Ghost Of Yotei, Hades 2, and Silent Hill F Reviews

The Game Informer Show

October's just about here, and that means we are struggling to stay afloat in a sea of virtual experiences. Marcus, Kyle, and Charles gathered together this week to discuss the big games they've been playing, and oh boy, there are a lot of them.

We start off with Sucker Punch's Ghost of Yotei, followed by Hades 2, both of which seem to be frontrunners for this season's lineup of games. Silent Hill f has caused some consternation and evaluation, perhaps appealing to those drawn to rough edges, and/or creepy knife monsters. Baby Steps toes right in after them, and the show rounds out with Hotel Barcelona, a strange game from two well-known makers of strange games.

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.

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Jump around using the timestamps:
  • 00:00 - Intro
  • 04:07 - Ghost of Yotei
  • 26:26 - Hades 2
  • 44:19 - Silent Hill f
  • 1:09:42 - Baby Steps
  • 1:24:27 - Hotel Barcelona
2025-09-26 99 min Transcript

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Transcript

<v Speaker 1>Hello, everyone, Welcome to the Game and Former Show, a
<v Speaker 1>weekly podcast covering the video game industry. Join us each
<v Speaker 1>and every week for a discussion on the latest gaming news, reviews,
<v Speaker 1>and exclusive reveals with Game and Former staff and special
<v Speaker 1>guests from around the industry. I am your host this week,
<v Speaker 1>Marcus Stewart. I am joined by the King of the
<v Speaker 1>Hilliard himself, Kyle Hilliard.
<v Speaker 2>Hello, Hello, King of the Hilliard. All right, I'll take it.
<v Speaker 2>I'm the king. I did it.
<v Speaker 1>And what's the king without another king? Because we have
<v Speaker 1>the King of Hearts himself, Charles Hart Heart.
<v Speaker 2>I like that.
<v Speaker 3>I was gonna say, Kyle, do you feel like the
<v Speaker 3>king and your family dynamic?
<v Speaker 2>No?
<v Speaker 3>I was gonna say, I don't know, because I feel
<v Speaker 3>like you talk about your wife and daughter enough that
<v Speaker 3>I'm like, I don't know.
<v Speaker 2>They're in charge, man, I don't know. Don't making decisions?
<v Speaker 2>Are you kidding me?
<v Speaker 3>I'm the only heart that lives in my house. So
<v Speaker 3>I feel fine being the king of.
<v Speaker 2>Well for now, mister Gage. If she decides to take
<v Speaker 2>your last name, I suppose she's going to so now nice.
<v Speaker 1>Well, Hello everyone, Welcome to the Game Informer Show. We
<v Speaker 1>have a absolutely stacked episode. This week, We've got Ghost
<v Speaker 1>of Yo Take. Kyle Hillary reviewed the game. He's gonna
<v Speaker 1>be talking about that. We've got the one point zero
<v Speaker 1>launch of Hades two. Charles Hart you review that. I've
<v Speaker 1>got Silent hill f which also came out this week
<v Speaker 1>that I reviewed. We're gonna be talking about Baby Steps,
<v Speaker 1>We're gonna be talking about Hotel Barcelona, and maybe we
<v Speaker 1>might talk about the state of play. Who knows. But yes,
<v Speaker 1>it's a very big, very big week. So before we
<v Speaker 1>jump right into it. Of course, if you want to
<v Speaker 1>support Game Informer, the best way to do it is
<v Speaker 1>to go to GameInformer dot com, slash subscribe and sign
<v Speaker 1>up for a magazine subscription. As you can see Charles
<v Speaker 1>Hart holding up our recent Ninja Go four issue. Kyle
<v Speaker 1>Hillier has got our Vampire to Masquerade Bloodliness two issue.
<v Speaker 1>Of course, recently we announced our next cover story, which
<v Speaker 1>we'll actually have to leave go live digitally next week,
<v Speaker 1>which is on the Outer World Too, which I wrote.
<v Speaker 1>You can get ten issues a year, physical and digital
<v Speaker 1>delivered to you by signing up for a magazine subscription.
<v Speaker 1>You can also sign up for it just the digital
<v Speaker 1>edition for a reduced price. But it's the best way
<v Speaker 1>to support Game Informer as an outlet, and with the
<v Speaker 1>improved paper quality and just over eighty pages of in
<v Speaker 1>depth features, previews, reviews, and more, it's, dare I say,
<v Speaker 1>the best way to keep up with video game news.
<v Speaker 2>I'm going to day hot exclusive. I'm going to tease
<v Speaker 2>a feature in the Outer World's two issue, Toby Fox interview.
<v Speaker 2>That's all I'll say. Yeah, that's pretty cool, pretty good
<v Speaker 2>creator of Undertail.
<v Speaker 1>Yeah, until he has he never shown his face.
<v Speaker 2>No, I don't think so.
<v Speaker 3>I think they just did a stream and maybe I
<v Speaker 3>could be totally wrong. I think they just did an Anniversaryshima
<v Speaker 3>Undertail and he's represented on the couch as like his
<v Speaker 3>little dog persona A right, Yeah, yeah.
<v Speaker 1>I was opening d like a god mister near Automata
<v Speaker 1>with the moon helmet. I was opening day like that,
<v Speaker 1>but with a sands.
<v Speaker 2>That'd be good.
<v Speaker 1>That'd be pretty good. But yes, keep an eye a
<v Speaker 1>for that in our Outer World's issue. Like I said,
<v Speaker 1>goes live digitally next week. But Kyle hilly or without
<v Speaker 1>further ado. Ghost of Yote, the sequel to Ghosts of Shushima,
<v Speaker 1>one of the PlayStation four's best games. It is is
<v Speaker 1>it out this week or is it next week or October?
<v Speaker 2>October second?
<v Speaker 1>I believe October second. Yeah, yeah, is Embargo looked pretty early?
<v Speaker 2>I guess today, I think, yeah, it's.
<v Speaker 1>Pretty yeah, yeah, week from today. But yes, you played it,
<v Speaker 1>you finish it. Your review is up on the site
<v Speaker 1>tell us. Is this a good game? Should we be
<v Speaker 1>excited for Ghost of Yota?
<v Speaker 2>Yeah? Absolutely, it is a fantastic game. I loved Ghost
<v Speaker 2>of Yote. I I this is uh yeah, I really
<v Speaker 2>loved Ghost of Sushima, and I really loved Infamous Second
<v Speaker 2>son and I really loved Infamous, and I really loved
<v Speaker 2>uh Sly Cooper three and Sly Cooper two and Sly
<v Speaker 2>Cooper one. And I've never played Rocket Rubino Wheels. But
<v Speaker 2>that's all to say I've always a fake fan. I've
<v Speaker 2>always admired Sucker Punch a lot. I think in a
<v Speaker 2>way they're kind of underrated because they're not really spoken
<v Speaker 2>with in the same breadth as like Naughty Dog and Insomniac,
<v Speaker 2>But like they're like maybe my favorite Sony like owned
<v Speaker 2>developer in that sort of you know, triumph it.
<v Speaker 3>I think, like, honestly, I even more than Sony Santa Monica.
<v Speaker 2>Wow, man, that's a tough Yeah, that's tough. That's tough.
<v Speaker 2>I don't know, Like, but they're like I I just
<v Speaker 2>like I love their games, and like Ghost of Susho
<v Speaker 2>was my game of the Year the year it came out,
<v Speaker 2>and I kind of had high expectations for Ghost of
<v Speaker 2>Yote and like I loved it. I love this game,
<v Speaker 2>Like I don't know if I'm ready to call it
<v Speaker 2>my game of the year, Like I think Claire Obscure
<v Speaker 2>maybe still takes that title for me for reasons we
<v Speaker 2>can get into later in the year. But this is like,
<v Speaker 2>if it's not number one, it's certainly like a close
<v Speaker 2>number two. But yeah, I love this game. Like it's
<v Speaker 2>just like there's so many cool things about it, right,
<v Speaker 2>Like it's not this radical reinvention of what worked in Sushima,
<v Speaker 2>but it's just like it's just really good. Like this
<v Speaker 2>the world is fun to explore. There's like there's no
<v Speaker 2>loading times at all for fast travel, which means the
<v Speaker 2>pace is just like sprinting all the time. Like it
<v Speaker 2>is constantly fun to just be doing stuff in the world.
<v Speaker 2>There's no there's no like there's there's barriers in the
<v Speaker 2>sense that like you're kind of going through a narrative,
<v Speaker 2>so like you are going along like a story track,
<v Speaker 2>but there's no barriers in terms of like the player
<v Speaker 2>interacting with the game, if that makes sense, you know
<v Speaker 2>what I mean. Like there's never there's never a moment
<v Speaker 2>to like be bored. If you don't want to be bored,
<v Speaker 2>If you want to be bored and you kind of
<v Speaker 2>just take in the scenery and not really focus on anything,
<v Speaker 2>you can totally do that. But like it's one of
<v Speaker 2>those games. It was interesting to play because you know,
<v Speaker 2>I had a review deadline that I was trying to hit.
<v Speaker 2>I knew it was a big game, but like I
<v Speaker 2>could not stop myself from doing all this side stuff,
<v Speaker 2>Like I just couldn't focus on the main story in
<v Speaker 2>a complimentary way where it's because it's like if you're
<v Speaker 2>riding your horse to like that point, like you're gonna
<v Speaker 2>get distracted by something that's worthwhile, like whether that's just
<v Speaker 2>like following a golden bird to get like, you know,
<v Speaker 2>find a hot spring that gives you more health, or
<v Speaker 2>if it's like a side story that they're like all
<v Speaker 2>the little side quests are really engaging and interesting in
<v Speaker 2>the sense that they're there. Really isn't a lot of
<v Speaker 2>repeated things of like, oh this person needs like five flowers,
<v Speaker 2>go get them five flowers. Like every single side story
<v Speaker 2>just has kind of a unique interesting twist to it.
<v Speaker 2>And because there's no loading screens and the fast travels instantaneous,
<v Speaker 2>it's really easy to just like pop around and get
<v Speaker 2>distracted and then get right back to what you were doing.
<v Speaker 2>And then on top of all that, like I think
<v Speaker 2>the narrative just really does out does Sushima in a
<v Speaker 2>big way.
<v Speaker 1>Like I well, what I want to ask us this
<v Speaker 1>is set like a couple one hundred years after I
<v Speaker 1>think it's Sushima. Yeah, three hundred years and you're playing
<v Speaker 1>as a new protagonist Atsu.
<v Speaker 2>Yeah, what year is it? Do you know? I don't know.
<v Speaker 1>I mean I think it. I think it's like fifteen
<v Speaker 1>or sixteen hundreds because Sushima was twelve hundreds, Yeah, wasn't it.
<v Speaker 2>I mean it's yeah, it's a it's a significant amount
<v Speaker 2>of time and it's a different area, so I mean
<v Speaker 2>there's no there's no tie really.
<v Speaker 1>Yeah, sixteen oh three, okay, said Charles.
<v Speaker 2>But yeah, I mean and like I but the thing
<v Speaker 2>I was I was getting at is just like the
<v Speaker 2>story of the game is like is really engaged good
<v Speaker 2>and I like Atsu a lot, Like I like her
<v Speaker 2>more than Gin. She's a much more interesting, sort of
<v Speaker 2>well realized protagonist that I really just liked being with
<v Speaker 2>and hanging out with. And there were like there were
<v Speaker 2>times that in the game that like really got me,
<v Speaker 2>like really were making me cry and like brought me
<v Speaker 2>to tears and things like that. I kind of I do.
<v Speaker 2>I cry pretty easily when it comes to like fiction,
<v Speaker 2>so like I'll you know, maybe not everyone will have
<v Speaker 2>that experience, but like I I met, I was messaging
<v Speaker 2>Haley over at min Max because she got really far,
<v Speaker 2>She's almost beaten it at this point, and we were
<v Speaker 2>both kind of like, yeah, there's there's at least one
<v Speaker 2>part that, like you know, was was making us tier up,
<v Speaker 2>and I bet I was. I messaged her. I was like,
<v Speaker 2>I bet it was this part, wasn't it. She's like, yeah,
<v Speaker 2>it was em so like I'm not spoiling anything obviously,
<v Speaker 2>but I mean, it's just it's just one of those
<v Speaker 2>games that I went into with high expectations and they
<v Speaker 2>were exceeded, you know, like I love it. It's so good.
<v Speaker 1>Does this came get into the because one thing. So
<v Speaker 1>I'm gonna preface saying I really liked Ghostusushima, but I
<v Speaker 1>think I've always been on the lower end of my likes.
<v Speaker 1>I know people have a love affair of the game,
<v Speaker 1>and I was always just like, it's pretty, it's good,
<v Speaker 1>it's really good.
<v Speaker 2>Yeah.
<v Speaker 1>One of the things that annoyed me about the game
<v Speaker 1>was sort of the premise of the like like debating
<v Speaker 1>whether to use like stealth or just facing enemy's head
<v Speaker 1>on and sort of the story concede around it was
<v Speaker 1>like inforiating to me because I hated Jen's uncles so much,
<v Speaker 1>just because of how anti stealthy was in a way
<v Speaker 1>that just made no sense to me. Yeah, Like, are
<v Speaker 1>you is there still that sort of like no balance
<v Speaker 1>of like you're choosing what style to go through and
<v Speaker 1>it's like a weird moral decision at all or do
<v Speaker 1>they just say like kill whoever you want. No, that's
<v Speaker 1>I mean, that's the thing that That's one of the
<v Speaker 1>reasons I like ad Too so much, is like she
<v Speaker 1>doesn't care about that stuff, Like she doesn't folks. Her
<v Speaker 1>focus is so specific and like extremely sort of defined
<v Speaker 1>of like I was a kid and these six men
<v Speaker 1>killed my parents and my brother in front of me,
<v Speaker 1>and they and they used a sword to stick me
<v Speaker 1>to a tree that they set on fire. And I
<v Speaker 1>have spent my whole life trying to get back at them,
<v Speaker 1>And that is like and She's gonna do whatever it
<v Speaker 1>takes to do that. Like she is mad for totally
<v Speaker 1>justifiable reasons that I totally believe in in the game,
<v Speaker 1>because it's so good at like setting you up, Like
<v Speaker 1>because the way it's not just like the cut you know,
<v Speaker 1>you don't just get a cut scene flashback like they've
<v Speaker 1>talked about this before, right, Like you actually go into
<v Speaker 1>the past and you get to live, you know, see
<v Speaker 1>her family and what her life was like before this incident,
<v Speaker 1>and then you get to live through that incident as well,
<v Speaker 1>like by literally playing as young Atsu. So like she's
<v Speaker 1>so focused on this singular goal that it's like as
<v Speaker 1>a like a narrative and also it's like a video
<v Speaker 1>game sort of premise. It's like great because it's like
<v Speaker 1>I know exactly why she needs to do this, and
<v Speaker 1>I'm totally I totally understand why she needs to do this,
<v Speaker 1>and I'm gonna help her do it, and I'm gonna
<v Speaker 1>do whatever it takes to get results, which was kind
<v Speaker 1>of like in the narrative of Sushima, that was kind
<v Speaker 1>of the thing. It was like Jin's uncle kept being like,
<v Speaker 1>you can't do it this way, and Jin would like
<v Speaker 1>point behind him and be like yeah, but like it's working,
<v Speaker 1>Like what do you want from me?
<v Speaker 2>Yeah?
<v Speaker 1>Also, they don't play like Jin's uncle was basically the
<v Speaker 1>main villain as far as I was, like, you're just
<v Speaker 1>enabling the murder of your people by being so stubborn.
<v Speaker 1>Is she is she had samurai or a ninja, like.
<v Speaker 2>She's an on real she's a ghost Marcus. Okay, exactly,
<v Speaker 2>I mean she's a mercenary, she's a samurai basically.
<v Speaker 1>You know. Yeah, I didn't know if this counted in
<v Speaker 1>the Year of the Ninjas.
<v Speaker 2>She was like closer to a snob. It does in
<v Speaker 2>the sort of in the world of Ghosts of Sushima.
<v Speaker 2>Gin is kind of the original ninja, like he was
<v Speaker 2>the first one to kind of decide to do this
<v Speaker 2>and become a proper ninja, if that makes sense, And
<v Speaker 2>like Jin had who kind of like toes the line
<v Speaker 2>between she has ninja abilities. You know, you could call
<v Speaker 2>her ninja and you would you wouldn't be offending anybody,
<v Speaker 2>but she's she's basically a mercenary samurai is kind of
<v Speaker 2>like the best way to find her. She's walking around,
<v Speaker 2>you know, with swords and not really being sneaky. But
<v Speaker 2>if you want to dress up in all black and
<v Speaker 2>be sneaky, can that's an option? Nice?
<v Speaker 1>Yeah, And you mentioned the side content earlier being better.
<v Speaker 1>That was actually one of my problems in the first
<v Speaker 1>game is that I thought the side content outside of
<v Speaker 1>the main like ally missions, I thought everything else was
<v Speaker 1>pretty boilerplate in a way that I found disappointing, Like
<v Speaker 1>are you still doing those like big ally missions, like
<v Speaker 1>like loyalty missions. I guess, for lack of a better term.
<v Speaker 2>They're not as defined. But there are a handful of
<v Speaker 2>characters that you do sort of go on missions with.
<v Speaker 2>There's really only like two primary allies, I guess you
<v Speaker 2>could say, which is like good, you know, it's like
<v Speaker 2>sort of paars it down to just like the really
<v Speaker 2>important ones, and those two are like really important in interest.
<v Speaker 1>Is there a comedic relief?
<v Speaker 2>Not really? Actually, I mean Odds is pretty funny because
<v Speaker 2>she's so brash and just like you know, like doesn't
<v Speaker 2>really care. I guess you could say, you know, and
<v Speaker 2>she gets oh, okay. There's a lot of people who
<v Speaker 2>will just be like oh a woman, and she'd be
<v Speaker 2>like yeah, and I'm gonna kill you in like five seconds,
<v Speaker 2>so like let's get through those, which is like a
<v Speaker 2>fun dynamic have you know, So there's not really like
<v Speaker 2>a comic relief character. Really, ultimately, it's not. It's a
<v Speaker 2>pretty dour game. It's not without its light moments, but
<v Speaker 2>it but it takes itself very seriously and in an
<v Speaker 2>effective way. I would argue, I think it works.
<v Speaker 1>Right, and the combat's the same, like switching between the different
<v Speaker 1>sword stances and whatnot.
<v Speaker 2>Or yeah, I mean that's like I guess you could
<v Speaker 2>call it a complaint if I didn't like Sushima so much, right, Like,
<v Speaker 2>I think like a lot of the mechanics of Sushima
<v Speaker 2>I think worked really well. I thought the stealth was
<v Speaker 2>a lot of fun in Sushima because it really prioritizes
<v Speaker 2>like like there's so many stealth games that are very
<v Speaker 2>punishing to sort of make the stealth more intense, right,
<v Speaker 2>it's like, if you get caught, it's over. Where Sushima
<v Speaker 2>and Yote are very much like we're gonna make stealth
<v Speaker 2>pretty breezy and fun and if and if things go wrong,
<v Speaker 2>like you're a badass, like you're gonna be fine, and
<v Speaker 2>it doesn't feel like you've failed, right, Like I feel
<v Speaker 2>like both of the games are pretty good at making
<v Speaker 2>you not feel like a failure even if you don't
<v Speaker 2>succeed in being stealth healthy as you planned, which I like.
<v Speaker 2>And by the end of the game, you know, when
<v Speaker 2>I'm trying to just like wrap up a few things,
<v Speaker 2>I did often just walk into a camp and just
<v Speaker 2>basically yell and be like, hey, let's come on, try
<v Speaker 2>to fight me. You know, Like I wouldn't even bother
<v Speaker 2>doing stealth at a certain point because and because it's
<v Speaker 2>like and if I'm in the mood for stealth, you
<v Speaker 2>know that's available. But you know, I kind of got
<v Speaker 2>sidetracked there. But like it doesn't like radically reinvent anything
<v Speaker 2>in Sushima, right, Like you have different weapons, but that idea,
<v Speaker 2>that rock paper scissor idea of like switching between them
<v Speaker 2>mid fight is still present and super fun and like cool,
<v Speaker 2>and like it's really fun to use like the new
<v Speaker 2>weapons to just bash through someone's shield, you know, and
<v Speaker 2>stuff like that. And you have new things, like you
<v Speaker 2>have a gun instead of not instead of but alongside
<v Speaker 2>like a bow and arrow, you know, like it's it's
<v Speaker 2>not like a radical reinvention, but it's like but it's
<v Speaker 2>just like iterated on a little bit where it's just
<v Speaker 2>improved somewhat. Same with like navigation with the wind. You know,
<v Speaker 2>it's like the wind was like one of the most
<v Speaker 2>memorable interesting parts of Sushima, So like that maintains here
<v Speaker 2>and it's still very good and very sort of lets
<v Speaker 2>you just focus on the world, which looks fantastic. It's
<v Speaker 2>a lot of things of like it is. It is
<v Speaker 2>an iterative sequel in a complimentary way where I think
<v Speaker 2>I think I can say pretty easily that they improved
<v Speaker 2>on everything right, Maybe not in like massive ways, but
<v Speaker 2>it's like the story's better, the main character is more interesting,
<v Speaker 2>the combat smoother, like you know, all those things are
<v Speaker 2>just like better overall in general awesome.
<v Speaker 1>It's it's mentioning the win. Is it surprising to you
<v Speaker 1>guys that goes to Shushimo was five years ago and
<v Speaker 1>no other game has ripped that off. Like that's got
<v Speaker 1>a while to me because of how that's such a
<v Speaker 1>great idea and such an easy idea to just pluck
<v Speaker 1>and put into your game, I know, and unless i'm
<v Speaker 1>unless I'm I don't know if maybe there's something I
<v Speaker 1>don't know of, But it's like, how has that not
<v Speaker 1>just been ripped off yet? Like this is only the
<v Speaker 1>second game to do it.
<v Speaker 3>I mean, it's so it's very much people take like
<v Speaker 3>an all or nothing approach to the maps nowadays, where
<v Speaker 3>it's like either you're going all the way and you're
<v Speaker 3>like getting the towers and clearing all the sections off,
<v Speaker 3>or people were like, we hate towers and clearing sections off,
<v Speaker 3>so we're not gonna give you any map and you're
<v Speaker 3>gonna have to figure it out all by yourself. And
<v Speaker 3>sometimes that's fun and sometimes it's not fun. But I
<v Speaker 3>really like the balance the Ghost of Souci Moodeyestra.
<v Speaker 2>Like you can't. I never really pulled out my sort
<v Speaker 2>of telescope and just marked the map and just went
<v Speaker 2>in that direction. I think there's only like one little
<v Speaker 2>side mission I did it for, but like that's you
<v Speaker 2>could totally do it that way, and you can see,
<v Speaker 2>like you can look out in the distance and see
<v Speaker 2>like you know, smoke rising up in the air, and
<v Speaker 2>that's like always a signal that there's something interesting there, right,
<v Speaker 2>but you could also just like use the map and
<v Speaker 2>mark it and like, like I said, fast travels instantaneous.
<v Speaker 2>There's never a barrier of like maybe I should just
<v Speaker 2>ride my horse over there. It'll be quicker than watching
<v Speaker 2>a loading screen. Like it's all. It's like, it's it's insane,
<v Speaker 2>Like I don't I don't know how they pulled it off,
<v Speaker 2>where like it's just everything is instantaneous. It's wild.
<v Speaker 1>I mean, I guess they figure that out with Spider
<v Speaker 1>Man because that also had the instantaneous like yeah, wellload
<v Speaker 1>that nobody used because the traversal was actually really fun.
<v Speaker 2>I mean, Sushima has that acqu loading too, but it
<v Speaker 2>still feels magical. Like I it's it's wild that you
<v Speaker 2>can just like press a button and you're there, Like
<v Speaker 2>it's it's crazy, it is.
<v Speaker 3>It's it is interesting how how much of a like
<v Speaker 3>modern gaming thing that is that I've started to get
<v Speaker 3>really used to. And then like Marcus and I will
<v Speaker 3>be streaming Resident Evil Outbreak and to move between one
<v Speaker 3>room and another room is like ten seconds of loading
<v Speaker 3>screen per room.
<v Speaker 2>And it's like, you know, they just don't do that.
<v Speaker 1>Yeah, the heartbeat is literally counting on a number of
<v Speaker 1>heartbeats that you have waiting for the next scene to
<v Speaker 1>load in.
<v Speaker 2>Awesome.
<v Speaker 1>Yeah, I have not been able to fire up my
<v Speaker 1>copy yet, which I was I was hoping to before this,
<v Speaker 1>but just busy with my own stuff. But I'm super excited. Yeah,
<v Speaker 1>I'm super excited to get to it. Like I said,
<v Speaker 1>I I liked Sushim a lot, but I it was
<v Speaker 1>just like short of just falling in full love with it.
<v Speaker 1>But everything you're saying sounds awesome and like, actually, I
<v Speaker 1>guess the last question I have was like that original trailer,
<v Speaker 1>Remember that first trailer had that really kind of like
<v Speaker 1>that soundtrack, but like the kind of Western eye, yeah,
<v Speaker 1>kind of vibe, Like does that is that indicative like
<v Speaker 1>the tone of the game, because I mean the idea
<v Speaker 1>of the Revenge Quest sounds like something that could be
<v Speaker 1>like a spaghetti western of like going on. Does it
<v Speaker 1>have like that Western vibe or you think that was
<v Speaker 1>just sort of a I mean I don't want off
<v Speaker 1>for that trailer.
<v Speaker 2>It does for sure, like, especially like the the sort
<v Speaker 2>of climax of the game, like the final sort of
<v Speaker 2>confrontations and stuff like that definitely have sort of a
<v Speaker 2>Western kind of tone. And when I say Western, I'm
<v Speaker 2>talking about like the film genre, right, yeah, like they did.
<v Speaker 3>Yeah, that is like the I think samurai films es
<v Speaker 3>are what Westerns are kind of based off of. So
<v Speaker 3>it is cool to like, Yeah, you take it in
<v Speaker 3>the old version into the new version, Yeah, and it
<v Speaker 3>works well. And then I didn't dig too much into
<v Speaker 3>it because I didn't want to not have the sort
<v Speaker 3>of proper experience.
<v Speaker 2>But the uh, what a Nabe mode? Is that right?
<v Speaker 3>That's what I was gonna I was gonna ask about
<v Speaker 3>the director.
<v Speaker 2>The one that I was interested in, Yeah, is what
<v Speaker 2>a Nabe? Which has the like it's he's the anime
<v Speaker 2>director who created Cowboy Bebop and more specifically Samurai Champlu,
<v Speaker 2>which was like they basically yeah, great show that like
<v Speaker 2>they basically if you turn that on, it makes the
<v Speaker 2>soundtrack like was it like chill beats to you know?
<v Speaker 1>Does it just add like music? Like he was the
<v Speaker 1>producer that that the all the soundtrack for? Is it
<v Speaker 1>just Yeah, basically I'm a big fan of this. That
<v Speaker 1>would actually be incredible to play the game with his music.
<v Speaker 2>Yeah, And I like I turned it on for a
<v Speaker 2>little while to do some side quests and stuff, and
<v Speaker 2>I was like, I think I kind of want to
<v Speaker 2>keep this on, you know, like you get that that
<v Speaker 2>just that chill sort of hip hop stuff, like is
<v Speaker 2>it's so good, it works so well, and they have
<v Speaker 2>and it's like it's like, you know, they have like
<v Speaker 2>you know, the combat music, they have the Wata Nabe
<v Speaker 2>version of the combat music, so it's like you could
<v Speaker 2>totally keep it on and it would be like a
<v Speaker 2>seamless soundtrack. I think maybe some of the cutscenes might
<v Speaker 2>go back to like the sort of orchestrated soundtrack, which
<v Speaker 2>is like great, But I was like really impressed by
<v Speaker 2>like the tone that the music change sets for the game.
<v Speaker 2>But like then like the the Curasawa mode and the
<v Speaker 2>the other mode who's the director's I name, I can't
<v Speaker 2>remember off the top of my head. Those I was
<v Speaker 2>like less interested in, you know, like I didn't really
<v Speaker 2>want to change the whole visual style of the game.
<v Speaker 2>But yeah, I would definitely recommend turning on a Wata
<v Speaker 2>Nabbe mode at least for a little while. I think
<v Speaker 2>now that I've beaten the game, and I'm gonna go
<v Speaker 2>and like mop up everything because I do I this
<v Speaker 2>is one of those games that I finished and you guys,
<v Speaker 2>I'm sure you've had this before where you're like, I
<v Speaker 2>don't want to not be in this world. I'm not
<v Speaker 2>ready to leave as yet. Like that is one hundred
<v Speaker 2>percent how I feel like. I'm just like I was
<v Speaker 2>putting off beating the game for so long, even though
<v Speaker 2>I had to for review, because I just didn't want
<v Speaker 2>the journey to be over, and like I don't really
<v Speaker 2>have as I get older, like that video game experience
<v Speaker 2>kind of becomes rarer and rarer, Like I am very
<v Speaker 2>much a like see credits, move on to the next thing.
<v Speaker 2>We're here, Like I'm gonna look for every excuse to
<v Speaker 2>like not be playing Ghost of Yota, Like I just
<v Speaker 2>want to see everything it has to offer, you know.
<v Speaker 2>But now that now that I've seen credits, I'm gonna
<v Speaker 2>I'll probably just leave water on mode on all the
<v Speaker 2>time because the soundtrack is so cool.
<v Speaker 3>I do like because I remember, uh like probably with
<v Speaker 3>like Spider Man two or something like a game where
<v Speaker 3>I'm like, I want to keep playing this and I'm
<v Speaker 3>gonna just one hundred percent I if I've played it
<v Speaker 3>long enough, I do kind of get to the point
<v Speaker 3>where I'm like, all right, I'm gonna listen to my
<v Speaker 3>podcast and just kind of do the busy work of
<v Speaker 3>figuring this out. And I like the idea that it's
<v Speaker 3>like you can make it visually audibly interesting that's separate
<v Speaker 3>from the other thing.
<v Speaker 2>Yeah, that's just cool. I mean it is. And there
<v Speaker 2>is like a lot of Spider Man in the game
<v Speaker 2>in an odd way. Spider Man's in this game. I'm
<v Speaker 2>literally Charles, I'm sorry. I mean he's just so excited.
<v Speaker 2>But like just the like and not tone is the
<v Speaker 2>wrong word, but just like the experience of playing where
<v Speaker 2>Spider Man and Spider Man two are so like seamless, right,
<v Speaker 2>Like there's just like you're just in that we're having
<v Speaker 2>a great time, and it's like there's and you're just
<v Speaker 2>kind of always upgrading yourself and doing things like this
<v Speaker 2>has that kind of gameplay tone, like not not like
<v Speaker 2>narrative tone or world tone, but just like gameplay tone
<v Speaker 2>of just like, yeah, we're gonna let you in here.
<v Speaker 2>There's always gonna be something fun to do. You're never
<v Speaker 2>gonna not be having fun, whether that's you know, solving
<v Speaker 2>a puzzle or like stopping a crime. Like there's always
<v Speaker 2>gonna be some cool distraction that you're gonna want to
<v Speaker 2>be engaged with, and like you can even you know,
<v Speaker 2>skip the little things that maybe you don't want to do,
<v Speaker 2>and the loading is instantaneous so you have no excuse.
<v Speaker 2>But yeah, a great game, Like it'll definitely be one
<v Speaker 2>that I'll be, you know, pushing forward the end of
<v Speaker 2>the year for accolades and talking about a lot like
<v Speaker 2>I this is definitely like I said this and Claire
<v Speaker 2>for me are like my my one and two for
<v Speaker 2>twenty twenty five. So far Metroit Prime still has to
<v Speaker 2>be in my hands. See how that goes. That's true.
<v Speaker 3>I wanted to ask, are you also are you an
<v Speaker 3>Erica fan of like outside of game?
<v Speaker 2>No, I am, now, I was like because I like
<v Speaker 2>her as Atsu so much, but I was completely unfamiliar
<v Speaker 2>with her until until playing Yote.
<v Speaker 3>If if you ever watch dropout stuff, Erica does a
<v Speaker 3>lot of like comedy things and actual play like tabletop stuff.
<v Speaker 2>Yeah, she's like a D and D person right, Like
<v Speaker 2>she's she's been on.
<v Speaker 3>Critical role in Mention twenty and she's she's on my
<v Speaker 3>favorite show Worlds beyond Number.
<v Speaker 2>She's great. It was a fantastic performance. I was really
<v Speaker 2>impressed by it.
<v Speaker 1>Yeah yeah, oh yeah, well Ghost of Shushima, like we
<v Speaker 1>mentioned out October seven, Yota PlayStation clearer ghost Ghost of.
<v Speaker 2>Clear also out if you can play Ghost of Sushi also.
<v Speaker 1>Yeah, yeah, so October second, Ghost of Yote for PlayStation five.
<v Speaker 2>Real quick, Oh, Charles, are you a Sushima guy? Are
<v Speaker 2>you gonna play Yote? Yeah?
<v Speaker 3>So, I I didn't play Sushermo when it came out,
<v Speaker 3>and I don't really remember why. I don't know what
<v Speaker 3>was going on in my life at that point. I
<v Speaker 3>thought I was still in college, so I think it
<v Speaker 3>was just like literally busy. But I played it a
<v Speaker 3>few years after and I got like fifteen or so
<v Speaker 3>hours in and then I was like, I'm done. I
<v Speaker 3>think I like finished the first act or like the
<v Speaker 3>first major section, and it kind of opened up a
<v Speaker 3>new part of the world. And I remember having the
<v Speaker 3>thought where I'm.
<v Speaker 2>Like, I'm good.
<v Speaker 3>I don't really feel the need to I don't know.
<v Speaker 3>I liked it, but it didn't really get its hooks
<v Speaker 3>in me, and I was more playing it because I
<v Speaker 3>knew people liked it so much, and I was like,
<v Speaker 3>I got to get around to it, and I ultimately
<v Speaker 3>was like it kind of felt like another open world game,
<v Speaker 3>and I both wasn't really in the mood and wasn't
<v Speaker 3>like super blown away. I think that this story you
<v Speaker 3>were saying it's so good it's that is just immediately
<v Speaker 3>more compelling to me, like the story level I think about.
<v Speaker 3>And yeah, I genuinely can't remember the story of Ghost
<v Speaker 3>Sushi off the top of my head right now. I
<v Speaker 3>assume it was a similar revenge story, but I some yeah,
<v Speaker 3>distinctly remember when I played through all of the Assassin's
<v Speaker 3>Creed games a few years ago that there's a pretty clear,
<v Speaker 3>uh like linear graph of how much I enjoy the
<v Speaker 3>game and how much revenge is like a palpable part
<v Speaker 3>of the plot line where I'm like, like an Assassin
<v Speaker 3>Creed revelations at he I wasn't really trying to get
<v Speaker 3>revenge on anyone anymore, and I feel like he's not
<v Speaker 3>like driven to do all this crazy killing and stuff. Yeah,
<v Speaker 3>when there is that, I'm like, I'm so into it.
<v Speaker 3>And you're saying that that was like a major part
<v Speaker 3>of ots who's character is like, I'm like much more.
<v Speaker 2>Yeah, they lock it in really well, It's it's they
<v Speaker 2>do a good job with that cool. Well, yeah, I didn't.
<v Speaker 2>I didn't mean that sort of sidetrack us, but like
<v Speaker 2>to hear your opinion. But I was curious, Charles. But yeah,
<v Speaker 2>good game. Alrighty well, thank you, Kyle H.
<v Speaker 1>Charles. I'm gonna throw it to you now because you
<v Speaker 1>have been playing the one point zero version of Hades two,
<v Speaker 1>which drops this week in a much like a in
<v Speaker 1>a hollow, Hollow night silk song fashion out of nowhere
<v Speaker 1>more or less. Super Giant Games announcing just a couple
<v Speaker 1>of weeks ago that Hades two, which went into early
<v Speaker 1>access last spring, would be yeah, last May, coming out
<v Speaker 1>in one point zero, which they did keep to their
<v Speaker 1>schedule they were. They always told everyone, including us when
<v Speaker 1>we did the cover story, that it would be out
<v Speaker 1>sometime next year, which I was confident about, just because
<v Speaker 1>they were saying, like one day went into early access
<v Speaker 1>a lot later than they did with Hades one, which
<v Speaker 1>is why it was so robust even when it first
<v Speaker 1>went in early access, and also just them having a
<v Speaker 1>template to build on. I know greg Is often was
<v Speaker 1>telling me when I was there, just like, yeah, we
<v Speaker 1>don't really need to keep it an early access as
<v Speaker 1>long it should be, it should be out sometimes twenty five,
<v Speaker 1>but it is here. You've been playing it, you finished it?
<v Speaker 1>What do you think?
<v Speaker 2>Yes, I played it.
<v Speaker 3>I really really really like it. I was really talking
<v Speaker 3>about it was a lot.
<v Speaker 2>I'm serious.
<v Speaker 3>Kyle was saying all this stuff about Ghost of Yote
<v Speaker 3>and I was like, oh, he's taking all my talking
<v Speaker 3>points for Hades two.
<v Speaker 1>Yeah, well did you before we started? Did you? Were
<v Speaker 1>you a Hades one guy?
<v Speaker 2>Absolutely? I love Hades one.
<v Speaker 3>It's like one of my one of my favorite games
<v Speaker 3>of all time, Hades one, all time. All right, So
<v Speaker 3>I at the time of this recording, by the time
<v Speaker 3>this is out, the review will have been published. At
<v Speaker 3>the time of this recording, I have not really.
<v Speaker 2>Settled on a score all the way.
<v Speaker 3>But this is the first time I have reviewed a
<v Speaker 3>game and seriously considered a ten. All right, kind I'm
<v Speaker 3>up there, I'm kind of jumping around. I had a
<v Speaker 3>conversation with Brian, who's like in charge of reviews here,
<v Speaker 3>and I was like, I'm thinking about this. I don't know,
<v Speaker 3>I don't know, not asking him like permission necessarily, but
<v Speaker 3>it's like a big deal to give a game to
<v Speaker 3>tell you yeah, And so we had the conversation and
<v Speaker 3>having just finished it, I'm leaning more ten than I
<v Speaker 3>was before I had finished it now that I've kind
<v Speaker 3>of like seen it through to the end. But yeah,
<v Speaker 3>this game rocks. It is the it is like the
<v Speaker 3>perfect roguelike. It's I couldn't I have thought really hard about,
<v Speaker 3>like like a a game getting atten necessarily mean it's perfect.
<v Speaker 3>But a thing I usually start when I'm reviewing a
<v Speaker 3>game is I'm like, how much do I like it?
<v Speaker 3>And then how much are things I dislike about it?
<v Speaker 3>Like kind of bumping points off of that, like are
<v Speaker 3>there little you know, quality of life things I think
<v Speaker 3>could be better? Do I just actively dislike this part
<v Speaker 3>of it? How my feeling with playing the game, And like,
<v Speaker 3>the more I think about Hades two, the more I
<v Speaker 3>cannot come with a good like thing I would change
<v Speaker 3>about it, even on like a micro level. And whenever
<v Speaker 3>I'm not playing it thinking about playing it, And I
<v Speaker 3>also don't I don't leave the game feeling upset. I
<v Speaker 3>never leave the game being like, oh I'm mad at
<v Speaker 3>how that went. There's games where like.
<v Speaker 2>And isn't really a perfect Charles. I think that's why
<v Speaker 2>it is.
<v Speaker 3>It's like erase is that like I don't know that
<v Speaker 3>major point where of like like when when I'm playing
<v Speaker 3>games casually, like not for review, I usually give myself
<v Speaker 3>like three of those, like I'm not really feeling this game,
<v Speaker 3>I'm going to turn it off. And once I have
<v Speaker 3>the third time where I'm like not really vibing with
<v Speaker 3>the game anymore, that's usually when I'm like done with it.
<v Speaker 3>And just the fact that I did not even really
<v Speaker 3>have one of those of Hades two is like really
<v Speaker 3>telling of how much I like it. If you don't know,
<v Speaker 3>I guess I'll like explain the concept of Hades and
<v Speaker 3>Hates two. You are in this game you're playing is Mulinaway,
<v Speaker 3>who's a daughter of Hades, and in this story Chronos,
<v Speaker 3>who's like the father of Hades and a lot of
<v Speaker 3>like the major gods in Greek mythology.
<v Speaker 2>Titan is a.
<v Speaker 3>Titan of time. He has basically imprisoned Hades Zagary, all
<v Speaker 3>the characters you know in Love from Hades one are
<v Speaker 3>somewhere imprisoned down in the underworld. And Melina Way was
<v Speaker 3>raised in the Crossroads, which is like the shadow plane
<v Speaker 3>between like the overworld and the underworld, and has basically
<v Speaker 3>been training as a witch her whole life to kill Kronos,
<v Speaker 3>and instead of breaking out of hell like you do
<v Speaker 3>in the first game, you're now breaking into hell. So
<v Speaker 3>it's a lot of like familiar kind of areas. It's
<v Speaker 3>like new twists on characters that you knew before, and
<v Speaker 3>it's just really really good. It feels good. There's new weapons,
<v Speaker 3>there's a lot of new mechanics, but they're introduced so
<v Speaker 3>gradually that it's like I never felt overwhelmed or bored
<v Speaker 3>by them. Like a paragraph I had in my review is,
<v Speaker 3>on my fortieth run of this game, I unlocked a
<v Speaker 3>new weapon and then also discovered a new god to
<v Speaker 3>get boons from. Like I was forty runs in and
<v Speaker 3>it was like completely different than every other run I
<v Speaker 3>had done, And that last weapon ends up being my
<v Speaker 3>favorite weapon. But I'd already I already the game up
<v Speaker 3>until that point. So for it to go that many
<v Speaker 3>hours in and be like, here's your new favorite thing
<v Speaker 3>and it will remain your favorite thing is just bonkers.
<v Speaker 3>And it's a game that, like I said, I never
<v Speaker 3>left it feeling bad, but it is like such a
<v Speaker 3>almost to the point where I'm like, you ever play
<v Speaker 3>a game that's so good like I feel this way.
<v Speaker 2>With like Vampire Survivors.
<v Speaker 3>I'm like, ah, maybe there's something wrong about video games
<v Speaker 3>that it's making my brain feel this way like maybe
<v Speaker 3>this is too good where I'm like every whenever you
<v Speaker 3>lose the game, it's like, well, you lost, but now
<v Speaker 3>you can just spend all that currency you got on
<v Speaker 3>upgrades and you willunlock this new thing and you can
<v Speaker 3>get this new thing, and you're like one thing away
<v Speaker 3>from this new thing, so you.
<v Speaker 2>Should probably just start a new run immediately.
<v Speaker 3>And it's like everyone feels like that in a way
<v Speaker 3>that I'm like, I don't know, they just did it.
<v Speaker 2>They just made a very very good game. They nailed it.
<v Speaker 1>Yeah, I mean that's incredible to hear. It's like I'm
<v Speaker 1>I'm with you in terms of like I adore Hades,
<v Speaker 1>I adore Super Giant in general. I love all their games,
<v Speaker 1>but Haites is easily my favorite of the bunch. It
<v Speaker 1>was my game of the Year in twenty twenty when
<v Speaker 1>it went one point oh that year. And I played
<v Speaker 1>a good bit of Hades two when it first went
<v Speaker 1>into early access, a lot of it for the cover
<v Speaker 1>story and was like floored then by it of like oh, yeah,
<v Speaker 1>this is yeah, this is better in every way. And
<v Speaker 1>this just came out in early Access, and I haven't
<v Speaker 1>touched it much since that first month, just because I
<v Speaker 1>didn't want to burn out on it basically, So I
<v Speaker 1>I like, I have like did you keep up with
<v Speaker 1>it at all throughout early Access or did you take
<v Speaker 1>a similar break? Like I wonder like if you played
<v Speaker 1>in the beginning, how much change has like how much
<v Speaker 1>has been changed about the game since it first went
<v Speaker 1>in early access.
<v Speaker 2>Yeah, so I.
<v Speaker 3>I also, as I'm saying this, there's I was talking
<v Speaker 3>about new things you unlock and how it's kind of gradual.
<v Speaker 3>There's some things about like the nature of Hades two
<v Speaker 3>that I don't want to spoil that I think other
<v Speaker 3>views will probably talk about. But I think it's so
<v Speaker 3>fun to just discover stuff in this game.
<v Speaker 1>There's a big thing that happens that was any origin
<v Speaker 1>the original early Access launched that I yeah, it is
<v Speaker 1>public knowledge in terms of like the places you go. Yeah,
<v Speaker 1>but even then, I guess we don't need to go
<v Speaker 1>out a way to spoil it, even though I guess
<v Speaker 1>it's been out.
<v Speaker 2>There for a year. But yeah, it's also good. Yeah,
<v Speaker 2>it's also good.
<v Speaker 3>Yeah, But so I when I had played the Early Access,
<v Speaker 3>I did not exhaust all of the Early Access content,
<v Speaker 3>and I wasn't many an updates. So I played like
<v Speaker 3>the first build of Early Access for like twenty hours
<v Speaker 3>and I really liked it, and I came back and
<v Speaker 3>I've been playing, and then also my fiance has been
<v Speaker 3>playing like also on my switch, on her own profile,
<v Speaker 3>which has been a nice way for me to like
<v Speaker 3>see the natural like early stages of the game again
<v Speaker 3>without me having to replay them, and for her to
<v Speaker 3>have all like the natural like discovery of stuff and
<v Speaker 3>being like, oh, that's how we meet that character. Oh
<v Speaker 3>that's how this happens, et cetera. But for the most part,
<v Speaker 3>it is the same. It feels very similar. I would
<v Speaker 3>say the main thing that they changed that I like more,
<v Speaker 3>and this is I think a relatively early update to
<v Speaker 3>the game, is there's a gathering tools, so when you
<v Speaker 3>leave to start a run, you can get like a
<v Speaker 3>pickaxe or a shovel, and that lets you collect certain
<v Speaker 3>types of resources that will like let you upgrade your
<v Speaker 3>weapons or you know, cast some kind of spell in
<v Speaker 3>the cauldron. And it used to be you had to
<v Speaker 3>pick one and that was the only type of resource
<v Speaker 3>you could get through a whole run, and now they're like,
<v Speaker 3>that's dumb.
<v Speaker 2>You can just have all of them.
<v Speaker 3>You can just do all of them all the time,
<v Speaker 3>and it feels way better. And it was the one
<v Speaker 3>thing where like you would you would encounter the type
<v Speaker 3>of resource and it's like, you can't get that this run,
<v Speaker 3>and that would be kind of the gist of it.
<v Speaker 3>So that's one thing that's changed. I think the feel
<v Speaker 3>is probably about the same. I remember when I think
<v Speaker 3>when you did the cover story, because I edited that
<v Speaker 3>rapid Fire, which you should check out listeners, is very good.
<v Speaker 3>They I think they mentioned like about like the balance
<v Speaker 3>of the game. They were like, aw, fastest might be
<v Speaker 3>too good right now because we just added him in,
<v Speaker 3>but he still feels really good.
<v Speaker 2>So if they nerfed him, I couldn't tell. I don't know.
<v Speaker 3>All this is to say, there's a lot of words
<v Speaker 3>to say. It hasn't really changed that much, but it
<v Speaker 3>was already good, so I'm not really like surprised, But
<v Speaker 3>it has the feel of a game where you're like,
<v Speaker 3>I can tell this has been you know, extensively play tested,
<v Speaker 3>and there's been a lot of feedback to make it
<v Speaker 3>feels good as it does, also noting I played it
<v Speaker 3>on switch To. I played my first twenty or so
<v Speaker 3>hours in early access on steam Deck, and then I
<v Speaker 3>played this on switch To. No performance issues runs like
<v Speaker 3>a dream loads up quick and it is a switch.
<v Speaker 1>To like there was a switch to native version because
<v Speaker 1>it's also on switch yeahe two.
<v Speaker 3>It's something crazy like it it supports like.
<v Speaker 2>I love that game.
<v Speaker 3>There's a a if you have like a TV that
<v Speaker 3>supports one hundred and twenty fps, like this game runs
<v Speaker 3>that that they like announced on switch To.
<v Speaker 1>That's crazy on switch too, and I think only when
<v Speaker 1>doc yeah, of course, yeahah, And I don't have.
<v Speaker 3>A TV that does that, so I didn't test that out,
<v Speaker 3>but that's probably cool. I don't know, Yeah, I think,
<v Speaker 3>but yeah, I think. I know you're kind of the
<v Speaker 3>roguelike hater of the book kind of.
<v Speaker 2>Yeah, Like I I certainly have many that I have
<v Speaker 2>fallen in love with a in a big way, hades.
<v Speaker 2>It was one that I liked, like I never quite
<v Speaker 2>crust it into like love affair. I beat it, you know,
<v Speaker 2>like I saw it to credits and I was like,
<v Speaker 2>that was good, and that was sort of my sort
<v Speaker 2>of relationship with Hades, but hearing you talk about it,
<v Speaker 2>and like I was like, Hades two was on that
<v Speaker 2>my cue of like I gotta play this, and it's like,
<v Speaker 2>am I really going to get around to it? I
<v Speaker 2>don't know, Like that's kind of one of those games.
<v Speaker 2>But I think hearing you talk about Charles, I think
<v Speaker 2>Hollow Knight's gotta go, man, I think I think I
<v Speaker 2>gotta Like That's what I've been playing on my which too.
<v Speaker 2>I've been making really slow progress and it's like it's
<v Speaker 2>not that I dislike it or anything, but I'm just
<v Speaker 2>like every time I play it, I'm like, I don't
<v Speaker 2>think I'm in the headspace for a challenge like this
<v Speaker 2>right now. Yeah, I think I think I'm I think
<v Speaker 2>I'm gonna switch over. Haites two is gonna become my
<v Speaker 2>switch to game now, I think. Yeah.
<v Speaker 3>Ilk song is a perfect example of the I felt
<v Speaker 3>bad putting this game down yeah too many times, and
<v Speaker 3>that's what I'm doing a lot. Yeah yeah, where I'm
<v Speaker 3>like I just don't like and once I beat this boss,
<v Speaker 3>I think that was the thing is I went from
<v Speaker 3>being mad at one boss to being mad at the
<v Speaker 3>next boss, and I never had a moment between more like, man,
<v Speaker 3>I'm so good at Silk Song, I'm so satisfied, and
<v Speaker 3>we'll talk about this. We'll get to Baby Steps later,
<v Speaker 3>which is the game I also reviewed this week. But
<v Speaker 3>I think there are just some people that have a
<v Speaker 3>much uh more inherent sense of satisfaction in a game
<v Speaker 3>of completing a task where they don't need the game
<v Speaker 3>to then reward them for it, or to be further incentivized,
<v Speaker 3>like to have a challenge and complete a challenge is
<v Speaker 3>like fun. And I feel that way about some things,
<v Speaker 3>and it depends on the game, and I feel about
<v Speaker 3>the style of game, but to have like an incentive
<v Speaker 3>in there makes me want to play it more, obviously,
<v Speaker 3>And Hades two is like the most I think the
<v Speaker 3>Besties podcasts with the maclroy's and some Polygon folks I
<v Speaker 3>guess now former Polygon folks. But when Hades one came out,
<v Speaker 3>Justin McElroy said that I think Hades might be the
<v Speaker 3>funnest game of all time, and I think about that
<v Speaker 3>all the time. I'm like, you know, I could try
<v Speaker 3>to be critical about it, just as the funnest game.
<v Speaker 3>And that's your review headline, right, the funnest that's my
<v Speaker 3>review The Funnest.
<v Speaker 2>Alright, I guess this is the more the funnierrest gig
<v Speaker 2>It's better. Yeah, funnery, funderiest love. Yeah. Yeah.
<v Speaker 3>The story also is I was gonna say, you can
<v Speaker 3>see you see a lot more of it now that
<v Speaker 3>the game is in like a completed state. There's just
<v Speaker 3>like more stages that you can reach and stuff. And
<v Speaker 3>I like the ending a lot. I think it's like
<v Speaker 3>a I think with Hades one. Also, once you kind
<v Speaker 3>of see all the areas and all the bosses you're
<v Speaker 3>gonna fight, you kind of have an image in your
<v Speaker 3>head of like, this is what success in the game
<v Speaker 3>will be like. And the way that Hades two kind
<v Speaker 3>of flips it on its head and it's like, uh,
<v Speaker 3>it's not there's not necessarily an easy, straightforward solution to
<v Speaker 3>this sort of thing. Is a thing where I was like, oh,
<v Speaker 3>I feel like I know everyone's smart and the writers
<v Speaker 3>are very smart.
<v Speaker 2>About making smart or something.
<v Speaker 3>Yeah, I'm the first to say.
<v Speaker 1>It hot take. Yeah, good writer. No, that's exciting. I
<v Speaker 1>like to your point about Hollo Night is it is
<v Speaker 1>like delightfully diabolical that those two games launched as close
<v Speaker 1>together as they have Because I'm so early in Hollow Night,
<v Speaker 1>and not for a different reason. I've just been tied
<v Speaker 1>up with review games.
<v Speaker 2>I just haven't had time.
<v Speaker 1>I'm in there too, to get back into it. Yeah,
<v Speaker 1>like otherwise i'd be ANXI. I do like what I've
<v Speaker 1>played of it, and I'm a Hollow Night fan in general.
<v Speaker 1>But like now that I have hollow Ight or Holiday
<v Speaker 1>Haites two on my switch to as well Inson Steam version,
<v Speaker 1>which there is cross saves between her two, which is awesome. Yeah,
<v Speaker 1>because I'm gonna just I'm thinking I might just start
<v Speaker 1>over from scratch because I just don't I just kind
<v Speaker 1>of want to see the beginning and it's completed state
<v Speaker 1>now and I never finished the early access content when
<v Speaker 1>it first came out, and also it's an excuse to
<v Speaker 1>play more eighties two. So it's like I think, I
<v Speaker 1>was like, I think I might just wipe my save
<v Speaker 1>and just start from scratch and then just transfer my
<v Speaker 1>data to switch to and just go back and forth
<v Speaker 1>between the you know, depending on if I want to
<v Speaker 1>lay in bed and play some hades.
<v Speaker 3>They do have multiple save files, I will say, so
<v Speaker 3>if you do want to move it over really started.
<v Speaker 3>So what I did, I started a fresh save, and
<v Speaker 3>then I was like, I want all my old stuff again,
<v Speaker 3>so I went back to my existing stave. I do
<v Speaker 3>think like to this note, I don't know how long
<v Speaker 3>it would take to start because I played the early
<v Speaker 3>access version and I didn't like exhaust all the content
<v Speaker 3>of that. But I play about fifty hours to reach
<v Speaker 3>the credits, which is a long time. Yeah, and I
<v Speaker 3>think if you were better, if you were better at
<v Speaker 3>the game, you would probably do it faster. Not that
<v Speaker 3>I was terrible once I got like a childs.
<v Speaker 1>I don't know if you noticed about me.
<v Speaker 2>Pretty good at video games, are pretty good at video games.
<v Speaker 2>Marcus hard games a lot.
<v Speaker 1>I might have heard my name is some sort You
<v Speaker 1>might have seen some Marcade leader boards. I said, all
<v Speaker 1>that was you.
<v Speaker 2>You're ever sing one of them?
<v Speaker 1>Yeah, that's sorry, big reveal, exclusive reveal, that is meet
<v Speaker 1>this whole time.
<v Speaker 2>That's that's a joke, Marcus that I'm mad I haven't
<v Speaker 2>heard before. That so funny, just claiming that you're a
<v Speaker 2>A A that's marks middle name, ah A for Marcus,
<v Speaker 2>A for Stewart. There's an A in there, and.
<v Speaker 1>My middle name does have two a's or three a's.
<v Speaker 2>If anyone would know, I think it would be you
<v Speaker 2>you're asking.
<v Speaker 1>I have two I have two middle names that are hyphenated,
<v Speaker 1>so it's jamal Lamar. So there are four a's total
<v Speaker 1>in there.
<v Speaker 3>WHOA, you're like the like the GTA six of people.
<v Speaker 1>Highly anticipated and people expect more of me than I
<v Speaker 1>could probably deliver.
<v Speaker 2>But somehow you always live up to those expectations.
<v Speaker 1>MARKO awesome. Yes, uh so yeah haities to everyone. Keep
<v Speaker 1>an eye out on Gimingformer dot com for Charles's full review.
<v Speaker 1>See if if it got that coveted ten or not.
<v Speaker 1>We'll see.
<v Speaker 2>Yeah. Yeah, I'm I'm super stoked to play this game. Uh.
<v Speaker 1>Moving on to yet another big game that came out
<v Speaker 1>this week, Silent Hill F the new mainline entry in
<v Speaker 1>a Silent Hill series, the first one in like over
<v Speaker 1>thirteen years. Because we've i mean won, we we we
<v Speaker 1>stopped getting Silent Hill games for a long time, and
<v Speaker 1>then we got the uh, the very good Silent Hill
<v Speaker 1>to remake last year, and we've gotten like smaller side
<v Speaker 1>projects in that time, like that free uh the short
<v Speaker 1>message game, and then that uh, that streaming one that
<v Speaker 1>nobody liked. I don't remember what that one was called.
<v Speaker 2>I looked at a list on I think it was
<v Speaker 2>Etcetera had like a list according to Metacritic of the
<v Speaker 2>Oh I don't remember where the list was sourced from,
<v Speaker 2>but that Silent Hill streaming game was like at the bottom,
<v Speaker 2>Like people really did not like that game at all.
<v Speaker 1>Do you think it's like, objectively the worst Islent Hill game?
<v Speaker 2>Have you seen it? Marcus?
<v Speaker 1>I saw, but like very little bits of it. I didn't.
<v Speaker 2>I think it's not like any Long Force, I mean,
<v Speaker 2>the other competitor not to go down to. Like let's
<v Speaker 2>talk about the cool Silent Hill game that you generally liked.
<v Speaker 2>But like there was also that Vita twin Stick Shooter
<v Speaker 2>which was like pretty pretty too.
<v Speaker 1>Yeah I forgot what that one was called.
<v Speaker 2>Yeah, so did literally everyone in the universe, Marcus. But
<v Speaker 2>I want to hear about sound Hill F, which is
<v Speaker 2>like for me, my next I've finished with quote unquote finished.
<v Speaker 2>That is what I want to play next. Is if
<v Speaker 2>I'm playing on console, I'm playing Sound Hill F. If
<v Speaker 2>I'm playing on my switch to, which is also a console,
<v Speaker 2>I'm playing Haities two starting today. Yeah.
<v Speaker 1>You know, have you ever I'm sure you guys have
<v Speaker 1>had this as fellow games reviewers where there are certain
<v Speaker 1>games sometimes where you're almost more interested and excited to
<v Speaker 1>see what other people think about it than your own
<v Speaker 1>opinion of it. Like this game was the Yeah, Like
<v Speaker 1>this game was the prime example of that, because of
<v Speaker 1>just the wild swings that it makes in its storytelling
<v Speaker 1>and and even just its premise. But then also on
<v Speaker 1>the flip side, for me, there were things that were
<v Speaker 1>so kind of underwhelming that it was like, I like
<v Speaker 1>trying to weigh like this, this aspect of the game,
<v Speaker 1>particularly the combat is so prevalent and is so like
<v Speaker 1>kind of flat compared to the other things going on
<v Speaker 1>in this game that like it, it knocks it down
<v Speaker 1>quite a bit. Yeah, in a way that is disappointing,
<v Speaker 1>And then wondering like how much that's gonna matter for
<v Speaker 1>other people, especially more like fans that are bigger Silent
<v Speaker 1>Hill fans than I am, because I'm a more recent
<v Speaker 1>Silent Hill, but I'm a huge survival horror guy and
<v Speaker 1>a big horror guy in general. You know, Like I've
<v Speaker 1>played Silent Hill to the original Silent Hill too. I
<v Speaker 1>have not played the remake yet, but I played that
<v Speaker 1>last year and then I you know, Kyle, we did
<v Speaker 1>our Silent Hill super replay.
<v Speaker 2>Yeah, like my play through of the original, my first
<v Speaker 2>play through the original. Yeah.
<v Speaker 1>Yeah, So because I was on that, I've seen the
<v Speaker 1>entirety of Silent Hill one and seen that story and
<v Speaker 1>I played I mean pt if we want to count that,
<v Speaker 1>and I played the short message last year. So I'm
<v Speaker 1>getting on a Silent Hill bandwagon and all it that
<v Speaker 1>is to say that silent What's nice about Silent Hill
<v Speaker 1>F is that it is incredibly newcomer friendly because it
<v Speaker 1>is so divorced from the I don't even know if
<v Speaker 1>you say cannon, because my understanding is that the Silent
<v Speaker 1>Hills series is kind of all over the place in
<v Speaker 1>terms of like, like how much does the cannon matter
<v Speaker 1>outside of at least as far as I know, Silent
<v Speaker 1>Hill one in three being kind of direct, you know,
<v Speaker 1>having a direct linear Yeah yeah yeah, and the rest
<v Speaker 1>of them all yeah, pretty standalone. So you can come
<v Speaker 1>into Silent Hill F as like this can be your
<v Speaker 1>first Silent Hill, and I think it's a like a
<v Speaker 1>totally fine and respectable entry. So it set in nineteen
<v Speaker 1>sixties Japan. It's in this rural village. He plays this
<v Speaker 1>teenage girl named Hinniko, who kind of like lives in
<v Speaker 1>an abusive household because her dad is kind of a monster,
<v Speaker 1>her mom is subservient to him, so she resents her
<v Speaker 1>mom for allowing it to happen, hates her dad, only
<v Speaker 1>loves her older sister. But she has since moved out
<v Speaker 1>to get married and sort of like she's carrying all
<v Speaker 1>this baggage, a lot of it dealing with like sort
<v Speaker 1>of like gender roles of the time. Like a lot
<v Speaker 1>of this game gets into some interesting sort of like
<v Speaker 1>commentary and symbolism around like feminism and like Hinniko's entire
<v Speaker 1>personality and how rebellious she is, Like she's she's very masculine,
<v Speaker 1>and it's something her friends or some of her friends
<v Speaker 1>almost make fun of her for because she just prefers
<v Speaker 1>the company of boys, just because seeing how her father
<v Speaker 1>treats her mother. He's like, oh, is that what I
<v Speaker 1>have to look forward to when I get married? Well,
<v Speaker 1>I don't want to screw that, you know, like why
<v Speaker 1>do we even put up with that? And you know,
<v Speaker 1>she meets up with her friends and the big sinister
<v Speaker 1>fog rolls into her town. Literally it's a very abrupt start,
<v Speaker 1>like the fog just shows up and you're like, oh, okay,
<v Speaker 1>we're just getting right into it. I don't know why
<v Speaker 1>is this happening? And then you know, transforms the entire
<v Speaker 1>town and and you know, a bunch of the sort
<v Speaker 1>of like somebody familiar Silent Hill creatures like the creepy
<v Speaker 1>fleshy mannequin show up and just other weird, disturbing horrors.
<v Speaker 1>And from a presentational standpoint, this game is awesome. Like,
<v Speaker 1>I think the art direction is phenomenal. I think the
<v Speaker 1>cinematography and the cut scenes is really well done, and
<v Speaker 1>this is a very well shot game. The soundtrack by
<v Speaker 1>you know, long Time Composure a Kira Yamioka top notch,
<v Speaker 1>very different tou he gets to play around with sort
<v Speaker 1>of the the Jazzjapanese aesthetic a bit, but just like
<v Speaker 1>a lot more of just Japanese sounding like string instruments
<v Speaker 1>and other just like era specific intrumentation that really sets
<v Speaker 1>it apart from the older Silent Hills, Like this was
<v Speaker 1>a game that I never got tired of just looking
<v Speaker 1>and listening to, Like it's just it's just a very
<v Speaker 1>very pretty game. Sort of the main contention point with
<v Speaker 1>it even before, like when the preview beat came out
<v Speaker 1>and everyone was talking about the combat. This is kind
<v Speaker 1>of it seems like there's been a line in the
<v Speaker 1>sam with the Silent Hill community from what I'd say,
<v Speaker 1>because everyone who has been nervous about like, oh, is
<v Speaker 1>this like Dark Souls combat? Just because it's such a reliance,
<v Speaker 1>like it's melee, only you don't use guns and everything
<v Speaker 1>you do is dictated by a staminometer, which in of
<v Speaker 1>itself is not does not automatically make it a Soul's like.
<v Speaker 1>But I think because it's such an oversaturated genre at
<v Speaker 1>this point.
<v Speaker 2>That challenge plus stamina just feels soulsy kind of you know, yeah.
<v Speaker 1>Yeah, And like I'm gonna just reiter it again, this
<v Speaker 1>is not a Soul's like game. You're not like losing
<v Speaker 1>experience and going to collect them, and even the enemies
<v Speaker 1>are not overly difficult, depending on the difficulty you choose,
<v Speaker 1>which I'll get into in a second. But it is
<v Speaker 1>like weighty. It's deliberate in a way that I actually likes.
<v Speaker 1>I think it fits the character because Hennego is this
<v Speaker 1>teenage girl who's not a teenage fighter or a train fighter,
<v Speaker 1>excuse me, and it is just a bunch of her
<v Speaker 1>just swinging for defenses and just bashing these these monsters
<v Speaker 1>that are coming at her, and like it. I think
<v Speaker 1>it feels good, and I think managing the stamina, at
<v Speaker 1>least on the difficulty I played, was totally fine. And
<v Speaker 1>also like it. It makes battles feel a little bit
<v Speaker 1>more interesting and more like a fight because one the
<v Speaker 1>level design in this village is a lot more narrow
<v Speaker 1>and claustrophobic. One of the problems I with the when
<v Speaker 1>I played OG Silent Hill too, even watching just the
<v Speaker 1>older games, is that when you get into the open
<v Speaker 1>world of Silent Hill, a lot of the monsters you
<v Speaker 1>can just so easily just bypass them that they're not
<v Speaker 1>even scary, yeah, because the streets are so wide, like
<v Speaker 1>you just you're like on the opposite side of the
<v Speaker 1>screen and this thing's like shambling by, and you're just
<v Speaker 1>like all right. It's like you're like, you know what,
<v Speaker 1>I'm gonna go to the other side of the street
<v Speaker 1>if there's another person there exactly, I don't know. Yeah,
<v Speaker 1>Whereas in this game they funnel you into threats, like
<v Speaker 1>there's like this tiny alley way and there's like a
<v Speaker 1>weird creature at the end.
<v Speaker 2>You're like, well, you.
<v Speaker 1>Gotta go through them, and you know you can either
<v Speaker 1>fight them or you can dodge through them. You got
<v Speaker 1>this kind of like perfect dodge that you can use
<v Speaker 1>to evade threats. And there's even like a like a
<v Speaker 1>time counter attack that you can do that's kind of cool,
<v Speaker 1>like they kind of force you to read in any
<v Speaker 1>new movements because at certain points in their attacks they'll
<v Speaker 1>do they're kind of like glow red, like this kind
<v Speaker 1>of red staticky thing that pops up for a second,
<v Speaker 1>and if you attack that window, you'll do this like
<v Speaker 1>stunt attack that stops them for a second, and you
<v Speaker 1>can use that as a chance to either escape or
<v Speaker 1>to finish them off because they take increase damage when
<v Speaker 1>you're stune like that. There's also a sanity meter, which
<v Speaker 1>is probably the biggest new thing in combat, where you
<v Speaker 1>have a focus mechanic where you can basically like hold
<v Speaker 1>a button to like really lock in on an enemy
<v Speaker 1>and it basically makes the counter window easier to spot
<v Speaker 1>and it lasts a little longer. But the longer you
<v Speaker 1>hold that button now it drains this little meter, and
<v Speaker 1>when that meter runs out, you start taking when you
<v Speaker 1>take damage, it starts affecting your health instead. Of just
<v Speaker 1>affecting your sanity, and I guess I think contextually the
<v Speaker 1>idea is like, oh, you're staring at this really horrific
<v Speaker 1>creature for a long time, so it's chipping away at
<v Speaker 1>her psyche and you can only replant. Yeah, and if
<v Speaker 1>you take damage while you're doing this focus, you not
<v Speaker 1>only lose health, but you lose like a chunk of
<v Speaker 1>your overall sandy. And the only way to replenish that
<v Speaker 1>is to go to these prayer shrines that you save at,
<v Speaker 1>and you have to spend this currency called faith to
<v Speaker 1>replenish it. You can only use faith to buy these
<v Speaker 1>like equippable charms that you can use to kind of
<v Speaker 1>build like very simple character builds, like oh, I got
<v Speaker 1>these charms that focus on health regeneration or once it
<v Speaker 1>give me more staminta like help with stamata management. And
<v Speaker 1>you can only have one at a time, but you
<v Speaker 1>can eventually unlock up to three like that I think
<v Speaker 1>is cool. But the problem is that the sanity meter
<v Speaker 1>is only lost behind the hard difficulty, and that's kind
<v Speaker 1>of one of my biggest gripes with this game is
<v Speaker 1>the way they communicate the two difficulties. So there's two
<v Speaker 1>difficulties types for each style of play, so there's action
<v Speaker 1>and puzzle solving each. You choose the difficulty for each
<v Speaker 1>one at the beginning, okay, and you can choose either
<v Speaker 1>story difficulty or you can use hard difficulty. Now immediately,
<v Speaker 1>I have a problem with those labels because usually in
<v Speaker 1>most games, that usually means the game is gonna be
<v Speaker 1>too easy or too hard, and it's like, is there,
<v Speaker 1>like is there normal? Like I don't necessarily want either
<v Speaker 1>of these if they mean what they usually need these.
<v Speaker 3>I just like if you went to a restaurant with
<v Speaker 3>spicy food and the two flavors were like no spice
<v Speaker 3>and burn your face off.
<v Speaker 1>No season yeah yeah, and like bland are too spicy?
<v Speaker 1>The like I neither and but for story, so for
<v Speaker 1>the action difficulty, story is labeled as the traditional Silent
<v Speaker 1>Hill experience. So in my mind, I'm like, Okay, I
<v Speaker 1>guess that means normal because it's saying like this is
<v Speaker 1>what you expect in these games. I was like, I
<v Speaker 1>guess I'll pick that one. And then also Une the
<v Speaker 1>review guide told us like you should play story actions.
<v Speaker 1>I was like, okay, I trust you guys. But for puzzles,
<v Speaker 1>hard difficulty is described as the traditional silent hill. So
<v Speaker 1>like the compast, the combination is like Story Action hard puzzle. Okay,
<v Speaker 1>the puzzle difficulty five. Like I think the puzzles in
<v Speaker 1>this game are generally pretty clever, and you're playing it
<v Speaker 1>on hard. Is hard puzzle?
<v Speaker 2>Hard puzzle? Okay?
<v Speaker 3>What does what does the difficulty change for the puzzles?
<v Speaker 2>I don't know.
<v Speaker 1>I haven't messed around with the Story puzzle yet I
<v Speaker 1>have to. I don't remember what their description was of it,
<v Speaker 1>but I would imagine maybe there were some puzzles where
<v Speaker 1>you do them multiple times and it just gets a
<v Speaker 1>little harder if I maybe they cut out the number
<v Speaker 1>of times you have to do it. Like there's a
<v Speaker 1>scarecrow puzzle you have to do where you're trying to
<v Speaker 1>find the correct scarecrow in like a field of them,
<v Speaker 1>using these really vague clues, and you have to do
<v Speaker 1>that five times before you get the puzzle to get
<v Speaker 1>to the other side of it. Maybe only have to
<v Speaker 1>do it like three times in Story. Don't quote me
<v Speaker 1>on that. I'm just guessing, because yeah, I don't know
<v Speaker 1>how you would just thinking about the puzzle in this game,
<v Speaker 1>I don't know how you would design them to make
<v Speaker 1>them easier structurally, you know, but yeah, I no, no,
<v Speaker 1>I didn't mess with it. But for at least the combat.
<v Speaker 1>The difference between story and hard is that the story
<v Speaker 1>difficulty removes the sanity stuff, like you still have it
<v Speaker 1>and it still drains, but it's basically a non factor
<v Speaker 1>because you don't lose it when you get attacked the
<v Speaker 1>way that you do and hard difficulty, And in hard
<v Speaker 1>difficulty you pretty much just have to manage it more
<v Speaker 1>like it's more of a it's more of an important resource,
<v Speaker 1>whereas in story is just kind of there. And I
<v Speaker 1>think that fundamentally changes the combat in this game, because
<v Speaker 1>I think it's story to combat's way too easy. Like
<v Speaker 1>most things go down, Yeah, to me, most things go
<v Speaker 1>down pretty quick. Your stamina doesn't drain, it's quite as fast.
<v Speaker 1>But it trivialized the monsters to the point where they
<v Speaker 1>just stopped being scary because like you just roll up
<v Speaker 1>on something and you're just like, I could fight this thing.
<v Speaker 1>The only thing that might discourage you from finding is
<v Speaker 1>that all the weapons are breakable and you can only
<v Speaker 1>have the three at a time, so you can have
<v Speaker 1>like pipes, bats, sickles, kitchen knie just random ord eary
<v Speaker 1>things you find and they all degrade over time, and
<v Speaker 1>some degrade faster than others. There's repair kits you can
<v Speaker 1>find that you can use to fix some, but those
<v Speaker 1>are kind of few and barred between. But between the
<v Speaker 1>enemies dropping faster, and also story mode gives you like
<v Speaker 1>an abundance of health items, like they're everywhere, Like I
<v Speaker 1>was constantly filled to the brim with health items where
<v Speaker 1>I was having to put them down more often than not.
<v Speaker 1>I was just like, oh, I like again, as a
<v Speaker 1>survival horror fan, I like feeling like I kind of
<v Speaker 1>have to ration my resources and that you're making hard
<v Speaker 1>decisions about like am I gonna heal now or should
<v Speaker 1>I maybe hold out for a bit until I get
<v Speaker 1>to a checkpoint or whatever, And there's not really any
<v Speaker 1>of that in this game, and in a way that
<v Speaker 1>Silent Hill too has. So I was disappointed. And you
<v Speaker 1>can't change the difficulty in mid game, like once you commit,
<v Speaker 1>that's it. You have to Yeah, you have to start
<v Speaker 1>a new game if you want to see the other ones.
<v Speaker 1>I was like, oh, I guess I'm stuck with this.
<v Speaker 1>But again, this is what they said was the traditional
<v Speaker 1>Silent Hill experience, but at least playing og Silent Hill too,
<v Speaker 1>I was like there was a lot more pushback on
<v Speaker 1>that than there is here. So my recommendation is, if
<v Speaker 1>you're a fan, or even if you want any symbols
<v Speaker 1>of challenge, just go for the hard difficulty. I think
<v Speaker 1>managing the sanity meter makes it a lot more of
<v Speaker 1>a tense and interesting experience than it is in story mode.
<v Speaker 1>But even then, the other big problem to have with
<v Speaker 1>the game is that the enemy variety is really small
<v Speaker 1>in a way that was like kind of really disappointing,
<v Speaker 1>a little shocking. Like there's probably six different enemy types
<v Speaker 1>in the game, and it's not a long game. It's
<v Speaker 1>about ten hours, like I beat it just shy of
<v Speaker 1>ten hours, but you see pretty much everything in the
<v Speaker 1>first half and then they say like one enemy type
<v Speaker 1>for like the last couple hours. But yeah, and it's
<v Speaker 1>like there's variations of each one, Like there's like three
<v Speaker 1>different Mannikins, but they're the same in the sense of like, oh,
<v Speaker 1>they animate the same, they just hit harder, like one
<v Speaker 1>of them just covering the more of those weird flowers,
<v Speaker 1>and then one of them is a little more otherworldly.
<v Speaker 1>But it's like it's a man again. You know what
<v Speaker 1>they're gonna do pretty much, and that's the case for
<v Speaker 1>pretty much all the enemy types. And that was another
<v Speaker 1>thing that kind dulled the scares, Like I like to
<v Speaker 1>be scared in games, like I think it's fair if
<v Speaker 1>I'm playing a horror game, I would really love it
<v Speaker 1>if you scared the crap out of me. And in
<v Speaker 1>the early hours of Silent Hill, it's like, oh, when
<v Speaker 1>you don't know what to expect things, you're creepy and tense.
<v Speaker 1>But then after the first few hours, you start running
<v Speaker 1>into the same things over and over, and so I
<v Speaker 1>stopped dreading what was coming around a corner. Like there's
<v Speaker 1>so many times they set things up, but you're like
<v Speaker 1>hearing things in distance or like a weird groan and
<v Speaker 1>you're like, oh, man, what could that be? And then
<v Speaker 1>to be this thing that I seen like fifty times,
<v Speaker 1>you're like, oh, well, yeah, of course it is. I
<v Speaker 1>guess there really isn't anything else. So that was just
<v Speaker 1>the letdown for me, Like it just became it was
<v Speaker 1>just diminishing returns over time, and I would almost get
<v Speaker 1>frustrated because there were the sound design is so good
<v Speaker 1>that it felt like, Okay, this has to be something different.
<v Speaker 1>This sounds crazy up ahead, and then to be this
<v Speaker 1>other thing that I'm saying, it's like, damn it, like
<v Speaker 1>stop making me think you have new stuff. The only
<v Speaker 1>exception are like there's a very small handful of like
<v Speaker 1>proper boss battles that are pretty cool, like design wise
<v Speaker 1>and just like challenge wise, like they they're like more
<v Speaker 1>interesting tests of the combat. So, like the reason I'm
<v Speaker 1>knocking it so much is that combat is so prevalent
<v Speaker 1>in this game. Like this game is fair, it emphasizes
<v Speaker 1>combat a lot. There are straight up moments where you're
<v Speaker 1>like in like they lock you into a combat encounter
<v Speaker 1>where you're fighting like little waves of enemies that they're
<v Speaker 1>coming at you, and even some of the level design,
<v Speaker 1>we're like, yeah, you could dodge certain enemies, but a
<v Speaker 1>lot of times it's better to just kill them so
<v Speaker 1>that you can focus on like puzzle solving. Like it's
<v Speaker 1>a little hard to just leave them roaming around, so
<v Speaker 1>you almost feel like you're encouraged to be like just
<v Speaker 1>get rid of them, especially when you're inside of interiors,
<v Speaker 1>like there's like a middle school you explore at one point,
<v Speaker 1>So it was just like if the combat was if
<v Speaker 1>you had if it was less one note, this game
<v Speaker 1>would have scored higher with me. I gave it a
<v Speaker 1>seven point five out of ten overall, by the way,
<v Speaker 1>but the story stuff is is better. But it's also
<v Speaker 1>this is one of those times where sometimes I feel
<v Speaker 1>like I don't know if you guys feel the same,
<v Speaker 1>Like discussing a narrative in a review can be really
<v Speaker 1>tricky sometimes because like everything, everything in a game is subjective,
<v Speaker 1>but I narrative can kind of be the most objective,
<v Speaker 1>especially for a game that is intentionally trying to go
<v Speaker 1>for like you know, it's intentionally unclear, it's it's sort
<v Speaker 1>of like meant to like you're supposed to read between
<v Speaker 1>the lines, or it's going for like symbolism and metaphors
<v Speaker 1>and all that good stuff to try to instead of
<v Speaker 1>telling things more directly, which is fine, but I also
<v Speaker 1>think you're a kind of at the mercy of.
<v Speaker 2>Like, am I do I just am I just dumb?
<v Speaker 2>Do I not just get with it laying down there?
<v Speaker 2>You know?
<v Speaker 1>And then you are like, am I the problem? Or
<v Speaker 1>is it them?
<v Speaker 3>Like?
<v Speaker 2>Am I just not?
<v Speaker 1>Am I just not graspiness? Because of me? And I
<v Speaker 1>think this game has a lot of that. There are
<v Speaker 1>there without getting into specifics, there are moments in the
<v Speaker 1>story where you're kind of Hinniko is sort of like bounce,
<v Speaker 1>like grappling with her identity and sort of her sense
<v Speaker 1>of reality in a way that about midway through for
<v Speaker 1>me specifically, it kind of lost me, like wait, okay,
<v Speaker 1>I thought I thought I was on track, and now
<v Speaker 1>I'm kind of like wait, what, like when are we?
<v Speaker 1>When are we now? And is she the same Hinniko?
<v Speaker 1>Are we?
<v Speaker 2>What is happening? Like It's like like it was confusing
<v Speaker 2>in a way that's like wasn't engaging, right, because there
<v Speaker 2>is a line where it's like sometimes that ambiguity can
<v Speaker 2>be like kind of get you in this strange dream
<v Speaker 2>like zone, right, yeah, and it just wasn't you're saying,
<v Speaker 2>it just wasn't quite doing that in this instance, not
<v Speaker 2>for me.
<v Speaker 1>And this was one as once I posted my review,
<v Speaker 1>I was checking out other outlets reviews because again, just
<v Speaker 1>super curious to see where it's gonna land. Because this
<v Speaker 1>game overall like scored really well, like I'm on the
<v Speaker 1>lower end of the review spectrum, like it's which is
<v Speaker 1>great for the game, but hearing like the story is
<v Speaker 1>beginning universally praised is like the best thing, Like people
<v Speaker 1>like this is maybe one of the best narratives of
<v Speaker 1>the year, Like I loved it. It it did this
<v Speaker 1>and that and again. If you guys have ever felt
<v Speaker 1>this when you're sort of like reading other people's impressions
<v Speaker 1>and you're just almost like, man, I wish I had that.
<v Speaker 1>It's like.
<v Speaker 2>Marcus, I've I've been there another horror. I guess horror
<v Speaker 2>that happens with horror.
<v Speaker 1>I guess, yeah, Like you almost feel like you're outside
<v Speaker 1>the party house looking through the window as everyone's doing
<v Speaker 1>cartwheels for this story and going like I man, maybe
<v Speaker 1>it just went over my head. I I don't know,
<v Speaker 1>but I was just like, oh, it's cool. But like
<v Speaker 1>by the end, like the final cutscene, I literally was
<v Speaker 1>just like what, Like I audibly said what, like like
<v Speaker 1>what happened? Like I don't understand, Like I just felt
<v Speaker 1>like nothing, and I just felt confused, like and I don't.
<v Speaker 1>I don't know if you're supposed to replay it multiple
<v Speaker 1>times to get it it, you know, there are multiple
<v Speaker 1>endings at the game in traditional Silent Hill fashion, but
<v Speaker 1>the first time you play through it, you get a
<v Speaker 1>canonical ending that everybody sees, and the optional endings only
<v Speaker 1>open up in New Game Plus to where your actions
<v Speaker 1>will dictate where.
<v Speaker 2>The conclusion lands.
<v Speaker 1>There's like five of them, and one of them's the
<v Speaker 1>UFO ending, the like silly ending that's been another Silent
<v Speaker 1>Hill games. But this isn't like a near automomous situation
<v Speaker 1>where like the fact that you're supposed to replay the
<v Speaker 1>games like built into the narrative. Like it literally is
<v Speaker 1>like you beat the game, here is new Game Plus.
<v Speaker 1>You can play it again with all your stuff, and
<v Speaker 1>who knows, maybe you'll get a different ending. So it's
<v Speaker 1>like like, fans, you're gonna replay this game no matter what,
<v Speaker 1>because that's just what you do with Silent No do
<v Speaker 1>you want to see all the different like permutations of
<v Speaker 1>the ending. But at the same time, it's like I
<v Speaker 1>feel like if you can't get me the first time,
<v Speaker 1>which is like the majority of players are probably going
<v Speaker 1>to play this once and because that's just you know, statistically,
<v Speaker 1>that's just how it goes, and it's like if I'm
<v Speaker 1>the first go around, I'm just kind of like huh,
<v Speaker 1>like what like what was that? It's like, am I Like,
<v Speaker 1>I may be more inclined to replay it just to
<v Speaker 1>sort of clear to follog, but I also feel like
<v Speaker 1>I shouldn't.
<v Speaker 2>Have to do that. Sure, Yeah, yeah, yeah.
<v Speaker 3>I try to remind myself when I'm in like situations
<v Speaker 3>where I'm like, am I I don't know, like not
<v Speaker 3>getting the story?
<v Speaker 1>Yeah? Am I not smart enough for this game?
<v Speaker 2>Yeah?
<v Speaker 3>I'm like, like objectively speaking, as like when our job
<v Speaker 3>is reviewing games. Compared to like other game reviewers, it's
<v Speaker 3>kind of hard to say, but compared to like the
<v Speaker 3>general public, it's like I do play more games than
<v Speaker 3>most people, and I do experience more game stories than
<v Speaker 3>most people. So if I don't understand it, it's not
<v Speaker 3>like there's gonna.
<v Speaker 2>Be other people that don't understand it.
<v Speaker 3>So I think it's not like that crazy for you
<v Speaker 3>to be like I didn't get it, and that's confusing
<v Speaker 3>because then people will be reading the This is a
<v Speaker 3>crazy thing to bring up, but one time, when I
<v Speaker 3>was like eleven, I was downloading games on my mom's
<v Speaker 3>phone and there was a Spider Man game. And this
<v Speaker 3>was like twenty eleven, so there weren't like real Spider
<v Speaker 3>Man games on Android phones. And all the reviews were
<v Speaker 3>like I love this game. This is really great, five
<v Speaker 3>out of five stars, and one of the like thirty
<v Speaker 3>reviews was like, guys, do not buy this game. It
<v Speaker 3>is in Spanish. You can't change the language away from Spanish.
<v Speaker 3>I can't understand the game. And I was like, I'm
<v Speaker 3>gonna download the game and it'll be fine. And the
<v Speaker 3>game was in Spanish. All the reviews were Niglish with
<v Speaker 3>the all time games in Spanish. So it is nice
<v Speaker 3>because like someone's gonna play this game and be like
<v Speaker 3>I have no idea what's going on, and we'll read
<v Speaker 3>the game and form review and be like, Okay, this
<v Speaker 3>other person also didn't know what's going on, so at
<v Speaker 3>least I feel better about that.
<v Speaker 1>Yeah, yeah, yeah, it's like I again, it's like I
<v Speaker 1>paid attention, I swear.
<v Speaker 2>Yeah.
<v Speaker 1>And there are moment there are moments in the story
<v Speaker 1>that I think hit There's one moment midwave where like
<v Speaker 1>something really wild happens, and there's one particular scene that
<v Speaker 1>I think could be a Moment of the Year contender
<v Speaker 1>for just the sheer brutality and like shock of it.
<v Speaker 1>But yeah, I just wish I I wish I was
<v Speaker 1>able to take away what other people seem to be
<v Speaker 1>taking away from it, I guess is ultimately Yeah, and
<v Speaker 1>then you wonder, like who's whose job is that?
<v Speaker 2>I guess.
<v Speaker 1>I guess ultimately it's their job. But I guess they
<v Speaker 1>did fulfill that for those people, maybe just not for me.
<v Speaker 1>But that is all to say, like overall, like I
<v Speaker 1>think this is a it is a fun, enjoyable Silent
<v Speaker 1>Hill game, Like it is a good survival horror game.
<v Speaker 1>Like my misgivings aside, Like it takes some really fun
<v Speaker 1>leaps of the franchise that I I I think are admirable,
<v Speaker 1>Like it's not just them, sort of like diving into
<v Speaker 1>the well again of what worked in like Silent Hill too,
<v Speaker 1>Like they the swings, even if they don't always hit,
<v Speaker 1>I respect, you know. Yeah, and yeah, it's sounds like.
<v Speaker 3>A game with a lot of big swings from the
<v Speaker 3>combat to the story. Comic is the weapons. It sounds
<v Speaker 3>like swinging a lot of blunt Yeah.
<v Speaker 1>You swing a lot of blunt objects that take your stamina.
<v Speaker 2>Yeah.
<v Speaker 1>Yeah, Silent Hill left. You can check out my full review.
<v Speaker 1>It's on the website. Seven point five out of ten.
<v Speaker 1>It's like Kyle, when you started I when you finished
<v Speaker 1>on I'm I want to talk to you so much
<v Speaker 1>about this game.
<v Speaker 2>Yeah, I'm excited to play it because it's like you're
<v Speaker 2>also like, it seems like the right length for Silent Hill,
<v Speaker 2>right about ten hours or so give her take.
<v Speaker 1>Yeah, Yeah, which I think people I've seen are bummed by.
<v Speaker 1>I'm I'm not too like. I've always been the firm
<v Speaker 1>believer that horror game should be on the shorter end, yeah,
<v Speaker 1>to maintain their kind of like scares and momentum. Yeah,
<v Speaker 1>but I do think this one again go back to
<v Speaker 1>the story stuff, maybe because by halfway I was kind
<v Speaker 1>of like, what is happening? Like it starts ramping up
<v Speaker 1>to its big inclusion pretty like around like our seven
<v Speaker 1>hour six or seven. We're like, it feels like we're
<v Speaker 1>already building to the crescendo. It's like, are we really
<v Speaker 1>winding this down already? Because maybe because the combat felt
<v Speaker 1>still felt like the same as it had in the
<v Speaker 1>first couple hours that I thought, Hu, surely we're gonna
<v Speaker 1>start seeing some like later game enemies or some like
<v Speaker 1>big surprises. And again there is a big mid game
<v Speaker 1>thing that happens that changes the combat dramatically but it's temporary.
<v Speaker 1>But outside of that, it's like, oh, we're still kind
<v Speaker 1>of I'm still engaging with this game in the same.
<v Speaker 2>Way I had in the beginning.
<v Speaker 1>So that's probably fed into my disbelief of like, oh,
<v Speaker 1>we're wrapping up. Oh okay, huh. But yeah, it's I
<v Speaker 1>almost want to say, polarizing game. But at the same time,
<v Speaker 1>I think more people seem to like it than are
<v Speaker 1>a little more down than so maybe it's not so
<v Speaker 1>polarizing it counts.
<v Speaker 2>Yeah, Sound Hills just an apprising to be fair, It's
<v Speaker 2>just like it's supposed to be like a weird, ambiguous,
<v Speaker 2>like hard to parse, like what did I just experience?
<v Speaker 2>Like that's what I want from Silent Hill to a
<v Speaker 2>certain degree. So I'm still it makes it more interesting. Yeah, yeah, yeah,
<v Speaker 2>definitely makes a more interesting game for sure. But yeah,
<v Speaker 2>Silent Hill f out today. Also out this week is
<v Speaker 2>Baby Steps Charles who.
<v Speaker 3>Got got another horror game. According to Charles, it freaking
<v Speaker 3>felt like it man. Yeah, I reviewed Baby Steps.
<v Speaker 2>This is a game, by the way, Charles, After reading
<v Speaker 2>a review, I just want to say, I'm I'm sorry
<v Speaker 2>that you had to review Baby It's okay, you get
<v Speaker 2>to review Hades.
<v Speaker 3>I did get to review Hades, so it was all
<v Speaker 3>I mean, imagine reviewing Baby Steps and the whole time
<v Speaker 3>you have Hades downloaded on your switch to Oh, I
<v Speaker 3>know I could be playing Hades.
<v Speaker 1>I might have a similar experience with a game I'll
<v Speaker 1>talk about after this.
<v Speaker 3>So this is developed by uh Maxi Boch, Gabe Kutzillo
<v Speaker 3>or Kutzio I don't know how you pronounce, and Bennett Foddy.
<v Speaker 3>Bennett Foddy being the ones who's touch you can feel
<v Speaker 3>the most. He's known for getting over it.
<v Speaker 2>And Quop.
<v Speaker 1>And Gabe were the minds behind ape Out, which okay,
<v Speaker 1>okay also worked on.
<v Speaker 3>Okay, well there you go, ape Out, ape Out two.
<v Speaker 1>Love ape Out.
<v Speaker 3>So it's it's, uh a game where you control this
<v Speaker 3>guy and you walk him one foot at a time,
<v Speaker 3>and it's a physics based game and it is difficult,
<v Speaker 3>and the whole point is that it's hard and uh,
<v Speaker 3>this goofy guy is gonna fall down constantly trying to
<v Speaker 3>do like the most basic tasks. And it starts off
<v Speaker 3>being like ho hah, but you can't walk up this
<v Speaker 3>path without slipping and falling in the mud. And by
<v Speaker 3>the ending, it's like doing this elaborate balancing on this.
<v Speaker 3>Like there's one part that's inside of a like massive
<v Speaker 3>sand castle, and sand is a texture. The textures of
<v Speaker 3>the ground are really important. Say, is very slippery, so
<v Speaker 3>if you misstep even a little bit, or you walk
<v Speaker 3>too slowly or too quickly, you're just gonna slip and
<v Speaker 3>slide all the way.
<v Speaker 2>Back to them, to the botto. You have to do
<v Speaker 2>it over and over again.
<v Speaker 3>It is well what I would classify as a rage
<v Speaker 3>bait game. It is supposed to be frustrating and make
<v Speaker 3>you angry. So it's hard to review that kind of
<v Speaker 3>thing because I'm like, I hate this, but it's.
<v Speaker 1>Like intentionally supposed to be difficult or like not difficult, but.
<v Speaker 2>Like it did what it says.
<v Speaker 1>It's difficult, right, Yeah, Like it's supposed to be hard
<v Speaker 1>to play and push against you, and yeah, in a
<v Speaker 1>way that would be considered bad in a game where
<v Speaker 1>that was not the intent.
<v Speaker 2>Yeah.
<v Speaker 3>Yeah, So and Marks, did you you play this a
<v Speaker 3>little bit too?
<v Speaker 2>Right?
<v Speaker 1>Yeah? I played like the first I mean, it took
<v Speaker 1>me an hour to get to this point, but I
<v Speaker 1>got to the first like campfire segment. But I was
<v Speaker 1>also like taking the time to kind of like walk
<v Speaker 1>around like I found a hat, oh yeah that I
<v Speaker 1>went out of my way to find, and then like
<v Speaker 1>that unlocked, like I guess, like an optional little cut
<v Speaker 1>scene when I when I slept at the fire, yeah,
<v Speaker 1>which I guess I should probably mention that this game
<v Speaker 1>is basically any it is.
<v Speaker 2>Yeah. So yeah.
<v Speaker 3>The main character, Nate is like in his parents' basement
<v Speaker 3>and he's got like a.
<v Speaker 2>Yeah, the TV.
<v Speaker 3>It's the Netflix screen, and it's like, would you like
<v Speaker 3>to continue watching One Piece?
<v Speaker 2>That's just like that says yeah.
<v Speaker 1>Oh I didn't I saw it said something.
<v Speaker 2>I didn't realize it literally does it does? Yeah, he
<v Speaker 2>zoned out watching one Piece.
<v Speaker 3>Uh, And then like he just kind of blinks and
<v Speaker 3>all of a sudden, he's in this like big puddle
<v Speaker 3>of water. He just falls in this random cave. And
<v Speaker 3>the thing I do like about the game is the story.
<v Speaker 3>Nate is so awkward that he like needs help, and
<v Speaker 3>this is like a metaphor for the whole his life.
<v Speaker 3>It ends up being turns out he needs help so
<v Speaker 3>badly and it's so clear, and it every given opportunity,
<v Speaker 3>he just kind of casually pushes it.
<v Speaker 2>Away, so it'll be like hey, you fell down here.
<v Speaker 2>Are you good?
<v Speaker 3>He's like, oh, yeah, I'm good, and he's like welcome,
<v Speaker 3>let me show you around. He's like, oh no, I'm
<v Speaker 3>just gonna Can I just leave? And the guy's like what.
<v Speaker 2>He's like, yeah, I'm just gonna leave. It's fine. And
<v Speaker 2>he's like do you want shoes? He's like no, no,
<v Speaker 2>I'm good. I'll just get on out of here.
<v Speaker 1>And there's like a map guy that I met at
<v Speaker 1>the fire ye, like a really funny exchange where he's like, yeah,
<v Speaker 1>I'm a climber. I got this map. He's like, yeah,
<v Speaker 1>I give you a mini map. It shows everywhere. And
<v Speaker 1>for a second, they regular mini map pops up on
<v Speaker 1>the screen with like all these icons.
<v Speaker 2>Yeah, and then Nate just turns it down and then
<v Speaker 2>you never get that map. Yeah. Over and over again.
<v Speaker 2>It's like, do you want like climbing gear. He's like no,
<v Speaker 2>I don't need it. I'm good. And then you play
<v Speaker 2>the game.
<v Speaker 3>You're like, Nate, you you dumb dumb boy. You only
<v Speaker 3>needed all of these things, and they still have a
<v Speaker 3>hard time.
<v Speaker 1>Yeah. It's like a very good example of like social anxiety. Yeah,
<v Speaker 1>like you don't like people are like I said, people
<v Speaker 1>are trying to help you, but you're like, I don't
<v Speaker 1>know if you feel like you're in conveniencing them even
<v Speaker 1>though they're offering it.
<v Speaker 2>Yeah, I mean I can relate, but yeah, no, it's
<v Speaker 2>very relatable.
<v Speaker 3>It's I I also like I comment, I called him
<v Speaker 3>a pathetic character who lives in his parent's basement, and
<v Speaker 3>someone commented on the review and said, like, uh, in
<v Speaker 3>this economy, it's not pathetic to live with your parents.
<v Speaker 3>It's actually totally fine. And I want to clarify that.
<v Speaker 3>I think he's pathetic. And also he lives with his parents.
<v Speaker 1>He's not doing anything to contribute to like as far
<v Speaker 1>as it seems like based on what we saw, he's
<v Speaker 1>not like helping around the house or try to like
<v Speaker 1>pull his weet there. He's just mooching off his parents,
<v Speaker 1>you know. And there is a difference, guys.
<v Speaker 2>But One Piece has like a thousand episodes, like you
<v Speaker 2>gotta really so he's that's basically a full time job. Yeah,
<v Speaker 2>to get through One Piece. Uh So, story's funny.
<v Speaker 3>And then also I should say, Marcus, you're pretty early
<v Speaker 3>on it gets so bizarre, which also kind of it's
<v Speaker 3>into the metaphor of like He's just going out in
<v Speaker 3>the world and it is like so strange and alien
<v Speaker 3>to him, and like to see people he doesn't recognize.
<v Speaker 3>He's like, I don't want to be near them. Spoilers
<v Speaker 3>for my next sentence. If you're really concerned about the
<v Speaker 3>cannon stuff of Baby Steps, most of the characters you
<v Speaker 3>meet in this game have horse heads and are bottomless
<v Speaker 3>from the waist down, and they're all men. So there's
<v Speaker 3>a lot of penises in this game. Yeah, there allow
<v Speaker 3>nudity on.
<v Speaker 1>Yeah, in the beginning, This first thing the game asks
<v Speaker 1>you is would you like to turn nudity.
<v Speaker 2>On or off? Yeah?
<v Speaker 3>And if you keep it off, there's just a big
<v Speaker 3>black bar that just kind of has it maintains it
<v Speaker 3>maintains the physics as far as I can tell. But
<v Speaker 3>it's just like a big sensor bar. But it's just
<v Speaker 3>all these and Nate's obviously really uncomfortable but doesn't know
<v Speaker 3>how to ask people like why are you a horse?
<v Speaker 2>That's just kind of how it is.
<v Speaker 3>Yeah, just like it's fine. So uh yeah, So it's
<v Speaker 3>that's that's like the story, that's the aesthetics of it.
<v Speaker 3>I find that funny. I like the cut scenes. I
<v Speaker 3>like the story, I like the place that goes, and
<v Speaker 3>the gameplay obviously is infuriating. I was trying to like
<v Speaker 3>evaluate it. I'm like, I'm gonna meet this game on
<v Speaker 3>its terms. It's gonna be frustrating. It's gonna frustrate me.
<v Speaker 3>What does that look like? The thing I think that
<v Speaker 3>I would give this game a lot of credit it's
<v Speaker 3>it's a lot more accessible than something like Getting Over It,
<v Speaker 3>because there are often hard paths and easy paths, and
<v Speaker 3>especially early on in the game, it's very clear what
<v Speaker 3>your destination is and you can see, like, if you're
<v Speaker 3>really good at this game, you could try to go
<v Speaker 3>up this other path really fast, and now I'm like
<v Speaker 3>excited to see people speed run this game. But you
<v Speaker 3>can also take the long hiking path that's other more
<v Speaker 3>reasonable elevation, and you'll probably you'll get there slower, but
<v Speaker 3>you'll get there and it'll be fine. And there's a
<v Speaker 3>lot of instances of this. And when you get in
<v Speaker 3>the later game, the thing that's frustrating is it is
<v Speaker 3>not nearly as clear where you're supposed to go. Oh
<v Speaker 3>so on multiple times I was trying to do these
<v Speaker 3>like very difficult climbing challenges and in the review discord,
<v Speaker 3>it was only eventually I went back in and found
<v Speaker 3>out there was like alternate paths for a lot of
<v Speaker 3>them that aren't clearly markeding you have to explore for.
<v Speaker 3>But again, it's a game where you're climbing up a
<v Speaker 3>mountain this whole time. If you mess up a step
<v Speaker 3>and you fall, you could set yourself back a really
<v Speaker 3>long time, and depending on whether or not you're like
<v Speaker 3>good enough to climb back up immediately again. Like there
<v Speaker 3>were times I fell way back down and then I
<v Speaker 3>fell down again and I was like set back like
<v Speaker 3>two hours because I was doing this. So it's hard
<v Speaker 3>to have an open world structure where you're punished for exploring,
<v Speaker 3>because then how are you ever going to find the
<v Speaker 3>qote unquote easier paths or the challenges or whatever. You
<v Speaker 3>just have to be really determined.
<v Speaker 1>Yeah, this is a game that makes you realize you
<v Speaker 1>take traversial mechanics and basically all games for granted. Because
<v Speaker 1>there was one moment where I was I saw like
<v Speaker 1>a weird shiny thing up onto like a stack of rocks,
<v Speaker 1>and I was like, oh, I'm gonna go over there,
<v Speaker 1>And I spent like a good fifteen minutes trying to
<v Speaker 1>get up there in I just could not do it,
<v Speaker 1>and then was like, Oh, I'm just gonna go towards
<v Speaker 1>like the main path and I'll come back later. But
<v Speaker 1>then as soon as I thought that, I was like, oh,
<v Speaker 1>if I come back down here, that's gonna be a
<v Speaker 1>whole lot of work because of how hard it is
<v Speaker 1>the move here. Of like in most games, you're just like, yeah,
<v Speaker 1>I'll just come back later, no problem, But here it's
<v Speaker 1>like that's like a real like, am I actually gonna
<v Speaker 1>come back here? Like I want to put myself through that?
<v Speaker 1>So maybe I just won't. Maybe I'll just just leave
<v Speaker 1>it beet whatever that is up there. It's shiny and glowy.
<v Speaker 1>Maybe I'll just never know what that is because of
<v Speaker 1>the amount of work I know it will take to
<v Speaker 1>go back there at this point.
<v Speaker 3>Yeah, there's a part in the game later on where
<v Speaker 3>there's a big green, metal spiral staircase that just goes
<v Speaker 3>straight up a cliff face, but then there's also a
<v Speaker 3>path you could walk on the cliff face, And one
<v Speaker 3>of the people is there talking in Nate and he's like,
<v Speaker 3>I bet you could never climb up this.
<v Speaker 2>It seems pretty difficult. You've got to be a man.
<v Speaker 2>And he's like, no, I'm a man. I can do it.
<v Speaker 2>I'll climb back up and it'll be fine. You're like, no,
<v Speaker 2>I don't think you could. I think you're gonna take
<v Speaker 2>the stairs.
<v Speaker 3>He's like no, And he's like, if you take the stairs,
<v Speaker 3>you're gonna have to call me lord and you're gonna
<v Speaker 3>have to refer to me as Lord from now on.
<v Speaker 3>And he's like, well, it's fine because I won't even
<v Speaker 3>need to. And I, as a player, I'm like, I'm
<v Speaker 3>not I'm not even gonna entertain this long clip wak.
<v Speaker 2>Up the stairs. Yeah, and I did, and.
<v Speaker 3>Then I had to call him lord for the rest
<v Speaker 3>of the game, which is very funny. But yeah, it's
<v Speaker 3>it's mainly that thing where like, uh, I like that
<v Speaker 3>it lets you kind of choose your own difficulty level
<v Speaker 3>and it's always gonna be frustrating, but you get to
<v Speaker 3>be in control of it to some extent. But I
<v Speaker 3>don't like when it loses you stop being able to
<v Speaker 3>tell that you can go do other things. And yeah,
<v Speaker 3>I it's It would be a fun game to stream,
<v Speaker 3>it'd be a fun game to watch someone play because
<v Speaker 3>it is so punishing, and we did stream it earlier
<v Speaker 3>this week.
<v Speaker 2>It was a great clip where Alex freaked out and
<v Speaker 2>accidentally closed the stream. It's hilarious, it's so funny. Yeah,
<v Speaker 2>uh and uh yeah.
<v Speaker 3>But it's it's a thing of like it's there's a
<v Speaker 3>lot of you know, and I think it was designed
<v Speaker 3>like that. It's a hard game to put a score on, right,
<v Speaker 3>because it's like, I hate it.
<v Speaker 2>I didn't like it.
<v Speaker 3>I didn't think I would like it, And there's people
<v Speaker 3>that will be interested in this sort of thing, but
<v Speaker 3>it's definitely not for everyone. In our game and former
<v Speaker 3>like numbers, what the review's scores say, six is what
<v Speaker 3>I gave it. I gave a six out of ten.
<v Speaker 3>Six is limited appeal, which I think is fair to
<v Speaker 3>say for this game. It's like, I would not recommend
<v Speaker 3>this to most people. If you know what kind of
<v Speaker 3>game it is. I don't think you need to read
<v Speaker 3>my review necessarily because you'll you'll know that this is
<v Speaker 3>the type of thing I'm interested in. But for other
<v Speaker 3>people that are like, is this like a fun, casual
<v Speaker 3>game I can pick up? Or is this something my
<v Speaker 3>kid could play? Because he's been watching the stream play,
<v Speaker 3>he's like, no, do not bad idea man, not just
<v Speaker 3>for the nudity and everything. But it's a challenging it's
<v Speaker 3>a tough one.
<v Speaker 2>Charles. I like, I admire you for reviewing it at
<v Speaker 2>the way you did, because it is like it's that thing.
<v Speaker 2>It's like there was artistic contention here that is interesting.
<v Speaker 2>They're trying to say something and by all accounts, like
<v Speaker 2>even beyond your reception, like it seems like they were
<v Speaker 2>effective in it. But it's like that doesn't necessarily equal
<v Speaker 2>like fun to play video game, you know, and it's
<v Speaker 2>like it's like, well, where's how do you how do
<v Speaker 2>you sort of apply a score to that is tough? Yeah,
<v Speaker 2>but I think you did a great job.
<v Speaker 1>Yeah. It's kind of like maybe more so a silent hill,
<v Speaker 1>Like it seems like when I was looking at reactions,
<v Speaker 1>we're kind of all over the place, like I've.
<v Speaker 2>Seen people.
<v Speaker 1>Of the Year and yeah, it's one of the best
<v Speaker 1>characters and it's like oh wow, and then you know
<v Speaker 1>your review just saying like no, this is fresh.
<v Speaker 2>Yeah. Talking to Jeff mark Yafava, former game former editor
<v Speaker 2>over at mind Max, he's on that side where he's like,
<v Speaker 2>this might be my game of the year, like he
<v Speaker 2>finished it, and it's like he was not obligate. He
<v Speaker 2>was not writing a review, he was not trying to
<v Speaker 2>hit a deadline, you know, but he Yeah, some people
<v Speaker 2>really love it for what it is. It's it's interesting.
<v Speaker 2>I don't think I'm going to play it. I like,
<v Speaker 2>I just I just like if I can't even like
<v Speaker 2>get like make time for Hollow Night, I can't imagine
<v Speaker 2>a world where I'd be able to make time for bases. Yeah,
<v Speaker 2>but I like the idea and I like the humor.
<v Speaker 2>It does look it is very funny.
<v Speaker 3>Yeah, in terms of like the we were talking about
<v Speaker 3>incentive and like being rewarded for stuff in games. The
<v Speaker 3>rewards in this game are usually cut scenes, which I
<v Speaker 3>do like, but especially late in the game, it's like
<v Speaker 3>it's just not it's not worthing. Marcus mentioned hats. There
<v Speaker 3>are collectible hats that you can get if you do
<v Speaker 3>like these little challenges. I got a cool froggy bucket
<v Speaker 3>hat that I was proud of. But the way the
<v Speaker 3>hats work is if you trip and you fall down
<v Speaker 3>hard enough, your hat falls off and you got to
<v Speaker 3>go pick your hat up. So if you're trying really
<v Speaker 3>hard to get a specific hat and you fall on
<v Speaker 3>a big fall, you might have to go even farther
<v Speaker 3>down to go find your hat, pick it up, and
<v Speaker 3>then bring it back with you. Very punishing game comedically.
<v Speaker 2>So and.
<v Speaker 3>I think I posted on Blue Sky afterwards, I was like,
<v Speaker 3>I am glad this game exists. I think it's a
<v Speaker 3>fun idea, but I did not have fun playing it,
<v Speaker 3>and it would be crazy for me to give a
<v Speaker 3>good review to a game that I hated playing.
<v Speaker 1>So I'm giving you this sense that's fair. I'm in
<v Speaker 1>the camp. I do want to keep going with it.
<v Speaker 1>I want to see how far I can get. I
<v Speaker 1>would like to finish it, like I just I like
<v Speaker 1>the writing into humor. So far, it's very few games
<v Speaker 1>are funny. This one has been so far. But yeah,
<v Speaker 1>I like hearing your description of the later game. Stuff
<v Speaker 1>does give me pause.
<v Speaker 3>Hey, I can I can also help you be like
<v Speaker 3>if you're like, hey, where do I even go here?
<v Speaker 3>I can be like, this is the this is the
<v Speaker 3>thing you do not have to do. There is a
<v Speaker 3>the hardest climb in the game that I spent genuinely
<v Speaker 3>five hours on. I just spent I was just watching
<v Speaker 3>I'd arrow on on Netflix. In the background, just just
<v Speaker 3>grinding away at this point, trying to hit the embargo,
<v Speaker 3>taking me forever. And then later went in the review
<v Speaker 3>thing and they're like, oh, you can actually take this
<v Speaker 3>other path, and then the end of the game is
<v Speaker 3>right there. Like I was so close the whole time,
<v Speaker 3>but I was doing this one climb that I thought
<v Speaker 3>was like the big finale and it was like unnecessary.
<v Speaker 3>Actually yah, yeah, so yeah, baby steps.
<v Speaker 1>Yeah out now all right, last game we'll talk about
<v Speaker 1>is a Hotel Barcelona, a action side scrolling roguelike made
<v Speaker 1>by Sweary, best known as the creator of Deadly Premonition
<v Speaker 1>and Suit of fifty one of Grasshopper, best known for
<v Speaker 1>No More Heroes. And you got a new game coming
<v Speaker 1>out next year called Romeo is a dead Man.
<v Speaker 2>I believe it's called I was gonna say Romeo must Die,
<v Speaker 2>but that's like a Jetly movie, isn't it.
<v Speaker 1>I legit had to stop myself because Romeo must die.
<v Speaker 1>I always think in that movie when I hear about
<v Speaker 1>the suitor game.
<v Speaker 2>Yeah, anyway, this is what I've been curious about because
<v Speaker 2>I'm always speaking of games that aren't necessarily fun to play,
<v Speaker 2>but are like super fascinating. Sweary is like the king
<v Speaker 2>of that. Like, you know, like I have a lot
<v Speaker 2>of fondness for Sweary in particular.
<v Speaker 1>Well, what if I told you, Kyle that this game
<v Speaker 1>is very fascinating but not particularly fun.
<v Speaker 3>What from Sweary and Suita, You've really got two types
<v Speaker 3>of games on this episode of the podcast.
<v Speaker 2>The best games of the year and then the frustrated games.
<v Speaker 2>We like, thinking of ballot but not in practice.
<v Speaker 1>Yeah, I mean this one, honestly, I've I've never played
<v Speaker 1>Deadly Premonition, but I know, I know of its reputation.
<v Speaker 1>I did play a little bit of the Good Life,
<v Speaker 1>which is that weird like oh yeah life that one.
<v Speaker 2>Yeah, you can like change into a cat you're like
<v Speaker 2>a journalist.
<v Speaker 1>Yeah yeah, And I bounced off that one pretty quick.
<v Speaker 1>But like I would say, like of all of Sweary's games,
<v Speaker 1>this is probably the most sort of like mainstream friendly
<v Speaker 1>because it's a two D action roguelike, so they're like, oh, yeah,
<v Speaker 1>I'm on board for that. But also I think that
<v Speaker 1>because of that, this may be the most egregious of
<v Speaker 1>his games, because it's like when you say too D
<v Speaker 1>action roguelike, I have certain expectation of like, oh, the
<v Speaker 1>combat's gonna be really good, and like when you watch
<v Speaker 1>the trailers, it's like fast paced, like you're like air
<v Speaker 1>juggling people, You're like slicing them up and stuff. You're like,
<v Speaker 1>oh man, this is one hundred percent my jam And
<v Speaker 1>the combat in this game is just.
<v Speaker 2>It's bad.
<v Speaker 1>So uh so premise. You play as a US marshal
<v Speaker 1>named Justine who arrives at the Hotel Hotel Barcelona. She
<v Speaker 1>is on a mission to hunt down some some serial
<v Speaker 1>killers that it might have taken over, but also she
<v Speaker 1>is possessed by an ancient titan named doctor Carnival, who
<v Speaker 1>is this very like murderous, like just this just like
<v Speaker 1>potentially evil entity, but we don't know yet. But they
<v Speaker 1>need each other and and doctor Carnival is looking for
<v Speaker 1>a the person that runs the hotel, who is a
<v Speaker 1>witch that has bound him like he like he is
<v Speaker 1>trapped because of this witch and he's like, hey, the
<v Speaker 1>only way for me to be free is if we
<v Speaker 1>kill this lady. Justine is like very timid and very
<v Speaker 1>shy in comparison, so they kind of like they kind
<v Speaker 1>of like complimented, where she's very unsure about everything and
<v Speaker 1>she doesn't really maybe know if she should trust this thing,
<v Speaker 1>but also she needs it, and so he's always kind
<v Speaker 1>of like pushing you to like no, no, no, you
<v Speaker 1>need to go murder all these people. That's totally fine.
<v Speaker 1>There's nothing longer murder you humans are too soft. So
<v Speaker 1>you're in You're in this hotel, and a hotel kind
<v Speaker 1>of serves your hub in between these, uh these roguelike
<v Speaker 1>runs where you're meeting all these other characters, like a hunter,
<v Speaker 1>you're meeting the concierge.
<v Speaker 2>Each of them more or less.
<v Speaker 1>Serves as like different shops, like you can buy new weapons,
<v Speaker 1>because like you're pretty much wielding a mix of a
<v Speaker 1>melee weapons and different firearms, like you start with like
<v Speaker 1>this this dual wielding like a sword and like sickle
<v Speaker 1>or knife or whatever, like a short like a short
<v Speaker 1>two short stabby weapons. Basically it changes in a handgun,
<v Speaker 1>but you can eventually unlock like an axe, which is
<v Speaker 1>a lot slower. And then maybe the most creative weapon,
<v Speaker 1>which sucks because it's not particularly enjoyable, are these bus
<v Speaker 1>songs that she can strap to her hand that are
<v Speaker 1>like motorized, so you're literally just like throwing, like spinning buzzsaws,
<v Speaker 1>like just swinging them at people. I wish that was
<v Speaker 1>more fun than it actually.
<v Speaker 2>Is, so it just stuck fun as it sounds.
<v Speaker 1>It's yeah, because it looks and sounds pretty cool, but
<v Speaker 1>it's like, ooh, this doesn't feel great. And then you're
<v Speaker 1>just going on runs throughout different areas around the hotel grounds,
<v Speaker 1>like the first areas like in this lake that's very
<v Speaker 1>it's very much like almost a parody of Camp Crystal
<v Speaker 1>Lake from Friday to thirteenth, or like like a little
<v Speaker 1>kind of remember what the second one was because I
<v Speaker 1>only ran through it once and beat it. It's like
<v Speaker 1>like a little shack or somewhere, but basically you're running
<v Speaker 1>through and trying to get to a boss at the end,
<v Speaker 1>and kind of like Ruglizz like Haites, there's different doors
<v Speaker 1>that you're going through and to get to the next section,
<v Speaker 1>but every door grants like a different sort of perk,
<v Speaker 1>like some of them replenish your health, some of them
<v Speaker 1>make you attack faster, some of them give you movement boost,
<v Speaker 1>and you can choose. As a two D game, they're
<v Speaker 1>like scattered all over parts of the levels, so you
<v Speaker 1>can kind of decide how long you want to stay
<v Speaker 1>at a level to seek out the door that has
<v Speaker 1>the perk that you want in that moment, or like
<v Speaker 1>if you find the first door that has what you need,
<v Speaker 1>you can end a level like immediately. But even if
<v Speaker 1>you stay in a level for the duration, you're not
<v Speaker 1>there for long because everything is on a timer like
<v Speaker 1>between like a minute and two minutes, depending on the level.
<v Speaker 1>So it's kind of it's very much a game that's
<v Speaker 1>like you get in and go like kill these guys.
<v Speaker 1>You're jumping around trying to find the other doors or
<v Speaker 1>just find like collect the kind of like upgrade materials
<v Speaker 1>that enemies drop, which are like bones and ears and
<v Speaker 1>other gross stuff. And the other interesting thing is that
<v Speaker 1>you're building up as you kill enemies. Their blood is
<v Speaker 1>splattering everywhere and are everywhere, and as blood splatters on you,
<v Speaker 1>you build up this like meter that when it's full,
<v Speaker 1>you get this big special attack that is tied to
<v Speaker 1>your weapon of choice. But the problem, and I actually
<v Speaker 1>think thematically that's pretty cool, and the way the game
<v Speaker 1>plays with that is that there's different weather in the levels.
<v Speaker 1>Like at the start of a level, it does a
<v Speaker 1>little roulette saying like this is these are conditions for
<v Speaker 1>this this run. So it's nighttime and it's rainy, and
<v Speaker 1>when you get wet, it washes off the blood that
<v Speaker 1>you've accumulated and it makes that meter go down. So
<v Speaker 1>a lot of the challenge is trying to stay dry
<v Speaker 1>and keep all the blood that has splattered on you
<v Speaker 1>interest so that you have yeah, so that you have
<v Speaker 1>access to this this big special attack at some point,
<v Speaker 1>especially you want to save it for like the bosses.
<v Speaker 1>But the combat just doesn't feel good, Like I'm I'm
<v Speaker 1>a big stylish action like I'm an action guy, like
<v Speaker 1>I love stylish action games, and like the worst thing
<v Speaker 1>you can do is like have the combat feel sluggish
<v Speaker 1>and just like it doesn't feel particularly weighty and there
<v Speaker 1>just isn't the feedback behind it, Like it doesn't it
<v Speaker 1>just doesn't feel smooth, like like going to to Haites two,
<v Speaker 1>Like you were talking about how having the sort of
<v Speaker 1>like bounce between baby Steps and Haighties two charles, like
<v Speaker 1>having to play a not fun roguelike action roguelike when
<v Speaker 1>Hades two is sitting right there as probably the epit
<v Speaker 1>of me of action ro like roguelikes is it's been
<v Speaker 1>eating at me just I know, but or maybe the
<v Speaker 1>more closer parallel of something like Dead Cells, which is
<v Speaker 1>also like a two D side scrolling action role like
<v Speaker 1>which I think the combat in that game is incredible. Yeah,
<v Speaker 1>and it's it's and like with that in mind and
<v Speaker 1>playing this, it's like, you know, you can do all
<v Speaker 1>these things. You can unlock like more combos, Like there's
<v Speaker 1>a skill tree. We can kind of like add more
<v Speaker 1>to your repertoire, Like you can do like a block
<v Speaker 1>and a perry, But the block and parry don't feel
<v Speaker 1>good and for some reason, like the perry is like
<v Speaker 1>blocking and hitting a different button and instead of just
<v Speaker 1>doing a time block, which would make it less work,
<v Speaker 1>Like it's like if I have to block and then
<v Speaker 1>hit a different button, I'm just never gonna use the
<v Speaker 1>perry because that just isn't quick enough.
<v Speaker 3>For what a person you're creating a new One of
<v Speaker 3>the most intuitive button presses in all of video game
<v Speaker 3>is the block and then you can time it perfect
<v Speaker 3>into perry. Existed for decades. One of the things that
<v Speaker 3>people try to change them like why would you change that?
<v Speaker 2>Yeah?
<v Speaker 1>Yeah, why would you make it's more complicated? Yeah yeah,
<v Speaker 1>and that doesn't it doesn't even feel like that great
<v Speaker 1>when you execute anyway, you got like a dash and
<v Speaker 1>an air dash that don't feel super great, and you
<v Speaker 1>have to upgrade it multiple times for the meanything because
<v Speaker 1>the distance on the dash isn't super great and all
<v Speaker 1>the upgrades for it are like you can dash farther,
<v Speaker 1>and it's like, I wish that was just from the
<v Speaker 1>start so that it felt like useful. Because the boss
<v Speaker 1>battles in this game, the two or three that I've killed,
<v Speaker 1>are kind of nightmares on the normal difficulty, where they
<v Speaker 1>the attack priority is so cheap and be like the
<v Speaker 1>way that they can just hit you out of a
<v Speaker 1>dodge or in some cases because the dodge initially is
<v Speaker 1>so short and they're such big characters that you got
<v Speaker 1>to be like right up on to actually dodge through
<v Speaker 1>them without accidentally just landing inside of their hip box
<v Speaker 1>and taking damage. And then also the most egregious thing
<v Speaker 1>is that they can just stunlock you into oblivion. Like
<v Speaker 1>if you get knocked in the ground and they follow
<v Speaker 1>up with an attack and she doesn't get up quick enough,
<v Speaker 1>then you'll just like take like three hits in succession
<v Speaker 1>and she goes down pretty quick and normal to the
<v Speaker 1>point where right now I've dropped it to easy, which
<v Speaker 1>easy doesn't as far as you can tell. It doesn't
<v Speaker 1>really change the difficulty of the enemies. It just gives
<v Speaker 1>you more retries because when you fail, unless you find
<v Speaker 1>these special like retry tickets, you start the run from
<v Speaker 1>the beginning. You go back to the hotel, which is
<v Speaker 1>where you can, you know, do your upgrades and spin
<v Speaker 1>your currency, because when you start a new run, all
<v Speaker 1>the currency you have left over gets reset to zeros
<v Speaker 1>that are like try to unlock as many things as
<v Speaker 1>you can see you don't waste it.
<v Speaker 2>So but at least oneasy they kind.
<v Speaker 1>Of give you three retries so you can stay in
<v Speaker 1>the stage where they hapened to go back to the beginning.
<v Speaker 1>So I've been playing through that, especially since I've played
<v Speaker 1>enough of a comba to be like, this isn't fun.
<v Speaker 1>I just want to see the story stuff, which has
<v Speaker 1>been more interesting than the combat, like sort of the
<v Speaker 1>the mystery of like who is this witch? Like why
<v Speaker 1>does the Titan want to? Like like what did he
<v Speaker 1>do to get trapped? Like who was actually the bad
<v Speaker 1>guy here? And then also like Justine's backstory gradually being
<v Speaker 1>unfolded like they do the Haites thing. Every time you
<v Speaker 1>go back to the hotel, you know, you talk to
<v Speaker 1>your NBC's and they have new things to say, and
<v Speaker 1>the story kind of progresses from there. Like that stuff
<v Speaker 1>I'm I'm a little bit more interested in. And even
<v Speaker 1>if the there's some really weird and dumb stuff in
<v Speaker 1>the ways that it's like some of it's like fun
<v Speaker 1>and some of it's just like why Like the opening
<v Speaker 1>cut scene, you meet a guy doesn't expoil it because
<v Speaker 1>he's gone like immediately, but you meet like a you're
<v Speaker 1>like driving a car and you've got a hitchhiker like
<v Speaker 1>this lady who is just like really promiscuous, And then
<v Speaker 1>in a passenger seat is this soldier that was a
<v Speaker 1>Niche gonna do the job that you wind up doing.
<v Speaker 1>And he's basically a more extreme version of PC principle
<v Speaker 1>from South Park, where he's like threatening to shoot everyone
<v Speaker 1>in the car for saying anything he perceived as being
<v Speaker 1>like like a knock against diversity or like or something. Yeah,
<v Speaker 1>it's it's weird, and like the dialogue is so blatant
<v Speaker 1>about it, but like yes, you know, he's like, you know,
<v Speaker 1>we live in an age of diversity, and so like
<v Speaker 1>you know, you saying this. I don't even remember what
<v Speaker 1>she said, but it was something we're like, you're you're
<v Speaker 1>mad about mad, Like how would she imply that she
<v Speaker 1>was being like bigoted it anyway? From that statement? But
<v Speaker 1>like I don't know, there's like weird stuff about like
<v Speaker 1>some of the commentary about certain things where I'm like, uh, okay,
<v Speaker 1>but like I said, he's gone pretty quick. Yeah it's
<v Speaker 1>it's I guess it's a Swarry and a Suit of
<v Speaker 1>fifty one game of like yeah, thematically and like narratively,
<v Speaker 1>there's some interesting things here, but like I dread starting
<v Speaker 1>another run off. Yeah, like even with even unlocking new
<v Speaker 1>things to make it easier for like, okay, I got
<v Speaker 1>new combos or I got more helps someone die as quickly,
<v Speaker 1>But I'm not like looking forward to going through these
<v Speaker 1>levels and like I just want to im to the bar,
<v Speaker 1>like I just want to get through it, see just
<v Speaker 1>see the story stuff and just get through these boss
<v Speaker 1>bosses like it's just yeah, it's it's not it's just
<v Speaker 1>not fun Yeah funny.
<v Speaker 3>There's a breathlessness to your description of this game that
<v Speaker 3>I find very relatable, where you're like the whole reason
<v Speaker 3>I did all this stuff is to talk about it,
<v Speaker 3>and I can finally finally explain all that I've been
<v Speaker 3>suffering in silence for so long, and now I could
<v Speaker 3>explain this weird.
<v Speaker 2>Guy in the car just that I had to just
<v Speaker 2>have in my head by myself for all this time. Yeah.
<v Speaker 1>Yeah, but yeah, you know, like I said, it's a
<v Speaker 1>It's out tomorrow at the time of recording, on the
<v Speaker 1>twenty six. Yeah, Hotel Barcelona. Everyone. It's uh, it's a
<v Speaker 1>it's a game.
<v Speaker 2>It's a game. I mean, that's it's sweary, man. That's
<v Speaker 2>about you could. That's like the headline for every review
<v Speaker 2>of a sweary games. It's a game. It's it's got,
<v Speaker 2>it's got a stop, it's got stuff. Great, we'll give it.
<v Speaker 2>We'll give it that in a in a in a
<v Speaker 2>very more Souda kind of way.
<v Speaker 1>Honestly, if we're gonna like pin it on someone, it's
<v Speaker 1>got it's got a very Suda style that you're always
<v Speaker 1>kind of like, at the very least you sort.
<v Speaker 2>Of like can respect and appreciate.
<v Speaker 1>Yeah cool, Yeah, awesome. Well, I think we'll just wrap
<v Speaker 1>out the podcast here this week. Thank you guys so
<v Speaker 1>much for watching. Once again, if you want to support
<v Speaker 1>Game Informer and go to gaminformer dot com slash subscribe
<v Speaker 1>and get yourself a magazine subscription ten issues of year.
<v Speaker 1>We got the Outer Worlds two digital issue A launching
<v Speaker 1>next week on September thirtieth, with the physical issue hitting
<v Speaker 1>mailboxes in early October. If you want to follow us
<v Speaker 1>on social media, you can find me on Blue Sky
<v Speaker 1>at Marcus Stewart seven. Charles, you're at Chuck Duck three
<v Speaker 1>sixty five. Yes, did I get it?
<v Speaker 2>Yeah, every day of the year, I'm throwing waterfowl.
<v Speaker 1>Ducks, and Kyle you were at Kyle M. Hilliard on
<v Speaker 1>social platforms. In terms of like stuff on the website,
<v Speaker 1>be sure to tune in Every Friday, We've got our
<v Speaker 1>ongoing Resident Evil Outbreak super replay Charles and myself working
<v Speaker 1>our way through the entirety of Resident Evil Outbreak ahead
<v Speaker 1>of Residentevil Requiem in February. And every Wednesday. We have
<v Speaker 1>also our Wednesday streams. We're doing that again. Like we
<v Speaker 1>mentioned earlier, Alex van Agen and Eric van Allen stream
<v Speaker 1>Baby Steps this week. But yeah, our Wednesday streams are
<v Speaker 1>kind of just geared towards highlighting more recent games. Usually
<v Speaker 1>around two pm Central every Wednesday, so check those out.
<v Speaker 1>And yeah, guys, that's a show. Thank you for watching,
<v Speaker 1>and we'll see you next week. By everyone,

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