 5>Yeah, although PSVR two is also really good for like movies, <v Speaker 5>it's like a it's a little bit better, I feel <v Speaker 5>like it, you know, if you have Blu rays and <v Speaker 5>stuff like that, just watching them on a giant screen <v Speaker 5>and isolated blackness is really fun. <v Speaker 3>Maybe I should try that. <v Speaker 5>Yeah, I'm a terrible person. I feel like I've just <v Speaker 5>convinced you guys. I have the worst game again version <v Speaker 5>of Ports of Games, and I watch my movies. <v Speaker 6>And VR and you look up multiple VR twos to <v Speaker 6>one PS five. <v Speaker 3>Oh, I don't know. <v Speaker 1>I don't think. <v Speaker 6>I'm just I'm just trying to be like this is <v Speaker 6>I don't I don't mean this WI is sound mean? <v Speaker 1>I was like, the answer is alone. <v Speaker 6>This sounds like a really cool way to watch movies <v Speaker 6>with my partner. <v Speaker 4>Oh, I have to Oh. <v Speaker 5>I can't buy two. <v Speaker 1>Oh that's not what I need. <v Speaker 5>No, no, no, no. Remember when I said you got <v Speaker 5>to yourself. Listen, man, If you work on that every day, <v Speaker 5>you can have a gaming life. <v Speaker 4>Like what's the last movie you watched in the PSVR? Sinners? <v Speaker 4>Oh that actually that actually sounds pretty freaking great and <v Speaker 4>r actually yea, yeah, damn it, that's great massive. I <v Speaker 4>was hoping you were going to say something real embarrassing, <v Speaker 4>but that's that actually is like damn it, ye Sinners <v Speaker 4>of the perfect to watch in there? <v Speaker 3>Uh yeah. <v Speaker 4>We were talking the other day speaking of PSP, about <v Speaker 4>watching Spider Man two on PSP and like being that's <v Speaker 4>kind of reminds me of that. It's like a really unique, <v Speaker 4>kind of terrible way to watch a great movie. <v Speaker 1>No, I had Yeah. <v Speaker 5>Yeah, they had Shrek on the Jeep on the Game <v Speaker 5>Boy Advance remember that. <v Speaker 1>Oh yeah they also had Yeah they had you get <v Speaker 1>I had Pokemon. Yeah, Bob also a Lizzie McGuire episode <v Speaker 1>that you could watch on the game Boy Advance player <v Speaker 1>that I definitely owned because I was obsessed with with <v Speaker 1>Hillary Duff as a kid. But yeah, that sounds that <v Speaker 1>sounds awesome. I'm I recently got sent a Metaquest three <v Speaker 1>The Less Powerful or the Less It has less resolution, <v Speaker 1>But I really I feel like this is my chance <v Speaker 1>now to go back and replay a lot of enhances <v Speaker 1>VR titles. You know, I loved Humanity on like a <v Speaker 1>flat screen, but I want to play Humanity and VR. <v Speaker 1>I think they also have some like exclusive levels in <v Speaker 1>VR or something, and then Tetris Effect, and I think <v Speaker 1>I can just do the Steam link thing where I <v Speaker 1>plug the cable in and I could theoretically play Liminess Arise, <v Speaker 1>So that might be that might be on the docket. <v Speaker 3>Fee Yeah, I was. <v Speaker 5>Just gonna see Yeah, and the Quest three not for nothing. <v Speaker 5>The Quest three. Also, if you do the right pass through, <v Speaker 5>have a giant steam deck screen. Really you're just sitting <v Speaker 5>on the couch and want to have a giant steamed <v Speaker 5>I know you could just hook it into the TV. Yeah, yeah, yeah, no, <v Speaker 5>I've totally I've totally played it almost in that like <v Speaker 5>ar type setting. You have a big screen floating in <v Speaker 5>front of. <v Speaker 6>Alex Is just looped back around to playing Wow on the couch. <v Speaker 1>So cool, Yeah, exactly, exactly, Yeah, hell yeah, I can't wait. <v Speaker 1>I I played Limitess a Rise a little bit at <v Speaker 1>this past summer game Fest. I think I played like <v Speaker 1>four or five stages and was really blown away. I <v Speaker 1>mean the music is just I think, is it idellic? <v Speaker 1>They did the Tetras effects soundtrack. I think they're coming <v Speaker 1>back for this one as well. And I remember they <v Speaker 1>were playing it through like Jeff Keeley's Samsung Partnership TVs <v Speaker 1>that are like this, so there's like no headphones. <v Speaker 6>That's the product saw Amazon. <v Speaker 1>Exactly. Yeah, and so I remember like, can we can <v Speaker 1>we turn the TV up? Because it's in like one <v Speaker 1>of those private little appointment rooms and I'm just like <v Speaker 1>ear up to like the TV as much as possible <v Speaker 1>playing Lumines, but from what I heard, it's not great. <v Speaker 6>But yeah, I played it for the first time when <v Speaker 6>I played this demo, which I didn't even finish because <v Speaker 6>it was like right before we were recording the podcast. Yeah, <v Speaker 6>I just wanted to say they explained the rules to me. <v Speaker 6>I kind of understand it. There's a chain mechanic that <v Speaker 6>I didn't really grasp and that's new. <v Speaker 3>So I was a little confused by too. <v Speaker 6>Yeah, okay, so I didn't it didn't really matter, and <v Speaker 6>I was like, I think I'm doing a bad job. <v Speaker 6>But Brian earlier was talking about the background art and <v Speaker 6>Shanobi and how he's like, whoa, that's cool, and he <v Speaker 6>was like, but I was like playing the game, like <v Speaker 6>I get blown away, but that i'd be playing the game. <v Speaker 6>I don't think i've recovered from from that. When I <v Speaker 6>was playing Luminous, right, I think I was just kind <v Speaker 6>of transfixed. And the fact that it makes like a <v Speaker 6>little piano note every time you move it back and forth. <v Speaker 1>Oh yeah, yeah, I felt like. <v Speaker 6>An iPad baby. <v Speaker 3>You know, it's like. <v Speaker 1>You're gonna love it. Yeah, knowing you and your taste, Yeah, <v Speaker 1>you'll you're gonna really like that. <v Speaker 3>I'm excited for it for sure. Yeah. <v Speaker 1>Yeah, when's it come out? <v Speaker 4>Not soon enough? <v Speaker 1>Yeah, October. <v Speaker 3>I'm on the website. <v Speaker 1>I bet I could find it. <v Speaker 4>I also, I was just googling around to see if <v Speaker 4>it is coming to Quest, which I don't know if <v Speaker 4>they've confirmed November eleventh. <v Speaker 1>Okay, they have not confirmed Quest. They've confirmed PS five <v Speaker 1>and Steam. But I was thinking I could hook my <v Speaker 1>my Quest up to Steam with the cable. Maybe what <v Speaker 1>I was meaning by that. <v Speaker 4>Yeah, but yeah, demo's out now. To be clear, like <v Speaker 4>it's you know, this isn't like we had early preview access. <v Speaker 4>Actually I think we did have early access to it, <v Speaker 4>but I wasn't able to get around to it, so <v Speaker 4>I just played it the same time as everybody else. <v Speaker 1>Well, speaking of early access, I've been playing a game <v Speaker 1>called Void Breaker on Steam. It is a first person <v Speaker 1>shooter rogue light, and you are the whole concept is yours, <v Speaker 1>this person trapped in a digital construct prison, and you <v Speaker 1>are fighting through combat scenarios to collect combat data for <v Speaker 1>an algorithm, and you're kind of like stuck in this <v Speaker 1>this hell, just replaying these these levels over and over, <v Speaker 1>and there's kind of like you get introduced very early <v Speaker 1>on to this you know this way out and you <v Speaker 1>kind of like that is kind of the the main <v Speaker 1>thrust for like your upgrades and stuff. But the core <v Speaker 1>concept is you have this weapon and think, like I <v Speaker 1>think I was describing for the podcast, it's very people <v Speaker 1>have played ghost Runner like very Parkore focused. There are <v Speaker 1>some other additional things you can do, like grinding on <v Speaker 1>on on rails and and you know, you've got your <v Speaker 1>mid air dash, your typical kind of like FPS modern <v Speaker 1>PS mechanics. But there is a really robust layer of <v Speaker 1>destructibility in the world and you are essentially being thrust <v Speaker 1>into these arenas where there's these corrupt robots that are <v Speaker 1>are kind of all coming at you. There's it feels, <v Speaker 1>honestly yeah. It Void Breaker kind of reminds me a <v Speaker 1>bit of of the stylings of of Returnal just in <v Speaker 1>like the very like big lasers, lots of haze on <v Speaker 1>the map, that sort of thing. But what makes it <v Speaker 1>really interesting is there is a stagger system tied to <v Speaker 1>various enemies, and similarly to like a doom game, where <v Speaker 1>like you have to perform these staggers and rather than <v Speaker 1>like an execution and doom and that's how you get <v Speaker 1>health and AMMO back, and so you're really incentivized to <v Speaker 1>you have a telekinesis to like pick up objects and <v Speaker 1>throw it at folks and that'll help stagger them. Or <v Speaker 1>you have a grenade that you can, like a basic <v Speaker 1>grenade you can throw and like if they are above <v Speaker 1>a st shore, if you're underneath like a bridge fighting, <v Speaker 1>you can throw a grenade up above and the debris <v Speaker 1>that falls down from the destruction will stagger the enemies <v Speaker 1>and it kind of gives you another layer. Yeah, it's <v Speaker 1>it's very cool. And then the I think the really <v Speaker 1>big hook for this game is the way in which <v Speaker 1>you upgrade your weapons. Essentially, it almost reminds me of <v Speaker 1>the hacking mini game in Marvel Spider Man, where it's <v Speaker 1>like this this like grid. <v Speaker 4>That comes where you can press skip and not bother <v Speaker 4>with it. <v Speaker 1>Yeah, that part, that part, Yeah, yeah, I actually think that. <v Speaker 4>To be clear, I actually quite enjoyed those and I <v Speaker 4>did all of them. Okay, so I just want to make. <v Speaker 1>That Wow, Kyle, you're really mean, think about like that <v Speaker 1>Spider Marvel Spider Man like grid kind of look, but <v Speaker 1>instead you have these sockets that as you progress to <v Speaker 1>the run, and you can kind of similarly to other <v Speaker 1>rogue lights, like you can kind of pick which which <v Speaker 1>path you want to go through on your route. So, oh, <v Speaker 1>there's a shop coming up, I'm going to prioritize that, <v Speaker 1>I'll do that. But whether you do that or you <v Speaker 1>clear an arena and a chest drops at the end, <v Speaker 1>you are collecting these modules. And there are basic modules <v Speaker 1>like increase your grenade damage. There are also other modules <v Speaker 1>that are whenever you use your telekinesis and hit an <v Speaker 1>enemy with it, they are briefly frozen, or you do <v Speaker 1>extra damage to enemies that are on fire, and so <v Speaker 1>those kind of like ramp up in a very natural <v Speaker 1>and really fun way. There's also some really broken ones <v Speaker 1>that I've seen on Blue Sky, where the module the <v Speaker 1>more that you increase your fov slider in the graphics setting, <v Speaker 1>the faster you move. And there are other ones that <v Speaker 1>are the higher your frame rate is, the higher damage <v Speaker 1>you do in the game. There's some really like game <v Speaker 1>breaking things that are really exciting icy. Yeah, I have <v Speaker 1>not gotten as Yeah, but that's kind of definitely like <v Speaker 1>a carrot on the stick for me. <v Speaker 6>Just to be clear, are we sure that that's actually <v Speaker 6>a thing and not a joke, but a joke. <v Speaker 1>But no, no, that is very crazy. <v Speaker 5>I love that. <v Speaker 1>Yeah, and then there are the other these other sockets <v Speaker 1>that are multiplier sockets. And so let's say you have <v Speaker 1>like a I had one socket that was like, if <v Speaker 1>you press F, you will shoot a missile cluster down <v Speaker 1>on the ground, like you'll kind of call on an <v Speaker 1>air strike. And then I found a multiplier where I <v Speaker 1>had to slot. Let's say my my missile was on <v Speaker 1>the right, and I had a modifier that would go <v Speaker 1>into the left of it and it would multiply that <v Speaker 1>effect three times. And so now when I press the <v Speaker 1>F button, I shoot down three missile clusters. But you <v Speaker 1>can apply that to whichever effect you want, so if <v Speaker 1>you wanted to, I did one where I had a <v Speaker 1>modifier where my the I mean, the recoil on this <v Speaker 1>gun was ridiculous, and I cranked it up even more <v Speaker 1>in exchange for extra damage, and then I added a <v Speaker 1>three times modifier on that. So like every time I <v Speaker 1>shoot this pistol, it's like I'm shooting like a bazook down, <v Speaker 1>but I'm doing like this ridiculous damage. And there's some <v Speaker 1>really great recipes and there's that's like really where a <v Speaker 1>lot of like the theory crafting and like the character <v Speaker 1>building comes into play and all of that on top <v Speaker 1>of it. FPS that feels honestly just incredible. <v Speaker 3>It's it. <v Speaker 1>One of my friends, Jesse Vittelli, was like, this is <v Speaker 1>what Marathon should have been. I was like, Oh, that's funny. Yeah, sure, <v Speaker 1>Like it's very much got that like that aesthetic, right, <v Speaker 1>and I'm I'm really digging it. I'm only probably an <v Speaker 1>hour in, but I'm gonna be playing more tonight. I'll <v Speaker 1>tell you that. Like it's it's really neat. It's called <v Speaker 1>Void Breaker. It's in Steam Early Access. But if you're <v Speaker 1>kind of looking for something that feels really fresh and <v Speaker 1>and just really playful, I think this is this is <v Speaker 1>one to watch or if you're cool. I know some <v Speaker 1>people avoid early access stuff, but it feels really polished <v Speaker 1>and I'm really liking it. I can't recommend it enough. <v Speaker 1>I'm excited to come back next week and hopefully I've <v Speaker 1>stumbled on some of those more broken builds. I really <v Speaker 1>want to get the FPS one. <v Speaker 4>Yeah, early access, right, is there a timeline for a <v Speaker 4>release or it's probably not? <v Speaker 1>There might be I'm not familiar with it, to be honest, <v Speaker 1>if there is. But yeah, that one's called Void Breaker, <v Speaker 1>and I very much recommend it. I think next week <v Speaker 1>Eric's going to be on the show. I think we <v Speaker 1>might talk about Deadlock. They've just released a huge update <v Speaker 1>for that game, a bunch of new characters, they reworked <v Speaker 1>a lot of it. And I also want to talk <v Speaker 1>some magic next week, but I think that's gonna do <v Speaker 1>it for this episode. Mike, thank you so much for <v Speaker 1>joining us and for taking the time out of your <v Speaker 1>busy schedule. Where can people find you find your work? <v Speaker 1>Is there anything want to plug? Yeah, anything you're working on. <v Speaker 5>You can find most of my stuff. If you just <v Speaker 5>search at Mike d that'll probably get you in my <v Speaker 5>social media page. Good game, No rematch. It's available everywhere <v Speaker 5>in most English speaking countries at this point. I believe <v Speaker 5>we finally got it out in the UK last month <v Speaker 5>or in July rather. And yeah, digital audio, hardcover. Also, <v Speaker 5>when does this podcast come out? <v Speaker 1>It'll come out later this week on Thursday. <v Speaker 5>On Thursday, September fourth. If you're in New York City, <v Speaker 5>I'm doing my bad video game show called shit Arcade <v Speaker 5>at Union Hall. Oh I saw that years. <v Speaker 1>Ago Yeah, I highly recommend that. That is awesome. <v Speaker 5>It's so much fun. I have spent like two hundred <v Speaker 5>dollars on eBay buying new bad games. So you know, <v Speaker 5>Wayne's World on the Super Nintendo. Probably going to bring <v Speaker 5>back Balls three D just because everyone loves that. It's <v Speaker 5>going to be a really fun, bad video game show. <v Speaker 5>We've got some amazing comedians on it, like Josh Gondlman <v Speaker 5>and Dina Hashem. So yeah, if you're in New York, <v Speaker 5>check it out September fourth at Union Hall. <v Speaker 1>All hit it up. <v Speaker 4>Charles, Charles's mother, I think is I also, I do <v Speaker 4>want to plug We didn't talk about it extensively, but <v Speaker 4>I do want to plug. Mike's piece in the new <v Speaker 4>issue where you just you just talked to a bunch <v Speaker 4>of you spent what like three or four hour long <v Speaker 4>phone calls with ROBERTA. Williams, and you broke this really <v Speaker 4>great funny feature about just like what it's like to <v Speaker 4>meet your heroes and stuff. I really, I really like <v Speaker 4>how that piece came together. So it's if you're a subscriber, <v Speaker 4>you can read it the digital version. It'll be in <v Speaker 4>the Ninja Guy and four issue gameforma dot com slash subscribe. <v Speaker 4>Thanks for thanks for doing that, Mike. <v Speaker 5>I think, of course, no, thank you for setting that up. <v Speaker 6>Man. <v Speaker 5>That was honestly, meeting ROBERTA. Williams was like the conversation <v Speaker 5>of a lifetime. That was so great. <v Speaker 4>Oh good, good. <v Speaker 6>It's also it's it's good in that it's very Mike like. <v Speaker 6>I feel like we have a lot of when we <v Speaker 6>have freelancers come in. Everyone has their own voice, but <v Speaker 6>I feel like his was a very strong, personal author voice. <v Speaker 6>I don't think there there'd be any confusion anyone else <v Speaker 6>wrote that piece. That's I think that's really cool. <v Speaker 1>Love that well Again, if you are interested in picking <v Speaker 1>up that issue, head over to gaminformer dot com slash <v Speaker 1>subscribe that I'll get you all the details. I think <v Speaker 1>there might be a promotion running right now so you <v Speaker 1>can pick it up a little cheaper. But yeah, that <v Speaker 1>would greatly. That's the best way to keep the lights on. <v Speaker 1>Help us out. Second best way is to share the <v Speaker 1>show with a friend and review the podcast on your <v Speaker 1>podcast platform of choice. Kyle Charles, Mike, thank you for <v Speaker 1>joining me. Follow Charles at Chuck Tuck three six five <v Speaker 1>and follow Kyle Hilliard at Kyle Hilliard on Blue Sky. Yeah, <v Speaker 1>that's really you can follow me at it's Van Aiken. <v Speaker 1>Don't forget to follow Mike as well and Game Informer <v Speaker 1>while you're at it. But that's gonna be it for <v Speaker 1>the show this week. We really appreciate your support. Uh, <v Speaker 1>and go follow Mike, go follow his work. If you're <v Speaker 1>in New York, go check out his show next week, <v Speaker 1>and uh, we'll catch you all next week. Have a <v Speaker 1>good one, I te
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