God Of War: Sons Of Sparta Review And Spending $99 On Virtual Boy

The Game Informer Show

In this episode of our weekly gaming podcast, Game Informer's Kyle Hilliard reviews God of War: Sons of Sparta, a new 2D metroidvania that Mega Cat Studios and Sony Santa Monica released during last week's PlayStation State of Play. Unfortunately, it's an underwhelming title. Kyle then explains why he spent $99 USD on Nintendo's Virtual Boy rerelease and what it's like experiencing the headset's strange catalog of games on the Switch 2.

Later in the show, Eric Van Allen dives into Paranormasight: The Mermaid's Curse, a mystery adventure about a cursed Japanese seaside town that has impressed him. Finally, Alex Van Aken shares his thoughts on the rock-climbing simulator Cairn and how it's an excellent example of how games can uniquely tell stories.

The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about video game reviews, news, and exclusive reveals alongside Game Informer staff and special guests from around the industry.

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Jump ahead using these timestamps:
00:00 - Intro
03:31 - God of War: Sons of Sparta Review
17:44 - Nintendo Virtual Boy on Switch 2
30:22 - Paranormasight: The Mermaid's Curse
44:59 - Cairn is Excellent
2026-02-21 58 min Transcript

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Transcript

<v Speaker 1>Welcome back, everyone to the Game Informer Show, a weekly
<v Speaker 1>podcast covering the video game industry. Join us every Friday
<v Speaker 1>for a discussion about the latest gaming news, reviews, and
<v Speaker 1>exclusive reveals, alongside Game and Former staff and special guests
<v Speaker 1>from around the industry. I'm one of your hosts today,
<v Speaker 1>Alex van Aiken, and today I'm joined by Kyle Hilliard.
<v Speaker 2>How you doing, Kyle, Hey, sleepy, it's snowing again. We
<v Speaker 2>had a day of warmth and now it's snowing again.
<v Speaker 1>Yeah. Yeah, you know, we had our first false winter,
<v Speaker 1>which one Eric Van Allen will come to learn that
<v Speaker 1>we have multiple of those before spring. What are y'all
<v Speaker 1>doing up here? What do y'all? This is crazy? This
<v Speaker 1>is wild. This is I think last year I counted
<v Speaker 1>three false springs last year before we finally hit real spring.
<v Speaker 1>It's a false spring, like like for a moment, the
<v Speaker 1>weather's like, oh, you have tastes, you get like a
<v Speaker 1>little tea, you like sun?
<v Speaker 2>Well, back to Darles, you like going outside without a
<v Speaker 2>jacket on.
<v Speaker 1>You almost thought I'll do with vitamin D gummies and
<v Speaker 1>now right back to him. Yeah, you know it's it's
<v Speaker 1>a respite, so I'll take it.
<v Speaker 2>Yes, exactly. Yeah, that's what you do.
<v Speaker 1>Yeah, we're gonna have a good show today. We're gonna
<v Speaker 1>be talking God of War Sons of Sparta, which is
<v Speaker 1>the new two D Metroidvana I believe set in that
<v Speaker 1>God of War universe. It's out now. Our Kyle's got
<v Speaker 1>the new Nintendo Switch Virtual Boy.
<v Speaker 2>We're gonna be checking that old Virtual Boy as well.
<v Speaker 1>Yeah, as well as Eric's Paranormal site review, which is
<v Speaker 1>a very cool, very highly rated now mystery game. And
<v Speaker 1>then I want to talk about Cairen because I'm I
<v Speaker 1>love that game. So it's gonna be a fun show
<v Speaker 1>this week. Of course, before we get into it, I
<v Speaker 1>do just want to say, if you are wanting to
<v Speaker 1>support the show in a real big way, please consider
<v Speaker 1>picking up a copy of Game Informer magazine. You can
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<v Speaker 1>Great quality paper, great honestly, every every issue has like
<v Speaker 1>banger features and this new one is no different. We've
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<v Speaker 1>And yeah, we're really I've been really enjoying seeing all
<v Speaker 1>the features in there that we've got one on Love
<v Speaker 1>and Deep Space by Nicole Carpenter. We've got a lot
<v Speaker 1>of great stuff in there. But that's a great way
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<v Speaker 1>you can't, you can definitely inquire, and yeah, it's a
<v Speaker 1>great way to support us. Get a physical gaming magazine
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<v Speaker 1>of our magazine available for cheaper at gaminformer dot com
<v Speaker 1>slash subscribe. Guys, let's get into it, Kyle, I want
<v Speaker 1>to hand it off to you. Tell us about God
<v Speaker 1>of War Sons of Sparta, a game that Shadow dropped
<v Speaker 1>during last week's PlayStation State of Play, and I actually
<v Speaker 1>haven't heard much about it online at all, which leads
<v Speaker 1>me to believe maybe it isn't the best. But I'll
<v Speaker 1>leave you to correct me if I'm wrong.
<v Speaker 2>It's it's it's mediocre, politely, all right, it's got it's
<v Speaker 2>got some it's got some pros, it's got some cons. Okay,
<v Speaker 2>it's I'm working on the review. Uh so I'll have
<v Speaker 2>a proper score review on site, hopefully before the end of week.
<v Speaker 2>Hopefully by the time you're listening to this. It's it's
<v Speaker 2>on gameforma dot com, but it's it's a Metroidvania and
<v Speaker 2>it in it it's Krados as like a teen. His
<v Speaker 2>brother's eleven, which is funny because demos.
<v Speaker 1>Amos is his brother. Right.
<v Speaker 2>Yeah, he feels older actually when you play the game,
<v Speaker 2>but they keep talking about how he's eleven years old.
<v Speaker 2>I don't know exactly how old Crados is.
<v Speaker 3>You know.
<v Speaker 1>I used to work with a youth group many many
<v Speaker 1>years ago, and there was an eleven year old that
<v Speaker 1>had a full fledged beard and was balding, and I'm like,
<v Speaker 1>what are you eating? That's that's it was crat no exaggeration,
<v Speaker 1>it was why Benjamin stuff right there. That's awesome. Yeah.
<v Speaker 2>I don't want to alarm you, Alex, but I think
<v Speaker 2>that was just an adult posing as an eleven year old.
<v Speaker 1>Yeah, yeah, totally.
<v Speaker 2>Group is that's where the kids hang out? Yeah, no,
<v Speaker 2>but it's so Yeah, it shadow dropped. It was interesting
<v Speaker 2>they announced it was it was kind of an odd
<v Speaker 2>thing in the state of play, which we talked about
<v Speaker 2>last week, but it was like, Hey, we're remaking the
<v Speaker 2>God of War trilogy. Aren't you excited about that? Here's
<v Speaker 2>the original voice actor. We don't have any game to
<v Speaker 2>show you, but he's here.
<v Speaker 1>Oh.
<v Speaker 2>By the way, we did make a full fledged two
<v Speaker 2>D God of War prequel TC cars in his back
<v Speaker 2>is as as adult Credos, and it's like a full
<v Speaker 2>Metroidvania in here. You can have it right now. And
<v Speaker 2>that was that was shocking and surprising, and as as
<v Speaker 2>a long time God of War fan, like I was
<v Speaker 2>there day one for God of War one, you know,
<v Speaker 2>like I have played every game at launch, including the
<v Speaker 2>very underplayed pre smartphone God of War mobile game God
<v Speaker 2>of War Betrayal. I even played that one.
<v Speaker 1>You've been in the trenches.
<v Speaker 2>I've been in the trenches, man. But I love this
<v Speaker 2>sort of world and sort of fiction and narrative and
<v Speaker 2>story of God of War. I like seeing Credos' life.
<v Speaker 2>You know, this is he's had a really devastating, heartbreaking
<v Speaker 2>life and it's led him in a lot of interesting
<v Speaker 2>directions and you know, like encountering a lot of gods,
<v Speaker 2>and so I am quite enjoying the part of the
<v Speaker 2>game that is, Hey, here's Credos as a kid, you know,
<v Speaker 2>like a young Spartan trying to like you know, sort
<v Speaker 2>of be on track to become a leader at Sparta.
<v Speaker 2>And he's like and he's hanging out with his brother,
<v Speaker 2>and the dialogue is good because from what I understand,
<v Speaker 2>like the you know, the the Sony Santa Monica writers
<v Speaker 2>are involved with the game. They didn't fully hand over
<v Speaker 2>the game to a third party developer. But then the
<v Speaker 2>actual game is like just south of solid, Like it
<v Speaker 2>is a pretty underwhelming metroid Vania and just in terms
<v Speaker 2>of general design, and the combat is like just a
<v Speaker 2>lot of rolling behind enemies and hitting them with your
<v Speaker 2>spear as much as you can. I haven't really even
<v Speaker 2>had a lot of success of like diving into like
<v Speaker 2>you know, the sort of the strategies and the counters
<v Speaker 2>and stuff like that. It's just like it's not it's
<v Speaker 2>it's not great. I mean, yeah, this is this is
<v Speaker 2>really damning praise it's not even praise. This is really
<v Speaker 2>damning thing to say. But I think it is the
<v Speaker 2>weakest God of War game if you don't really count
<v Speaker 2>that sort of no ca a mobile game, which I
<v Speaker 2>think you kind of like can't count that, you know.
<v Speaker 1>I guess I'm curious. You know, this is a prequel
<v Speaker 1>and I am not as familiar with I didn't play
<v Speaker 1>the original God of Wars like I got in on
<v Speaker 1>the series with the remake or like the reboot or
<v Speaker 1>absorbs in twenty eighteen and really enjoyed that. But I
<v Speaker 1>you know, I I've watched cutscenes, I've I've been there
<v Speaker 1>for I know there's like, you know, some big cultural
<v Speaker 1>moments that have happened with God of War, and you know,
<v Speaker 1>I used to watch X playing that kind of thing,
<v Speaker 1>so I would like, you know, absorb like in general,
<v Speaker 1>you know what was happening with the series, But as
<v Speaker 1>somebody who doesn't know the whole story of how Kratis
<v Speaker 1>comes to become a god, what does that look like
<v Speaker 1>in this game? Like are you encountering deities and in
<v Speaker 1>gods and monsters or are you just fighting dudes?
<v Speaker 2>You are fighting monsters, like you're fighting cyclopses and gros
<v Speaker 2>and Greek monsters and things like that. Yeah, but the
<v Speaker 2>gods is interesting because you get kind of like gifts
<v Speaker 2>from the gods, like you get you know, your double
<v Speaker 2>jump is from Nike and stuff like that, you know,
<v Speaker 2>and it's and there are conversations, which is where the
<v Speaker 2>game is the strongest. Between Credos and Demos's brother, who Damas,
<v Speaker 2>is interesting because like he's always been in the fiction.
<v Speaker 2>He primarily appeared in one of the PSP games. But
<v Speaker 2>I mean this might shock you to learn that he
<v Speaker 2>has kind of a sort of a tragic relationship with
<v Speaker 2>his brother as well. Yeah, nothing in his life goes
<v Speaker 2>well for Credos, but yeah, like there's these conversations between
<v Speaker 2>Crotos and Demos where they're kind of discussing sometimes, like,
<v Speaker 2>you know, how do we feel about the gods, and
<v Speaker 2>Credos is like, well, I you know, I think I
<v Speaker 2>think they're helpful. I don't know. I don't really trust them,
<v Speaker 2>but I don't I don't know, I don't know what
<v Speaker 2>to think, you know. And then the God of War
<v Speaker 2>one is where you know, everything kind of goes to
<v Speaker 2>hell or Credos like literally.
<v Speaker 1>Yeah, like my understanding of the story is his family
<v Speaker 1>is killed, his ashes there, their ashes are bound to
<v Speaker 1>his skin, and that's why he's so pale, and maybe
<v Speaker 1>he somehow becomes a god from that.
<v Speaker 2>The tragic the tragedy of the original God of War
<v Speaker 2>is that the gods tricked Credos into killing his family. Okay,
<v Speaker 2>Creatos is the one who killed his wife and daughter
<v Speaker 2>because he was like on a mission from the gods,
<v Speaker 2>and he understandably was very upset by that and betrayed
<v Speaker 2>by the gods, and that's why he went on a
<v Speaker 2>rampage to start killing gods. And you kill Aris, the
<v Speaker 2>God of War at the end of the first God
<v Speaker 2>of War game, which is how you sort of earn
<v Speaker 2>that title. Like it was kind of a twist at
<v Speaker 2>the time the game was called God of War because
<v Speaker 2>you were going after the God of War. But then
<v Speaker 2>like at the end of the game, you realize, oh,
<v Speaker 2>that's me. I'm you know, dag yourself, I'm God of War,
<v Speaker 2>you know. Yeah, and uh, and then there's more to
<v Speaker 2>it than that, you know, in the second games that interesting,
<v Speaker 2>but yeah, I mean, so this is a period of time.
<v Speaker 2>It's it's weird because it's like the game is framed
<v Speaker 2>by Credos telling a story to his daughter Calliope about
<v Speaker 2>when he was a kid. So you have basically a
<v Speaker 2>version of the world that takes place well before God
<v Speaker 2>of War one, where he was a dad for the
<v Speaker 2>first time, he was a family man, and he was like,
<v Speaker 2>you know, here he is spending time with his daughter
<v Speaker 2>and telling a story about hey, here's here's when me
<v Speaker 2>and my brother got into some crazy shenanigans. And like,
<v Speaker 2>as someone who really enjoys the sort of narrative God
<v Speaker 2>of War and the characterization of Credos, I liked that
<v Speaker 2>part of the game. I like that story. I like
<v Speaker 2>seeing more from Calliope. Like Calliopes like appeared like in person,
<v Speaker 2>so to speak, in like in God of War, Chains
<v Speaker 2>of Olympus on PSP, Like he found a version of
<v Speaker 2>her in hell and had to like literally separate her
<v Speaker 2>himself from her, and it was actually really heartbreaking and
<v Speaker 2>well done. So it's like it's cool to see that
<v Speaker 2>version of Creatos again after spending so much time with
<v Speaker 2>what is ostensibly his new life, you know, like he
<v Speaker 2>had to leave that life behind. It didn't exist anymore,
<v Speaker 2>and that's where he you know, got into the North
<v Speaker 2>Norse pantheon and treys and stuff like that. So like
<v Speaker 2>it's as someone who's been investing in God of War
<v Speaker 2>since the beginning, it's it's fun to see that. But
<v Speaker 2>like it's the game is just is just south of okay.
<v Speaker 2>Like the like it's it's just like a really mediocre
<v Speaker 2>metroid vania game, which is tough in twenty twenty six
<v Speaker 2>when the genre is flourishing and there's so many amazing
<v Speaker 2>versions of it, like The Hollow Knights of the World
<v Speaker 2>and things like that in the recent Prince of Persia,
<v Speaker 2>which I love, Like it's hard not to play this
<v Speaker 2>game and be like, Prince of Persia did this better,
<v Speaker 2>which is funny because the Spartans are literally a war
<v Speaker 2>with the Persians in the sort of.
<v Speaker 1>Pess of the game. It feels like with with metroidvenas
<v Speaker 1>these days, you know, a lot of criticism for the
<v Speaker 1>most part is like you know, a more nitpicky, like
<v Speaker 1>does choices, you know, and and really you get into
<v Speaker 1>a lot of the like tackling of the themes because
<v Speaker 1>that's really where like the genre has kind of expanded into, like,
<v Speaker 1>you know, interesting themes like with you know, oppressive religion
<v Speaker 1>in Holly Night Silk Song and you know, stuff like that.
<v Speaker 1>And so it's interesting to hear from a a first
<v Speaker 1>party Triple A you know backed game kind.
<v Speaker 3>Of like with asterisks, right, like yeah, with an asterisk,
<v Speaker 3>but like funded by by Sony, not hitting like the
<v Speaker 3>fundamentals when you've got all of these indie teams that
<v Speaker 3>are kind of nailing it, which is very interesting to me.
<v Speaker 2>Yeah. Yeah, But it's like it's it's cool for God
<v Speaker 2>of War fans. It's like a it's like a decent
<v Speaker 2>like like subdecent Metroidvania game in a world that I like,
<v Speaker 2>you know what I mean. It's like it's like, yeah,
<v Speaker 2>I don't think those games shouldn't exist. I'm glad that
<v Speaker 2>they went after it and had this idea that they pursued,
<v Speaker 2>and and and it's cool in that way. And it's like,
<v Speaker 2>in that way, I would be like, yeah, if you
<v Speaker 2>like love God War and you've played them all, like,
<v Speaker 2>I don't think you should skip this one. But maybe
<v Speaker 2>if you're like a casual God of Orphan or you've
<v Speaker 2>only played the recent ones and you you know, aren't
<v Speaker 2>really like you have a higher standard for this genre,
<v Speaker 2>which which which we all do. You know, if we're
<v Speaker 2>like hardcore gamers, like, there's a good chance you've played
<v Speaker 2>and loved at least one really great Metroidvania and this
<v Speaker 2>isn't a great Metroidvania. It's just not.
<v Speaker 1>I know, I know you're still finishing the game and
<v Speaker 1>figuring out your score. I'm just curious for the sake
<v Speaker 1>of our conversation because people can go and probably read
<v Speaker 1>your actual review when they're listening to this. But like
<v Speaker 1>what currently today where you at score wise with this?
<v Speaker 1>If you had to, like, you know, boil it down
<v Speaker 1>to like a window, is it like five or six
<v Speaker 1>something like that?
<v Speaker 2>It is between that six and seven zone, like six
<v Speaker 2>five seven. It's kind of where I'm where I'm at
<v Speaker 2>right now, which could change, you know, go check out
<v Speaker 2>to you see where I landed.
<v Speaker 1>Yeah, yeah, yeah. Interesting? And how long I'm curious have
<v Speaker 1>you spent playing it so far?
<v Speaker 2>I'm in?
<v Speaker 1>How far would you.
<v Speaker 2>Say, or you are I'm like nine or ten hours in,
<v Speaker 2>maybe even up to twelve I'm not I'm not sure exactly,
<v Speaker 2>but it doesn't feel like I'm sprinting towards the end,
<v Speaker 2>if that makes sense, right, Like if I had to guess,
<v Speaker 2>I would say I'm probably like seventy percent through, maybe
<v Speaker 2>sixty seventy percent through at like between ten to twelve hours.
<v Speaker 2>So I don't know how long it is, you know,
<v Speaker 2>I don't know how substantial it is.
<v Speaker 1>Well, one final question for me, what has been the
<v Speaker 1>most fun enemy to defeat in this game.
<v Speaker 2>I mean the introductory ones, because you just kind of
<v Speaker 2>pull them and move on, you know, like there's not
<v Speaker 2>like that's the combat's kind of underwhelming.
<v Speaker 1>I'm not really Yeah, there's not a ball cool boss
<v Speaker 1>fights are that like do interesting things.
<v Speaker 2>I mean, there's been a couple of cool boss fights,
<v Speaker 2>but like, I mean not really. Man not to be rude,
<v Speaker 2>I'm sorry, you're being real.
<v Speaker 1>Yeah, Eric, I'm curious, like what your thoughts are. Interest
<v Speaker 1>level is on Sons of Sparta pretty low, to be honest,
<v Speaker 1>I feel like I'm a little burned out on the
<v Speaker 1>two D Metroidvania these days. There's kind of a high
<v Speaker 1>bar for it, just because there's so many of them around,
<v Speaker 1>and there's such a good variety and quality of them
<v Speaker 1>around that you got to do something really interesting to
<v Speaker 1>catch my attention. I've got a backlog of some really
<v Speaker 1>good ones, like ender Lilies and stuff like that that
<v Speaker 1>I like to get around to at some point, So
<v Speaker 1>I think for Sons of Sparta would have had to
<v Speaker 1>do something really novel and unique. And I'm already not
<v Speaker 1>a huge gout a war fan. I don't really have
<v Speaker 1>a lot of nostalgia for the series or anything I
<v Speaker 1>did like twenty eighteen, but that was about it. So yeah,
<v Speaker 1>I just don't think this is the one for me.
<v Speaker 1>I think this is one of the games that I'm
<v Speaker 1>trying to be better in the year twenty twenty six
<v Speaker 1>and be like I will let some things fall into
<v Speaker 1>the background and let other people who are more interested
<v Speaker 1>on gistaff the banner for it. So unless we get
<v Speaker 1>to this.
<v Speaker 2>I do with you guys for all multiplayer games.
<v Speaker 1>Yeah, stay tuned for Paranormans, say discussion later in this
<v Speaker 1>podcast episode. Yeah, but yeah, yeah, Sons of Sparta. I'm like,
<v Speaker 1>it seems like it's for a very specific subset of people,
<v Speaker 1>people who like two D metroidvanias like God of War
<v Speaker 1>and just want something in that realm. But it also,
<v Speaker 1>from the sounds of it, is not really doing anything
<v Speaker 1>absolutely like you gotta see this. It's it's doing something amazing,
<v Speaker 1>and it's hard to say that in this day and
<v Speaker 1>age and this genre specifically, you do have to really
<v Speaker 1>like stand on the shoulders of giants in some ways
<v Speaker 1>to just stand out. So yeah, yeah, I have a
<v Speaker 1>theory that like when you shadow drop a game like this,
<v Speaker 1>you're on this shadow dropping it to really make a
<v Speaker 1>huge splash and like really take people by surprise or
<v Speaker 1>that you're like, hey, maybe let's not like throw this
<v Speaker 1>one out the previews and let's just like try to
<v Speaker 1>see if we can generate some excitement through a stealth
<v Speaker 1>drop to make some sales. Shadow drop is a marketing tactic.
<v Speaker 1>It is, and it is I think in a lot
<v Speaker 1>of ways it can help drive excitement for something, especially
<v Speaker 1>if you kind of want that rising tide of also
<v Speaker 1>announcing the God of War remakes and having everything out
<v Speaker 1>there ahead of time. But it is part of one
<v Speaker 1>of my larger favorite things that's happening in games right now,
<v Speaker 1>which is publishers being a little bit more lenient and
<v Speaker 1>lending out their ip to to third party studios to
<v Speaker 1>do cool things with and so in that realm, I
<v Speaker 1>support it, and I think it's cool.
<v Speaker 2>But I'm glad they try.
<v Speaker 1>This is a good well. I think it's just the
<v Speaker 1>subject matter is not really doing it for me. Yeah,
<v Speaker 1>that's fair. Well, Kyle, I want to kind of toss
<v Speaker 1>it back to you to talk about the Virtual Boy,
<v Speaker 1>which is another, I think maybe more niche game that
<v Speaker 1>you have a lot of Fatisa generous, not a game
<v Speaker 1>a game system. Rather, Yeah, why why why the Virtual
<v Speaker 1>Boy in twenty twenty six. I have zero interest in
<v Speaker 1>this thing. I think it's silly that they are publishing this,
<v Speaker 1>but I want to hear it from somebody who is
<v Speaker 1>number one, played a lot of Virtual Boy and has
<v Speaker 1>an original Virtual Boy. Yeah one is this worth picking
<v Speaker 1>up if I don't care about Virtual Boy? Like, is
<v Speaker 1>it is it somehow like revelatory in nature or is
<v Speaker 1>it just a toy that is going after your nostalgia
<v Speaker 1>of people like you?
<v Speaker 2>Absolutely do? You do not need to purchase this thing
<v Speaker 2>or engage with it in any way. I Yeah, I'm
<v Speaker 2>kind of obsessed with the Virtual Boy, just as like
<v Speaker 2>a long time Nintendo fan and like being you know,
<v Speaker 2>the age that if I had like income as a
<v Speaker 2>kid and I could buy whatever I wanted, Like I
<v Speaker 2>bought a Virtual Boy, you know, because I was like, well,
<v Speaker 2>clearly this is the future, and I was, like I
<v Speaker 2>was young, and I've just kind of always been obsessed
<v Speaker 2>with it as like this. I mean, Nintendo is so
<v Speaker 2>interesting and creative. We all have our qualms with Nintendo.
<v Speaker 2>They're a ridiculous company that does silly things, but like
<v Speaker 2>they really do try to do weird things, and the
<v Speaker 2>Virtual Boy was like maybe the sort of apex of
<v Speaker 2>that of like we have this like crazy idea that
<v Speaker 2>we're going to go all in on and we're going
<v Speaker 2>to invest a ton in it, and it is I
<v Speaker 2>mean without a doubt. I mean Nintendo's biggest failure by
<v Speaker 2>like a wide margin, like they that thing was like
<v Speaker 2>off you know, the store shelves, like within like two
<v Speaker 2>or three months or something like that, like they canceled
<v Speaker 2>a whole slate of games because it was just like
<v Speaker 2>this did not work, oops, you know. And so I've
<v Speaker 2>always been obsessed with it as like what is otherwise
<v Speaker 2>a company with like a really great track record, like
<v Speaker 2>even though we you which is like maybe second place
<v Speaker 2>for like the worst you know, Nintendo console in terms
<v Speaker 2>of like you know, sales and things like that. And
<v Speaker 2>what I'm saying is like that we still like there's
<v Speaker 2>a great system with great games on it, like you know,
<v Speaker 2>like they they just some times it just doesn't work.
<v Speaker 2>And and so I I my wife bought me a
<v Speaker 2>Virtual Boy a couple of years ago because like I
<v Speaker 2>would always look at them on eBay. It's just this
<v Speaker 2>curio of like I can't believe this thing happened, and
<v Speaker 2>I and I got one. She got one for me,
<v Speaker 2>and I played through Virtual Boy Warrio Land, which is
<v Speaker 2>like a great two D side scrolling Warrio game. It's
<v Speaker 2>like genuinely a good game. Every other game I played
<v Speaker 2>on the Virtual Boy is like hot garbage that like
<v Speaker 2>has like a frame rate of like half. You know,
<v Speaker 2>it's like it's like hard to play, and like nothing
<v Speaker 2>really stands out to me other than Warrio. But all
<v Speaker 2>that to say is like the reason I'm like kind
<v Speaker 2>of in love with this thing is I like Nintendo
<v Speaker 2>sort of embracing their bizarre history in moments like this,
<v Speaker 2>And and also it's like this is such a unique, specific
<v Speaker 2>type of game that like only existed like truly for
<v Speaker 2>a matter of months. There was only this one bizarre
<v Speaker 2>way to play it to truly experience it, Like I mean,
<v Speaker 2>I think everyone's kind of upset that they just didn't
<v Speaker 2>port these games to three DS, Like that feels like
<v Speaker 2>the best, Like that would have been a better platform
<v Speaker 2>for it, frankly than the Switch. Honestly, I would have
<v Speaker 2>rather played those games on on.
<v Speaker 1>My Would the three DS be a better platform to
<v Speaker 1>play the games than a Virtual Boy? Yeah?
<v Speaker 2>Oh, yeah, how absolutely, How.
<v Speaker 1>Would you do that? Would you book open the three
<v Speaker 1>DS and then just kind of like hold it up
<v Speaker 1>to your eyes to get like the split vision of it,
<v Speaker 1>like the just the three D?
<v Speaker 2>Yeah do you did? You forget that the three D
<v Speaker 2>S has stereoscope?
<v Speaker 1>It has stereoscopic three D? But then what do you
<v Speaker 1>put on the bottom screen? Does it just say like
<v Speaker 1>look up there? Stupid? Like the menus it's a black screen.
<v Speaker 2>Yeah, look at whatever they did for the Game Boy
<v Speaker 2>Pokemon S. But but yeah, so, like I I'm fascinated
<v Speaker 2>by just like historically, like it is like my favorite
<v Speaker 2>that and the Phillips CDI like, you know, nint mash up,
<v Speaker 2>Like those are the two sort of things that I
<v Speaker 2>love about Nintendo history that I'm always like, like what
<v Speaker 2>happened there? And so for Nintendo to put in this
<v Speaker 2>colossal amount of effort to make Virtual Boy games playable
<v Speaker 2>in exactly the way that they were designed to be
<v Speaker 2>played is like I think, frankly kind of amazing. Now
<v Speaker 2>that being said, sitting down and playing a Virtual Boy
<v Speaker 2>game is an unpleasant experience that I don't recommend to people.
<v Speaker 2>Like It's like I played through a bunch of not
<v Speaker 2>through I booted up a bunch of the games, like
<v Speaker 2>I was excited to try, Like I played through Virtual
<v Speaker 2>Boy Warrior Land, which I contend is like easily the
<v Speaker 2>best Virtual Boy game and is like you could totally
<v Speaker 2>play that as a fun two D warrior as like
<v Speaker 2>it is a solid warrior game, and I'm and like
<v Speaker 2>if they if you played it outside a Virtual Boy,
<v Speaker 2>you'd have a great time. But like you know, booting
<v Speaker 2>up like Telerope Boxer, which is like you know, punch Out,
<v Speaker 2>but like with like stereoscopic three D and like there's
<v Speaker 2>like a red alert is kind of star Foxy, but
<v Speaker 2>it's like it's all wireframe and it's like a possible
<v Speaker 2>to parse. They have Tetris three D, which like seriously
<v Speaker 2>has a frame rate of like two. Like it's like
<v Speaker 2>it just it's like I kind of get what they
<v Speaker 2>were going for, but it's like it doesn't really work
<v Speaker 2>and it's but I just I just like it, man,
<v Speaker 2>I like that it exists.
<v Speaker 1>This is the sense Fit's like, I mean, it's the
<v Speaker 1>sort of thing you can only make when you have
<v Speaker 1>just made the switch and become like one of the
<v Speaker 1>most insanely profitable like video game companies like you're you're
<v Speaker 1>riding a high. You're doing very well, the Switch is selling,
<v Speaker 1>and you're you're coasting off the success. Why not make
<v Speaker 1>a virtual boy? Why not do this thing? So, I
<v Speaker 1>I know, Switch Online Expansion Pack is required to access
<v Speaker 1>the Virtual Boy catalog. There's also two skews for virtual Boys,
<v Speaker 1>the ninety nine dollars like real, real version of the
<v Speaker 1>you know, the new remake of the Virtual Boy, and
<v Speaker 1>then a cardboard version, right m that is. Yeah, it's
<v Speaker 1>a sensibly cheaper.
<v Speaker 2>Yeah, which is very labo esque yeah, which which and
<v Speaker 2>it functions the same way LABOVR did, where it's like
<v Speaker 2>you actually put your system in there and there's like,
<v Speaker 2>you know, two mag basically two magnifying glasses in there
<v Speaker 2>that kind of like what you would have in a
<v Speaker 2>medical quest headset or something like that. Like you made
<v Speaker 2>it any kind of you literally hold it up to
<v Speaker 2>your face like this and play it. Yeah. I don't
<v Speaker 2>have the cardboard one. I actually I purchased because I'm
<v Speaker 2>part of the problem. I purchased the proper Virtual Boy,
<v Speaker 2>But I do I do actually think that the cardboard
<v Speaker 2>one might actually be the more comfortable way to play,
<v Speaker 2>because like you can just kind of like hold it
<v Speaker 2>up on your face and kind of be where you
<v Speaker 2>want where the If you're playing with the proper virtual boy,
<v Speaker 2>you kind of have to like sit at a table
<v Speaker 2>and it's really it's uncomfortable, you.
<v Speaker 1>Like really crouched down to Yeah, like what's the the
<v Speaker 1>Zelda enemy that's like is the red Heads or whatever?
<v Speaker 1>The kind of like hunch.
<v Speaker 2>Over and like, yeah, they were the that they were
<v Speaker 2>inspired by versus they.
<v Speaker 1>Need a monitor arm or something for this thing. I'm
<v Speaker 1>sure somebody's gonna make a mod so you can have
<v Speaker 1>like your monitors, your desk, your your podcast microphone, and
<v Speaker 1>then you could have your virtual boy mounted deer desk
<v Speaker 1>as well.
<v Speaker 2>I wouldn't mind. I wish they because they really were
<v Speaker 2>I pulled. There's a video on our social media channels
<v Speaker 2>where I kind of I put them side by side.
<v Speaker 2>I had my original one that I that I pulled
<v Speaker 2>out and like compared it to the new one and
<v Speaker 2>it's identical. Like it's like they I don't know how
<v Speaker 2>they do it. I don't know if they just keep
<v Speaker 2>those like blueprints around and they just like were able
<v Speaker 2>to send it back to the factory to like just
<v Speaker 2>refill the mold, so I don't I have no idea
<v Speaker 2>how that works, but it is like one to one
<v Speaker 2>the exact same, and I I do wish they had
<v Speaker 2>like set it up so you so you could strap
<v Speaker 2>it to your face. Honestly, like it would be more
<v Speaker 2>comfortable if you could just strap it to your face.
<v Speaker 1>That was going to be my thing was. I don't
<v Speaker 1>think the like Oculus Quest version of this is necessarily
<v Speaker 1>possible because pick up your switch to. If you're listening
<v Speaker 1>to this podcast and and you're at home and you're
<v Speaker 1>near your switch to, please lift it and then place
<v Speaker 1>it directly onto your face and feel the heft of
<v Speaker 1>that console, because like the switch to is heavier than
<v Speaker 1>the Switch one, and not by like massive degrees, but
<v Speaker 1>it is a heavier piece of hardware. And you can
<v Speaker 1>do that with to be fair to play Virtual Boy,
<v Speaker 1>you can you can do switch one as well.
<v Speaker 2>Yeah, but that doesn't but your point still absolutely stands out.
<v Speaker 2>It's like a little heavy, heavy pieces of tech. I
<v Speaker 2>do actually is it heavier than the Meta Quest. It
<v Speaker 2>must be.
<v Speaker 1>I've played for hours on the Oculus Rift s and
<v Speaker 1>that thing was heavy as hell. But they have like
<v Speaker 1>a lot of straps to like because there's always usually
<v Speaker 1>the back strap and then maybe like a top of
<v Speaker 1>head one the top head, Yeah, there is. I always
<v Speaker 1>thought they should have got like a chin strap in
<v Speaker 1>there that you could lock in to kind of like
<v Speaker 1>secure the jaw line, you know, and get like a
<v Speaker 1>real ergonomics support going there. You already look ridiculous. What's
<v Speaker 1>adding one more strap? Yeah?
<v Speaker 2>Usually you look cool when you're playing v R right.
<v Speaker 2>Always once you get you got that strap there, that
<v Speaker 2>would it would be all out the window. Yeah yeah,
<v Speaker 2>but yeah, no, I'll the Virtual Boy is is weird
<v Speaker 2>because like I, I don't know, I can't recommend it
<v Speaker 2>to anybody. It's not fun to play. It's not like
<v Speaker 2>there's this crazy awesome video game here that like you
<v Speaker 2>missed out on because the Virtual Boy didn't take off.
<v Speaker 2>You know, though we'll say Warrio is very good, but
<v Speaker 2>like I, I just I'm a big fan of like
<v Speaker 2>you can only play this thing this one way. You know.
<v Speaker 2>It's like why I like the playdate with the with
<v Speaker 2>the crank, cause it's like we are designing around this
<v Speaker 2>specific thing. I was talking about it on mind Max.
<v Speaker 2>It's like it's the reason I was so adamant that
<v Speaker 2>I had to go see Avatar at an Imax three
<v Speaker 2>D with the high frame rate. You know, it's like
<v Speaker 2>there's it's like this the only place to do that.
<v Speaker 2>And like it's crazy to me that Nintendo figured out
<v Speaker 2>a way to make it so that, like you can
<v Speaker 2>play exactly how the Virtual Boy was back then, with
<v Speaker 2>all of its flaws, you know what I mean, Like
<v Speaker 2>like I'm I welcome that and and and to and
<v Speaker 2>potentially maybe on something positive here, like it does work,
<v Speaker 2>like it is stereoscopic three D well before that became
<v Speaker 2>something that you could have in the home truly, you know,
<v Speaker 2>like before there was that little stint of three D
<v Speaker 2>televisions in the three DS of course, like this was
<v Speaker 2>it ninety five or ninety eight or something like that,
<v Speaker 2>Like they had you there were stereoscopic three D video
<v Speaker 2>games and like that's that's cool. That's it didn't work
<v Speaker 2>very well and it gave you a headache, but like
<v Speaker 2>they were going for it, and it works again. It's
<v Speaker 2>it works exactly as it did, which is cool to me.
<v Speaker 1>I think it's neat you still get headaches.
<v Speaker 2>I haven't played enough to experiment, but I'm presuming, yes,
<v Speaker 2>every Virtual Boy game that you start up. The first
<v Speaker 2>thing that happens is it says, hey, do you want
<v Speaker 2>us to pause automatically for you every like ten minutes
<v Speaker 2>or so, Like they built that. That was a requirement
<v Speaker 2>for every Virtual Boy game that it was like, we're
<v Speaker 2>going to force you to pause playing this thing. And
<v Speaker 2>it's like, you can turn it off, but it always
<v Speaker 2>asks you every time, which is so tough.
<v Speaker 1>There's a message at the start of hit indie video
<v Speaker 1>game Mouthwashing that says, I hope this hurts, and I'm
<v Speaker 1>so happy that now Nintendo and Mouthwashing have something in common.
<v Speaker 2>It's so funny. Yeah, that's basically what it's asking. Yeah,
<v Speaker 2>so I like it, but it's like it is a
<v Speaker 2>flawed piece of history that is not like like it's
<v Speaker 2>it's less like look at this cool Nintendo thing we
<v Speaker 2>missed out on, and more this like, look at this
<v Speaker 2>kind of terrible thing this company did that usually has
<v Speaker 2>a pretty good track record. Don't you want to see
<v Speaker 2>what that looked like? Don't you want to see your
<v Speaker 2>favorite director's worst movie?
<v Speaker 3>You know?
<v Speaker 1>Yeah, for ninety nine dollars for plus plus what another
<v Speaker 1>fifty or something for the expansion pass, you get the novel.
<v Speaker 2>Of course, the tile and all you know.
<v Speaker 1>Yeah, yeah, man, hmm, well, let's take it quick.
<v Speaker 2>You're buying it now?
<v Speaker 1>Yeah, yeah, yeah, that was me. That was being a
<v Speaker 1>quick break. They'll go buy the virtual car. Yeah, let's
<v Speaker 1>take a quick ad break. We'll come back and talk
<v Speaker 1>about games that we are really enjoying, including Paranorma Site
<v Speaker 1>and Cairen. We'll be right back right after this, and
<v Speaker 1>welcome back to the game and former show, Eric. I
<v Speaker 1>want to toss it over to you. What the hell
<v Speaker 1>is Paranorma Site? The mermaid the Mermaids Curse? I got it.
<v Speaker 2>This is one of these ad libs, mad libs, games
<v Speaker 2>words they're making up.
<v Speaker 1>And pretending experience on. Hold on, is the name Paranorma
<v Speaker 1>Site kind of goofy? Yes it is. However, every subtitle
<v Speaker 1>of the now duology of Paranorma Site does have significant
<v Speaker 1>relevance to the plot of the game. This is No. Three, five,
<v Speaker 1>eight for two days or whatever. Kingdom Hearts fans, calm down.
<v Speaker 2>But I actually, I know I'm being rude, but I
<v Speaker 2>actually think it's kind of a cool name.
<v Speaker 1>It is when you finish the game, like it's one
<v Speaker 1>of those ones that suddenly you have new appreciation for
<v Speaker 1>why it's a really good name for that game. It
<v Speaker 1>really does work. Parentorm Site is as I said my review.
<v Speaker 1>Check it out on game offormer dot com. I'll spoil
<v Speaker 1>you right now. It's a nine out of ten. Is
<v Speaker 1>this not quite seql? But it's the second game I
<v Speaker 1>never thought we would get because twenty twenty three Square
<v Speaker 1>nicks in what Over on Actable got I have described
<v Speaker 1>as the Blunderbuss of video games. It was launching out
<v Speaker 1>at the time. You had games like Triangle Strategy, Voice
<v Speaker 1>of Cards, doo Field Chronicles. There's an action RPG somewhere
<v Speaker 1>in there I can't remember. Harvest Stella is one of them.
<v Speaker 1>Square was trying a lot of new stuff, a lot
<v Speaker 1>of new IP, taking talented people and just giving them
<v Speaker 1>free rained to go try something and then blasting it
<v Speaker 1>out like an old sixteenth century blunderbuss across the bow.
<v Speaker 1>Paranorma site was kind of in this era of Square Enix,
<v Speaker 1>and it is made by a crew of people who
<v Speaker 1>I'm pulling up the director's name just so I don't
<v Speaker 1>get it wrong, because I definitely am prepared and bring
<v Speaker 1>my notes to everything, but a crew of people who
<v Speaker 1>have worked on past mystery games that really we have
<v Speaker 1>not had the opportunity to get a chance to experience.
<v Speaker 1>I love vamping as I'm searching for something. No I know,
<v Speaker 1>I mean, I do want you to say the director's name,
<v Speaker 1>because then your review you said like taking Takenari Ishiyama,
<v Speaker 1>who has worked on multiple I'm not even going to
<v Speaker 1>try to get you into the history of where they
<v Speaker 1>have been with games in Japan, in mystery games specifically,
<v Speaker 1>but basically someone who's been making some really good stuff
<v Speaker 1>that we just haven't had good opportunities to experience over
<v Speaker 1>here in the West. With Paranorma site, the team undersquare
<v Speaker 1>Enix over there got a chance to just kind of
<v Speaker 1>do something wild, and what it created was what I
<v Speaker 1>can really only describe as a classically styled adventure game.
<v Speaker 1>If you've played Famicom Detective Clubmo The Smiling Man, you
<v Speaker 1>kind of have an idea of what this already looks like.
<v Speaker 1>You have a lot of moving between areas, talking to characters,
<v Speaker 1>investigating things. You might be looking at something like a landscape,
<v Speaker 1>a surrounding, or you might be talking to somebody and
<v Speaker 1>kind of questioning them in order on different topics or
<v Speaker 1>investigating things that seem interesting. That's like Layer one. It
<v Speaker 1>is functionally that and the gameplay mechanics, as I note
<v Speaker 1>in my review, are deceptively simple in that way. I
<v Speaker 1>think a lot of people look at a game like
<v Speaker 1>this and they say, well, don't you just go and
<v Speaker 1>talk to people? Don't you just click on things? And
<v Speaker 1>what paranorm Site does is it shows how incredibly powerful
<v Speaker 1>and malleable this format can be. Do you have a
<v Speaker 1>question or are you agreeing with my person? I question.
<v Speaker 1>I've just realized that paranorma site is a what do
<v Speaker 1>you call them? It's it's panorama site, but yes, there
<v Speaker 1>is also panorama is in there? Yeah, and that's like
<v Speaker 1>you're investigating like panoramas, aren't you.
<v Speaker 3>Yeah.
<v Speaker 1>One of the really cool things that they do is
<v Speaker 1>they have these three hundred and sixty degree locations that
<v Speaker 1>you go to that you can kind of spin around,
<v Speaker 1>and they're gorgeous. The artwork in these games absolutely gorgeous,
<v Speaker 1>and the characters kind of stand out, like these two
<v Speaker 1>D cut out models of hand painted or hand drawn
<v Speaker 1>characters in these gorgeous vistas. It's a really cool look
<v Speaker 1>that looks even better in the new game. The old
<v Speaker 1>game Paranorma site. The first one in twenty twenty three
<v Speaker 1>seven Mysteries of Honjo was mostly set in a city
<v Speaker 1>at night, so you had a lot of brutalists like
<v Speaker 1>gray urban buildings and dark corridors and hallways and things
<v Speaker 1>like that, so you didn't really get to see a
<v Speaker 1>lot of like color or like vibrant stuff come through,
<v Speaker 1>and so it was really the characters that looked really good,
<v Speaker 1>but the environments were all very drab and but by necessity.
<v Speaker 1>In this one, it's set on a small island of
<v Speaker 1>Kamashima off the coast in Japan, where a lot of
<v Speaker 1>people make their living doing ama diving, which is free
<v Speaker 1>diving for shellfish and sea urchins, stuff like that, lobsters
<v Speaker 1>and pearls. And basically you wind up at the center
<v Speaker 1>point of a convergence of curses where a lot of
<v Speaker 1>weird things have all been happening that seem potentially related.
<v Speaker 1>A corpse is found that looks like a mermaid, a
<v Speaker 1>storm is off the coast. Kind of the main character,
<v Speaker 1>I would say, or at least your focal point character
<v Speaker 1>when you enter the story is a kid returning to
<v Speaker 1>the island five years after a tragedy, took the lives
<v Speaker 1>of his parents to try and understand what happened and why,
<v Speaker 1>because he believes there's some deeper meaning to it, and
<v Speaker 1>so he has started free diving to try and understand
<v Speaker 1>what happened. And as you progress through this story, eventually,
<v Speaker 1>at some point you will hit a moment where you
<v Speaker 1>get bounced back out and there's like a storyteller. If
<v Speaker 1>you've played the Dark Pictures games, you will kind of
<v Speaker 1>be familiar with this narrator, very horror anthology style, and
<v Speaker 1>he introduces you to the idea that there's a story chart.
<v Speaker 1>This has a flow chart. So if you've played games
<v Speaker 1>like nine nine nine Virtues Less Reward stuff like that,
<v Speaker 1>you'll Detroit Become Human uses the same model as well.
<v Speaker 1>Sure yeah. You can then jump to the different focal
<v Speaker 1>points of other characters and start exploring their stories, what
<v Speaker 1>they are seeing, what they are doing, and how they
<v Speaker 1>are kind of disparate, and then connect back together and
<v Speaker 1>overlap with each other in very interesting ways, all the
<v Speaker 1>while trying to solve the mystery of what is happening
<v Speaker 1>and can you stop it? And I think this game
<v Speaker 1>is fantastic. I think it's really, really good. Like I said,
<v Speaker 1>I think it shows the power of what an adventure
<v Speaker 1>game can do because within all those seemingly simple things
<v Speaker 1>of going into a flow chart, exploring the outcome of something,
<v Speaker 1>bouncing back out, going somewhere else, learning new information, it
<v Speaker 1>does so many cool little things that you don't expect
<v Speaker 1>a game like this could do. There are files that
<v Speaker 1>the game gives you, giant files about the traditions and
<v Speaker 1>culture that are all based on real things. I actually
<v Speaker 1>bought a book because of this game, because I wanted
<v Speaker 1>to learn more about the backstory and the culture that
<v Speaker 1>inform this game, about the Hiki, which is this classic
<v Speaker 1>tale of a family that falls on hard times. They
<v Speaker 1>were kind of like to fall on themselves, and a
<v Speaker 1>lot of that then presents in the game as this
<v Speaker 1>really interesting backdrop, and it gives you tons of information
<v Speaker 1>files that you can pour over and those become relevant,
<v Speaker 1>like it ties real world culture and real world history
<v Speaker 1>and fiction into solving the mysteries in the game, and
<v Speaker 1>you have to kind of think and apply knowledge and
<v Speaker 1>then it'll give you little fiddly puzzles. There's more of
<v Speaker 1>those in this game than there were in the preceding one,
<v Speaker 1>which I think is a really positive thing of having
<v Speaker 1>puzzle boxes or just little things you have to solve
<v Speaker 1>and figure out how to use the environment to do
<v Speaker 1>cool things in It's a very tactle game, and then
<v Speaker 1>the kind of last third of the game takes some
<v Speaker 1>massive swings that really pay off and culminates in like
<v Speaker 1>a very blue Prints puzzle where you have to suddenly
<v Speaker 1>examine the game from a metal level and start thinking
<v Speaker 1>about the broader picture and what is really going on here,
<v Speaker 1>and it's it's sublime, it's really good. I think the
<v Speaker 1>first game, Seven Mysteries of Home in twenty twenty three,
<v Speaker 1>was a really cool oddity. Like I said in my review,
<v Speaker 1>it felt like it was a flight of fancy from
<v Speaker 1>a publisher that was just trying a lot of new
<v Speaker 1>things and seeing what's stuck.
<v Speaker 2>That someone snuck it out.
<v Speaker 1>Yeah yeah, yeah, yeah, someone managed to make this work.
<v Speaker 1>And so to see a new one announced in a
<v Speaker 1>partner direct and then released basically what two weeks later,
<v Speaker 1>I'm so happy that the forces that be at Square
<v Speaker 1>Nix realize that this is something worth continuing, and they've
<v Speaker 1>got a really good team in place to keep doing it.
<v Speaker 1>I hope there's more to come.
<v Speaker 2>From it.
<v Speaker 1>I cannot express enough I think if you have ever
<v Speaker 1>been curious about adventure games, about what they can do
<v Speaker 1>that makes them so interesting and not just a bunch
<v Speaker 1>of clicking on text and text bubbles and things like that.
<v Speaker 1>This is a game to play. This is the one
<v Speaker 1>you should check out. I really really like it interesting.
<v Speaker 1>About how long is it, I'd say it's probably about
<v Speaker 1>anywhere from ten to fourteen hours to get like to
<v Speaker 1>the ending. And I would I would stratify that out
<v Speaker 1>in that there's getting to what you would call kind
<v Speaker 1>of the normal ending, and that's going to be fairly straightforward.
<v Speaker 1>There's a lot of mysteries and puzzles to solve and
<v Speaker 1>things like that. You will be neurologically stimulated along the way.
<v Speaker 1>And then and then you have they tell you the
<v Speaker 1>game tells you, hey, that was an ending, like you
<v Speaker 1>could stop there. But if you're like not cool with that,
<v Speaker 1>there's still some things you haven't really figured out yet, right,
<v Speaker 1>And that's the part that might take a little bit
<v Speaker 1>of extra time that I would encourage a lot of
<v Speaker 1>the people who've been playing early we kind of had
<v Speaker 1>to put our heads together to solve some of these puzzles.
<v Speaker 1>And we are also broadly encouraging you to do that.
<v Speaker 1>Guides are cool. Shout outs to guides writers. We love y'all.
<v Speaker 1>But maybe try to either solve it yourself or work
<v Speaker 1>with people who are also in the process of solving
<v Speaker 1>it and try to put it together. Because the way
<v Speaker 1>it crafts those things is so cool. I would not
<v Speaker 1>want you to miss out on the aha moments that
<v Speaker 1>you get in what could possibly be another anywhere from
<v Speaker 1>thirty to sixty minutes to like several hours. I know
<v Speaker 1>people who were on it for days who were just
<v Speaker 1>kind of like they would pick it up, they kind
<v Speaker 1>of poke at it. I'm frustrated, walk away, come back
<v Speaker 1>do that. So that part I would say is like
<v Speaker 1>your mileage may vary, but I think to just get
<v Speaker 1>to an ending point probably about ten to fourteen hours.
<v Speaker 2>The other really specific question I had was it's an
<v Speaker 2>M rated game. Yes it is? How it is it
<v Speaker 2>pretty like it embraces that M rating pretty hardcore?
<v Speaker 1>Yeah, yeah, I mean it's not it's not gory, but
<v Speaker 1>it is. There is blood. There, there is people dying.
<v Speaker 1>It is a horror game, and I think that is
<v Speaker 1>maybe something I'm trying to stress a little less compared
<v Speaker 1>to the first game. The first game had a lot
<v Speaker 1>of there were multiple jump scares and things like that,
<v Speaker 1>and just a lot of like scary vibes. Like I said,
<v Speaker 1>first game was set in the city at night and
<v Speaker 1>stuff like that. This one, The Mermaid's Curse, mostly is
<v Speaker 1>kind of more on the thriller side. There's maybe like
<v Speaker 1>a couple things that could be argued to be I
<v Speaker 1>think there's one definitive jump scare, and then everything else
<v Speaker 1>is just kind of you will be creeped out by it.
<v Speaker 1>You will be in a sense of unease and kind
<v Speaker 1>of that feeling of you are in a dark room
<v Speaker 1>and you know that when you turn the lights on,
<v Speaker 1>it's not going to be a normal room. That feeling
<v Speaker 1>sits with you in a few places. I think one
<v Speaker 1>of my favorite mechanics in the game is there's a
<v Speaker 1>section where you have a hand mirror and your character
<v Speaker 1>thinks they're being followed. So everywhere you're going to all
<v Speaker 1>these different locations, you're pulling out a hand mirror and
<v Speaker 1>kind of panning around to see if there's somebody behind you,
<v Speaker 1>and it's it's really good. It's a really creepy it's
<v Speaker 1>it's spine tingling. It's it's very good in that way.
<v Speaker 1>But I would say there's not a lot of outright
<v Speaker 1>jump scares that are going to make you leap out
<v Speaker 1>of your seat or anything like that. Is much more
<v Speaker 1>about the vibes. But I will say emorated language. I
<v Speaker 1>think I remember there being a decent amount of language,
<v Speaker 1>and then a lot of like blood, death, mature topics.
<v Speaker 1>Not not outright getting into anything showing anything. But I
<v Speaker 1>would say this this is going to appeal to somebody
<v Speaker 1>who likes something like true Detective in a way, like
<v Speaker 1>I think, if if that's your sort of jam, if
<v Speaker 1>you like those kind of detective stories that have a
<v Speaker 1>hint of the supernatural or in this case, a very
<v Speaker 1>strong seasoning of the supernatural, because it is there's there's
<v Speaker 1>supernatural things a foot in this in this game, but
<v Speaker 1>also a really human center to it that's really you
<v Speaker 1>kind of build up and then bell curve back down
<v Speaker 1>to this very tight story about people and places and
<v Speaker 1>how those are affected by the events around them that
<v Speaker 1>are happening. It's going to hit a lot of those
<v Speaker 1>notes for you. All Right, you sold me. I really
<v Speaker 1>want to play this. Yeah, It's easily one of my like,
<v Speaker 1>I know, we're only in February, so it feels trivial
<v Speaker 1>to start to talk about, like what's your favorite game
<v Speaker 1>of the year so far, But this is easily my
<v Speaker 1>favorite thing that I've played so far in the first
<v Speaker 1>two months of twenty twenty six.
<v Speaker 2>And listeners grain of Salt here. Eric has not tried
<v Speaker 2>Virtual Boy yet, So can.
<v Speaker 1>You imagine paranorma side in the Virtual Boy? The things
<v Speaker 1>we could do? Yeah? Wow, yeah, I really I like
<v Speaker 1>this game. I would highly recommend that people check it
<v Speaker 1>out if you like, if you like adventure games or
<v Speaker 1>you've always been curious about them, it's this is the one. Well,
<v Speaker 1>speaking of our favorite games of the year so far,
<v Speaker 1>I'm about to talk about mine. That is Cairn if
<v Speaker 1>you're if you're unfamiliar. This is a climbing like mountain
<v Speaker 1>climbing rock climbing simulation game in similar vibes to like
<v Speaker 1>a A Quop, not in like the comedic, you know,
<v Speaker 1>absurdist way, but in the way that you are moving
<v Speaker 1>while while climbing. You are moving one limb at a time,
<v Speaker 1>and it kind of like automatically sorts like which kind
<v Speaker 1>of limb you're you know, is going to move next.
<v Speaker 1>There is a way to manually do that for some
<v Speaker 1>of the more complex climbs, which I'd recommend. But this
<v Speaker 1>is a story about a prolific rock climber who is
<v Speaker 1>clearly trying to escape you know, relationships in life back
<v Speaker 1>home and kind of finds comfort in the isolation that
<v Speaker 1>comes from being on top of a mountain where you
<v Speaker 1>can't communicate with people. And Ava is the protagonist. She
<v Speaker 1>is trying to summit Mount Kami, which is a you know,
<v Speaker 1>fictitious ancient mountain in this in this game that was
<v Speaker 1>once kind of inhabited by by a people group that
<v Speaker 1>have you know, seemingly left to go back down to civilization.
<v Speaker 1>There are remnants of those that people group that you
<v Speaker 1>find and it's a really fascinating game in that way.
<v Speaker 1>But I think, you know, mechanically it is excellent. It
<v Speaker 1>is unique and feels fresh. I love the process of
<v Speaker 1>finding a line up a mountain and using my limited
<v Speaker 1>pitons to climb my way up. And one really cool
<v Speaker 1>feature in the game is that you can look back
<v Speaker 1>at your entire journey. You know, I'm close to the
<v Speaker 1>top of the mountain, now I've I have I chose
<v Speaker 1>not to finish the game last night and instead try
<v Speaker 1>to complete another challenge, and so with what I think
<v Speaker 1>is like the true ending. But no matter, I can
<v Speaker 1>go back and see my entire line of where I
<v Speaker 1>have climbed, my entire journey to the game, all the
<v Speaker 1>way back to the start of the game without e
<v Speaker 1>loading the screen, which is really cool. It's a really
<v Speaker 1>great way to kind of show like, you know, the
<v Speaker 1>cartography almost of this mountain, and it's really really eric
<v Speaker 1>looks at you're about Deskales. I was just gonna say,
<v Speaker 1>I've also I've been playing this one here and there.
<v Speaker 1>I don't know if I'm going to get around to
<v Speaker 1>finishing it, but it's it's the physicality of it is
<v Speaker 1>something that really struck me because coming from a team
<v Speaker 1>this is the game Bakers who did Fury, the sort
<v Speaker 1>of top down boss rush Arcadie action game, and then Haven,
<v Speaker 1>which was a co op RPG about to run away
<v Speaker 1>Starcross lovers. They don't They take a lot of very
<v Speaker 1>conventional things and then do very interesting stories within those
<v Speaker 1>genre conventions, and so in some ways this is an
<v Speaker 1>oddity for them, and in some ways it makes a
<v Speaker 1>lot of sense for them to just tackle something like
<v Speaker 1>this head on, but I think this might be their
<v Speaker 1>strongest game.
<v Speaker 2>For me.
<v Speaker 1>I love Fury, so that's saying a lot. But like
<v Speaker 1>Karen has some really incredible moments of just like you said,
<v Speaker 1>when you're on that wall and you're trying to climb
<v Speaker 1>bit by bit, you're searching for handhold, you're searching for
<v Speaker 1>just the little indentations and grooves that your hands can
<v Speaker 1>reach out and just dig into to try and support
<v Speaker 1>your weight as you climb further, and you're looking I
<v Speaker 1>hate a moment when I'm just sitting there and I'm
<v Speaker 1>in a bad spot because I look over and I'm like,
<v Speaker 1>that is just sheer rock face all around me, and
<v Speaker 1>I don't know how I'm going to do this. And
<v Speaker 1>you have to find all these little ways to spider
<v Speaker 1>out and like grip in and climb up the spine
<v Speaker 1>of something and just do this. This really incredible work.
<v Speaker 1>I would love to talk to somebody who actually climbs
<v Speaker 1>to be like, is is this kind of the closest
<v Speaker 1>thing we have to a climbing sim because it's it's
<v Speaker 1>pretty intense, it's pretty serious. It is you know, you
<v Speaker 1>you have to really balance your character's weight and all
<v Speaker 1>of these, Like the stamina system is invisible. It is
<v Speaker 1>told through animation and sound, and you know if you're
<v Speaker 1>about to fall, there's like a vignette that starts to
<v Speaker 1>close in on Ava the character. And so you're wanting
<v Speaker 1>to like stretch as far as you can make it
<v Speaker 1>as high as you can without using your limited pitons.
<v Speaker 1>You know you will find as you explore, you'll find,
<v Speaker 1>you know, more pitons. You can find scraps, and a
<v Speaker 1>piton is like a body and jam into the mountain
<v Speaker 1>to add like a balaz so that way you fall,
<v Speaker 1>you can kind of like catch yourself out fall all
<v Speaker 1>the way down the rock. Yeah, exactly. Yeah, And there
<v Speaker 1>are times when you will fall and you'll fall far
<v Speaker 1>and you'll die and you have to reload a save.
<v Speaker 1>It's like, ah, why didn't I put a piton in there?
<v Speaker 1>You know. And so it's a lot of like mental
<v Speaker 1>fortitude required to climb some of these these walls. I mean,
<v Speaker 1>there is one climb in the game that took me
<v Speaker 1>fifty minutes to climb to get from one one saved
<v Speaker 1>the next, and it took me several tries because I
<v Speaker 1>ran out of pitons on the way up and so
<v Speaker 1>it's really about like pathing and studying the rock. And
<v Speaker 1>there's some really great camera tools they give you and
<v Speaker 1>maps that you can find that highlight certain routes, and
<v Speaker 1>the game does an incredible job at rewarding your curiosity
<v Speaker 1>and your your exploration. You will find, uh. You know.
<v Speaker 1>One thing that one key system is that you've got
<v Speaker 1>this backpack on and you're carrying you have to manage
<v Speaker 1>your your hunger, your thirst, and your warmth. So there
<v Speaker 1>are survival elements at play, and you're you're keeping those
<v Speaker 1>supplies in your backpack, and so in order to to
<v Speaker 1>access your backpack, you have to either be on solid
<v Speaker 1>ground standing. You can be at your camp site, which
<v Speaker 1>is kind of one of the systems at play with
<v Speaker 1>the save system, or you can if you like, belay
<v Speaker 1>off off of your your piton you kind of hang
<v Speaker 1>there secure. You can access what's in your backpack, but
<v Speaker 1>if you're actively mid climb, you cannot. And so it
<v Speaker 1>creates this this sort of like additional uh consideration for
<v Speaker 1>where you're climbing to do I want to use my
<v Speaker 1>supplies right now? You know? And and there is a
<v Speaker 1>cooking system as well that you know you are combining
<v Speaker 1>ingredients to make certain recipes. You'll find recipe cards in
<v Speaker 1>the environment that tell you, oh, if you know, the
<v Speaker 1>people that used to live here used to combine goat's
<v Speaker 1>milk and you know, let's say rice, and you know
<v Speaker 1>the benefits are this, and it's you're slowly collecting a
<v Speaker 1>catalog of recipes or recipe book that allows you to
<v Speaker 1>kind of you know, monitor or maintain rather your your
<v Speaker 1>survival bars and stuff. But it's not in a really
<v Speaker 1>effective and easy to grasp way. It's not you know, I,
<v Speaker 1>if you aren't a survival fan, I wouldn't this. This
<v Speaker 1>shouldn't turn you away. It's not like a true, you know,
<v Speaker 1>sort of obduse survival game in that way. It's pretty straightforward,
<v Speaker 1>but it requires you to make, you know, careful consideration
<v Speaker 1>on what you're carrying, what you're willing to eat now,
<v Speaker 1>what you want to say for later, and also ties
<v Speaker 1>into that reward vector for you know, exploring. It's really
<v Speaker 1>it's really well done. And what I haven't touched on
<v Speaker 1>and I don't want to spend too much time on
<v Speaker 1>this because I know we have a heart out soon.
<v Speaker 1>But the characters in this game are really human and
<v Speaker 1>relatable and there are some incredible performances in this from
<v Speaker 1>the voice actor behind Ava. There are other side characters
<v Speaker 1>that you meet that have really complicated emotions and serve
<v Speaker 1>as like contrasts to Ava's very logical isolate, isolate, isolating thinking, isolationist.
<v Speaker 1>Thank you, thank you. And there are just some incredible
<v Speaker 1>moments in this game, I think, really moving moments. And yeah,
<v Speaker 1>it's just it's an incredible work. I really really think
<v Speaker 1>that the game Bakers knocked it out of the park.
<v Speaker 1>I think Miller, Matt Miller gave the game of nine
<v Speaker 1>two five on our scale.
<v Speaker 2>When he while ago, Yeah I would I probably would
<v Speaker 2>have pushed it up to like nine point five or
<v Speaker 2>you know up there.
<v Speaker 1>It's it's incredible.
<v Speaker 2>Uh.
<v Speaker 1>And so if you have any faint interest in checking
<v Speaker 1>this game out, I really employed it to play it.
<v Speaker 1>It's it's something really special. I think it's a game
<v Speaker 1>that we'll be talking about for years, and it's something
<v Speaker 1>I think that solidifies the Game Bakers for me as
<v Speaker 1>like a developer, I'm going to keep an eye on
<v Speaker 1>going forward. Having not played Haven, I did play a
<v Speaker 1>little bit of Theory. I think that was like a
<v Speaker 1>PlayStation plus game back in the day, but it really
<v Speaker 1>kind of solidified them as like, oh, this is a
<v Speaker 1>studio I'm going to be paying attention to. And it
<v Speaker 1>feels inventive in the way that Death Stranding did for
<v Speaker 1>me when I first played that, and how it approached
<v Speaker 1>the act of you know, moving and hiking. I think
<v Speaker 1>Karen does a similar thing and is really rewarding to
<v Speaker 1>master and to conquer. So yeah, I love that game.
<v Speaker 1>It's so good. I say this like so Complimentarily. It
<v Speaker 1>smooths out the play to metaphor line, like the thing
<v Speaker 1>you are doing is telling you. The story is telling
<v Speaker 1>you that it's conveying the themes. It wants you to
<v Speaker 1>understand what is happening, and it wants you to do that,
<v Speaker 1>not just through the game showing you a cut scene
<v Speaker 1>and being like this is what the game is about,
<v Speaker 1>but by having you experience it in that moment, like
<v Speaker 1>the act of play is feeding into all this stuff
<v Speaker 1>that is going on in Ava's head and through you,
<v Speaker 1>the player of If I just zone in and focus
<v Speaker 1>on the wall, the wall is all I need. The mountain.
<v Speaker 1>I will reach the mountain. I can't stop. I'm getting
<v Speaker 1>so close. The mountain is I will conquer this, this
<v Speaker 1>is what I am, this is what I do, and
<v Speaker 1>it so effortlessly just feeds into that thing that I'm
<v Speaker 1>sitting here. I was playing it, I was like, this
<v Speaker 1>is just this is game theory, like a great crash
<v Speaker 1>course in understanding how play can convey those ideas so effortlessly.
<v Speaker 1>It's done so well and I would even play it
<v Speaker 1>just for that if you like the idea of seeing
<v Speaker 1>how the act of playing a video game can tell
<v Speaker 1>you things without the game just having to tell it
<v Speaker 1>to you. It's it's very good for that. It's really solid. Yeah,
<v Speaker 1>highly recommend. I love it. And if you're looking, if
<v Speaker 1>you're like, how the how do I spell Karen, it's
<v Speaker 1>c A I are in Karen. But yeah, I think
<v Speaker 1>that's gonna do it. For for the podcast this week,
<v Speaker 1>we have reached the end. That was a lot of fun, guys.
<v Speaker 1>I really enjoyed that episode. If you if you want
<v Speaker 1>to follow the career here on social media keep up
<v Speaker 1>with us in the meantime. You can follow Kyle at
<v Speaker 1>Kyle Hilliard, Kyle M. Hilliard, Kyle Hilliard.
<v Speaker 2>Kyle dot com, Blue Sky.
<v Speaker 1>There you go. You can follow Eric at c Moussey
<v Speaker 1>that's s e A m O O s I and
<v Speaker 1>you can follow me at It's Van Aiken on Instagram
<v Speaker 1>and Blue Sky. Don't forget share the show with a
<v Speaker 1>friend if you liked it. It really does help us
<v Speaker 1>out a lot. And don't forget pick up a copy
<v Speaker 1>of Game Informer magazine by going to Game Informer dot
<v Speaker 1>com slash subscribe. All right, folks, that'll do it for
<v Speaker 1>this week. We'll see you next week. Have a good weekend. Goodbye,

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