007 First Light Cover + Resident Evil Requiem w/ Giant Bomb’s Jan Ochoa

The Game Informer Show

It's a stacked episode of The Game Informer Show this week, so we've got our pal Jan Ochoa from Giant Bomb here to help break it all down. First up, Brian is back and ready to share all that he learned about 007 First Light on our latest cover story trip to IO Interactive.

Then, Jan and Wesley break down their impressions of Resident Evil Requiem after seeing the latest in Capcom's survival horror series. And lastly, Wes dives deep into Code Vein II, to unpack whether Bandai Namco's Souls-alike moves the genre forward.

The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about your favorite titles – past and present – alongside Game Informer staff and special guests from around the industry.

Jump ahead to a specific segment:
00:00 - Intro
05:03 - 007 First Light Cover Story
37:36 - Resident Evil Requiem
58:39 - Code Vein 2
2026-01-31 83 min Transcript

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Transcript

<v Speaker 1>Hey, everybody. Welcome to Game and Former Show, a weekly
<v Speaker 1>podcast covering the video game industry. Join us each and
<v Speaker 1>every week for a discussion of the gaming 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'm your host, Marcus Stewart.
<v Speaker 1>I am joined by the news hound Wesley LeBlanc.
<v Speaker 2>Hello, Hello, Hello, I'm back from the Eternal Perils of
<v Speaker 2>review hell for a game we will talk about soon.
<v Speaker 1>And also joining us is the GI spy who loved me,
<v Speaker 1>Brian Shay. How are you.
<v Speaker 3>I'll take it. I will take that intro.
<v Speaker 1>I'm good.
<v Speaker 3>A little under the weather, but good otherwise.
<v Speaker 1>Okay, And joining us a special guest, Giant Bomb's own
<v Speaker 1>Jan o'choa.
<v Speaker 4>Hello, sir, Hello, thanks for having me, guys. Very happy
<v Speaker 4>to be.
<v Speaker 1>Here, Yes, first time when the Gi Choubin wanted to
<v Speaker 1>get you on for a while. Happy to have you.
<v Speaker 1>How you doing.
<v Speaker 4>I'm doing well as well as you can be right now.
<v Speaker 4>Ready to talk about video games and ready to hang
<v Speaker 4>out with y'all.
<v Speaker 1>Oh yeah, we're gonna talk about video games and video
<v Speaker 1>game accessories. Maybe I don't know, but listen, I wanted
<v Speaker 1>to make a King of a Hill reference. I don't
<v Speaker 1>get to talk about King of Hill as much as
<v Speaker 1>you guys think that I would like to believe it
<v Speaker 1>or not.
<v Speaker 3>Let's start at King of the Hill podcast side project.
<v Speaker 4>Hey, I I started watching King of the Hill for
<v Speaker 4>the first time recently.
<v Speaker 3>Something.
<v Speaker 1>Yeah, Okay, do you like it so far? Yes?
<v Speaker 4>Yes, I think Bobby Hill is a generational character.
<v Speaker 1>Okay, give us all your King of the Hill hot
<v Speaker 1>takes right here. Bobby Hill, great character. Yes? Are you
<v Speaker 1>working your way to the new season? That is that
<v Speaker 1>what's inspired this?
<v Speaker 4>Or yes, that is the motivation because I saw, well
<v Speaker 4>there's obviously a time skip in the new season, right
<v Speaker 4>and I think I may the bold claim that I
<v Speaker 4>think Bobby Hill could beat Bobby Flay.
<v Speaker 1>I ooh, I yeah, you know what. Yeah, I agree
<v Speaker 1>with that. Bobby Flay's lost to like quote unquote like
<v Speaker 1>regular chefs or like not yeh chefs. So why yeah,
<v Speaker 1>I think so, Brian, you could beat Bobby Flay. You're
<v Speaker 1>a pretty good cook too. I've seen you post your
<v Speaker 1>fancy food photos on social media and stuff.
<v Speaker 3>I mean, I'm okay.
<v Speaker 5>Bobby Flay is a professional culinary artist though, so it
<v Speaker 5>might be a knockdown, drag out fight in the kitchen,
<v Speaker 5>but uh yeah, I think I do.
<v Speaker 1>Okay. I mean, if I started paying you for your food,
<v Speaker 1>you'd be a professional chef too. Technically, that's a good point.
<v Speaker 1>That is a very good point saying. But yes, if
<v Speaker 1>you too would like to know if you can beat
<v Speaker 1>Bobby Flay, I probably a good way to do that
<v Speaker 1>or to find that out. And this is a little
<v Speaker 1>bit of false advertising, so I'm gonna veer away from this,
<v Speaker 1>but you know what you can do to support Game
<v Speaker 1>Informer is get yourself a Game Informer magazine subscription. Yes,
<v Speaker 1>Game Informer we're a print magazine. I don't know if
<v Speaker 1>you knew that You've got a magazine right here, our
<v Speaker 1>warter Warcraft Midnight issue, which is also our twenty twenty
<v Speaker 1>five Game of the Year issue, our jumbo sized issue.
<v Speaker 1>We've also gone to our latest cover story that we're
<v Speaker 1>gonna be talking about on this podcast for Double O
<v Speaker 1>seven First Light. And if you would like to read
<v Speaker 1>our Double seven First Light issue, you can go to
<v Speaker 1>gaminformer dot com slash subscribe and subscribe to get ten
<v Speaker 1>issues a year sent to you, both physical and digital,
<v Speaker 1>and you can also go into your local bookstores and
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<v Speaker 1>can go to your your just your local newsstand next
<v Speaker 1>to copies of the the you know, New York Post
<v Speaker 1>and maybe the Daily Bugle for probably in there somewhere too,
<v Speaker 1>as well as internationally as well. You can find us
<v Speaker 1>and bookstands in a new stores as well. We still
<v Speaker 1>don't know exactly what stores we're in and which countries.
<v Speaker 1>We're still finding that out. I know some people have
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<v Speaker 5>But let us know what stores you're finding them in
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<v Speaker 5>treated like some big secret. So yeah, please, if you
<v Speaker 5>are international and you see Game Informer in a store,
<v Speaker 5>let us know what the name of the store is.
<v Speaker 1>Yes, yes, please please, but yes, either way, whether you
<v Speaker 1>get yourself a magazine subscription or pick us up in
<v Speaker 1>your local store, it is the absolute best way to
<v Speaker 1>support Game Informer ensure that we keep doing what we're doing.
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<v Speaker 1>Informer dot com slash subscribe, get yourself a magazine subscription
<v Speaker 1>two day. And of course, speaking of magazine covers, Brian Shay,
<v Speaker 1>you have traveled to go to io Interactive over in
<v Speaker 1>Copenhagen to check out Double O seven First Light, our
<v Speaker 1>next big cover story game. Tell us all about it.
<v Speaker 1>How is James Bond's origin story? I guess how was
<v Speaker 1>that shaping up? Yeah?
<v Speaker 5>So this was a game, like I'm assuming, much like
<v Speaker 5>everybody on this call, a James Bond game has played
<v Speaker 5>a significant role in my life as a gamer. I
<v Speaker 5>think for a lot of us it was Golden I
<v Speaker 5>Double O seven on N sixty four. I think for
<v Speaker 5>Wes it was Agent Underfire Ones.
<v Speaker 3>Twos two right.
<v Speaker 5>Yeah, and Marcus, what was your James Bond game of choice?
<v Speaker 3>Oh?
<v Speaker 1>It was Golden E as a kid, but I will
<v Speaker 1>shout out I think it was night Fire on PS
<v Speaker 1>two that had the cool like slingshody grapple hook thing
<v Speaker 1>that was like stupidly fun.
<v Speaker 2>Well, agender Fire had a really good grapple hook too.
<v Speaker 2>Night Fire came out. It was like the sequel to
<v Speaker 2>agender Fire, and it was also very good. But it's
<v Speaker 2>multiplayer sweet not as good as Agender Fire.
<v Speaker 3>Jan what about you?
<v Speaker 4>Actually, my uncle played a lot. This is one of
<v Speaker 4>the games he commandeered my PS one four, but he
<v Speaker 4>played a lot of Tomorrow Never Dies.
<v Speaker 1>Oh. I played that one. Yeah. Yeah.
<v Speaker 4>Where my friends would be talking about how cool siphon
<v Speaker 4>filter was, I'd be on the other side of the
<v Speaker 4>player ground being like, no, guys, Tomorrow Never Dies. It's
<v Speaker 4>pretty cool too. But it was pretty neat. I mean
<v Speaker 4>it had all the James Bond trappings for sure.
<v Speaker 1>I played that before I saw the moot. Oh I see,
<v Speaker 1>I played that before I saw the movie, and I
<v Speaker 1>remember really liking the newspaper, like the printing press like
<v Speaker 1>section yeah, and then seeing the movie and like legitimately
<v Speaker 1>kind of marking out because I don't know, maybe I
<v Speaker 1>didn't think that would be in the movie, but I
<v Speaker 1>were like, that's the level from the game that I
<v Speaker 1>really liked, Oh it's happening.
<v Speaker 5>But getting back to Double O seven First Light, you know,
<v Speaker 5>it is a game that I think when it was announced,
<v Speaker 5>everybody was kind of like, oh, that makes sense. Like
<v Speaker 5>Io Interactive has been doing this like kind of globe
<v Speaker 5>trotting agent sandbox style game for like twenty five years now.
<v Speaker 5>And you know, the Hitman franchise obviously has a different
<v Speaker 5>flavor than the James Bond franchise, but like a lot
<v Speaker 5>of the like the core tenants are in the the
<v Speaker 5>recipe of hit Man and they can just kind of
<v Speaker 5>transpose that over to Double O seven and in they
<v Speaker 5>seem like they're doing that a lot with Double O
<v Speaker 5>seven First Light. And you know, we had a great
<v Speaker 5>time sitting down and talking with the developers, really diving
<v Speaker 5>deep into like their way of kind of like developing
<v Speaker 5>these sandbox situations, which again are different than what you'll
<v Speaker 5>see in hit Man, but definitely you can see the
<v Speaker 5>DNA is still there from this this studio and like
<v Speaker 5>the way they think about these games as like these
<v Speaker 5>encounters as like puzzles, which is great because like that's
<v Speaker 5>kind of how I think a lot of us approach
<v Speaker 5>those situations. In Hitman games is like, okay, here's like
<v Speaker 5>a you know, it's pattern recognition, it's it's taking opportunities
<v Speaker 5>that are given to you. It's using your tools and
<v Speaker 5>skill sets, and then once you have your plan in place,
<v Speaker 5>you know, executing it with precision. Like that stuff is
<v Speaker 5>all part of both puzzle solving and also stealth, and
<v Speaker 5>I think nobody does it as well as Io Interactive
<v Speaker 5>in terms of like bringing it all together delivering it
<v Speaker 5>with such consistency, Like every single level in the hit
<v Speaker 5>Man World of Assassination trilogy capitalizes on all those core tenets.
<v Speaker 5>And I got to see an extended demo of the
<v Speaker 5>State of Play that they put out, and it really
<v Speaker 5>did seem like they are doubling down on what that
<v Speaker 5>studio is known for.
<v Speaker 1>You know.
<v Speaker 5>It's like in the State of Play, we see him
<v Speaker 5>like access this giant hotel by kind of like creating
<v Speaker 5>a diversion and then climbing up into a window. The
<v Speaker 5>other way that we saw in the in this this
<v Speaker 5>behind closed Doors demo that we attended in Copenhagen, was
<v Speaker 5>he kind of like overheard somebody that he eavesdropped on
<v Speaker 5>somebody on the call saying that there was a whistleblower
<v Speaker 5>trying to gain access to this chest tournament, and oh,
<v Speaker 5>well he has a press pass hidden in like a
<v Speaker 5>flower pot. So as soon as you got that, it
<v Speaker 5>highlighted all the flower pots around the courtyard. That was like, oh, like,
<v Speaker 5>we got a tip that you know, I overheard somebody
<v Speaker 5>say it. There's a press badge in the flower pot,
<v Speaker 5>so now I need to go check all the flower pots.
<v Speaker 5>So it's like all of the intel that James Bond
<v Speaker 5>has from doing his kind of spy stuff is kind
<v Speaker 5>of highlighted and surface to the player, so you feel
<v Speaker 5>like you're inside the head of Bond. And that's a
<v Speaker 5>really really cool way of surfacing that so you're not
<v Speaker 5>you know, bouncing between menus being like all right, well,
<v Speaker 5>I know I got a tip somewhere along the lines,
<v Speaker 5>and then you have to like dig through like a
<v Speaker 5>compendium or some sort of like glossary. It's like no,
<v Speaker 5>it's immediately like surfaced right on the ui of like
<v Speaker 5>flower pot. Okay, got it, and then you go over
<v Speaker 5>you find it, and then you just walk right in
<v Speaker 5>through security, and you know, there's all kinds of different
<v Speaker 5>gameplay systems that are at play with this title, because
<v Speaker 5>like you know, we see the early sequence is him
<v Speaker 5>driving up the mountain and it's like, you know, kind
<v Speaker 5>of like just cinematic conversation happening, and then you know
<v Speaker 5>it's it's this stealth sequence where you have to try
<v Speaker 5>to figure out a way to get into this hotel
<v Speaker 5>where the chess tournament's happening. Then you've got to sneak
<v Speaker 5>past all the guards and everything and not get spotted
<v Speaker 5>by your.
<v Speaker 3>Teammates because you're not even supposed to be in the tournament.
<v Speaker 5>You're supposed to be out in the parking lot like
<v Speaker 5>kind of keeping an eye on the perimeter. But James
<v Speaker 5>Bond is gonna do what James Bond's gonna do, of course,
<v Speaker 5>so you know, you can't be spotted by your target,
<v Speaker 5>you can't be spotted by your teammates, so you're kind
<v Speaker 5>of like trying to maintain a low profile in that regard.
<v Speaker 5>Then there's conversations that you can have, like you know,
<v Speaker 5>you go up to the bartender, and you can get
<v Speaker 5>intel from the bartender because you know, bartenders hear things
<v Speaker 5>in the process of doing their jobs, so you know,
<v Speaker 5>you have that conversation aspect. Then there's you know, the
<v Speaker 5>driving sequence that we saw where Bond is in a
<v Speaker 5>car chase following his target, and you know, it looks
<v Speaker 5>like they've done a good job with the driving mechanics.
<v Speaker 5>Like I didn't get a chance to play the driving
<v Speaker 5>mechanics or really anything of the game yet, but you know,
<v Speaker 5>it does look like from watching the developer and like
<v Speaker 5>watching how they're playing it, it does look like the
<v Speaker 5>mechanics are responsive, like he was drifting around the corners
<v Speaker 5>pretty pretty well. It didn't seem like there was any
<v Speaker 5>stiffness or rigidity to the driving mechanics. And then the
<v Speaker 5>climax of that demo, if you recall, was a like
<v Speaker 5>a gunfight on an airstrip, and it's all about like
<v Speaker 5>the set piece moments and the improvisation and like, okay,
<v Speaker 5>like you get out into this area and as soon
<v Speaker 5>as an enemy draws their weapon on you, you're given the
<v Speaker 5>license to kill because your life is in danger. So
<v Speaker 5>big words flash across the screen just says license to kill,
<v Speaker 5>and then you're good to go at that point because
<v Speaker 5>your life was under threat, because like the whole story
<v Speaker 5>is this is James Bond becoming Double O seven and
<v Speaker 5>earning his license to kill. In Her Majesty's Secret Service,
<v Speaker 5>So you were granted a temporary license to kill if
<v Speaker 5>you are put in danger in the line of duty,
<v Speaker 5>and that's what happens at the end of this demo.
<v Speaker 5>And so like the gunfight looks extremely fun, Like there's
<v Speaker 5>explosive barrels everywhere that the environment was surprisingly destructible. You
<v Speaker 5>can go in like hand to hand combat. There's like
<v Speaker 5>a sequence where Bond runs up and like tackles the
<v Speaker 5>guy on a ledge and then uses his body as
<v Speaker 5>a cushion so he can drop down from like the
<v Speaker 5>ledge down to like the ground level, which was kind
<v Speaker 5>of cool, and that also acts as a takedown.
<v Speaker 3>To the target that you were fighting.
<v Speaker 5>And then like a big set piece moment where he
<v Speaker 5>basically causes a his target's plane to lose altitude and
<v Speaker 5>crash and he has to skydive out to chase down
<v Speaker 5>a guy with a parachute. Like it's just so many
<v Speaker 5>gameplay systems in place, and the thing that we got
<v Speaker 5>to look at, and this isn't anything that like we
<v Speaker 5>really talked about in the cover story, but like they
<v Speaker 5>have their their proprietary engine that they use and it
<v Speaker 5>allows them to toy around with the different stage elements
<v Speaker 5>in real time. So it's not even like, all right,
<v Speaker 5>I got to bounce back and reset everything. It's like, no,
<v Speaker 5>it all updates in real time. So if there's a
<v Speaker 5>thing that is not working just the way it needs
<v Speaker 5>to in the Sandbox and they're like, oh, something's not
<v Speaker 5>right right here, they can just pause the action, go in,
<v Speaker 5>tweak that, and then keep going where they were at.
<v Speaker 3>It's just it.
<v Speaker 5>Seems like it's a really intuitive tool for a game
<v Speaker 5>that is so built around like sandbox creativity and sandbox
<v Speaker 5>environments that like encourage experimentation within the player base. Like it,
<v Speaker 5>it seems like that is such an essential tool for them.
<v Speaker 5>But then you know, talking to the art director, talking
<v Speaker 5>to the audio director, the game director, the gameplay and
<v Speaker 5>narrative designer, like it was a full day of just
<v Speaker 5>like diving deep into how they decided on doing a
<v Speaker 5>James Bond origin story, how they decided like what their
<v Speaker 5>James Bond was going to be like, because the whole
<v Speaker 5>struggle that they had was they came to the conclusion
<v Speaker 5>when they started digging into who James Bond really is,
<v Speaker 5>they were like, this is a guy who's defined by
<v Speaker 5>his experiences. You know, he always knows what to do
<v Speaker 5>at every time because he's been through everything, He's seen everything,
<v Speaker 5>and he's like, so, all right, well, what is that
<v Speaker 5>character like when you strip away all that experience, because
<v Speaker 5>you're talking about a guy who's, you know, probably in
<v Speaker 5>his early twenties and hasn't really done a whole lot
<v Speaker 5>doesn't have a whole lot of life experience, isn't in
<v Speaker 5>the in six as a double O agent. Yet you know,
<v Speaker 5>he is just a stubborn, brash, like charming and reckless guy.
<v Speaker 5>It's like, all right, well, how do we make that
<v Speaker 5>feel like the James Bond that we've seen depicted by
<v Speaker 5>like Daniel Craig and Sean Connery and Pierce Brosnan and
<v Speaker 5>not just feel like some sort of knockoff version of that.
<v Speaker 5>And I will say that, like, from what I've seen
<v Speaker 5>and what I've talked to the developers about, they've really
<v Speaker 5>done a great job. And I think Patrick Gibson, who
<v Speaker 5>is the actor that plays James Bond in this game,
<v Speaker 5>he was also a young Dexter Morgan in Dexter Original Sin,
<v Speaker 5>which is a prequel series to the or the Showtime
<v Speaker 5>series Dexter.
<v Speaker 3>He really does nail it.
<v Speaker 5>I had my concerns about him going into this, but
<v Speaker 5>it really does seem like he's doing a great job
<v Speaker 5>and he's he lays on the charm, but he also
<v Speaker 5>has like kind of that signature coldness that Bond has.
<v Speaker 5>But it's it really does feel like it's a less
<v Speaker 5>controlled Bond. So they've they've nailed that aspect of it.
<v Speaker 5>They've nailed the audio of it. I think the visual
<v Speaker 5>elements of it. The gadgets they told me, like, you know,
<v Speaker 5>you're not going to just get like, all right, well
<v Speaker 5>you're going in you're gonna need like a laser for
<v Speaker 5>this mission. So here you're gonna have a laser in
<v Speaker 5>your load out for this level. It's like, no, they
<v Speaker 5>want you to choose what gadgets you're equipping going into
<v Speaker 5>a mission so you can experiment and see how they
<v Speaker 5>all interact. So there's just a lot of stuff at
<v Speaker 5>play that it's definitely more of a linear, cinematic kind
<v Speaker 5>of like set peace driven experience than the Hitman franchise.
<v Speaker 5>But still, like I said, so much of that IO
<v Speaker 5>and Hitman DNA kind of permeates the experience and allowing
<v Speaker 5>players to experiment and approach things.
<v Speaker 1>How they want nice. I'm glad I was gonna ask
<v Speaker 1>you about Bond himself, because that was also one of
<v Speaker 1>my concerns when he announced, like, yeah, this is a
<v Speaker 1>young Bond who you know, maybe doesn't always follow the rules.
<v Speaker 1>And I just had like mild flashbacks to like Perfect
<v Speaker 1>Dark Zero, which had a similar premise of like, we're
<v Speaker 1>going to tell you the origin of this really like
<v Speaker 1>capable spy, and she, at least in that gang, kind
<v Speaker 1>of came off as a little like, you know, a
<v Speaker 1>little too much like kind of teenage, like you're not
<v Speaker 1>my real dad kind of eyes, like I'll do what
<v Speaker 1>I want. And I was like, I wouldn't think they
<v Speaker 1>would do that with this Bond, But there's always that
<v Speaker 1>fear of like, we're just gonna make him like almost
<v Speaker 1>two attitude and normal. But it's at least from what
<v Speaker 1>you've seen, it sounds like that's that's not really the case.
<v Speaker 5>So yeah, and I like there were times where like
<v Speaker 5>you would just absolutely be like, oh, that is James Bond,
<v Speaker 5>Like the way that he responded to this person, you
<v Speaker 5>could see another Bond actor doing that. But the way
<v Speaker 5>that the narrative designer or narrative director told me is like,
<v Speaker 5>you know, he has all that charm, he has all
<v Speaker 5>that coldness, but he doesn't really have the control that
<v Speaker 5>the older version of the character has. So like, you know,
<v Speaker 5>he's an extremely charming guy when he's talking to somebody,
<v Speaker 5>but he doesn't he's not fully aware that he's like
<v Speaker 5>projecting all that charm, and so he doesn't he hasn't
<v Speaker 5>really weaponized it the way that like an older Bond has.
<v Speaker 2>Do you have any idea what kind of what their
<v Speaker 2>older Bond like, what they're aiming for since there's so
<v Speaker 2>many iterations of Bond, you know, the classic Bond is
<v Speaker 2>very much like a ladies man, you know, suave, sexy,
<v Speaker 2>all that kind of stuff, whereas like Daniel Craig's is
<v Speaker 2>all that but also tackling the mental toll and the
<v Speaker 2>loneliness that comes up being Bond. Do you have any
<v Speaker 2>idea where they're trying to take this Bond.
<v Speaker 5>Well, they mentioned that, like you know, the narrative director
<v Speaker 5>was like, yeah, the first thing I did when I
<v Speaker 5>found out that because I guess it's been six and
<v Speaker 5>a half years that since they found out that they
<v Speaker 5>were making a James Bond game, And he's like, yeah,
<v Speaker 5>the first thing we did was like I went and
<v Speaker 5>bought the box set of the movies. I went and
<v Speaker 5>bought the box set of the books, and then I
<v Speaker 5>started reading the comics.
<v Speaker 1>Yeah, and watch.
<v Speaker 5>James wat Junior played James Pond, and you know he's like,
<v Speaker 5>basically the first thing he did was he read all
<v Speaker 5>that stuff. He watched all the movies, and then he
<v Speaker 5>was he was like, well, I just need to drill
<v Speaker 5>into like the core traits, which you know he's you know,
<v Speaker 5>going to take risks, and he's like, yeah. Basically, like
<v Speaker 5>the younger version of James Bond basically like, hey, here
<v Speaker 5>the verse.
<v Speaker 3>Here the core rates.
<v Speaker 5>That James Bond we think he has across all depictions,
<v Speaker 5>and here's how we see a younger version portraying that.
<v Speaker 5>So like whereas like an older James Bond takes risks,
<v Speaker 5>it's usually more of a calculated thing, right where it's like, Okay,
<v Speaker 5>if I jump out of this plane, I could see
<v Speaker 5>I'm gonna go get that guy and take his parachute
<v Speaker 5>and then I'll get safely to the ground, whereas the
<v Speaker 5>younger James Bond is kind of like reckless, like Okay, well,
<v Speaker 5>I guess I'll jump out of this plane because that is,
<v Speaker 5>in my head, the next logical step to take down
<v Speaker 5>this bad guy, and then he has to kind of
<v Speaker 5>think of a solution on his feet.
<v Speaker 3>So it's kind of like.
<v Speaker 5>That, and like you know the fact that like he
<v Speaker 5>doesn't quite have the level of coldness that like a
<v Speaker 5>Sean Connery, James Bond has or a Pierce Brosnan, but
<v Speaker 5>he does have flashes of that. Like there's a moment
<v Speaker 5>where when the car chase is beginning, you see him
<v Speaker 5>trying to hot wire a car and this woman who's
<v Speaker 5>with a French secret service secret intelligence gets in the
<v Speaker 5>car and she just holds up the keys like looking
<v Speaker 5>for these like like she has the keys to the
<v Speaker 5>car he's trying to hot wire. He just continues hot
<v Speaker 5>wiring it, immediately gets it to start, and then just
<v Speaker 5>kind of flashes like a steely gaze at her like
<v Speaker 5>I got this, don't worry. Like it's like you can
<v Speaker 5>tell he's not nearly as refined, but he has all
<v Speaker 5>of those flashes where it's like, oh, yeah, this could
<v Speaker 5>be like a Bond that evolves into the version that
<v Speaker 5>we see in.
<v Speaker 3>Pictures.
<v Speaker 5>But yeah, they definitely were going for a younger version
<v Speaker 5>because I even brought up like, oh, well, I think
<v Speaker 5>like Daniel Craig is supposed to be the youngest version
<v Speaker 5>of Bond that we've seen on pictures or on motion pictures,
<v Speaker 5>because Casino Royale is originally his the first book in
<v Speaker 5>the timeline, right, And they were like, well, yeah, well,
<v Speaker 5>even Daniel Craig was like way early, way older than
<v Speaker 5>the Bond that we wanted to depict, because he was
<v Speaker 5>like very brash, he was very like, you know, he
<v Speaker 5>does play by his own rules the way that it
<v Speaker 5>seems like Io's is going to. But he's still like
<v Speaker 5>I don't know, it doesn't feel like this, Like he
<v Speaker 5>feels a little bit older than what they were going for.
<v Speaker 5>So they deaged that by i want to say, like
<v Speaker 5>another like five or ten years, and like took away
<v Speaker 5>even more experience than what that version of Bond has.
<v Speaker 1>Yeah, like Brian over ahead, Joe Brian.
<v Speaker 4>One of my favorite parts of the James Bond, I
<v Speaker 4>guess the whole franchise is the interplay between Bond and
<v Speaker 4>his allies, whether it's like his tech crew, the fem Fatale.
<v Speaker 4>I don't know if you saw any of that in
<v Speaker 4>the preview you saw, but was there any hint of
<v Speaker 4>that of what those relationships are going to look like.
<v Speaker 5>It does seem like they are keeping a lot of
<v Speaker 5>those intact, like in terms of like the dynamics. I've
<v Speaker 5>got to bring up the actual list of characters here
<v Speaker 5>because I know, like Q and M and all them
<v Speaker 5>in Moneypenny, but like there are a lot of characters
<v Speaker 5>that they've got like casts, Like sorry, I'm bringing up here,
<v Speaker 5>Like I know that they've announced like Lenny Kravitz's Bauma,
<v Speaker 5>which is kind of cool because you know they needed
<v Speaker 5>a charismatic villain basically, and they're like, can we get
<v Speaker 5>Lenny Kravitz.
<v Speaker 1>Which is the villain that can play the guitar is
<v Speaker 1>really important to us for some reason.
<v Speaker 5>I really hope it's like a Jack Black esque like, hey,
<v Speaker 5>we're just gonna have the bad guy sing a song.
<v Speaker 1>Now he sings his plan to Bond during the Inevitable
<v Speaker 1>Seeing where Bond gets caught and the villain explains what
<v Speaker 1>he's doing. It's just gonna be a concert. Yeah.
<v Speaker 5>So basically, there's this thing that happens at the beginning
<v Speaker 5>called the Iceland incident, and it happens right before the
<v Speaker 5>sequence that I saw and Basically that gets M's attention,
<v Speaker 5>like it's the loose depiction of the Iceland incident is
<v Speaker 5>on our cover this month Game Informers cover. You can
<v Speaker 5>see the helicopter crash in the background. Something thing happens there.
<v Speaker 5>We don't know exactly what it is, but whatever it is,
<v Speaker 5>Bond emerges as the hero of that incident, and em
<v Speaker 5>gets takes notice like, oh, this is a guy that
<v Speaker 5>maybe we should recruit for I six And what he
<v Speaker 5>ends up what ends up happening is they send Bond
<v Speaker 5>off to this training facility in Malta, and.
<v Speaker 3>You know it's it.
<v Speaker 5>Basically, he gets there and all the other Double OH
<v Speaker 5>prospects are already training there. They've been training there for
<v Speaker 5>six months, and this is already like, you know, the
<v Speaker 5>cream of the crop, and they have a six month
<v Speaker 5>head start on him, so early on he kind of
<v Speaker 5>has to play catch up, and you know, a lot
<v Speaker 5>of the other Double O agents kind of seem like
<v Speaker 5>they may look down on him a little bit. I mean,
<v Speaker 5>that wasn't explicitly stated, but it was kind of like
<v Speaker 5>like they were the other Double O agents on this
<v Speaker 5>mission that you get to play that I was describing earlier.
<v Speaker 5>They get to go in and be on the ground
<v Speaker 5>and like pursue Double oh nine is this rogue agent
<v Speaker 5>who you know, used to be one of the best
<v Speaker 5>Double O agents around, but he's kind of gone off
<v Speaker 5>and gone off the books, so they're tracking him, and
<v Speaker 5>like they get to go in on the ground and
<v Speaker 5>they're like, James, just stay in the parking lot, you know,
<v Speaker 5>like watch the perimeter.
<v Speaker 3>That's an important job. Stay in there.
<v Speaker 5>And then James notices like a suspicious bell hop and
<v Speaker 5>he takes matters into his own hands. But it seems
<v Speaker 5>like they're kind of like, yeah, this guy's not really
<v Speaker 5>on our level, but like you know, they kind of
<v Speaker 5>like it's almost like when you're you give like your
<v Speaker 5>control the second controller to your little little sibling and
<v Speaker 5>you're like, oh, yeah, playing his tails is just as
<v Speaker 5>cool as playing his sonic and like it almost feels
<v Speaker 5>like that. But I mean maybe there's maybe that was
<v Speaker 5>just me reading between the lines a little bit.
<v Speaker 4>Actually, sure, you get to see controller, you have to
<v Speaker 4>play tails, Yeah, exactly.
<v Speaker 3>So m Q moneypenny.
<v Speaker 5>You know you're gonna get your gadgets from q uh
<v Speaker 5>Moneypenny is kind of like, you know, in communication with
<v Speaker 5>Bond pretty frequently.
<v Speaker 3>Then there there's a lot of communication.
<v Speaker 5>Back and forth between the Double O agents in the demo,
<v Speaker 5>like just like like them being.
<v Speaker 3>Like Bond, what are you doing?
<v Speaker 5>Stay where you are, Stay where you're supposed to be stationed.
<v Speaker 5>And then there's also a character named John Greenway who
<v Speaker 5>is played by Lenny James, who you may know from
<v Speaker 5>The Walking Dead or Snatch, and he is kind of
<v Speaker 5>like Bond's mentor, and he also seems like he's on
<v Speaker 5>the ground as well for this and I think this
<v Speaker 5>is the character that's like the French intelligent lady, intelligence lady.
<v Speaker 3>But miss Roth.
<v Speaker 5>Is the woman that gets into the car with him,
<v Speaker 5>and she seems like she's going to play a pretty significant.
<v Speaker 3>Role as well.
<v Speaker 5>She gives me like kind of like the he is
<v Speaker 5>She's like going to emerge as like maybe Bond's like
<v Speaker 5>counterpart on the French side. But we'll have to wait
<v Speaker 5>and see how that plays out. But yeah, I mean
<v Speaker 5>I didn't get like a too grade of a sense,
<v Speaker 5>but it does seem like they are going to fill
<v Speaker 5>a lot of the traditional roles. I've not seen Gemma
<v Speaker 5>Chan's character who is Selena tan is her character's name,
<v Speaker 5>But yeah, I mean, we're gonna have to wait and
<v Speaker 5>see what she is. But all the other characters feel
<v Speaker 5>like they slot into that very traditional like roles that
<v Speaker 5>you would see from them in the movies.
<v Speaker 1>Right.
<v Speaker 2>Did you hear a theme song?
<v Speaker 5>Oh, just kind of like a cinematic like kind of
<v Speaker 5>like orchestral version, like slow and kind of plotting as
<v Speaker 5>he jumps out of the plane at the end of
<v Speaker 5>the demo, And you can hear that in the State
<v Speaker 5>of play as well, like that that that version, but
<v Speaker 5>it's not it doesn't seem like it's the official version.
<v Speaker 5>But then there's also there's all these reports that they're
<v Speaker 5>going to be having like an actual like theme for
<v Speaker 5>First Light, but they were very cagy when I asked about, like, Hey,
<v Speaker 5>is there gonna be like a James.
<v Speaker 3>Bond song for this game? And I did not get
<v Speaker 3>an answer.
<v Speaker 1>What do you think that I think.
<v Speaker 2>Sabrina Carpenter would be that's the twenty twenty sixth choice
<v Speaker 2>for sure, that would be.
<v Speaker 3>Yeah, I've heard those rumors of Lana del Rey as well, but.
<v Speaker 2>Yeah, but she'd been trying to make one for like
<v Speaker 2>over a decade. I mean I used to be a
<v Speaker 2>big fan of herson, like twenty fourteen or first two albums,
<v Speaker 2>and I was like, she just is singing James Bond songs.
<v Speaker 2>I don't know where she's at today.
<v Speaker 3>But yeah, Summertime Sadness definitely a Bond song.
<v Speaker 4>Oh yeah, yeah for a younger Bond putting that and
<v Speaker 4>there's wired headphones and everything. Yeah, is he sitting in
<v Speaker 4>the car pouting yes, yeah, subtweeting.
<v Speaker 3>We need a millennial Bond.
<v Speaker 4>Uh, Brian. I'm curious did the if the dev shared
<v Speaker 4>if there were any other external influences outside of like
<v Speaker 4>the source material, because like you know, we've had movies
<v Speaker 4>like Kingsman, which is like another twist on like the
<v Speaker 4>Bond formula. I'm curious if they shared any other stuff
<v Speaker 4>that they're kind of incorporating into the game.
<v Speaker 5>Oh man, I don't think they did.
<v Speaker 3>I did you know?
<v Speaker 5>I asked like, hey, like you know, Hitman is obviously
<v Speaker 5>like a big, big franchise for you guys, but like
<v Speaker 5>you also have like Canaan Lynch and you have like
<v Speaker 5>mini Ninjas and stuff like, did you pull inspiration from
<v Speaker 5>any of those games for your like your your action
<v Speaker 5>sequences or your driving or anything. And basically it was
<v Speaker 5>like not really like it was basically like Hitman and
<v Speaker 5>then like trying to figure out, how do we make
<v Speaker 5>our gun play better, how do we do driving because like,
<v Speaker 5>basically the way they told me that they approached the
<v Speaker 5>driving was they brought in outside talent, and same thing
<v Speaker 5>for the gun play. They brought in outside talent for
<v Speaker 5>that as well. But then they're like people who have
<v Speaker 5>worked on games with great shooting and people who have
<v Speaker 5>worked on games with great driving mechanics. And but they
<v Speaker 5>also have a history because like they have a lot
<v Speaker 5>of internal like h you know, prototyping and concepting, and
<v Speaker 5>he's like, you know, a lot of the games that
<v Speaker 5>we we concept in prototype do see the light of day, but.
<v Speaker 3>Some of them don't.
<v Speaker 5>Also, like we've never announced like a lot of the
<v Speaker 5>games that we've prototyped and we canceled them before they
<v Speaker 5>really got into production. And some of those games had
<v Speaker 5>driving mechanics. So it's like we haven't released a game
<v Speaker 5>or like fully developed a game that had driving mechanics,
<v Speaker 5>but we've we've messed around with it in the past.
<v Speaker 5>Is basically what they told me. So you know, there's
<v Speaker 5>a lot of uh kind of internal influence and then
<v Speaker 5>bringing in people who have experienced at those other areas
<v Speaker 5>as well.
<v Speaker 1>What was that was it?
<v Speaker 2>Did you see a live demo? When you yes, did
<v Speaker 2>it see? How did it seem to run? Because I
<v Speaker 2>know one of the bigger things out of the state
<v Speaker 2>of play was like, wow, they'd showed a good bit
<v Speaker 2>of footage with like some choppiness, and it's like the
<v Speaker 2>state of play where you could have chosen otherwise. So
<v Speaker 2>I'm curious, like you've presumably seen a more updated build,
<v Speaker 2>how it looked on screen?
<v Speaker 5>You know, I think it ran fine, Like I mean,
<v Speaker 5>I'm sure there were still some hiccups. Like my memories
<v Speaker 5>a little bit bluryuse it's been a full month since
<v Speaker 5>I was at Copenhagen or in Copenhagen at the studio,
<v Speaker 5>but I remember it running pretty well. But like, I'm
<v Speaker 5>sure there were a few hiccups here and there, but
<v Speaker 5>that's to be expected of any any indevelopment game. And
<v Speaker 5>you know, we just saw them delay at a couple
<v Speaker 5>of months from March until May. And one of the
<v Speaker 5>last things that a lot of development studios do is
<v Speaker 5>you know, fix bugs and optimize. So I'm assuming that
<v Speaker 5>it will only get better from here, and you know,
<v Speaker 5>get less buggy and presumably that's the reason that they
<v Speaker 5>delayed it, right, Like they didn't explicitly say that, because
<v Speaker 5>the news of the delay came out after I was
<v Speaker 5>in the studio, but like you've got to presume any
<v Speaker 5>time a game a couple months out is delayed, it's
<v Speaker 5>just to allow for extra polish and optimization.
<v Speaker 1>Yeah, did you get a sense for the weapon where
<v Speaker 1>because it sounds like they're they're trying to hit all
<v Speaker 1>the like classic Bond weapons. Was there any like just
<v Speaker 1>new stuff, like any new weapons that we just have
<v Speaker 1>never seen in any Bond media.
<v Speaker 5>I don't think I got to see anything that was new.
<v Speaker 5>It was pretty standard because like the mission that I
<v Speaker 5>saw is the mission that's out there. I just saw
<v Speaker 5>like a different route through it basically, and like a
<v Speaker 5>little bit of an extended version. On the front end,
<v Speaker 5>it seems like it's pretty like in that first stage,
<v Speaker 5>it seems pretty standard, like you know, shotguns, automatic rifles, pistols.
<v Speaker 5>I mean, Bond has a pistol. I don't know if
<v Speaker 5>it's like a PP seven or whatever, but like you know,
<v Speaker 5>like it seems like it's it's fairly straightforward reponry at
<v Speaker 5>this point. But I'm assuming the gadgets. I mean, you know,
<v Speaker 5>have you have like smoke bombs, you have lasers. Let
<v Speaker 5>me let me see if I can.
<v Speaker 4>As long as there's a laser, I'm fine.
<v Speaker 3>Okay, So let me let me look at my notes here.
<v Speaker 1>Can you play the slappers only?
<v Speaker 5>So there's the smoke pods that let him slip away
<v Speaker 5>from detection. There's a laser that can like unlock doors
<v Speaker 5>and blind enemies. His phone can shoot darts at enemies,
<v Speaker 5>like from like if you're like in stealth, you can
<v Speaker 5>like shoot a dart.
<v Speaker 3>At an enemy from your phone.
<v Speaker 5>Yeah, and it makes them sick, so like they get
<v Speaker 5>nauseous and they have to like go throw up. And
<v Speaker 5>then his watch can tack devices like he can like
<v Speaker 5>create diversions or shut down like security cameras and stuff
<v Speaker 5>like that. That's only what I've seen so far, So
<v Speaker 5>I'm sure there's more than that, right, This is it's
<v Speaker 5>all about like figuring out like which ones you want
<v Speaker 5>to bring in. So like if you want to bring
<v Speaker 5>in like the darts, then you you're you're planning to
<v Speaker 5>go in with a certain type of approach. If you're
<v Speaker 5>wanting to go with smoke pods, maybe you're like thinking,
<v Speaker 5>like you, you have a higher chance of being spotted,
<v Speaker 5>you might need to slip away, So like you, it's
<v Speaker 5>all gonna be tailored down to like how you want
<v Speaker 5>to approach each level.
<v Speaker 1>I think cool, right, And for no that don't know this,
<v Speaker 1>this game is set like in modern day. This isn't
<v Speaker 1>like you know, in the sixties or anything like that. Yeah,
<v Speaker 1>so I assume his his like blow Dart phone is
<v Speaker 1>like an iPhone or something right now.
<v Speaker 5>It has a full rotary phone that he carries with
<v Speaker 5>an that shoots starts. People ask about it, but he's like,
<v Speaker 5>I don't worry about it.
<v Speaker 1>Yeah, awesome. Anything else you want to share about Double
<v Speaker 1>oh seven First Light.
<v Speaker 3>No, I think I'm just like overall impressed by how
<v Speaker 3>it's looking so far.
<v Speaker 5>Like anytime a major studio picks up a license, like
<v Speaker 5>there's always a little bit of hesitance from from my end,
<v Speaker 5>you know, Like I was burned extremely bad by the
<v Speaker 5>Crystal Dynamics Avengers game as Avengers being like, you know,
<v Speaker 5>one of my favorite overall properties or Marvel in general,
<v Speaker 5>I guess just being one of my favorite overall properties,
<v Speaker 5>and like, you know, feeling kind of burned by that
<v Speaker 5>and of several several several other examples of like you know,
<v Speaker 5>major licenses or ip being picked up by like a
<v Speaker 5>well respected studio.
<v Speaker 3>I think that this.
<v Speaker 5>One is buoyed a little bit, and at least my
<v Speaker 5>optimism is outside of what I saw by the fact
<v Speaker 5>that this is not some like major publisher dictating or
<v Speaker 5>mandating to the studio that they have to make this
<v Speaker 5>game the way like it maybe it was the way
<v Speaker 5>that like it was with uh, Marvels Avengers, where like
<v Speaker 5>Square Enix was like telling Crystal Dynamics, you've got to
<v Speaker 5>make this a live service game, and like we've got
<v Speaker 5>to make this just a game that people were supposed
<v Speaker 5>to play forever. This is you know, developed by io Interactive,
<v Speaker 5>it's published by io Interactive. The only like major corporation
<v Speaker 5>that seems to be involved is probably Amazon because they
<v Speaker 5>are the rights owners and the owner of MGM. But
<v Speaker 5>it doesn't seem like from my I tried to get
<v Speaker 5>into like how is like the collaboration and like communication
<v Speaker 5>process like and they're like, yeah, it's been the same
<v Speaker 5>as it was when MGM was kind of like an
<v Speaker 5>independent entity and Eon Productions was like, you know, not
<v Speaker 5>under the Amazon Umbrella, and it's like they've they've kind
<v Speaker 5>of allowed them to do what they want to do.
<v Speaker 5>So it doesn't seem like this is going to have
<v Speaker 5>any kind of like noticeable corporate meddling the way that
<v Speaker 5>other major licensed games from respected studios have been. So
<v Speaker 5>I think that that, combined with all the stuff that
<v Speaker 5>I've seen, has me tremely optimistic and excited for this game.
<v Speaker 4>Oh yeah, I hope this is the case of like
<v Speaker 4>another Indiana Jones, where like Indiana Jones is a massive
<v Speaker 4>hit versus any of the other previous stinkers you mentioned, Brad.
<v Speaker 5>Yeah, And I mean this is a studio that I
<v Speaker 5>think it's safe to say they are firing on all cylinders.
<v Speaker 5>You know, they had this weird transitional period shortly after
<v Speaker 5>they released the first hit Man game under the World
<v Speaker 5>of Assassination trilogy back in twenty sixteen where Square Knix
<v Speaker 5>just basically was like, this did not meet our expectations.
<v Speaker 5>We are going to withdraw all funding from Io Interactive
<v Speaker 5>and put them up for sale, and then Io bought
<v Speaker 5>their own independence, and then you know, they released hit
<v Speaker 5>Man two and hit Man three, and it's like, Yeah,
<v Speaker 5>this is a studio that has really hit its stride
<v Speaker 5>with its last like two or three games, and I
<v Speaker 5>don't have any reason to believe that like they're going
<v Speaker 5>to stop that momentum with this game.
<v Speaker 1>Awesome. Well, Yes, our digital issue of Double seven First
<v Speaker 1>Light magazine is available now to read, and it should
<v Speaker 1>be going out to subscribers physical issues to mailboxes and
<v Speaker 1>stores within the next few weeks, so keep an eye
<v Speaker 1>out for that.
<v Speaker 5>Yes, and also you can go to Gaminformer dot com
<v Speaker 5>slash Double O seven First Light that will if you're
<v Speaker 5>a subscriber, and you'll be able to access the full
<v Speaker 5>issue there if you want to read digitally, and there
<v Speaker 5>will also be some online extras, both written and video
<v Speaker 5>that we are going to be putting in that hub
<v Speaker 5>if you want to keep up with like more in
<v Speaker 5>depth stuff. I should have a thing up by the
<v Speaker 5>time this episode comes out, just talking more about how
<v Speaker 5>Io Interactive settled on like what their version of Young
<v Speaker 5>James Bond is going to be like. So if you
<v Speaker 5>want to hear more directly from the developers, you can
<v Speaker 5>go on game Informer dot com slash Double oh seven
<v Speaker 5>First Light to read that article right now.
<v Speaker 1>Awesome, Well, we're going to take a quick break and
<v Speaker 1>when we come back, we're going to talk about our
<v Speaker 1>hands on time with Resident Evil Requiem and then discuss
<v Speaker 1>our review of Code Vein two. We'll be right back. Hey,
<v Speaker 1>welcome back to the Game Informer show, and we are
<v Speaker 1>going to be taking a detour to the mean streets
<v Speaker 1>of Raccoon City or what's left of it, because Wesley
<v Speaker 1>and Jan, you both had a chance to go play
<v Speaker 1>what was it like a two three hours of Resident
<v Speaker 1>Evil Requiem at a recent event? Jan, how was that?
<v Speaker 1>How you feeling about this? Are you a big RI fan?
<v Speaker 1>And what are you What is your first impressions of
<v Speaker 1>this game so far?
<v Speaker 4>So I went into this demo being very scared because
<v Speaker 4>the last time I went to an Ari Requiem preview event,
<v Speaker 4>I played very poorly. I was scared the whole time.
<v Speaker 4>So it was very worried that I'd be wouldn't be
<v Speaker 4>that great the performance? Anxiety sorry kicking in, But thankfully
<v Speaker 4>this session went very well, Very very excited for the game.
<v Speaker 4>I'm excited to hear Wes's thoughts, but I think they're
<v Speaker 4>gonna pull it off in meshing and mashing together these
<v Speaker 4>two different styles of Resident Evil where you have the
<v Speaker 4>more action packed side with Leon, and then you have
<v Speaker 4>more of the plodding, tense gameplay that you have come
<v Speaker 4>to expect from seven in Village with Grace's side. Also, Wes,
<v Speaker 4>I'm curious did this game? Did it seem like they
<v Speaker 4>amped up the blood in this Yes?
<v Speaker 2>When you play, Yeah, there's yeah, there is. I even
<v Speaker 2>wrote in my previous specifically. So it starts off with
<v Speaker 2>Leon and a bunch of zombies and there's a chainsaw,
<v Speaker 2>and that chainsaw does so much damage, like the walls,
<v Speaker 2>the plants, the office chairs, like I was painting it
<v Speaker 2>red for lack of better cliche, but like, yes, there's
<v Speaker 2>so much blood and gore. There's also a way to explode.
<v Speaker 2>They're not the scarlet heads or whatever they're called in
<v Speaker 2>this game.
<v Speaker 1>They're different, but crimson heads.
<v Speaker 2>Crimson heads. Yeah, in this game, there's a similar mechanic
<v Speaker 2>where zombies can come back as a more terrifying, dangerous form. Okay,
<v Speaker 2>but you can pop their heads with like a vaccine
<v Speaker 2>that stops that transformation from happening. And it is so
<v Speaker 2>bloody when you explode the heads. So yes, so much blood.
<v Speaker 4>Jan Okay, yeah, and I think you can use those
<v Speaker 4>like injector things as like a stealth kill two and
<v Speaker 4>I thought that the zombies would kind of just like
<v Speaker 4>slump over, but no, they explode like a water balloon.
<v Speaker 1>Yeah, yeah, so much blood. Where did they tell you
<v Speaker 1>or get a sense of like where in the game
<v Speaker 1>the sections you played took place because you played as
<v Speaker 1>both Leon and Grace and like separate demos.
<v Speaker 2>Right, yeah, well, I don't it takes place early in
<v Speaker 2>the game. It's not the beginning. I did ask about that,
<v Speaker 2>and I don't even think it's separate demos. You start
<v Speaker 2>as Leon, who is in this care facility, and we
<v Speaker 2>can't we can't go too much into like the embargo
<v Speaker 2>is kind of weird with spoilers and like step by step,
<v Speaker 2>but basically Leon in this facility. Something's wrong and he's
<v Speaker 2>trying to get help. All hell breaks loose. Leon has
<v Speaker 2>to do what he does, which is kill a bunch
<v Speaker 2>of zombies. He then runs into Grace in the care
<v Speaker 2>facility and then some stuff happens and you switch perspectives
<v Speaker 2>at that point. So then you play as Grace again
<v Speaker 2>for a much longer like to almost two hours. Yeah,
<v Speaker 2>and then at the end of her section you switch
<v Speaker 2>back to Leon and see what he's doing during this,
<v Speaker 2>So I think it was like an A to B
<v Speaker 2>two C type of story we were following. But yeah,
<v Speaker 2>somewhere in the beginning, it's not the opening, which it
<v Speaker 2>didn't give me opening vibes, Like, it's very clear we
<v Speaker 2>were kind of thrown into some very interesting story stuff happening.
<v Speaker 4>Yeah, the vibe where Leon is introduced, it feels like
<v Speaker 4>when how he's going to be first introduced into the game.
<v Speaker 4>So I'm assuming it's still close to the beginning of
<v Speaker 4>the story, just the way that the Leon reveal is treated.
<v Speaker 4>When the demo started, it's like, ah, here he is, guys,
<v Speaker 4>we know that, you know he's here, and he does
<v Speaker 4>roll in on his Porsche and then he does check
<v Speaker 4>his Hamilton watch.
<v Speaker 2>It was like it's like the Arkham Asylum beginning where
<v Speaker 2>it's showing a bunch of stuff and you know it's Leon,
<v Speaker 2>like you know it's Batman, but it's like, here's this
<v Speaker 2>cool car driving by. Oh, someone's boots are stepping out
<v Speaker 2>of this car.
<v Speaker 1>Pan up.
<v Speaker 2>Wow, this person's really cool and suave. And then boom,
<v Speaker 2>it's a you know, very it's a it's a more mature,
<v Speaker 2>older uh Leon with a sporting a Hamilton watch, which
<v Speaker 2>the promo placement. I didn't watch the State of Play
<v Speaker 2>because I was busy with work stuff or the showcase,
<v Speaker 2>and I saw in our slack Charles and Kyle were
<v Speaker 2>talking about exclusive limited edition watches, and I was like,
<v Speaker 2>was it a Hamilton because in this preview there is
<v Speaker 2>such a blatant like he's like, what's the time, Oh,
<v Speaker 2>let me check my Hamilton Chronograph edition Blue Sea watch
<v Speaker 2>to see and it's like, yeah, but it's Leon. Yeah,
<v Speaker 2>it's it does feel like his like introduction in the game. Curiously,
<v Speaker 2>this was like a very put together facility and like
<v Speaker 2>what we know of Requiem is it's Raccoon City twenty
<v Speaker 2>twenty five years after Ari two, which got nuked. I
<v Speaker 2>don't I'm I don't know where this is, Like, I
<v Speaker 2>don't know if this facility is in Raccoon City or
<v Speaker 2>maybe we start here and then go into Raccoon City
<v Speaker 2>because it didn't seem to be in the remnants of
<v Speaker 2>a nuked city.
<v Speaker 4>Yeah, I didn't get the vibe of geographically where this
<v Speaker 4>was supposed to be if this was like on the
<v Speaker 4>outskirts of Raccoon City within it, And also no that
<v Speaker 4>maybe two spoilers actually, but it's interesting I think for
<v Speaker 4>folks that are out there that are a little bit
<v Speaker 4>disappointed that we're going back to the Ari four formula.
<v Speaker 4>And like the third person gameplay with Leon, you can
<v Speaker 4>change the perspective for both characters. So if you want
<v Speaker 4>to play Leon in first person, you can. If you
<v Speaker 4>want to play Graces third person, that is also an option.
<v Speaker 1>Yeah, first person sounds weird the only as like third
<v Speaker 1>person over the shoulder, and I associated like the recent
<v Speaker 1>number games with first person that you'll be weird to
<v Speaker 1>play those games. Switch like I'm gonna be Grace third
<v Speaker 1>person and Leon first person.
<v Speaker 2>Yeah, they so, like Jan mentioned Leon's third person Grace's
<v Speaker 2>first person. I asked the devs because I interviewed the
<v Speaker 2>director Koshi Nakanishi after, and I asked, like, is that
<v Speaker 2>on purpose or like are we because you can switch
<v Speaker 2>back and forth, but are they intending for people to
<v Speaker 2>do first person with Grace and third for Leon? And
<v Speaker 2>they said no, they said there really is no preference.
<v Speaker 2>And in fact, when you start the game, before you
<v Speaker 2>even go hands on with a character, it tells you
<v Speaker 2>like do you want to be first or third? For Leon?
<v Speaker 2>First and third for Grace. However, thematically, I do think
<v Speaker 2>Grace as first person feels better and makes more sense
<v Speaker 2>because her sections are way more tense and horror filled,
<v Speaker 2>and I think first person does a better job. But that,
<v Speaker 2>whereas Leon is roundhouse kicking and stabbing chainsaws into zombies,
<v Speaker 2>I didn't get to do a roundhouse kick in first person.
<v Speaker 2>But how that would look like is it just the
<v Speaker 2>screen spins real quick?
<v Speaker 1>That'd be so sick, it's like swinging across the screen. Yeah.
<v Speaker 4>I think I switched in the first person for a
<v Speaker 4>little bit, and I think it'll still pull out to
<v Speaker 4>third person when he does the roundhouse or any of
<v Speaker 4>those like contact sensitive stuff. Otherwise I think I'd be
<v Speaker 4>throwing up the whole time.
<v Speaker 1>Yes, yeah, so.
<v Speaker 5>You feel like they could just like throw the leg
<v Speaker 5>up and be like, okay, you understand what that is,
<v Speaker 5>rather than having like the camera do.
<v Speaker 1>A full three sixty him doing a super kick a
<v Speaker 1>spartan kick.
<v Speaker 4>I'd be okay with that.
<v Speaker 2>Yeah, yeah, yeah, it's if you haven't picked up on
<v Speaker 2>my tone yet, Like, I'm very, very thrilled with what
<v Speaker 2>I played so far. It was one of those previews
<v Speaker 2>where it was three hours long. Which I typically hate
<v Speaker 2>because it's usually long enough for my brain to be like,
<v Speaker 2>you're playing this whole thing, enjoy and then I get
<v Speaker 2>to like the ending and I'm like, ah, dang it, no,
<v Speaker 2>and now to wait a month or however long until
<v Speaker 2>codes come in. You know, we're a month away from
<v Speaker 2>release now, and yeah, it's just doing all the right things.
<v Speaker 2>That said, I do think as any Resident Evil fan knows,
<v Speaker 2>and I ended my preview with this, like, I'm really
<v Speaker 2>enjoying the narrative things they're doing and setting up. There's
<v Speaker 2>some weird stuff going on. It's a very strange game
<v Speaker 2>so far, which I love. But Resident Evil, what is
<v Speaker 2>awesome and fun and strange and interesting in the first
<v Speaker 2>half can often become too far out there, off the walls,
<v Speaker 2>unenjoyable in the second half.
<v Speaker 1>Yeah, I feel like, yeah, the first half.
<v Speaker 2>Of Resident Evil games pretty much are always better than
<v Speaker 2>the second half in my opinion. And so like I'm struggling,
<v Speaker 2>I'm not struggling, I'm just nervous where this might go.
<v Speaker 2>I hope it doesn't go this way because right now
<v Speaker 2>it feels like the best of four two and the
<v Speaker 2>Ethan Winters games put together into one package. Which is
<v Speaker 2>like a dream come true. But what does that mean
<v Speaker 2>for the second half? This could easily who knows where
<v Speaker 2>it goes.
<v Speaker 4>I'm also curious about how they're going to handle the pacing,
<v Speaker 4>because at least in the preview that we checked out,
<v Speaker 4>I felt like I had kind of reached my stamina
<v Speaker 4>in terms of creepiness that I can and take on
<v Speaker 4>as someone that doesn't like scary games, and then it
<v Speaker 4>felt like the perfect switch when they pivoted over to Leon.
<v Speaker 4>I'm curious as to how they're going to juggle both
<v Speaker 4>of those because they are two very different playing characters, like,
<v Speaker 4>for instance, Leon's whole inventory system and his health meter
<v Speaker 4>at least is very much that Ari four Petra style
<v Speaker 4>type of inventory, while Grace is the Ethan Winter style
<v Speaker 4>like little pips that.
<v Speaker 2>You get, yeah, and Leon just in general controls he
<v Speaker 2>feels like somebody who's made to kill a bunch of zombies,
<v Speaker 2>whereas Grace feels like she's just trying to survive and
<v Speaker 2>stumbling through this house. And I agree with your point
<v Speaker 2>about the ten and like it was about two is
<v Speaker 2>showers an hour and forty five of Grace and it
<v Speaker 2>is like very tense, methodically going to this station, finding
<v Speaker 2>random crystals and solving puzzles, and like, right when you're
<v Speaker 2>like at your limit, they switch to Leon. There's a
<v Speaker 2>big monster thing. They give you a shotgun and some stuff,
<v Speaker 2>and they're like, just blow this dude's head off and
<v Speaker 2>it feels really good and you can stop being scared
<v Speaker 2>and you can unrelease the controller a little bit. That
<v Speaker 2>is it. They they did a really good job nailing
<v Speaker 2>that balance in this three hour preview. But again, yeah,
<v Speaker 2>if this is a fifteen to twenty hour game, however
<v Speaker 2>long it ends up being, that will be like the
<v Speaker 2>deciding factor I think on how great thish mashup of
<v Speaker 2>gameplay is.
<v Speaker 1>Is that balance I assumed Leon is. Could you tell
<v Speaker 1>or did you know if he's voiced by the same
<v Speaker 1>performer that played him in like the remake or.
<v Speaker 4>I want to say it sounded like the same voice
<v Speaker 4>actor as the remake.
<v Speaker 1>Yeah, okay, did he drop any sick, corny one liners?
<v Speaker 2>Oh yeah, yeah, that's like exclusive what he does in.
<v Speaker 4>This Yeah, where where Grace is kind of like awe,
<v Speaker 4>struck of like I can't believe this is happening to me.
<v Speaker 4>Leon just seems to be like a quip machine.
<v Speaker 1>Yes.
<v Speaker 2>Yeah. Also in terms of Leon, they open his gameplay
<v Speaker 2>that we played with a zombie that has a chainsaw,
<v Speaker 2>and then you kill that zombie, the chainsaw falls. This
<v Speaker 2>was so sick. It starts spinning violently because it's still going.
<v Speaker 2>A zombie like walks by, it loses a leg, which
<v Speaker 2>just paints that area of blood blood red. They drop
<v Speaker 2>to the ground. I shoot them, and then you get
<v Speaker 2>to pick up the chainsaw. Finally, finally you get to
<v Speaker 2>just destroy and devistrate zombies.
<v Speaker 1>I hope narratively it's like change or Leon's first time
<v Speaker 1>using a chainsaw, Like he's so used to being chased
<v Speaker 1>by them that when he has like the same moment
<v Speaker 1>of like, oh I finally get to use one of
<v Speaker 1>these things. Is yeah, I thought these.
<v Speaker 2>He seems pretty pro with it. And even when it's
<v Speaker 2>like out of it's you have like a little gauge
<v Speaker 2>of how much you have left. He jams it into
<v Speaker 2>a zombie and it like continues ripping through them as
<v Speaker 2>he like pushes them away with the kick and stuff.
<v Speaker 2>It's very it's very.
<v Speaker 5>Leon should the first time you cut into a zombie
<v Speaker 5>should be like, oh so that's what that feels like.
<v Speaker 4>I'm glad you mentioned it West, because the same thing
<v Speaker 4>happened in mind, but a zombie picked up the chainsaw
<v Speaker 4>a different zombie picked up before I got to it,
<v Speaker 4>and when that zombie was trying to swing at Leon,
<v Speaker 4>she arked back too far that the chainsaw got stuck
<v Speaker 4>in another zombie. Wow, I'm so curious as to the
<v Speaker 4>different context sensitive situations and hilarity that's going to pop up,
<v Speaker 4>asking about like the go ahead.
<v Speaker 1>Yeah, I was gonna say.
<v Speaker 2>I asked them about the physics of the chainsaw and
<v Speaker 2>other situations like that, and they said it was really
<v Speaker 2>cool that I picked up on that and that they
<v Speaker 2>look forward to me playing the rest of the game.
<v Speaker 2>So I'm assuming there's more context specific physics interactions that
<v Speaker 2>I look forward. It was a very cheeky, like smile
<v Speaker 2>wink type of answer, so we'll see. Yeah, go ahead.
<v Speaker 4>Oh, I was marcus to to build off of the
<v Speaker 4>quippiness I think in the I think we saw it
<v Speaker 4>in the showcase. But Leon, when he sees a zombie
<v Speaker 4>fie doctor, he drops the line of like I'm going
<v Speaker 4>to need a second opinion. Yeah I can't. I can't
<v Speaker 4>stand you, but let's go.
<v Speaker 1>Yes, that's my that's that's my Leon what I like
<v Speaker 1>to Yeah.
<v Speaker 2>It's still the whole thing feels so Resident Evil still
<v Speaker 2>like it's the twenty is the twenty fifth anniversary or
<v Speaker 2>the thirtieth this year?
<v Speaker 1>Yeah?
<v Speaker 2>Yeah, so it feels it feels like the greatest hits,
<v Speaker 2>like getting the Band, Like it's this is a lot
<v Speaker 2>of different are you games put into one that you
<v Speaker 2>know and love? The humor is definitely absolutely still there.
<v Speaker 2>I think when the zombie outbreak happens, Leon's with like, uh,
<v Speaker 2>doctor and she sees one stumbling that's very clearly a zombie,
<v Speaker 2>and she's like talking to him like, hey, what's wrong,
<v Speaker 2>what's going on? Like what's and it's like, lady, this
<v Speaker 2>is a zombie, Like let Leon shoot this dude's head
<v Speaker 2>off please.
<v Speaker 1>It feels like because I would say Village felt like that,
<v Speaker 1>like Village felt like the celebration of all the styles
<v Speaker 1>of Resident Evil in one game, whereas this one almost
<v Speaker 1>feels like and forgive me, but I've been on an
<v Speaker 1>outcast kick lately. It feels like the speaker box leve
<v Speaker 1>below of actually Evil.
<v Speaker 3>Wow, that's.
<v Speaker 4>That's brilliant. Yeah that's what this feels like. Yeah.
<v Speaker 1>Yeah, like it's even going to like the characters having
<v Speaker 1>different inventory styles that are evocative two very different resident
<v Speaker 1>evil like eras. I guess, but it was just like,
<v Speaker 1>oh yeah, this is just like a just a double
<v Speaker 1>album of just like here both styles of game or
<v Speaker 1>present yeah in one box, which is exciting. And I'm
<v Speaker 1>I'm still a little like a little worry just in
<v Speaker 1>terms of like cohesion or like total cohesion as someone
<v Speaker 1>that does love or like I love ARI four, like
<v Speaker 1>already four is the best one probably for me, but
<v Speaker 1>I also I adore seven, like I adore the kind
<v Speaker 1>of like Ethan games and how oppressive they feel, like
<v Speaker 1>the dollhouse and village. I love this terrifying as terrifying
<v Speaker 1>as it was, so I hope they find like a
<v Speaker 1>nice balance between the kind of ARI four like action
<v Speaker 1>and the just the like helplessness of like the Grace stuff.
<v Speaker 1>I guess. My last question this is just for me.
<v Speaker 1>Did you get any any Alyssa Ashcroft stuff in this
<v Speaker 1>demo that you're allowed to talk about?
<v Speaker 4>Uh No, it's pretty contained to just Grace and Leon
<v Speaker 4>in terms of like people that you're hearing talk and
<v Speaker 4>just playing as Yeah damn.
<v Speaker 2>It, Yeah we did. We did see the Matt Eye
<v Speaker 2>moody guy, no real context for what's going on with him,
<v Speaker 2>but like he was there and he was cool as
<v Speaker 2>a I have no idea what his place in the
<v Speaker 2>story is good or bad, but like he was a
<v Speaker 2>fun scenes deealer.
<v Speaker 3>He was.
<v Speaker 2>He's designed and he's the.
<v Speaker 1>Dude in a trailer that's like sitting in front of
<v Speaker 1>his back turn to the TV or whatever.
<v Speaker 2>I think. So, yeah, he's got the Littles look and
<v Speaker 2>head piece.
<v Speaker 4>Right, he's chewing up the scenery a lot. Yeah, the
<v Speaker 4>scenes that he's in.
<v Speaker 1>Yeah, I asked about Alyssa, like, Jan, I don't know
<v Speaker 1>if you're aware, but I recently streamed the entirety of
<v Speaker 1>Residuval Outbreak alongside Oh Charles Hart, because that's the game
<v Speaker 1>that Alyssa is introduced in. So we went into that
<v Speaker 1>being like, oh, man, they're bringing her back for this game.
<v Speaker 1>She must suddenly must be an important character. We should
<v Speaker 1>play this game so that we'll know all about her
<v Speaker 1>and it will like be like a good setup for Requiem,
<v Speaker 1>and then three months later realizing that we know maybe
<v Speaker 1>less about her because the game is not very much
<v Speaker 1>a character development. She's just kind of there it's like
<v Speaker 1>a multiplayer game, so she's just like spouting things like
<v Speaker 1>give me that and I need this to your partners
<v Speaker 1>for items, and then occasionally get a cut scene where
<v Speaker 1>she's just like writing for her paper, being like, man,
<v Speaker 1>it's pretty messed up what's happening here in Racoon City?
<v Speaker 1>And Charles and I were like, I don't know if
<v Speaker 1>we probably thought we were gonna get from this character.
<v Speaker 1>I guess it's interesting that they went through the trouble
<v Speaker 1>of not only bringing her back, we're giving her a
<v Speaker 1>daughter and making her the star. Okay, well, I still
<v Speaker 1>I'm still looking forward to, like Charles and I being
<v Speaker 1>the only people that will like have a legitimate like
<v Speaker 1>mark out when she appears on screen, like we know
<v Speaker 1>who that is.
<v Speaker 2>I mean, it has it has to matter, right, Like
<v Speaker 2>why are the pool They could have made this any
<v Speaker 2>character they wanted him, they specifically made it Grace Ashcroft.
<v Speaker 2>So I'm sure it will have some payoff. Will it
<v Speaker 2>have been worth playing through outbreak?
<v Speaker 4>Probably not?
<v Speaker 1>But you know, yeah, a very frustrating PS two formerly
<v Speaker 1>online only or not only only, but like online focus
<v Speaker 1>the multiplayer game.
<v Speaker 4>Maybe Grace will have a skin that is just her
<v Speaker 4>Mom from Outbreak, so y'all will have familiar knowledge with
<v Speaker 4>that and can point to.
<v Speaker 2>That the context.
<v Speaker 1>Yeah, yeah, we're really we're really hoping some of the
<v Speaker 1>other Outbreak playable characters show up. Like there's like a
<v Speaker 1>whole thing where like Alyssa's like, oh yeah, your godfather
<v Speaker 1>or your godmother is Yoko, who was the character that
<v Speaker 1>had the most inventory slots and the fault made her
<v Speaker 1>the best. Like we just want little things like they're like, oh, Yoka,
<v Speaker 1>she's back. Or Jim the really panicky guy that showed
<v Speaker 1>up for one scenario and just kept complaining about how
<v Speaker 1>awful his life is. Let's let's get some let's get
<v Speaker 1>some Outbreak up in this game please to justify the
<v Speaker 1>time he's been playing it. But awesome, Wes, you wrote
<v Speaker 1>your impressions up on the site as well as some
<v Speaker 1>some other sort of like interview breakouts that we encourage
<v Speaker 1>people to go to game before we're not to check
<v Speaker 1>out and yeah that game comes out god, Like you said,
<v Speaker 1>it's like what end of February forget the a month.
<v Speaker 3>Yeah, oh I've slash my birthday.
<v Speaker 2>Oh gosh, that's gonna be a busy day because Brian's birthday.
<v Speaker 1>You don't have to play a party.
<v Speaker 4>We're also celebrating at a giant bomb. I don't know
<v Speaker 4>if you know, Brian, I have.
<v Speaker 2>One more thing about Requiem. So in my interview with
<v Speaker 2>Koshi Nakanishi, at the end of it, it was like
<v Speaker 2>a thirty minute interview, but they asked me to only
<v Speaker 2>prepare twenty five minutes of questions, which is not how
<v Speaker 2>interview's work anyway. But once I got to the end there,
<v Speaker 2>they were like, the director would actually like to share
<v Speaker 2>something with you, and I'm like, okay, what's about what's
<v Speaker 2>going on? And it was basically not a prepared statement,
<v Speaker 2>but he was basically saying, we here at the team
<v Speaker 2>are very aware of rumors that this might be an
<v Speaker 2>open world game, and we've seen speculation and blah blah blah.
<v Speaker 2>He's like, I just want to let you know this
<v Speaker 2>is not an open world game. Okay. They're like, you
<v Speaker 2>will be exploring Raccoon City and various locations or whatever
<v Speaker 2>in different ways, but it is not an open world game,
<v Speaker 2>which I just thought was interesting that you typically just
<v Speaker 2>don't see a dev address online speculation in that manner,
<v Speaker 2>But it seemed very important to them. To do so, so, yeah,
<v Speaker 2>if you were worried about open world are don't. It's
<v Speaker 2>not an open world game.
<v Speaker 1>Yeah.
<v Speaker 5>And if you done if his what would you've done
<v Speaker 5>if his thing? Like he was like, hey, he he
<v Speaker 5>has something that's really important. He'd like to end this
<v Speaker 5>interview with like sharing this with you. And it was
<v Speaker 5>just him busting into teach me how to Dougy like
<v Speaker 5>just some sort of like crazy karaoke sov You're like, well,
<v Speaker 5>thank you so much for shaving off five minutes of
<v Speaker 5>my interview time With that, I'd be really.
<v Speaker 2>Stoked and really upset that I wasn't able to video
<v Speaker 2>record it, because that would be that would give the
<v Speaker 2>numbers that would that would make my day. That'd be
<v Speaker 2>like a career all time moment. If this director, the
<v Speaker 2>famously for horror games, is like, let me hit this Doug,
<v Speaker 2>you real quick.
<v Speaker 1>He's like, this might seem weird, but I guarantee you
<v Speaker 1>this will have plot significance. Just you know, yeah, pay
<v Speaker 1>attention to you played a game well awsome.
<v Speaker 5>Well, my biggest takeaway from this is that we need
<v Speaker 5>outcasts to come back.
<v Speaker 1>Yeah yeah, I listen.
<v Speaker 4>I think that every day. Yeah.
<v Speaker 1>Yeah, unless Andre puts out another Flud album which I
<v Speaker 1>did listen to.
<v Speaker 2>The Flood albums aren't doing it for me. Nod respect, but.
<v Speaker 1>Not for me. Yeah. I appreciate your art, but I
<v Speaker 1>don't want it up. And you know what, speaking of
<v Speaker 1>art that we may or may not want, Wesley, you
<v Speaker 1>review Code Vein Too? Yeah, what a means set for
<v Speaker 1>this game? Yeah, but yes, you publish your review. You
<v Speaker 1>weren't all that hot on it. You gave it a
<v Speaker 1>five five point five, right, yeah, five point of ten.
<v Speaker 1>Explain yourself, why why don't you like this game? What's
<v Speaker 1>wrong with Codevein Too? Wesley?
<v Speaker 2>Like everything, everything is wrong with it? I don't It
<v Speaker 2>does maybe one or two things well, a lot of
<v Speaker 2>things not well, and then most of the game kind
<v Speaker 2>of just falls as like just mediocre. It is very
<v Speaker 2>I beat it last week and I have dropped. I've
<v Speaker 2>drained it from my brain already. I have no intentions
<v Speaker 2>to ever think about this game beyond this podcast. It
<v Speaker 2>is a souls like follow up to twenty nineteen's Code Vein,
<v Speaker 2>and if Code Vein was like a more open, dark
<v Speaker 2>souls like game, it is very clear to me that
<v Speaker 2>Code Vein two's team saw Elden Ring. It was like,
<v Speaker 2>we want to try something like that now, because this
<v Speaker 2>is very much a jump from Souls to Elder and
<v Speaker 2>Ring in terms of code. Vein two's progression unfortunately did
<v Speaker 2>not make such a saw, such a nice landing that
<v Speaker 2>elden Ring did with from software, it is a boring
<v Speaker 2>open overworld to explore. It is poorly put together and
<v Speaker 2>extremely difficult and annoying to navigate because of invisible walls
<v Speaker 2>and cliffs that are not shown on the map and
<v Speaker 2>pathways that you're traveling in the you're in the present
<v Speaker 2>trying to stop the end of the world by going
<v Speaker 2>one hundred years.
<v Speaker 1>In the past.
<v Speaker 2>Yes, yeah, you got to save some heroes and then
<v Speaker 2>see what happens in the president and see if you're
<v Speaker 2>like changing time in the right way. Annoyingly, a lot
<v Speaker 2>of the exploration happens in the present and in the
<v Speaker 2>past differently, so like you might think you can get
<v Speaker 2>here in the present by following this road, but that
<v Speaker 2>road's blocked off. When you get there, you learn that,
<v Speaker 2>and then it's you only can do that in the past.
<v Speaker 2>But the game isn't like you can't go here because
<v Speaker 2>you're in the present. You just have to one eventually realize, oh,
<v Speaker 2>I was never meant to go here in the present.
<v Speaker 2>I'm just supposed to go in the past, even though
<v Speaker 2>they made this entire world explorable, so like it's it's
<v Speaker 2>it sucks to get around and you're on a motorcycle
<v Speaker 2>for some reason, I have no idea why it's a
<v Speaker 2>cool motorcycle at least, and you walk around, and I
<v Speaker 2>just did not engage or enjoy the open world whatsoever,
<v Speaker 2>Like the enemy placement sucks, the overworld bosses suck, the
<v Speaker 2>pathing sucks, like everything about it was a bore. And
<v Speaker 2>on top of that, it is visually I would say,
<v Speaker 2>visually unpleasant, which I don't. I mean, it's even some
<v Speaker 2>of my least favorite games I have visuals that, like
<v Speaker 2>I can appreciate as art. This game is so distractingly
<v Speaker 2>garish and ugly that I just really didn't care for
<v Speaker 2>what I was seeing on screen. You have anime esque
<v Speaker 2>character design clashing with like kind of photorealistic environments, and
<v Speaker 2>then it's all like the color scheme, Like I just
<v Speaker 2>it was so strange to me. I was kind of
<v Speaker 2>bewildered with everything I was seeing on screen because there's
<v Speaker 2>just no harmony whatsoever.
<v Speaker 3>Is.
<v Speaker 2>It hurts my eye as I'm playing, and there's a
<v Speaker 2>character at the end. I don't even care. I'm not
<v Speaker 2>gonna spoil what he is. But like in this very
<v Speaker 2>souls like baroque esque world operatic adventure, this dude appears
<v Speaker 2>with a freaking cat mask, like an electronic draft punk
<v Speaker 2>draft punk style cat mask. His cape, yeah, his cape
<v Speaker 2>is led and flashing rainbow colors. I was just like, dude,
<v Speaker 2>what is going on?
<v Speaker 4>Why?
<v Speaker 1>Future?
<v Speaker 2>No, it's just no, not to my knowledge, and I
<v Speaker 2>put forty two hours in this game, but.
<v Speaker 4>It was just did he just leave rave or something?
<v Speaker 2>Maybe he does have a musical moment. I'll say, like
<v Speaker 2>you guys, do no not the Dougie.
<v Speaker 1>No that director for a game feature.
<v Speaker 2>That's a ten out of ten if if there was
<v Speaker 2>a doug An It's that simple. That's that's why I've
<v Speaker 2>been holding out on giving out my first ten No
<v Speaker 2>Dougies in games yet.
<v Speaker 1>By the way, do you guys remember just ants? Do
<v Speaker 1>you guys remember when wolf Blitzer did the Dougie had
<v Speaker 1>like a awards I will find this after.
<v Speaker 5>I remember Larry King trying to rap with Snoop Dogg.
<v Speaker 5>That was a highlight of of CNN.
<v Speaker 2>Sounds about right, yes, so yeah, that is I didn't
<v Speaker 2>enjoy looking at this game. The voice cast is not
<v Speaker 2>really selling the ambitious steaks the story is going for.
<v Speaker 2>The music's cool. I did like the music. It was
<v Speaker 2>like a rock infused baroque orchestral suite which was fun.
<v Speaker 2>A lot of repeat tracks though, so it doesn't necessarily
<v Speaker 2>hold up over forty two hours. The Me and Potatoes
<v Speaker 2>is obviously this souls like combat, and to the game's credit,
<v Speaker 2>it is doing some unique things and I do enjoy
<v Speaker 2>some of its systems. So similar to the first game,
<v Speaker 2>you have like it's now called your jail, which is
<v Speaker 2>the special third weapon you have that sucks blood or
<v Speaker 2>or from enemies wear.
<v Speaker 1>And it's not like your heart and your you have
<v Speaker 1>like your heart in your backpack. It's visually, it's it's interesting.
<v Speaker 2>Yeah, it's something, and that's and the the I core
<v Speaker 2>is how you use your abilities, which it's you know,
<v Speaker 2>it's kind of like your manna essentially and any other RPG.
<v Speaker 2>You have your primary weapon, your secondary weapon. You have
<v Speaker 2>a blood code, which I actually do like the blood
<v Speaker 2>code system. You can equip different ones you get throughout
<v Speaker 2>the world, and they drastically change your stats. So like
<v Speaker 2>if I had to take it out of this games,
<v Speaker 2>like in universe terms, you can equip a blood code
<v Speaker 2>that turns you into a warrior, or a blood code
<v Speaker 2>that turns you into a mage, or a blood code
<v Speaker 2>that turns you into like somebody who's really good with
<v Speaker 2>the hammer. Because when you level up, it's just you
<v Speaker 2>just hit up, like you just go from level one
<v Speaker 2>to two. You don't apply it to stats like you
<v Speaker 2>do in a typical Soul's game, because your blood code
<v Speaker 2>is what changes those stats, which I enjoy because it's like, oh,
<v Speaker 2>I have a new weapon arranged weapon, but i've and
<v Speaker 2>I'm not currently equipped to do range damage. You can
<v Speaker 2>just change your blood code and now you have a
<v Speaker 2>build that works with range. I think it's a really
<v Speaker 2>cool system and it allows for some flexibility I don't
<v Speaker 2>think you see often in these types of games. That said,
<v Speaker 2>for all the systems and ways you have to interact
<v Speaker 2>with killing enemies, man does it get boring and stale quick.
<v Speaker 2>The dungeons are very unimaginative and very boring. I mean
<v Speaker 2>we're talking like underground water plant, underground power plant, underground prison,
<v Speaker 2>underground church. Some of them are on laboratory, some of
<v Speaker 2>them are.
<v Speaker 1>Because when I played this game for a few hours
<v Speaker 1>for a preview, and it was in like an underground
<v Speaker 1>like water works place, and yeah it was bland, but
<v Speaker 1>also it was like really confusing and navigate where I
<v Speaker 1>kept getting turned around, and even with the because they
<v Speaker 1>give you like a little guiding line thing where they
<v Speaker 1>they'll show you like the path ahead, but also simultaneously
<v Speaker 1>show you the steps you've already taken, which which works.
<v Speaker 2>In practice in theory, it works in theory, in practice
<v Speaker 2>terrible because it shows you everything you've done for like, yeah, no,
<v Speaker 2>everything you've done for the past five minutes is on
<v Speaker 2>the ground. You can't really see where you've been. You
<v Speaker 2>just see you just painted the floor gold with like
<v Speaker 2>your previously traced steps. You can't.
<v Speaker 1>It's a wild network of lines. If you've been running
<v Speaker 1>around in the same areas over and over, you're just like,
<v Speaker 1>I don't know where to go.
<v Speaker 2>It looks ridiculous, and to your point, they are. The
<v Speaker 2>dungeons and the overworld are hard to navigate because everything
<v Speaker 2>is obscured until you find a tree that you hit,
<v Speaker 2>and then the tree unveils the map which is silly
<v Speaker 2>because if if I have to go seventy percent into
<v Speaker 2>a dungeon to find the map, that's seventy percent of
<v Speaker 2>this dungeon I'm struggling through and having a hard time
<v Speaker 2>navigating because I don't have the map, and when I get.
<v Speaker 1>It, yeah, well this is not holiday.
<v Speaker 2>And I just found that incredibly frustrating, especially in this genre,
<v Speaker 2>this souls like genre, were like, your dungeons above all else.
<v Speaker 2>Your dungeons need to be cream of the crop, like
<v Speaker 2>that's where you need to really hit the marks, and
<v Speaker 2>this game does not. There's a couple standout moments. The
<v Speaker 2>game is a bunch of like sub arcs that evolve
<v Speaker 2>into like one big arc, and there's one in particular
<v Speaker 2>that I actually enjoyed that had a lot of heart,
<v Speaker 2>but the rest of them fall flat due to characters
<v Speaker 2>I just didn't care about, or poor pacing. And it's
<v Speaker 2>one of those things where big things happen and the
<v Speaker 2>game is like giving the game time to be like, yeah,
<v Speaker 2>this is pretty cool, huh, and I'm like, no, I
<v Speaker 2>don't care. I'm not invested at all. Why are you
<v Speaker 2>doing this? Which is kind of disappointing. Yeah, it's a
<v Speaker 2>game where I can see a lot of ambition, like
<v Speaker 2>on a whiteboard. I just don't know if any of
<v Speaker 2>it panned out in the final thing, Like it's frustrating
<v Speaker 2>to play. It's frustrating, it's annoying, it's still it's boring.
<v Speaker 2>Rarely was I like this is fun. It was always
<v Speaker 2>something going on, whether it's you know, the PS five's
<v Speaker 2>performance not doing so well, which also apparently is not
<v Speaker 2>performing well on PC either, even with people with like
<v Speaker 2>super bfpcs. The cameras, the camera is atrocious in boss fights.
<v Speaker 1>Because I think the boss fights, at least when I
<v Speaker 1>played the preview, that was like one of the few
<v Speaker 1>things I thought was better because I didn't think the
<v Speaker 1>moment of moment kind of like grunt enemies were exciting.
<v Speaker 1>But I thought at least the two boss fights I played,
<v Speaker 1>it was like, oh, there's this is all right, Like
<v Speaker 1>this there's a lot more going on here, is more
<v Speaker 1>strategy involved, it's tough. Like I enjoyed those probably more
<v Speaker 1>than anything else of what I am.
<v Speaker 2>The bosses. Yeah, the bosses at the end of each arc,
<v Speaker 2>like the final bosses of each arc, I actually really
<v Speaker 2>liked and I thought they were well designed, but the
<v Speaker 2>other bosses like in between not so great, and I
<v Speaker 2>was actually reading I originally had this in my review
<v Speaker 2>funny enough, but it was kind of just wordy and
<v Speaker 2>I couldn't find a way to condense it. But in
<v Speaker 2>Igian's review by Michael Hyam, he reviewed the game and
<v Speaker 2>he talked about the bosses are able to hit you
<v Speaker 2>in moments where you can't do anything. So and I
<v Speaker 2>almost mentioned this because it was so frustrating and I'm
<v Speaker 2>glad I'm not alone. But so, when a boss knocks
<v Speaker 2>you over, your character has an animation of them getting up.
<v Speaker 2>You can't roll out of that, you can't move, you
<v Speaker 2>can't do anything until that animation is done. But the
<v Speaker 2>boss can hit you and damage you more while that's happening.
<v Speaker 2>I died so many times because my character was getting
<v Speaker 2>up and the boss hit me again.
<v Speaker 1>It was in fear.
<v Speaker 2>I almost reached out to pr to be like, this
<v Speaker 2>must be a bug, right, this is something. This is
<v Speaker 2>not okay in a Soul's game where I'm being knocked
<v Speaker 2>over a lot.
<v Speaker 1>It also plays in two because I think one thing
<v Speaker 1>you haven't mentioned yet with the combat is that you
<v Speaker 1>have like the was it the partner system where you
<v Speaker 1>have like, y, yeah, a little buddy that tags along
<v Speaker 1>with you, that lives inside of your weird jail backpack thing,
<v Speaker 1>and you can either summon them at will and they'll
<v Speaker 1>like fight alongside you as an AI companion, or you
<v Speaker 1>can absorb them and you get like stat buffs.
<v Speaker 2>And you can switch back and forth freely.
<v Speaker 1>Yeah, like you can any time. But I also like,
<v Speaker 1>and I was wondering if there was if this changed
<v Speaker 1>in the main game, but I never found really an
<v Speaker 1>argument to not just have an AOG partner at all times,
<v Speaker 1>like even with the benefits of like, oh, if you
<v Speaker 1>go Sola, you'll get like extra attack points, and I
<v Speaker 1>was like, yeah, that's not nearly as good as just
<v Speaker 1>having someone that can draw agro or be a distraction
<v Speaker 1>and you know, just can do things and that. And
<v Speaker 1>then during boss fights though, like when you get knocked
<v Speaker 1>down or when you get like like you get killed,
<v Speaker 1>basically they can revive you.
<v Speaker 2>So it just kind of felt like that's that's even
<v Speaker 2>outside of bosses. Oh yes, you're yeah, you're right. The
<v Speaker 2>game kind of tees you up to be like, well,
<v Speaker 2>when you're fighting bosses, absorb them so you can have
<v Speaker 2>the stat buff and then when you're fighting a bunch
<v Speaker 2>of enemies, summon them so they can help Agro. But
<v Speaker 2>that's not how I would want to want to tackle
<v Speaker 2>a boss at all, if anything, especially when these bosses
<v Speaker 2>are not well designed, where I have no interest in
<v Speaker 2>trying to learn what they're putting down, like they just
<v Speaker 2>don't work like that. Yes, I'm gonna summon and just
<v Speaker 2>let them take Agro and then I'll just go swing
<v Speaker 2>at this dude's heels. The only time I ever absorbed
<v Speaker 2>them was when I was in the overworld just trying
<v Speaker 2>to get somewhere, because killing the mobs would be even
<v Speaker 2>easier if I was buffed up. But for the most part, yeah,
<v Speaker 2>I kept my summon out. And another you did mention
<v Speaker 2>the revived thing. I do think that's pretty cool and
<v Speaker 2>kind of a something that I think will help people
<v Speaker 2>that maybe struggle in this type of combat a bit more.
<v Speaker 2>Is when you die, your buddy will revive you with
<v Speaker 2>like half health, and if they die again, they have
<v Speaker 2>a longer cool down, but then they'll revive you again
<v Speaker 2>with even a little bit with a little bit less health,
<v Speaker 2>And you can do that over and over, which kind
<v Speaker 2>of keeps you in the fight and stops you from
<v Speaker 2>running through your estes flask equivalent. That said, though, I mean,
<v Speaker 2>these fights aren't really begging you to get that strategic
<v Speaker 2>or anything. Like. All the experimentation and mechanical fun I
<v Speaker 2>had and found was just me forcing myself to do it,
<v Speaker 2>to test out and flex the systems. The game in
<v Speaker 2>no way requires thought in terms of like combat, which
<v Speaker 2>is the biggest spummer of all in a game like this.
<v Speaker 4>That's unfortunate to hear, because I mean, the souls like
<v Speaker 4>genre is so densely populated at this point that even
<v Speaker 4>a new release can still get overtaken by like the
<v Speaker 4>huge library at this point of other souls like games.
<v Speaker 4>Like if anything, this is making me want to go
<v Speaker 4>back to play like a different one, like pick up
<v Speaker 4>the Lives of p DLC that I missed from last year.
<v Speaker 4>But also there's like with if this one doesn't hit,
<v Speaker 4>there's at least two to three more down the pipeline
<v Speaker 4>this year alone. Yeah yeah, oh yeah, Neo three is soon,
<v Speaker 4>Phantom Blade zero is soon as well.
<v Speaker 2>Yeah yeah, the dust Bud's got yeah, and el ring
<v Speaker 2>on switch tartarst edition apparently right, but yeah, you're you're
<v Speaker 2>right with this, yeah, with with this genre, and it's
<v Speaker 2>kind of similar to like metroidvany as, I feel, just
<v Speaker 2>because they're so saturated at this point. If you aren't
<v Speaker 2>coming out like really strong, like if you don't have
<v Speaker 2>something that's going to hit, you're kind of shooting yourself
<v Speaker 2>in the foot because we have so many others that
<v Speaker 2>we can play at any moment. I may not even
<v Speaker 2>put in my review. If I wasn't reviewing this, I
<v Speaker 2>would have put this game down a long time ago,
<v Speaker 2>Like if your soul is like, not only are you
<v Speaker 2>competing with a beloved developer in from Software who kind
<v Speaker 2>of helped create this genre, but like we're at the
<v Speaker 2>point now in that genre's lifespan where other devs are really, really,
<v Speaker 2>really really making some special stuff Like Lives of P.
<v Speaker 2>I think that game's fantastic, And if you're going to
<v Speaker 2>come out and put out a mediocre one of these,
<v Speaker 2>that's an even bigger miss in my opinion than just
<v Speaker 2>a regular release.
<v Speaker 5>I was about to say when when you mentioned Lies
<v Speaker 5>of P, you're speaking Wesley's language.
<v Speaker 2>Yes, on the Lives of P, Siko and overture of
<v Speaker 2>the expansion from two years ago last year, very good.
<v Speaker 2>I had it in my top ten. I think if
<v Speaker 2>I remember, yeah, go play Lies of p anybody that
<v Speaker 2>hasn't listening, don't don't pick up Code Vein to go
<v Speaker 2>play lives ape instead.
<v Speaker 4>It's especially a bummer because I'm looking at like reviews
<v Speaker 4>for the original Code Vein and those were fairly high
<v Speaker 4>in comparison to how Code Vein two is scoring. So yeah,
<v Speaker 4>I can't speak to that. I know a lot of
<v Speaker 4>Code Vein heads out there, but they're definitely going to
<v Speaker 4>be disappointed with the same one.
<v Speaker 2>I think it's a I think it's a situation where
<v Speaker 2>they got a little bit tantalized by stuff happening outside
<v Speaker 2>of Code Vein, like elden Ring and that type of exploration,
<v Speaker 2>and instead of maybe sticking to what people liked about
<v Speaker 2>Code Vein and really expanding on that, they just kind
<v Speaker 2>of went in a more wide direction, which can be
<v Speaker 2>can be a downfall.
<v Speaker 1>I feels weird. I feels like we are moving and like,
<v Speaker 1>you know, for the long time, we were sort of
<v Speaker 1>like in the post Dark Souls world of everyone's trying
<v Speaker 1>to do the Dark Souls template. But elden Ring's been
<v Speaker 1>out long enough where we're starting to see more of like, oh,
<v Speaker 1>the post elden Ring effect because like the three, they're
<v Speaker 1>doing a bigger like They're big thing is bigger world,
<v Speaker 1>more open ended, free form exploration, and like I'm sure
<v Speaker 1>that'll continue with like other Souls likes now, like, oh,
<v Speaker 1>let's just do it open like kind of like you've
<v Speaker 1>been saying more like open world games kind of take
<v Speaker 1>lessons from Breath of the Wild and Tear to the King.
<v Speaker 1>It seems like, yeah, when doing a Soul's likes and
<v Speaker 1>be like, maybe we could do some Elton Ring stuff too,
<v Speaker 1>so it'll be.
<v Speaker 2>Funny because it's like I didn't even I was nervous
<v Speaker 2>about from software doing that because like going open world
<v Speaker 2>with something is typically a turn off for me. But
<v Speaker 2>it's from software, so I trusted them and they nailed
<v Speaker 2>it like any other dev Like don't if you're making
<v Speaker 2>a Souls like, don't go with the elden Ring route.
<v Speaker 2>That's a really high bar to hit, Like, yeah, that's
<v Speaker 2>what I love so much about Liza p is it's
<v Speaker 2>like the traditional Dark Souls Bloodborne esque route where it's
<v Speaker 2>like you're gonna watch this. I prefer a world opening
<v Speaker 2>up through shortcuts and connections then I do just a
<v Speaker 2>big map that I can traverse wherever I want, and yeah,
<v Speaker 2>I want. I don't want this elden Ring lesson to
<v Speaker 2>apply to every Soul's like Movie Forward.
<v Speaker 1>Well, Wes.
<v Speaker 5>Crazy thing is I just looked at the Metacritic and
<v Speaker 5>Code Vein two has a higher metacritic than codeven and one.
<v Speaker 5>Oh really, seventy two is the Codevein two metacritic. Seventy
<v Speaker 5>is the Code Vein one metacritic.
<v Speaker 2>Okay, so that's about That's yeah. I saw some I
<v Speaker 2>saw some ten out of tens for Code Vein two,
<v Speaker 2>which I was reading just to be like, you know,
<v Speaker 2>to check out what other people are saying. And so
<v Speaker 2>there's people out there that enjoyed it, not me, But
<v Speaker 2>you know, I'm not gonna yuck their young shout out.
<v Speaker 2>I'm glad you liked it. I did not, And I
<v Speaker 2>am very excited to lete this off my hard drive
<v Speaker 2>once I have the go ahead of the more video persons,
<v Speaker 2>I don't need to capture anymore.
<v Speaker 1>West On as Stadium one any elden Ring likes. But
<v Speaker 1>hear me out, how would you like a Strand game
<v Speaker 1>that was a Soul's Like.
<v Speaker 2>You know, I'm a strand. Guy, I'm a big I'm
<v Speaker 2>a big fan of those strands, so I'll take you.
<v Speaker 1>Could build bridges while dodge rolling enemies. I'm just so.
<v Speaker 4>What if doing the Dougie gives you I frames like
<v Speaker 4>a dodge roll bood?
<v Speaker 2>Oh my god. We're really onto something here, We're really
<v Speaker 2>onto something here.
<v Speaker 1>Well, awesome, Thank you, Wes. You can read Wes's full
<v Speaker 1>Code Vein two review right now on gaminformer dot com.
<v Speaker 2>And if you watch the video on our YouTube channel
<v Speaker 2>by the time you're seeing.
<v Speaker 1>This, Oh okay, we have a video review. Awesome. Yes, yeah, okay,
<v Speaker 1>well yeah go check that out as well, and that'll
<v Speaker 1>wrap up this week's show. Folks, thank you so much
<v Speaker 1>for watching. Once again, if you want to support Gameformer,
<v Speaker 1>game Informer dot com slash subscribe, get yourself a magazine subscription.
<v Speaker 1>Of course, double seven first Light digital issue available now
<v Speaker 1>coming in mailboxes and stores and over the next few weeks.
<v Speaker 1>But yes, you can get yourself a beautiful, glossy and
<v Speaker 1>thick with two c's printed magazine by going to Gameforma
<v Speaker 1>dot com slash subscribe. Ten is is a year delivered
<v Speaker 1>right to you. Jan. Thank you so much man for
<v Speaker 1>joining us on the show. Is there anything you want
<v Speaker 1>to plug with what you got going on over there?
<v Speaker 1>A giant Bomb.
<v Speaker 4>Yeah, for folks that don't know giant bomb dot com
<v Speaker 4>or an independent games media website. We stream possibly too much,
<v Speaker 4>so if you ever need any backgrowd noise, we're there
<v Speaker 4>for you. One of our biggest series right now, we
<v Speaker 4>call it Blake Club. We subject three of our staff
<v Speaker 4>members to play some of the worst games to completion,
<v Speaker 4>so I suggest you go check that out. We also
<v Speaker 4>have a bunch of pods if you're curious and you
<v Speaker 4>need some more audio to fill up your life. I
<v Speaker 4>do want to say we're all big fans of a
<v Speaker 4>Game Informer over at GB, but y'all have the nicest magazine,
<v Speaker 4>not just in terms of content but actually the paper.
<v Speaker 4>It is the nicest magazine I have ever touched. So
<v Speaker 4>be proud of that.
<v Speaker 2>When we came back, we wanted to do that, and
<v Speaker 2>I remember matt O Rider in chief, got like advanced
<v Speaker 2>and our design team got advanced looks on that, and
<v Speaker 2>they just kept telling us how much nicer it is
<v Speaker 2>and how much better that Peoper is. But we didn't
<v Speaker 2>have it yet. And when I finally got it, I
<v Speaker 2>was like, Yo, we might actually have the cleanest magazine.
<v Speaker 5>Yeah, And like yeah, at the end of our last era,
<v Speaker 5>it was like getting cut so much in terms of
<v Speaker 5>like our budget for like the paper that we could afford.
<v Speaker 5>It was like it was not where we wanted it
<v Speaker 5>to be. So that was like a huge priority for
<v Speaker 5>us when when we came back under a different parent company.
<v Speaker 4>Yeah, and when I saw it at the I saw
<v Speaker 4>it at my local Barnes and Noble. And not just
<v Speaker 4>because I know it's y'all, it's stuck out to me,
<v Speaker 4>but it stuck out because of the glossy, nice paper.
<v Speaker 1>Oh awesome.
<v Speaker 3>Oh yeah, we appreciate that.
<v Speaker 2>I was prepared to hate jam because when this podcast
<v Speaker 2>started because in the kind of funny Games Daily Awards
<v Speaker 2>we were in the Game of Former was a finalist
<v Speaker 2>for Best Website, and so was Giant Bomb, and Giant
<v Speaker 2>Bomb beat us. Giant Bomb won that. But you know
<v Speaker 2>what I think I'm turning. I'm turning a corner, Jaan.
<v Speaker 2>Then Giant bar Folks are pretty cool.
<v Speaker 4>Okay, all right, Well, Wesley, if I if and when
<v Speaker 4>I see you in person, I hope instead of like
<v Speaker 4>an olive branch or a handshake. We can just hit
<v Speaker 4>the Duggie together.
<v Speaker 2>No one around us will have any idea what we're doing.
<v Speaker 4>But but I hope it inspires everyone else around us
<v Speaker 4>to join.
<v Speaker 1>In the mass hysteria.
<v Speaker 4>Yeah, yeah, massive Dougie hysteria.
<v Speaker 1>Yeah, it's coming back, much like the Harlem Shake.
<v Speaker 4>Oh okay, I'm excited forcast for sure.
<v Speaker 5>It's the collaboration that gamers have been dying for. Giant
<v Speaker 5>Game and former staff coming together to hit the Dougie.
<v Speaker 1>The Douggie that would do numbers.
<v Speaker 2>Hold on now album this.
<v Speaker 1>Year director, Yeah, talk off air, get that set set
<v Speaker 1>for SG Yeah, well, thank you, Janny. Yes, please go
<v Speaker 1>to support Giant Bomb. They put out awesome content. It's
<v Speaker 1>a long time BombCast listener. Myself, I love I love
<v Speaker 1>the show. You guys always crack me off. You guys
<v Speaker 1>have some great, great conversations about and often not video
<v Speaker 1>games that are extremely entertaining. Love all the videos and
<v Speaker 1>streams you guys put out. So please go support a
<v Speaker 1>Giant Bomb who they themselves are out independent. You guys
<v Speaker 1>went independent not to after we came back, so it
<v Speaker 1>felt really cool to like come back and see another
<v Speaker 1>outlet kind of like you know, like I said, seemingly
<v Speaker 1>on the brink of going away and then coming back
<v Speaker 1>better than ever. So love seeing what you guys are
<v Speaker 1>doing over there.
<v Speaker 4>Thank y'all, thanks for having me and I love seeing
<v Speaker 4>what y'all are doing over here at Game Informer. Fantastic
<v Speaker 4>awe inspiring stuff, constantly awesome.
<v Speaker 1>And if you want to follow a jan Jan what
<v Speaker 1>does your social media handle? Folks want to reach out for.
<v Speaker 4>You, primarily on Blue Sky. That's just at Janochoa dot
<v Speaker 4>bsky dot social, but just look for giant Bomb. Don't
<v Speaker 4>actually look for a giant Bomb unfortunate naming. Can't get
<v Speaker 4>rid of it at this point, but giant bomb on
<v Speaker 4>all socials were on Instagram, TikTok sky. I think those
<v Speaker 4>are the big three, as well as YouTube of course,
<v Speaker 4>But just go to giant bomb dot com. You can
<v Speaker 4>find us and all the stuff we make over there awesome.
<v Speaker 1>You can follow me on Blue Sky as well at
<v Speaker 1>Marcus Stewart's seven. You can find Wesley at is it
<v Speaker 1>Wesley Wesley Woodblog? What is Wesley Blah? Just Wesley Lebloc
<v Speaker 1>and Brian at Brian Pichet or did you drop the
<v Speaker 1>p Brian?
<v Speaker 3>Nope, it's still there.
<v Speaker 5>Just because I was that was Brian Piche across all
<v Speaker 5>of their platforms, so I was like, I don't want
<v Speaker 5>to confuse, like what on different platforms, so I just
<v Speaker 5>kept it consistent.
<v Speaker 1>Okay, well at Brian Piche on Socials and yeah, we
<v Speaker 1>were going to get the heck out of here. But
<v Speaker 1>we'll be back next week with an episode of the
<v Speaker 1>Game and former show. Thank you so much for listening
<v Speaker 1>and watching, and we'll see you then. Bye.

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