Helldivers 2 Cuts its Install Size Dramatically
Jeff Grubb is joined by Jesse Vitelli to discuss Octopath Traveller 0 and Metroid Prime 4: Beyond review scores, Yacht Club Games is in a "make-or-break" situation, Yuji Hori can't talk about a possible Chrono Trigger remake, Helldivers 2 dramatically cutting its install size, and much more for your Wednesday!
2025-12-03
57 min
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<v Speaker 1>Hey, everybody, welcome to Game Mess Mornings with your host me, <v Speaker 1>Jeff Grob. I messed up this intro because I got <v Speaker 1>rid of all the ad stuff in here. I'm your <v Speaker 1>host from Giantbob dot com, though that's still true. Thank <v Speaker 1>you for tuning in. In this episode, we're going to <v Speaker 1>be talking about reviewing RPGs and how that should come <v Speaker 1>with Hazard pay, and I think Squreenix might be doing <v Speaker 1>something with that chrono trigger. It's gonna be a good <v Speaker 1>one because we have Jesse Vittelli on the show. Jesse, <v Speaker 1>how are you doing. <v Speaker 2>I'm doing great. Thanks for having me. Yeah, good Wednesday. <v Speaker 1>Good Wednesday. You did have that review go up. We'll <v Speaker 1>talk about that here in a little bit. But we <v Speaker 1>also talked a little bit before we get started about <v Speaker 1>a Game of the Year catch up, Like where are <v Speaker 1>you at with that? Really? Because I'm at a point <v Speaker 1>where it's like, oh God, I'm I'm giving up on <v Speaker 1>some ideas of finishing some of these games. <v Speaker 2>I feel okay because I feel like I played a <v Speaker 2>good cadence of games this year of previous years where <v Speaker 2>it feels like I'm my entire year is catch up. <v Speaker 2>But there are definitely games that are going to slip <v Speaker 2>out of my ability to play the games in the <v Speaker 2>next like two weeks, promise. Mascot Agency is still like <v Speaker 2>top of my list, Like that is probably the next <v Speaker 2>thing I'm gunning for, but I'm like halfway through Dispatch. <v Speaker 2>I haven't finished that yet. There's just like so many <v Speaker 2>smaller projects that I would have loved to have time for, <v Speaker 2>but just not how that works sometimes. <v Speaker 1>Yep, yeah, same, the one that is like kind of <v Speaker 1>like sticking in my craw a little bit that I <v Speaker 1>don't know will do me, Like it won't pay any <v Speaker 1>dividends if I actually do go back to it with <v Speaker 1>Like this crowd that I'm gonna be doing doing Game <v Speaker 1>of the Year with is the new Mafia game. I <v Speaker 1>kind of want to finish that. I was having a <v Speaker 1>good time with it, and it doesn't seem like it's <v Speaker 1>too long. Yeah, I bet I would end up quite <v Speaker 1>liking that game. I don't know, maybe not enough to <v Speaker 1>get my top ten, but there's a chance. I don't know. <v Speaker 1>But there's so many other games I need to finish. <v Speaker 1>Expedition thirty three, that's number one. I got to finish <v Speaker 1>that and then I could start maybe doing some of <v Speaker 1>this other stuff. <v Speaker 2>We'll see Mafia short enough, you could get through it. <v Speaker 2>I think I'd beat that game in like eight hours. <v Speaker 1>Yeah, And I'm like, I'm a good two hours into <v Speaker 1>that game already, so I could probably make a dent <v Speaker 1>in there. All right, you know there's a lot to <v Speaker 1>talk about. Let's go ahead and get started and explain ourselves. <v Speaker 1>We're Giant Bomb Video Game Defaces. We're here on the <v Speaker 1>Internet without the backing of any sort of corporation. We're <v Speaker 1>independent games media, and that means we need your help <v Speaker 1>to ensure that we can continue doing this whole shindig. <v Speaker 1>That means go to giant bomb dot com slash join, <v Speaker 1>become a member, and when you do that, that ensures <v Speaker 1>the future of everything we're doing here, that we can <v Speaker 1>keep doing cool stuff, do our Game of the Year, <v Speaker 1>get together. We could do Summer game Fest, we did <v Speaker 1>the Bombathon, We could do all kinds of fun stuff, <v Speaker 1>including our regular shows like black Club and all that. <v Speaker 1>And if you like that stuff, support us. Giant Bomb <v Speaker 1>dot com. Slash Join gets you ad free shows, gets <v Speaker 1>you some other goodies. A lot more goodies next year, <v Speaker 1>as we deliver on all the promises we made at <v Speaker 1>the last Bombathon, looking forward to making all that happen. <v Speaker 1>The new website should be launching kind of like in <v Speaker 1>Earnest here pretty soon. Chuck is building it as we're <v Speaker 1>landing the plane, and it's coming together real nice, everybody, <v Speaker 1>So get right, we're ready for that. That does mean <v Speaker 1>the old site is still frozen as of now, and <v Speaker 1>it's gonna be frozen forever because it's just gonna go <v Speaker 1>away and what's gonna be replaced by this new one, <v Speaker 1>So look out for that. Aaron, A couple of a <v Speaker 1>couple of days. As far as this show goes most weekdays, <v Speaker 1>I Jeff Greb will help piece your gaming life back together. <v Speaker 1>That includes breaking news and maybe even some of our <v Speaker 1>own original reporting. For all these topics, I'll get the <v Speaker 1>input of a bona fide expert who will make me <v Speaker 1>look smart. If you were watching live on twitch, welcome. <v Speaker 1>You can always listen to the show later on podcast <v Speaker 1>feeds by searching for Games Mornings, or find the RSS <v Speaker 1>feed on giant bomb dot com. You can also catch <v Speaker 1>the show later with chapters and timestamps on YouTube. Hello YouTube. <v Speaker 1>All right, we have a lot to get into, so <v Speaker 1>let's start the morning mess with Octopath Travelers zero reviews. <v Speaker 1>It has an eighty three on Open Critic, and we <v Speaker 1>have some reviews here. I'll read a couple of these <v Speaker 1>real quick. Afore our star review from Alan Win at <v Speaker 1>games Radar Plus, who says it's commendable that something like <v Speaker 1>Octopath Traveler zero exists. Steve Watts at GameSpot gave it <v Speaker 1>an eight out of ten. Has said a stellar combat <v Speaker 1>system and multitude of strategic wrinkles are the glue that <v Speaker 1>holds this well told, if disjointed, episodic story together, and <v Speaker 1>then the six axises. Dominic Layton gave it an eight <v Speaker 1>out of ten, said Octopath Zero maintains the series's gorgeous <v Speaker 1>pixel art esthetic, while it's adapted and evolved take on <v Speaker 1>Champions of the Continent's gameplay ensures that it feels like <v Speaker 1>a worthy console release. Just so you played this, right, <v Speaker 1>I did? So? What was what was that like reviewing <v Speaker 1>a big ol' RPG? It's what, what like twenty thirty hours? Yeah? <v Speaker 2>Yeah? It just like multiply that by five and you're good. <v Speaker 2>I think. So I have seen like the true ending, <v Speaker 2>I have done all the side quests, I have recruited everybody, <v Speaker 2>and I think my hour account's like roughly one hundred <v Speaker 2>and thirteen hours, give or take. Some of that's idle time. <v Speaker 2>I definitely like fell asleep while playing once or twice, <v Speaker 2>so you know, sure, of course within like a ten <v Speaker 2>hour thing. But that game is really good. It's definitely <v Speaker 2>uneven pacing wise. It's if you've played previous Octopath games, <v Speaker 2>you kind of know like you're jumping around different stories <v Speaker 2>a lot between the eight characters. This game's a little <v Speaker 2>more focused because you have a like a created main <v Speaker 2>character that you then recruit people sort of Sweeken in style. <v Speaker 2>You've got a lot of party members you can deal with, <v Speaker 2>and the story is not necessarily focused on the characters <v Speaker 2>as much as it is like just the story that <v Speaker 2>they have like like put in front of you, and <v Speaker 2>it has branching pads, like you know, you'll go and <v Speaker 2>there's three chapters that you'll do, and then they'll converge <v Speaker 2>into one linear section and then they'll dive divulge again <v Speaker 2>into multiple chapters. And I think the sections of the <v Speaker 2>three chapters are a little weaker just because they're shorter. <v Speaker 2>They don't really give enough run time to really do <v Speaker 2>justice to the villains that they're trying to set up. <v Speaker 2>But when that game gives you a long stretch like <v Speaker 2>an eight nine chapter section, I think it's some of <v Speaker 2>the best stuff that game does, but it's long, like <v Speaker 2>you're in it for the long haul. And I do <v Speaker 2>think the best parts of the game are at the end. <v Speaker 2>The last twenty hours or so is I think when <v Speaker 2>that story really thrives. But how do you go to <v Speaker 2>somebody in the beginning of December and go you got <v Speaker 2>to play like fifty hours before you really get into <v Speaker 2>the meat of what this thing is trying to do. <v Speaker 2>I don't think that's like a fair thing to say <v Speaker 2>to somebody. <v Speaker 1>I mean, there's gonna be the sickos out there that <v Speaker 1>want to hear exactly that, but they know who they <v Speaker 1>are and they already know they're getting this game right. <v Speaker 1>Like when you're going to recommend this to someone who's unsure, Yeah, <v Speaker 1>that's a difficult thing to even explain, let alone get <v Speaker 1>them excited about the prospect. Let's like hit some of <v Speaker 1>the other aspects of it, like maybe there are some <v Speaker 1>winning factors here. Does the combat like hold up over <v Speaker 1>this entire run time or where you still as engaged <v Speaker 1>with the mechanics ninety one hundred hours in. <v Speaker 2>It has some of my favorite things that RPG combat <v Speaker 2>can do, which is like it's gonna be easy at first, <v Speaker 2>there's gonna be some sort of difficulty spike later, and <v Speaker 2>then you're gonna kind of break the system wide open <v Speaker 2>once you've spent enough time with it, you've accrued enough <v Speaker 2>job points and you're able to sort of the way <v Speaker 2>the system works is you sort of level up each character, <v Speaker 2>you gain abilities, and then you can spend points on <v Speaker 2>those abilities to give them to other characters, so you <v Speaker 2>can sort of mix and match a bunch of different <v Speaker 2>abilities and passives and all these things, so you can <v Speaker 2>really sort of create your own build, if you will, <v Speaker 2>for all your different characters, and you can give them <v Speaker 2>more options in combat, like, oh, this character is not <v Speaker 2>a spell caster, but I'll give them some spells so <v Speaker 2>they have more variety. And then there's some passives that <v Speaker 2>are like twenty five percent chance to take an extra turn. <v Speaker 2>And when you get into that stuff, then you start <v Speaker 2>really starting to build into these like game breaking situations. <v Speaker 2>Because the big thing about Octopath zero is it's not <v Speaker 2>just four people on the field, it's eight, So you <v Speaker 2>have like a front row and back row that you're <v Speaker 2>switching between to be able to take. Oh, this character <v Speaker 2>is not good at this fight, so let me like <v Speaker 2>swap them to the back. He'll regenerate HP and MANNA <v Speaker 2>or sp whatever, and then this other character can do something, <v Speaker 2>And so there's a lot of flexibility. I did find <v Speaker 2>it kind of easy early on, sure, and then it <v Speaker 2>has like a difficulty spike in the middle, and then <v Speaker 2>once I figured the system out, it kind of got <v Speaker 2>easy again. I think it's easier than the previous games, <v Speaker 2>but I also think that's just because you have more <v Speaker 2>tools to work with, and so it was I was <v Speaker 2>engaged the whole time, Like there are definitely fights that <v Speaker 2>ask you to lock in, but I never felt it <v Speaker 2>was unfair, except for maybe the last fight of the <v Speaker 2>game that's like a different scenario altogether. But I definitely <v Speaker 2>felt that the combat was probably like the shining point <v Speaker 2>of this game. It was the thing that I was <v Speaker 2>you can tell a games combat as good as when <v Speaker 2>you hit as many random encounters as you do and <v Speaker 2>you still do them. You don't just run away from them. <v Speaker 2>You don't get like bored, You're like, I don't I <v Speaker 2>don't want to do this anymore like I was. I <v Speaker 2>was fighting every encounter I hit because I was just <v Speaker 2>having a good time messing around with different ideas and <v Speaker 2>you know, tinkering. It's a game for the spreadsheets that goos. <v Speaker 2>If you're somebody who loves to put everything into a <v Speaker 2>spreadsheet and tinker, a great game for you. <v Speaker 1>How do you feel about like Square Enix's sort of <v Speaker 1>the state of their RPGs, the state of HD two D. <v Speaker 1>Do you think this game is an indication that they <v Speaker 1>are kind of in a good place with the HD <v Speaker 1>two D games and you expect more and better going <v Speaker 1>forward from them, or or what. <v Speaker 2>I I'm somebody who likes HD two D a lot. <v Speaker 2>I know it's starting to like wear on some people. <v Speaker 2>They're like, oh another a lot too. <v Speaker 1>Yeah. <v Speaker 2>Yeah, I think between this and Dragon Quest, I think <v Speaker 2>they've like really hit their stride. I do think with <v Speaker 2>this game, because I don't want to like make assumptions here, <v Speaker 2>but it does feel like some of the assets were <v Speaker 2>never meant to be blown up to you know, four <v Speaker 2>K resolution to fourteen forty P because some of them <v Speaker 2>do look a little blurry, because this is like a <v Speaker 2>reimagining of the mobile game. So I think this game <v Speaker 2>like looks visually looks a little worse than like an <v Speaker 2>Octopath two or a Dragon Quest one and two HD <v Speaker 2>two D like it fit somewhere in the middle there. <v Speaker 2>But I think more importantly, it's a really interesting sign <v Speaker 2>that Square decided to take one of their mobile properties <v Speaker 2>and make it into a full fledged console release, which <v Speaker 2>means like, are we gonna look at are they gonna <v Speaker 2>start looking at their other catalog of other mobile games <v Speaker 2>like a near reincarnation, a Final Fantasy, Brave X Vaist, <v Speaker 2>I don't know, and turn those into full console releases <v Speaker 2>with like added dialogue and the town building stuff of <v Speaker 2>Octopad zero, which is really interesting. That's what I'm interested <v Speaker 2>in knowing is is what does this mean for their <v Speaker 2>mobile catalog going forward, games that were never really made <v Speaker 2>available to people that refuse to play a mobile game. <v Speaker 1>You know, Yeah, I think at the very least, you're right, <v Speaker 1>it's a sign that Square Enix sees that they leave <v Speaker 1>money on the table when they take a franchise and <v Speaker 1>just put it out as a new mobile game. Maybe <v Speaker 1>the strategy going forward will be like, Okay, let's build <v Speaker 1>these games in such a way that's like, hey, if <v Speaker 1>it pops off on mobile. It makes all the money <v Speaker 1>in the world great if it does. Okay, though, let's <v Speaker 1>make sure we're ready to take those assets in that <v Speaker 1>world can quickly apply it to the where that where <v Speaker 1>that audience is on the consoles and on PC. Let's <v Speaker 1>go bring it to where that those people are. So <v Speaker 1>I'd say, Okay, they're being mindful of that. I think <v Speaker 1>that's pretty smart. I don't know. I'm interested to see. <v Speaker 1>I hope HD two D just continues and they keep <v Speaker 1>refining it and coming up with new ways of expressing <v Speaker 1>that idea, because I think they've it's improved in terms <v Speaker 1>of visuals over time, and I think that all the <v Speaker 1>different kinds of RPG systems they've applied to that have <v Speaker 1>also been mostly very interesting or at least fun to <v Speaker 1>play around with. Well, I guess the next question would <v Speaker 1>before we move on then, is do you think we <v Speaker 1>get like a final Fantasy, like a new Final Fantasy <v Speaker 1>in HD two D style of any sort. Obviously wouldn't <v Speaker 1>be Final Fantasy seventeen or whatever it would be. Could <v Speaker 1>you see them being like, you know what, this is <v Speaker 1>a good way for us to keep Vinyl Fantasy in <v Speaker 1>people's minds and keep them happy and kind of play <v Speaker 1>to the Sikos in some ways, or does that always <v Speaker 1>have to be like the biggest, most expensive looking franchise. <v Speaker 2>I don't know. I feel like especially with something like <v Speaker 2>Final Fantasy seven right where they've kind of spun it <v Speaker 2>off into like here's like a Battle Royale game, Here's <v Speaker 2>like the Ever Crisis, like the mobile game. I could <v Speaker 2>definitely see a spin off somewhere down the line than <v Speaker 2>wanting to use the HG two D style like they <v Speaker 2>obviously did the the Pixel Remasters whatever a couple of <v Speaker 2>years ago. But I don't see why they wouldn't at <v Speaker 2>least want to experiment with HG two D for Final Fantasy, <v Speaker 2>especially because there's such a large older audience that is <v Speaker 2>like we we missed the pixel, we mix missed the <v Speaker 2>pixel art, we miss all of this, Like, let's we'd <v Speaker 2>love to have a game like that. I miss I <v Speaker 2>missed the pixel. I miss uh that movie Pixels with I. <v Speaker 1>Don't in that movie was Adam Sandler's work. <v Speaker 2>Yeah, I wanted to say Adam Sandler, but I was like, <v Speaker 2>it feels like an Adam Sandler movie. But yeah, I <v Speaker 2>don't know. Final Fantasy is an interesting one. I don't think, <v Speaker 2>like you said, seventeen wouldn't be pixel remastered in a <v Speaker 2>way or HDTWD, but I could see a smaller side <v Speaker 2>project or like a spin off them just trying something out. Absolutely, <v Speaker 2>why not. You got it, You got all the assets <v Speaker 2>for it. <v Speaker 1>Like you know, the games seem to be like when <v Speaker 1>they do make HD two D games, they get attention <v Speaker 1>and they seem to sell. So yeah, it's got to <v Speaker 1>be a little bit more affordable to produce a game <v Speaker 1>like that, I would hope. So we'll see. Okay, the <v Speaker 1>other reviews are in for Metroy Prime four Beyond. This <v Speaker 1>popped off yesterday, but you know, we talked a little <v Speaker 1>bit about it on the BombCast, settling in on open <v Speaker 1>critic at least at an eighty two so far. Logan <v Speaker 1>Plant at IGN said Battery Prime four Beyond is an excellent, <v Speaker 1>if relatively uneven revival that reaches heights worthy of a <v Speaker 1>Metro name in its best moments. Three out of five <v Speaker 1>from Alex Donaldson at Eurogamer, Metroy Prime four Beyond is <v Speaker 1>enjoyable enough and has glimpses of vintage Metroid shining through. <v Speaker 1>This game could and should have been so much more. <v Speaker 1>Eight out of ten from Steve Watts at GameSpot High <v Speaker 1>highs and middling low make Metro Prime Force Return uneven. <v Speaker 1>It's like a lot of a lot of people hitting <v Speaker 1>this idea of like, hey, when it's when it's the <v Speaker 1>metro game I was hoping for, it's awesome and kind <v Speaker 1>of better than any Metro game before it. When it's <v Speaker 1>doing anything else, it is maybe often mid I'm like, <v Speaker 1>I need to see this game for myself, Jesse. That's <v Speaker 1>where I continue to be. We've been talking about it <v Speaker 1>for forever, and in the last couple of days, especially <v Speaker 1>now as the reviews have come out, been kind of <v Speaker 1>talking to them blue in the face with people who <v Speaker 1>either have been playing it or with people who've been <v Speaker 1>reading these reviews, and it's like, well, what don't what <v Speaker 1>people what don't people like about this game? And it's <v Speaker 1>I don't even think people there's not much they don't <v Speaker 1>like about it. There's just some things about it that <v Speaker 1>are missing, Like there's no negative reviews on Metacritic or <v Speaker 1>Open Critic. It's all like, at worst mixed. But you know, <v Speaker 1>this is a series that traditionally has had over nineties <v Speaker 1>on these aggregation websites, so I don't know. How are <v Speaker 1>you feeling about it all? Have you been talking to <v Speaker 1>anyone who's been playing it, or you still planning to <v Speaker 1>play it the first moment it drops, I don't know, <v Speaker 1>how do you feel about it? Yeah? <v Speaker 2>So I got to play a lit little bit of <v Speaker 2>it back at that preview a couple of weeks ago <v Speaker 2>where we played the forest level Fairy Green, and I <v Speaker 2>walked away like pretty stoked on it, Like sure, there's <v Speaker 2>a lot of talk about the companion Miles McKenzie, like, <v Speaker 2>it always felt to me like they were gonna just <v Speaker 2>kind of chip him off and put him somewhere and <v Speaker 2>be like, Okay, that was for this section. You'll get <v Speaker 2>a new guy for the next section. And that's what <v Speaker 2>it sounds like. I don't know. I think the biggest <v Speaker 2>thing for me of the things that I've heard about <v Speaker 2>this game is that it's very like linear. I guess <v Speaker 2>I'm afraid to use that word here, but it is like, <v Speaker 2>you're gonna go to Buyom, You're gonna do the narrative stuff, <v Speaker 2>You're gonna go back to the desert, you're gonna go <v Speaker 2>to the next People are describing it as like a <v Speaker 2>three D Zelda, right, Yes, to me, that's not something <v Speaker 2>that interests me. I don't I'm gonna say something controversial here. <v Speaker 2>I don't love older three D Zelda games. Not really <v Speaker 2>my jam. So to me, it's like, oh, the things <v Speaker 2>I like about Metroid are not here, and that's fine. <v Speaker 2>This is a different game. It's trying to do something different, <v Speaker 2>not for me, moving on, but I'm a little bummed. <v Speaker 2>I think it has the unfortunate pressure of being in development, <v Speaker 2>even though it's been rebooted multiple times, you know, changed hands. <v Speaker 2>But we've known about this game for like eight years <v Speaker 2>at this point, and everyone is kind of in their <v Speaker 2>head made up their minds about what this game was <v Speaker 2>going to be or what this game should be. And <v Speaker 2>now we have a finished product and people can actually <v Speaker 2>like wrestle with their thoughts on what this thing is. <v Speaker 2>And some people are walking away like it's not really <v Speaker 2>what I wanted it to be. It's not what I <v Speaker 2>maybe built it up to be. It's not a lot <v Speaker 2>of these things. But what's here is fine. There are <v Speaker 2>parts of it I like, but there are parts that <v Speaker 2>I don't. And it's like, I don't think this game <v Speaker 2>was ever going to go any other way. If we're <v Speaker 2>being honest, I feel like it had the unfortunate problem <v Speaker 2>of having to deal with years and years and years <v Speaker 2>of expectations. <v Speaker 1>Yeah, and the years of like a baggage of like <v Speaker 1>previous developers work and stuff, and they probably were taken <v Speaker 1>as much of that as they possibly could. It seemed <v Speaker 1>like that was a little bit of an albatross here. Yeah, <v Speaker 1>that does seem to be the main One of the <v Speaker 1>main contentions is it is not this necessarily super interconnected <v Speaker 1>world where it's like, here is the the you know, <v Speaker 1>the lava biome overlapping with the ice biome in some way. <v Speaker 1>It is like you go to this lava biome and <v Speaker 1>it's almost like a Zelda dungeon, and then once you're <v Speaker 1>in there, that's very There's a metroid world to explore, <v Speaker 1>and it has the elements of a Metroid vein of <v Speaker 1>the metro venue that you would expect, but it is <v Speaker 1>it still feels maybe closer to an operative time than <v Speaker 1>to a Metroid prime and it's like, oh yeah, if <v Speaker 1>you were expecting one, I could see that that disappointment <v Speaker 1>coming through. It's like, is it good at what it's doing. <v Speaker 1>I will be curious to see that because I think <v Speaker 1>We're still in a point where a lot of these <v Speaker 1>criticisms that are coming through are coming from that place <v Speaker 1>that you're talking about eight years of thinking about what <v Speaker 1>this game could be and trying to match that up <v Speaker 1>with what it actually is, and if it doesn't fit exactly, <v Speaker 1>that it doesn't just like disappoint it kind of hurts like, <v Speaker 1>oh my, you know, the game in my imagination isn't real, <v Speaker 1>and now I have to like sort of mourn that <v Speaker 1>a little bit. And it's like, Okay, well, I think <v Speaker 1>we might be able to get on the other side <v Speaker 1>of this and be like, well, what did they make <v Speaker 1>and is that good? And it sounds like, for the <v Speaker 1>most part, the answer to that is actually yes, because <v Speaker 1>again these reviews mostly positive. Yeah. <v Speaker 2>And that's the thing, right is you always have that <v Speaker 2>first wave. You always have the reviewers, and then the <v Speaker 2>people who have like kind of played a little bit <v Speaker 2>of it and have be able to talk about it, <v Speaker 2>and then you know, give it a couple of weeks <v Speaker 2>you see sort of what the wider audience thinks, and yeah, <v Speaker 2>usually land somewhere in the middle. <v Speaker 1>Yep, exactly. All right, let's get to this next story. <v Speaker 1>Yacht Club Games describes Mina the Hollower as a make <v Speaker 1>or break game. This is from Ben Lyons, a game reactor. <v Speaker 1>Considering the heights that Yacht Club Games reached when Shovel <v Speaker 1>Night arrived, you might think that the indie developer would <v Speaker 1>be in a rather good place still, but evidently not. <v Speaker 1>In a new Bloomberg article, it's claimed that the upcoming <v Speaker 1>title from the studio, Mina the Hollower, which recently got <v Speaker 1>delayed indefinitely, is a make or break game, one where <v Speaker 1>poor sales could be the last straw for the studio. <v Speaker 1>As per co founder and studio director Sean Alasco, It's <v Speaker 1>said that it said that Mina the Hollower is make <v Speaker 1>or break for sure. If we sold five hundred thousand copies, <v Speaker 1>then we would be golden. If we sold even two <v Speaker 1>hundred thousand copies, that would be really really great. If <v Speaker 1>we sold like one hundred thousand, that's not so good. <v Speaker 1>This is something that marketing director Celia Shilling shouts out to. Celia, <v Speaker 1>seems to be confirmed by noting that your company is <v Speaker 1>only as strong as your last game. Bloomberg then went <v Speaker 1>a step further to explain that the studio had already <v Speaker 1>undergone downsizing and even put out a second project, or <v Speaker 1>put a second project on the back burner, which is <v Speaker 1>supposedly the three D Shovel Nights sequel, all because it <v Speaker 1>has churned through most of its capital, quite a dire <v Speaker 1>set of circumstances, says the story here. Yeah, I mean <v Speaker 1>in my head, Jesse, when I think about like indie studios, <v Speaker 1>I don't know the inner workings. I've never run an <v Speaker 1>indie studio, but it's like at a servia bot. It's like, <v Speaker 1>you know, if you have one of those games like <v Speaker 1>let's say, Hollow Night, I think just sells forever, and <v Speaker 1>it's sort of like you can use that to fund <v Speaker 1>your development and that's fine, and it's like, oh, but's <v Speaker 1>it's probably like the number of games from indie studios <v Speaker 1>that are like that. It's probably single digits, right, there's <v Speaker 1>probably only a like stardew Valley probably pays for that <v Speaker 1>that really that one person and a couple of contractors <v Speaker 1>to do that work over there, probably forever Show Night <v Speaker 1>a little bit of a bigger to a slightly bigger <v Speaker 1>team and maybe a slightly smaller game in terms of <v Speaker 1>scale of success, although it was still very popular popular. Yeah, <v Speaker 1>and so they are in a situation where it's like <v Speaker 1>they were able to take on some bets and continue <v Speaker 1>to make stuff, but now they are on the hook <v Speaker 1>for the next game has to deliver, and it's god <v Speaker 1>that is I mean, I suppose that's where we're all at, right. <v Speaker 1>You have to go to work the next day, You <v Speaker 1>have to make money the next day because the money <v Speaker 1>you made the day before you spent on just trying <v Speaker 1>to live and survive. But I don't know. Something about <v Speaker 1>this still feels like, Man, I thought this studio would <v Speaker 1>be in a slightly stronger position. What's your take, Well. <v Speaker 2>I think that's like a good indication of like where <v Speaker 2>we're at. We talk a lot about the problems that <v Speaker 2>indie developers are facing. Right The publishers simply aren't aren't <v Speaker 2>there to you know, jump buckets of cash anymore unless <v Speaker 2>you're making very specific types of game that they're searching for, <v Speaker 2>and even that is very small. But you have these studios, <v Speaker 2>these legacy studios that have built an ip as big <v Speaker 2>as Shovel Night Struggling and these games. Meana, The Hollower <v Speaker 2>has been in development for a while. We've seen it, <v Speaker 2>it's had release dates, it's gotten moved. That's expensive. That's <v Speaker 2>more money that they have to put in and less <v Speaker 2>of a return that they're going to get. Shovell Knight <v Speaker 2>was game Mina the hollower too. I believe they were kickstarted. <v Speaker 2>They got some funding through Kickstarter, I know for Shovel <v Speaker 2>Night definitely, I think for Mina's. And it's one of <v Speaker 2>those things where it's like that money will eventually run out, <v Speaker 2>and no matter how much money you're bringing in from <v Speaker 2>something like Shovell Knight, like, eventually, eventually the books are <v Speaker 2>going to balance, right, And if you're not putting out something, <v Speaker 2>it's dangerous. It's scary. Like Cecilia said, you're only as <v Speaker 2>good as your last game, And that's the unfortunate situation <v Speaker 2>we're in because if your game doesn't sell, how are <v Speaker 2>you funding the rest of the operations. <v Speaker 1>It sucks. <v Speaker 2>But more than ever, you just have to support the <v Speaker 2>things that you love. And if you're someone who loves <v Speaker 2>Shovel Night and you want more Shovel Night, even if <v Speaker 2>you're not necessarily interested in Mina, like, that's your way <v Speaker 2>you can support that studio, right Yeah, And so it's <v Speaker 2>just about supporting the things that you love and trying <v Speaker 2>the best. Because companies are not going to take care <v Speaker 2>of us in this world. We got to help each other. <v Speaker 2>We got to know, hold onto each other, lift each <v Speaker 2>other up. And this is a case of like they're saying, like, <v Speaker 2>we can sell two hundred thousand copies and we'd be good. <v Speaker 2>We sell five hundred thousand, that would be great, that's <v Speaker 2>your answer. It's just you know, unfortunately falls on us, <v Speaker 2>the consumer to help because nowhere else is the games <v Speaker 2>we want. <v Speaker 1>Yeah, I think that's that is where it breaks down. Like, yeah, <v Speaker 1>people in Chedia, they went for a long time, that <v Speaker 1>was a WEU game I played. I played Shovel Night <v Speaker 1>on three DS and stuff like that. Yeah, yeah, for sure. <v Speaker 1>But the terrifying prospect of working on a game like <v Speaker 1>Mina for so long and being like it is make <v Speaker 1>or break still, regardless of all the other things, how <v Speaker 1>long we were able to go, this game has to <v Speaker 1>sell or else it is done. And it's not like <v Speaker 1>it's implausible that a game like Mita comes out and <v Speaker 1>completely misses and people don't like it's a seven out <v Speaker 1>of ten indie game. In a world where many of <v Speaker 1>the games nominated the Game Awards across all the categories, <v Speaker 1>including the Game Awards and some of the top rated <v Speaker 1>games of the year are from indie studios of one <v Speaker 1>stripe or another and say, okay, so you're not going <v Speaker 1>to stand out. You kind of have to rely on <v Speaker 1>people being like, I like this studio, so I guess <v Speaker 1>I'll try this out, even though I'm not as excited <v Speaker 1>as I once was, Like, people are not that magnanimous <v Speaker 1>usually they are. We're being tight with our money right now, <v Speaker 1>maybe tighter most than we have been recently, and so <v Speaker 1>it's like it's got to hit. That's almost certainly why <v Speaker 1>they delayed it is to make sure that it's going <v Speaker 1>to be as good as possible so that they can <v Speaker 1>eke out that extra ten thousand and sales here or there. <v Speaker 1>I think that is just an illustration of the play <v Speaker 1>of making games in general. Of course, Like this is <v Speaker 1>just what it looks like. And there was a time <v Speaker 1>where if you put out a game that had any <v Speaker 1>sort of cachet, any of high profile, it would reach <v Speaker 1>a certain sales threshold on the strength of being a <v Speaker 1>new video game. We are far away from that world <v Speaker 1>now with with Best, with hundreds of games launching on <v Speaker 1>Steam every week, right, it's completely different. <v Speaker 2>Yeah, it's it's a tough market to be in, and <v Speaker 2>like I said, everyone's been talking about how tough it's <v Speaker 2>been for developers. It's it's it's been a toughier for everyone, <v Speaker 2>but for developers it's been especially tough with everyone's vying <v Speaker 2>for limited time and so so much of the younger <v Speaker 2>generation is wrapped up in live service games, games that <v Speaker 2>are that that is the game that they play. They <v Speaker 2>play their Roadblocks, they play their Fortnite, they play whatever, <v Speaker 2>and it's it's it's hard to get these games in <v Speaker 2>front of people and pull them away from the thing <v Speaker 2>that they're already spending their time on. Is it is <v Speaker 2>a money issue, especially you know in some parts where <v Speaker 2>it's like money is really tight for a lot of <v Speaker 2>people right now. But it's also a time thing. We <v Speaker 2>only have so much time in the day. And if <v Speaker 2>you're somebody who's got to log on and do their <v Speaker 2>dailies and you know, do grow a garden or whatever, like, <v Speaker 2>that's your that's your gaming time. You're not going to <v Speaker 2>really branch out for something unless it's like you said, <v Speaker 2>like a ten out of ten and nine out of ten. <v Speaker 2>If you're if you see a seven out of ten <v Speaker 2>indie game and you're not somebody who normally veers away <v Speaker 2>from the thing you're comfortable with. That that's not going <v Speaker 2>to be the thing you you veer away for. And <v Speaker 2>so they have. It's an uphill battle and every day <v Speaker 2>is you know, tough, and even for legacy developers like <v Speaker 2>it's it's a scary world out there when you're trying <v Speaker 2>to put out a game. It's a it's magic that <v Speaker 2>games get made at all. Yes, when you look at <v Speaker 2>the the battles that they fight every day to get <v Speaker 2>just something done and then for it to ship and <v Speaker 2>you know, not hit what they needed to hit, it's <v Speaker 2>it's tough. <v Speaker 1>Yeah. And that's a good point from a chat that <v Speaker 1>you know, because it's because it is the kickstarter game <v Speaker 1>that you mentioned. Uh, there's a significant portion of the <v Speaker 1>audience that is obsessed with the studio that already paid <v Speaker 1>for this game is already paid right that that gap <v Speaker 1>as said, that capital has been spent. So we'll see. <v Speaker 1>I think there is other stories here that are are <v Speaker 1>sort of similar to this for other older developers. We'll <v Speaker 1>get to here in a second. First, though, we're going <v Speaker 1>to take a break if you want to skip out <v Speaker 1>on these. What we do is we make an ad <v Speaker 1>reversion of this show. If there's an audio feed and <v Speaker 1>a video feed, you get that by going to giant <v Speaker 1>bomb dot com slash Join. If you get that, you <v Speaker 1>could skip out on this right here these messages from <v Speaker 1>our sponsors. All right, we are back. It's Game mess Mornings. <v Speaker 1>Jesse Ptelli, Jeff Grubb. Let's get to this next story here. <v Speaker 1>Ugi Horri appears flustered and says he can't talk about <v Speaker 1>a Chrono Trigger remake. What does he mean? This is <v Speaker 1>from my Nintendo News. The legendary Ugi Horri may have <v Speaker 1>let the cat out of the bag by revealing that <v Speaker 1>he is seemingly involved in the rumored Chrono Trigger remake <v Speaker 1>for current generation consoles. Asked about the celebrations happening around <v Speaker 1>the anniversary of the series, he was asked if there <v Speaker 1>were any game developments happening. In his reply, he appeared <v Speaker 1>visibly flustered and said that is not something he can <v Speaker 1>actually talk about yet, leading many online to speculate that <v Speaker 1>a new Chrono Trigger project is in the works. Whether <v Speaker 1>it's HD two D or a Final Fantasy seven remix <v Speaker 1>style project, that would be nuts. There's no way remains <v Speaker 1>to be seen and Basically the quote here is I <v Speaker 1>can't talk about that suggesting that there is a that, <v Speaker 1>But of course there's people talking all kinds of ways. <v Speaker 1>I'm choosing to be on the side of I think <v Speaker 1>something's happening with Chrono Trigger. Where do you fall on <v Speaker 1>all this? <v Speaker 2>It's it's tough because I feel like, at least once <v Speaker 2>or twice a year we get a story that's supposedly <v Speaker 2>about a Chrono Trigger remake or remaster or new whatever, <v Speaker 2>And at this point it's like, I just I don't know. <v Speaker 2>I I'm gonna say something. People are going to be <v Speaker 2>very upset with me. I have never finished Chrono Trigger. <v Speaker 2>It is not a game that I've seen all the <v Speaker 2>way through, So I apologize. I know I was just <v Speaker 2>talking about being an RPG sicco and I haven't played <v Speaker 2>a seminal work. I understand that it's only so much <v Speaker 2>time in the day. However, I would be thrilled if <v Speaker 2>this existed, but I have yet to see anything that <v Speaker 2>really makes me believe that it is happening. Because we're <v Speaker 2>still talking about the Final Fantasy nine. Suppose was it <v Speaker 2>a remake that's floating around them? <v Speaker 1>Yeah, that was seemed like it was shelved. That was <v Speaker 1>the latest roomber on that one is that they were <v Speaker 1>doing it and then they shelved it. <v Speaker 2>I don't know, but yes, and so that could be <v Speaker 2>the thing with this, right, it could get shelved it, <v Speaker 2>something could happen like until we have something to work with. <v Speaker 1>It's maybe maybe that's why you can't talk about it. Yeah, maybe, yeah, exactly, <v Speaker 1>it could be any number of things happening here where <v Speaker 1>it's like there was something in the works and maybe <v Speaker 1>it's still like in limbo and he's just like, I <v Speaker 1>can't talk about that, like I'm trying to figure it <v Speaker 1>out myself. So sure it would make sense though it <v Speaker 1>does feel like Crono Trigger is one of those franchises. <v Speaker 1>Like so the recent history of Squaring Innis has been <v Speaker 1>then putting out a lot of different kinds of games. <v Speaker 1>There was a couple of years there where they had <v Speaker 1>where they had like five or six, six seven titles <v Speaker 1>out there that were like I'm trying to I'm struggle <v Speaker 1>to remember any of their names, but like weird Little <v Speaker 1>Strategy ORPG games and all this other stuff, and. <v Speaker 2>They are to sell various day life, various day life, Yes, <v Speaker 2>Triangle Strategy, Yes, you Field Chronicle. <v Speaker 1>Do you feel Chronicles is the one I was thinking of. Yes, yeah, <v Speaker 1>So they had a lot of that stuff and I <v Speaker 1>I overall was a relatively big fan of that that <v Speaker 1>that that those works, but they didn't sell and they <v Speaker 1>were having some issues overall with cash flow. So they <v Speaker 1>were like, hey, after that initiative, we are going to <v Speaker 1>shift to this other way of doing things, and that <v Speaker 1>is focusing on our biggest ip and and kind of <v Speaker 1>doing fewer games but bigger or ones they might have <v Speaker 1>a bigger splash. To me, Chrono Trigger does definitely still <v Speaker 1>fall into that category. And so if Final Fantasy nine <v Speaker 1>got put off to the side because they're like, let's <v Speaker 1>just hold on here, I still think Krono Trigger might <v Speaker 1>have been able to survive that. And then if they <v Speaker 1>do that also, they could set up a future where <v Speaker 1>it's like, okay, we have re established Chrono Cross already <v Speaker 1>and now here's Chrono Trigger. Let's make a new Krono <v Speaker 1>game and that would that feels like that could be <v Speaker 1>a massive splash if they were to do that. Does <v Speaker 1>that sound right to you? <v Speaker 2>I mean it makes sense to me, like right, like <v Speaker 2>it is this game that people are constantly asking about <v Speaker 2>constantly asking for they want more. Like I said, it's <v Speaker 2>a seminal work for orpgs. It's something that so many <v Speaker 2>people just desire. So yeah, of course if I was <v Speaker 2>working there, I would be like, yeah, why are we <v Speaker 2>not doing this? This should be a thing that is <v Speaker 2>in the pipeline. And maybe it is. I just have <v Speaker 2>a hard time believing it because we've been talking about <v Speaker 2>it for so long and it hasn't happened. It's reaching <v Speaker 2>that like Half Life three for me, where it's like, Okay, <v Speaker 2>you know what, and now we're in a world where <v Speaker 2>like maybe that's happening. <v Speaker 1>So huh. <v Speaker 2>I don't want to like completely discount like a Corona <v Speaker 2>Trigger remake of some sorts, but I need something a <v Speaker 2>little more concrete personally before I can get behind this, <v Speaker 2>because I'm not going to let myself get excited about <v Speaker 2>something that might never see the light of day. <v Speaker 1>Yep, and game development just does seem so harrowing and <v Speaker 1>so many pitfalls that even if something was happening, it <v Speaker 1>could have fallen apart. You're right, still no concrete announcement <v Speaker 1>or confirmation or anything here. One guy being flustered and saying, <v Speaker 1>I can't talk about that is all we have, so <v Speaker 1>we'll see, all right. <v Speaker 2>But not really, don't do that? Leave them at one. <v Speaker 1>Oh yeah, just leave to leave the guy alone for <v Speaker 1>crying out loud. Hell Divers too cuts its install size <v Speaker 1>from around one hundred and fifty four gigabytes to twenty <v Speaker 1>three gigabytes in a beta you can opt into now. <v Speaker 1>This is from Joshua Woolens at PC gamer. Our hard <v Speaker 1>drives get bigger, but so do the games. In twenty <v Speaker 1>twenty five, we are beset by file sizes. Run a <v Speaker 1>muck time was I'd consider a thirty gigabyte game to <v Speaker 1>be unfathomable and unfathomable in position, in an unfathomable imposition <v Speaker 1>on my sea drive. All right, man, guys cooking over here, <v Speaker 1>How young a naive I was? As we speak. Multiple <v Speaker 1>games north of one hundred or even two hundred gigabytes <v Speaker 1>are spreading across discs, but that number just in a <v Speaker 1>decrease by one. In an update on Steam, Arrowhead announced <v Speaker 1>that it has performed some manner of warlockery and reduce <v Speaker 1>the footprint of Hell Divers two by eighty five percent. <v Speaker 1>That is nuts, basically, they said here by completely deduplicating <v Speaker 1>our data we were able to reduce the PC installation <v Speaker 1>size from one hundred and fifty four gigabytes to twenty <v Speaker 1>three gigabytes, saving one hundred and thirty one gigabytes. It's crazy. <v Speaker 1>This is I think mostly about that technique of duplicating <v Speaker 1>assets across the install so that hard drives can retrieve <v Speaker 1>a certain thing faster instead of having to go search <v Speaker 1>through the entire database. It's in multiple points on the database, <v Speaker 1>so the disc only has to spin, you know, a <v Speaker 1>fraction of an inch instead of a full inch or <v Speaker 1>something like that. I don't know how hard drives work <v Speaker 1>that they'll still seem like magic to me. I guess <v Speaker 1>the thing here might be fuck hard drive owners, but yeah, <v Speaker 1>the fuck hard drive owners. Like if you're still playing <v Speaker 1>games like a Hell Divers two is a game you <v Speaker 1>probably play on a pretty decent PC. If that's what <v Speaker 1>we're talking about here, with a like, and you're gonna <v Speaker 1>get your RTX A fifty series card and you're gonna <v Speaker 1>install the game on a hard drive in twenty twenty five, <v Speaker 1>No way, right, that's gotta be less than I want <v Speaker 1>to say, less than two percent of people. Let's be <v Speaker 1>generous and say five percent of people just do that <v Speaker 1>it's time to upgrade to the SSD. I don't know, <v Speaker 1>I don't know. <v Speaker 2>I don't know how you've made it this far. And <v Speaker 2>like you said, you have all these other high end components, <v Speaker 2>but like you're still running a hard drive, Like I, <v Speaker 2>how did we? Like? They're not money is money? <v Speaker 1>Yes? <v Speaker 2>Like you know, cause people have very different financial circumstances. Right, <v Speaker 2>But of all the parts of your computer that you <v Speaker 2>could upgrade, your hard drive is not the most expensive part. <v Speaker 1>No, just expensive. SSD compared to hard drive is the <v Speaker 1>biggest bang for your buck upgrade you can make, even <v Speaker 1>more so than your GPU or CPU. Seriously, Like I <v Speaker 1>go install your games on an SSD, everybody. <v Speaker 2>It'll change your life really much better. <v Speaker 1>Yeah. Man, can you remember the first time you used <v Speaker 1>an operating system that was on an SSD instead of <v Speaker 1>a hard drive. Do you remember how you felt like <v Speaker 1>all the computers are kind of good? Now? Yeah? <v Speaker 2>Do THATGIC? <v Speaker 1>Yes and yes, And if you have it streussed as <v Speaker 1>an v ME SSD, but even SATA, Like I'm fine <v Speaker 1>with SATA SSD if that's what you got, if that's <v Speaker 1>all you have in your in your system. But so <v Speaker 1>this is maybe a moment here where it's like, I <v Speaker 1>think developers are gonna be like Hell Diverge two dead <v Speaker 1>it maybe we can do it, and I don't. I'm <v Speaker 1>not gonna expect here in the next six months that <v Speaker 1>we wake up Jesse and Call of Duty is suddenly <v Speaker 1>a reasonable size. But I think there's a chance that <v Speaker 1>we'll see fewer games that are approaching that two hundred <v Speaker 1>gigabyte size going forward if this becomes the standard, and <v Speaker 1>I hope it does. I wonder if it's like if <v Speaker 1>does the Steam Hardware survey, like say, how many people <v Speaker 1>just have hard drives in their or how many people <v Speaker 1>use hard drives to play games. I bet it's just <v Speaker 1>have hard drives in their systems, which is fine. <v Speaker 2>I feel like they're getting the data from somewhere, right, Yeah, <v Speaker 2>they have to have the number to prove that like <v Speaker 2>this was this was part of the reason we did <v Speaker 2>this entire endeavor. So I don't know what the exact <v Speaker 2>question is, but they got the data somewhere that there's <v Speaker 2>a lot of people with hard drives playing, or enough <v Speaker 2>people with hard drives playing Hell Divers. <v Speaker 1>Do Yeah, So Avid Demon says, I'm gonna tell Medea <v Speaker 1>who doesn't know anything that it's being discussed. I'll put <v Speaker 1>it the most simple terms. Hard drive has a spinning disk. <v Speaker 1>Solid state drive is there's no moving components just inherently <v Speaker 1>that makes it faster. It's able to like instead of <v Speaker 1>having to like spin the disc to find the asset <v Speaker 1>in the game, there is just an SSD there that <v Speaker 1>has its stored in a static way that the computer <v Speaker 1>always knows exactly where it is and can retrieve it <v Speaker 1>almost instantly. Yeah, SSDs probably are going to get more expensive. <v Speaker 1>Everything's getting more expensive. But yeah, you should still just <v Speaker 1>get like a gaming drive. One terrible bite and you'll <v Speaker 1>be good and just keep like clear out the fridge <v Speaker 1>when it's time. The one hundred and thirty one gigabytes <v Speaker 1>save that is a huge number. I would not expect. <v Speaker 2>Other games you can put on your hard drives that <v Speaker 2>are not call of duty. <v Speaker 1>Right. I remember like hearing about this early on, this <v Speaker 1>idea that like, oh, hard drive games have to duplicate <v Speaker 1>the data. It's something they started doing when games were <v Speaker 1>played directly off of a DVD or a Blu ray disc. <v Speaker 1>And it's okay, yeah, that makes sense that that is necessary. <v Speaker 1>But when they get rid of that how much is <v Speaker 1>that really gonna save. It's gonna save twenty percent, maybe optimistically, <v Speaker 1>and here it is way way more than that. It's <v Speaker 1>kind of incredible. Ron Gilbert cancels RPG project due to <v Speaker 1>lack of support and funding. This is from Sophie McAvoy <v Speaker 1>at Games Industry dot biz. Games veteran Ron Gilbert has <v Speaker 1>has stopped developing his untitled RPG project, once described as <v Speaker 1>classic Zelda meets Diablo meets Thimbleweed Park. During a recent <v Speaker 1>interview with Ours Technica, Gilbert exp on various issues during production, <v Speaker 1>including a small three person team and a lack of <v Speaker 1>funding support. I just didn't have the money or the <v Speaker 1>time to build a big, open world game like that, <v Speaker 1>He noted. It's either a passion project you spend ten <v Speaker 1>years on, or you just need a bunch of money <v Speaker 1>to be able to hire people and resources. Gilbert explained <v Speaker 1>that he had pitched the concept, but the deals that <v Speaker 1>publishers were offering were just horrible. Doing a pixelated old <v Speaker 1>school Zelda thing isn't that isn't the big hot item. <v Speaker 1>So publishers look at us, and they didn't look at <v Speaker 1>it as if we're going to make one hundred million, <v Speaker 1>and it's worth investing in, he said. The amount of <v Speaker 1>money they're willing to put up and the deals they <v Speaker 1>were offering just made absolutely no sense to me to <v Speaker 1>go do this. He went on to note how publishers <v Speaker 1>are very analytics driven, which makes it difficult to pitch <v Speaker 1>concepts compared to when he started his career. They have <v Speaker 1>formulas that they apply to games to try to figure <v Speaker 1>out how much money they could make, and in the end, <v Speaker 1>you end up giving a whole lot of games that <v Speaker 1>or you end up getting a whole lot of games <v Speaker 1>that look exactly the same as last year's games, because <v Speaker 1>that's what made money. When we were starting out, we <v Speaker 1>couldn't do that because we didn't know what made what <v Speaker 1>made this money. So it was a lot more experimenting, experimental, <v Speaker 1>I think he's trying to say. He continued, that's why <v Speaker 1>I really enjoy the indie game market because it's kind <v Speaker 1>of free of a lot of the stuff that big <v Speaker 1>publishers bring to it, and there's a lot more creativity, <v Speaker 1>strangeness and bizarreness. Yeah, so like said stuff, like, you know, <v Speaker 1>if you want to get this attention from publishers, you <v Speaker 1>kind of have to make something that can pop off <v Speaker 1>on like for YouTube and things like that, and it's like, yeah, <v Speaker 1>I could see that being one of the hang ups here. <v Speaker 1>It's Ron Gilberts from a time before that. He's like, <v Speaker 1>I'm gonna make my game and people will maybe show <v Speaker 1>up for it. But this is I don't think I <v Speaker 1>don't know Ron Gilbert's alone here. This has been the <v Speaker 1>story we've heard over and over again. And one of <v Speaker 1>the reasons, like you hear stuff like capitals drying up <v Speaker 1>at yacht club games, it's like, well, in the past, <v Speaker 1>what you do is when that happens, either put the <v Speaker 1>game out too early and hope for the best and <v Speaker 1>update it later, or you go to a you're publishing <v Speaker 1>partners and say, hey, can we get some more money, <v Speaker 1>And that's something that happened in the past. Doesn't sound <v Speaker 1>like that's happening kind of at all right now right, <v Speaker 1>and it's even happening to people who have established track records. <v Speaker 1>Thimbleweed Park was a really well received game of like <v Speaker 1>I was still a kind of a standout hit on <v Speaker 1>the Switch one. I think it was one of the <v Speaker 1>better selling like point and click at venture games on <v Speaker 1>the Switch one. And he can't parlay that into current <v Speaker 1>funding for his next game. That sounds pretty cool to me. <v Speaker 1>What do you think this says about where we're at. <v Speaker 2>I think a lot of publishers are always looking like backward, right. <v Speaker 2>They're always like, okay, well, like what just so, what's <v Speaker 2>the next ballatro, what's the next Peak? What's the next. <v Speaker 1>Everyone's on their heels. Everyone's terrified of making a mistake, <v Speaker 1>so everyone has to be like. <v Speaker 2>The most risk averse we've ever been. Yeah, but they <v Speaker 2>should be looking forward, right, because you can't really predict <v Speaker 2>what the next game that's going to pop off is, <v Speaker 2>but you can look at cool games and be like, <v Speaker 2>this has a really good chance at finding an audience <v Speaker 2>and making a decent buck. Everything you just described to <v Speaker 2>me sounds exactly like that. That That entire game sounds <v Speaker 2>like something that would find its audience if it's given <v Speaker 2>the right level of budget, it's given the right marketing push, <v Speaker 2>it's put in front of the right people, that game <v Speaker 2>would do great. But they're not looking for that. They're <v Speaker 2>looking for the low maintenance, high risk, high reward play, <v Speaker 2>even though it's not really high risk if you're just <v Speaker 2>putting out like another Peak or something. Right, But that's <v Speaker 2>what they're looking for. They're looking for that game that's <v Speaker 2>gonna sell ten million copies, that indie game that's gonna <v Speaker 2>be made by quote unquote one person. And you know, <v Speaker 2>pop off. That's a that's fest finding a needle in <v Speaker 2>a haystack Like that's it's an impossible task. You gotta <v Speaker 2>support the things. You gotta give money to the things <v Speaker 2>that are going to make you a good return. It's <v Speaker 2>it's a good relationship, right, it's somebody. You're gonna be <v Speaker 2>able to fund this cool project, this cool piece of art, <v Speaker 2>and everyone's gonna walk away happy. That's what you gotta do. <v Speaker 2>But they don't give me the money. They don't let <v Speaker 2>me make the. <v Speaker 1>Decisions to their detriment. I think, in my in my <v Speaker 1>personal opinion. <v Speaker 2>This game, this game sounds sick. <v Speaker 1>Yeah, it sounds really good. Yeah. I guess his team <v Speaker 1>did that was returning to Monkey Island that also seemed <v Speaker 1>to do pretty well. Yeah, I don't know. I just <v Speaker 1>take chances on these, these these kinds of games. I <v Speaker 1>feel like they will eventually start paying off again. But again, <v Speaker 1>I'm not in that business. Don't really want to be <v Speaker 1>in a business like that where you have to pick <v Speaker 1>winners and losers. That seems very tough. But there are <v Speaker 1>multiple publishers of like indie publishers that seem pretty good <v Speaker 1>at it, like, oh, we have a good track record <v Speaker 1>of finding stuff that's interesting, and it doesn't seem like <v Speaker 1>a Devolver Digital. I'm sure they have their algorithms. I'm <v Speaker 1>sure they have their their spreadsheets that they put things into. <v Speaker 1>I don't know if that's how they are like initially <v Speaker 1>finding their partners. Though to me, it seems like this <v Speaker 1>shit looks cool, It speaks to us. It has a <v Speaker 1>voice and a voice that we recognize that kind of <v Speaker 1>fits without the voice of our other games. Let's see <v Speaker 1>if we can work together. And then at that point <v Speaker 1>it's like, let's do the numbers. Then I think what <v Speaker 1>he's saying is a lot of the partners he was <v Speaker 1>talking to just want to make the math make sense <v Speaker 1>right away before there's even a game. And so that's <v Speaker 1>that's gonna be tough. <v Speaker 2>That's an uphill battle always. <v Speaker 1>All right. Io Interactive confirms hit Man four will eventually arrive. <v Speaker 1>This is from Ben Lyons, a game reactor. The next <v Speaker 1>game to come from Danish development powerhouse Io Interactive will <v Speaker 1>be Double seven First Light, but we are all expecting <v Speaker 1>the studio known best for making hit Man games to <v Speaker 1>eventually return to the franchise. Nothing official was confirmed that <v Speaker 1>this would be the case, but it was assumed. Now <v Speaker 1>we know officially that it will happen. Speaking with Variety recently, <v Speaker 1>CEO Hakan A. Brock took some time to talk about <v Speaker 1>hit Man, where he basically confirmed that hit Man four <v Speaker 1>will eventually become a reality in full of brac expresses. <v Speaker 1>So of course there will be more hit Man, but <v Speaker 1>right now, I think we need to get to the <v Speaker 1>other side of this year and next year you'll get <v Speaker 1>more news about hit Man co Op because I think <v Speaker 1>co op is a really really good extension to the <v Speaker 1>universe and will introduce very interesting mechanics and combinations in <v Speaker 1>World of Assassination. I forgot that that's happened. I'm so excited. Yes, <v Speaker 1>but we will after that be talking about the next <v Speaker 1>hit Man, because of course there's going to be a <v Speaker 1>next hit Man. They are still on like this side <v Speaker 1>of Double O seven First Light. That game does have <v Speaker 1>to happen. I'll say every time I see that game <v Speaker 1>more and more excited. I think it looks like they <v Speaker 1>really have found something that will work for that. I <v Speaker 1>don't think it's not talking about a Game of the <v Speaker 1>Year contender, but a solid license game that looks like <v Speaker 1>a pretty fun romp with some io sauce part on top. <v Speaker 1>So it's like there will be moments where it feels <v Speaker 1>a little bit more like Hitman and sometimes where it <v Speaker 1>feels a little bit more like an action game. And <v Speaker 1>when I was in a like a hands off preview <v Speaker 1>with them, my question is like, how do you deal <v Speaker 1>with the pacing between these two ideas of like the <v Speaker 1>Hitman style levels versus the just running gun scripted levels. <v Speaker 1>And you could tell like they almost all looked at <v Speaker 1>each other like this is the thing we talk about <v Speaker 1>the most. We want to make sure that that pacing <v Speaker 1>is really good. And so I have some faith that <v Speaker 1>they're going to make this game really sing after that, though, <v Speaker 1>I'm sure if James Bond does really well, they'll keep <v Speaker 1>making those games. Hit Man has been their bread and <v Speaker 1>butter and really has found its footing in terms of <v Speaker 1>being like this ongoing sort of live service, single player <v Speaker 1>style game, and they're gonna want to return to that, <v Speaker 1>but that I don't think they need to rush to it. <v Speaker 1>Hitman three or Hitman World of Assassination, especially once against <v Speaker 1>this co op update and they can keep adding DLC. <v Speaker 1>They got this M and M stuff happening, they can <v Speaker 1>run on that for a while and take their time <v Speaker 1>and really reload. So I'm not expecting a hit Man <v Speaker 1>for anytime soon, how about you. <v Speaker 2>No, It's this is one of those stories where like <v Speaker 2>I read it and I go, yeah, of course, the <v Speaker 2>people that made hit Man got offered the Bond license. <v Speaker 2>They're obviously going to take that, and they're super stoked <v Speaker 2>about it. Every Like you said, everything we've seen is <v Speaker 2>looked really good. I'm actually like more impressed than I <v Speaker 2>thought i'd be with that game, because I really did <v Speaker 2>think it would kind of be just a reskin of <v Speaker 2>hit Man, and I'm happy that it has found its <v Speaker 2>own specific, you know, parts that it's looking for. Like <v Speaker 2>the high octane sort of James Bond stuff is very <v Speaker 2>much there. It's not just feels like age and forty <v Speaker 2>seven wearing a James Bond suit. But of course they <v Speaker 2>were going to go back to him, and Hitman has <v Speaker 2>been doing so well for them. They have put so <v Speaker 2>much love and care and attention into those three games. <v Speaker 2>The most recent trilogy. Like you said the eminem stuff, <v Speaker 2>they were always going to go back to hit Man's <v Speaker 2>their baby, right, Yeah, And it's not like it ended <v Speaker 2>like three ended on this whimper and they were like, Ah, <v Speaker 2>we don't know about the future of hit Man. We're <v Speaker 2>not really sure. People really didn't like the stuff we <v Speaker 2>put out for it, so we're gonna come back to it. <v Speaker 2>It's like, no, they got an incredibly cool license to <v Speaker 2>work with that they earned through doing hit Man, and <v Speaker 2>then we'll come back to him Man and everyone will <v Speaker 2>be super super jazzed when Hitman comes back, because I <v Speaker 2>would love a hit Man for I'm excited for James <v Speaker 2>Bond more excited for a new hit Man. <v Speaker 1>Yep. I'm really looking forward to everything I was doing. <v Speaker 1>They still have that other project. I don't know if <v Speaker 1>they've ever like like publicly revealed anyway. I think they've <v Speaker 1>publicly confirmed it. It's like Project Dragon, which is like <v Speaker 1>their fantasy game. I wonder what the status of that is, <v Speaker 1>so maybe it's something on the shelf. And because they <v Speaker 1>did get so busy with Double O seven, then they <v Speaker 1>don't want Hitman to go in there, like I don't. <v Speaker 1>They definitely don't want Hitman to become like their Fallout <v Speaker 1>where it's like, oh man, how do we get back <v Speaker 1>the Fallout where Bethesda and we'd be grateful made a <v Speaker 1>new one of those, but that's so far away because <v Speaker 1>we have to do Elder Scrolls first. I think they <v Speaker 1>want to keep it in an active rotation just I <v Speaker 1>just don't think that means they start working on one <v Speaker 1>in the next. <v Speaker 2>Year or so now. James Bond, to me feels very <v Speaker 2>much like the exact kind of license that you want <v Speaker 2>to do incredibly well because it means you can staff <v Speaker 2>up your studio. You have this ongoing sort of like <v Speaker 2>Insomniac and Spider Marvel, right like they've got their Spider Man, <v Speaker 2>they've got their Wolverine, and then the rest other parts <v Speaker 2>of the studio can work on like other projects, and <v Speaker 2>you become a studio that can now balance with a <v Speaker 2>reliable source of income multiple projects at the same time. <v Speaker 2>That's right, It seems like the ideal situation. <v Speaker 1>Yep. I think there's a strong chance that it really <v Speaker 1>works out for them, especially if that if that comes <v Speaker 1>in is like you know, mostly positive reviews. I think <v Speaker 1>people will be all aboard on it. Mario Kart World <v Speaker 1>version one point four point zero is now available, includes music, sliders, <v Speaker 1>and more. Basically, you can like customize the items available <v Speaker 1>in a race. A new feature added to item rules, <v Speaker 1>allowing players to set which items appear in versus race, <v Speaker 1>balloon battle, coin runners, and room in online play or <v Speaker 1>wireless play. The audio enhancements including the music track name <v Speaker 1>and source title are now displayed on the pause menu, <v Speaker 1>and a music volume setting has been added. They also <v Speaker 1>like change some of the course layouts. Several specific routes <v Speaker 1>involving Koopa, Troopa Beach, Whistle Stop, Summit, Desert Hills, DK, Spaceport, <v Speaker 1>Crown City, and Peach Stadium had their course layouts changed <v Speaker 1>for versus race or race in online play or wireless play. <v Speaker 1>It's yeah. Also yes for the volume options for the audio, <v Speaker 1>there's two settings. It's not like a slider, really, it <v Speaker 1>is normal or loud out the most love. <v Speaker 2>It Nintendo, just absolute nonsense. <v Speaker 1>If we just made it a slider with numbers, who <v Speaker 1>understands any of these numbers. We don't want to confuse <v Speaker 1>these people out, these little simpletons in this economy. Related <v Speaker 1>to sound and how loud it could be. No one's <v Speaker 1>ever seen such a thing. People only to understand normal <v Speaker 1>and loud two options. That's it. Kick him in the ass. <v Speaker 1>Here's a sign signature from Shagia Mimoto. <v Speaker 2>I saw videos, and I don't want to spread misinformation, <v Speaker 2>so take this with the grains. I saw some videos <v Speaker 2>that they changed, like the intermission parts of a of <v Speaker 2>a course. Yeah, like I saw someone like riding on <v Speaker 2>the water and then like vines were there and they <v Speaker 2>were grinding on the vines to go to the next course, <v Speaker 2>like they somebody got I saw somebody get into like <v Speaker 2>a helicopter in between like the water level. It looks <v Speaker 2>like that they've changed some some of the maybe like <v Speaker 2>interstitial parts of the track. I cannot con from miss <v Speaker 2>a video I saw online. It could be fake, but <v Speaker 2>that's what I saw, and I was very. <v Speaker 1>Confused because of change the way that some tracks connect <v Speaker 1>the Koopa Trooper Beach. That's one of the things I <v Speaker 1>don't just spechnically troop of Beach. I think, I think, <v Speaker 1>so I don't know exactly what it means. There's a <v Speaker 1>lot of like changes here. I kind of tried to <v Speaker 1>pare it down to make it easier to parse for <v Speaker 1>the show. But like Kuper Tripbuch was also used to <v Speaker 1>be like one lap and now it's two. They things <v Speaker 1>like that. It's they're making changes to this game. They <v Speaker 1>it seems like they are responding to some of like <v Speaker 1>the criticisms. I don't know, we'll see. Maybe we'll keep <v Speaker 1>up no fanfare. <v Speaker 2>It just came out. Yeah, it feels pretty substantial for <v Speaker 2>something that just showed up. <v Speaker 1>Yeah, there's quite a few other improvements and adjustments here, <v Speaker 1>and they fix some bugs and stuff like that. So yeah, <v Speaker 1>but they didn't like put it in a blog post <v Speaker 1>or anything like that, and definitely did not have like <v Speaker 1>a direct announcement for it. So I do wonder how <v Speaker 1>they feel about Mario Kart World, because the game is <v Speaker 1>selling like crazy, but it's because mostly it's attached to <v Speaker 1>the switch too, although I don't think that's the main <v Speaker 1>reason it's selling. It's Mario Kart that's the main reason <v Speaker 1>it's selling. But I wonder what they think that the <v Speaker 1>long term sort of prospect is for that game, if <v Speaker 1>it's similar to Mario Kart eight, and if they feel <v Speaker 1>they need to do anything to kind of ensure that <v Speaker 1>it can perform. Similarly, we'll love to see last story here. <v Speaker 1>Naughty Dogs Intergalactic the heretic profit is reportedly still years <v Speaker 1>from release and don't except to see it all at <v Speaker 1>the Game Awards. Over the break, I was posting about <v Speaker 1>this Colin Moriarty who he had a pot. He was <v Speaker 1>on some podcast and I guess was speculating about the <v Speaker 1>game maybe coming out next year and being at the <v Speaker 1>Game Awards and I didn't listen to that, but some <v Speaker 1>it caused some people to like post about, oh oh, <v Speaker 1>he thinks it's coming out next year, and then that <v Speaker 1>caused people to reach out to me who do know, <v Speaker 1>and they said it won't be at the Game Awards <v Speaker 1>and it's not coming out next year, And so I <v Speaker 1>just went online real quick and say, hey, it's it's <v Speaker 1>won't be at the Game Awards and yes, it won't <v Speaker 1>be out next year, something that at that point Jason <v Speaker 1>Tryer had confirmed. So it's I just feel like, let's <v Speaker 1>just yeah, say that. Yeah, intergallectic the heretic Profit, Is that, right? Guy? Man, <v Speaker 1>I'm gonna have to like such myself. Yeah, I think so. <v Speaker 1>And every time I say Intergalactica, I just want to <v Speaker 1>sing the BC Boys song instead. So that's gonna that's <v Speaker 1>gonna be a huge issue for me. Yeah, I think <v Speaker 1>it's clearly it's not out next year. We know that. <v Speaker 1>Do you think it's out in twenty twenty seven then no, Yeah, <v Speaker 1>I think there's a chance. <v Speaker 2>I think it just like a twenty I think this <v Speaker 2>is like I think this takes the slot of like <v Speaker 2>the Last of Us Part two did for PS four <v Speaker 2>and Ghost of Sushima, where it's like it's out at <v Speaker 2>the very tail end of whatever this console's life cycle is, <v Speaker 2>and then like a couple months later we get whatever <v Speaker 2>the next generation of consoles are, Like. <v Speaker 1>That's what that is, and they have like an updated <v Speaker 1>version for that, like ready to go, because it's like <v Speaker 1>it took that long. If that is the way it goes. <v Speaker 1>Jesse that that does mean that basically essentially, because that <v Speaker 1>would make it a cross gen game. This entire generation <v Speaker 1>went by without a game from Naughty Doug right, a <v Speaker 1>new game, A new game, yes, a new like a <v Speaker 1>new release something that they are not a remake and <v Speaker 1>not a remaster. <v Speaker 2>Yeah, I don't know. They put out the Last of <v Speaker 2>Us one and two like eight times, yep, so they <v Speaker 2>were they were busy with that. <v Speaker 1>I guess. <v Speaker 2>I don't. It just feels to me like a like <v Speaker 2>an end of like, I don't know, it got announced <v Speaker 2>and we were I agree with you, yeah, and then <v Speaker 2>everyone was like, yeah, this game, don't expect it suit like, <v Speaker 2>this is going to be a while, and you know <v Speaker 2>how long game development is at this point, like takes <v Speaker 2>a long time. <v Speaker 1>I think that every time I go back to look <v Speaker 1>at that that game, I'm like, you know what, this <v Speaker 1>one looks like it might have some real juice to it. Yeah, <v Speaker 1>I'm hopeful, and I bet they want to take their <v Speaker 1>time because they're going to make a massive game and <v Speaker 1>set up a whole new franchise. So yeah, they won't <v Speaker 1>be rushing this, and so certainly not next year. I <v Speaker 1>guess late twenty twenty seven is possible, but even that, <v Speaker 1>I'm with you, twenty twenty eight feels like the most <v Speaker 1>likely year it comes out. <v Speaker 2>We're going to release the Last of Us one more time. <v Speaker 1>Before one four time, four time. Yeah, probably more than <v Speaker 1>two or three more times. Let's go all right, that <v Speaker 1>does it for the headlines. Let's go ahead and get <v Speaker 1>to the poll question for Monday. I have that over here. <v Speaker 1>I'm gonna bring it up there. We go over here <v Speaker 1>on posts, I'm going to refresh to make sure I <v Speaker 1>have the most recent poll results. What do you want <v Speaker 1>from the Hollow Night devs after the Silk Song DLC? <v Speaker 1>Do you want Hollow Night three or something new? I <v Speaker 1>went with something new, as did eighty seven percent of <v Speaker 1>respondents and Soda Jan right there, Hollow Night three is <v Speaker 1>thirteen percent. I mean that just sounds right were because <v Speaker 1>we're getting DLC still for Silk Song, So in this moment, <v Speaker 1>it's like we already are getting more Hollownight and that <v Speaker 1>game does feel like Silksong already feels like they did <v Speaker 1>it all. They did all the things you can do <v Speaker 1>with this, Like what more could you possibly ask for? <v Speaker 1>That feels like a franchise that can cool off for <v Speaker 1>quite some time, and if they want to come back <v Speaker 1>to it fifteen years from now, that would be fine. <v Speaker 1>They don't need to do it anytime soon, though, How <v Speaker 1>do you feel about it? <v Speaker 2>Yeah, let's get away from holiday, Let's yeah, move on, <v Speaker 2>it's fine. We could do something new. <v Speaker 1>Spread our wings, spread our wings and fly all right. <v Speaker 1>We will have a new pool question here in a <v Speaker 1>second before we do that, though, Jessefa Telly, why don't <v Speaker 1>you tell people where they can find you on the <v Speaker 1>internet what you have going on and all that good stuff. <v Speaker 2>Sure, thank you very much. I'm Jesse, if I tell <v Speaker 2>you can find me on the internet at Mama Vitelli <v Speaker 2>pretty much anywhere, or just my name Jesse Vittelly. You <v Speaker 2>find all my work at restart dot run. I help <v Speaker 2>run all the social channels there. So if you are <v Speaker 2>on Instagram, TikTok, blue Sky, Twitter, Facebook, whatever, Pinterest. We <v Speaker 2>have a Pinterest. It's pretty sick. <v Speaker 1>We put out. <v Speaker 2>I think we put out some really really great stuff <v Speaker 2>and I'm very happy with all the stuff that the <v Speaker 2>team's been working on. So restart dot run is the <v Speaker 2>website where you can find all of my work and <v Speaker 2>all of my wonderful coworkers. We put a lot of <v Speaker 2>we put a lot of heart into it, and you know, <v Speaker 2>we just want to connect with y'all. As for me, <v Speaker 2>like I said, youn find me Jesse Vitelly anywhere on <v Speaker 2>the internet. I want to thank you for having me. <v Speaker 2>I always love to chop it up with y'all. It's <v Speaker 2>a good time and I I hope everyone enjoyed. <v Speaker 1>Yeah, well, always of having you on. I loved seeing <v Speaker 1>you in New York. I've been thinking about Margaritaville ever <v Speaker 1>since you explained it to me, we. <v Speaker 2>Have to go. <v Speaker 1>I think we have to go, and it's like, uh, <v Speaker 1>there was a reason. We'll probably be back that way <v Speaker 1>sometime soon. And it's just like, I don't We're not <v Speaker 1>gonna be able to make it happen, and it's gonna <v Speaker 1>physically pain me if we're going to be that close <v Speaker 1>and can't make it happen. So yeah, I don't know. <v Speaker 1>Maybe I should try to show up a little bit <v Speaker 1>early and I could just go there by myself and <v Speaker 1>really show everyone how it's done. Yeah, one of these days, though, <v Speaker 1>we will certainly do the Margaritaville New York City pub <v Speaker 1>crawl from bar to bar on each floor. And thank <v Speaker 1>you to Jesse Vitelli for teaching us the way. Okay, <v Speaker 1>let's see here, new poll question I have that over here. <v Speaker 1>Uh do you play PC games off of a hard <v Speaker 1>drive instead of an SSD? Yes? No? Or I do <v Speaker 1>not play PC games? Those are your options. We'll get <v Speaker 1>the results talk about it on Game Mess Mornings here <v Speaker 1>on Giant Bomb tomorrow. Speaking of Giant Bomb, today's a <v Speaker 1>little funky. We were because the site is frozen and <v Speaker 1>we have the new site happening we're like all getting <v Speaker 1>up to speed on the way new stuff works. So <v Speaker 1>we're gonna be spending some time today doing that. We <v Speaker 1>were me and Dan We're maybe talking about doing a <v Speaker 1>Delight club, but I'm not sure if we're actually gonna <v Speaker 1>be able to pull that off now. So I'm gonna <v Speaker 1>go and and we're gonna have a little power and <v Speaker 1>figure out, Hey, can we make that happen, And then <v Speaker 1>we'll let you all know what's happening for the rest <v Speaker 1>of the day. But expect a voicemail dump truck tomorrow. <v Speaker 1>Upf will happen on Friday, Jim. But we're doing city trials, right, Yeah, <v Speaker 1>we're doing a Kerby Yes, Kirby air Riders city trials, <v Speaker 1>So we'll open up a room and maybe try to <v Speaker 1>get a bunch of people in there hanging out with us. <v Speaker 1>Just so you play any Kirby air Riders. <v Speaker 2>I have not had a chance to play the full release. <v Speaker 2>I got to preview it a couple of times and <v Speaker 2>I had a good time, but haven't haven't had the opportunity. <v Speaker 2>Now that Octopad's out of the way, though, free I <v Speaker 2>can play whatever I want. <v Speaker 1>Someone else you dropping a new one hundred RPG on you, <v Speaker 1>just like right there. Release. Yeah. So, Kurber Writers is <v Speaker 1>one of those games. The more I play it, the <v Speaker 1>more I'm like, I just can't help but appreciate this <v Speaker 1>game and Sakarai and everything he's doing here. It's one <v Speaker 1>of those ones that really grows on you. Okay, So <v Speaker 1>that's the rest of the week. I think with all <v Speaker 1>that out of the way, what I'm gonna do now <v Speaker 1>is say, Jesse, thank you for hanging out with me <v Speaker 1>today and talking about video games. Man. I really appreciate it. <v Speaker 2>Thank you for having me. Like I said, I always <v Speaker 2>love when I get to hang out with you and <v Speaker 2>chat just about anything. Margaritaville, video games, whatever, anything. <v Speaker 1>The Disney Store even turns out. Yeah, thank you once again. <v Speaker 1>Thank you everybody for watching and listening. You are the <v Speaker 1>best audience in gaming. Until next time, have a good one, <v Speaker 1>take care of yourself, and goodbye.
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