Earthworm Jim 3D | SuperPod Game Club
SuperPod Game Club tried Earthworm Jim 3D

Jake and Cameron analyze the narrative, mechanics, gameplay loop and industry impact of Dragons Dogma 2!
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[00:00:00] .
[00:00:10] Ladies and gentlemen, welcome back to another episode of the Pre-Order Bonus
[00:00:13] podcast. I'm one of your hosts, Cameron Warren, and I'm joined as always by
[00:00:19] Professor Jacob Price. It's April 18th, 2024, and we're back to talk about video
[00:00:25] games. Jake, what are your thoughts on early access?
[00:00:32] Oh, I love it. I love it in principle. I think it's a great idea. It feels like a
[00:00:37] safe way to get a game out there in the open, low barrier to entry. It just seems
[00:00:46] like it's all win-win-win. Now, I don't know the other side of that and I'd be
[00:00:52] really curious to see people who talk about early access as a failure. I
[00:00:57] wonder if that has ever been the case. Something I do want to share though is a
[00:01:02] friend of ours, friend of the podcast. We interviewed him. This is Aaron from
[00:01:07] Flip Fly Studios. He said, and this is a hard time to get funding in
[00:01:12] gaming, so take this with a grain of salt, but he said that Whisker
[00:01:16] Survivor Squadron, or Whisker Squadron Survivor, which is currently in early
[00:01:20] access for like 10 or 12 bucks, has sold a lot of copies. That's a lot of
[00:01:27] people who are investing in that game to get better and they're going to be there
[00:01:30] at 1.0 no additional cost to the game and they're part of that sort of
[00:01:35] early community. But he said on Twitter that despite having sold a ton of
[00:01:41] games, it has been crazy hard to land funding from a publisher even
[00:01:46] though the proof of concept is kind of there for the game. It just makes me
[00:01:49] wonder that like as much as I want to believe that early access is a safe,
[00:01:54] wonderful way for especially smaller studios to sort of get their feet on the
[00:01:59] ground. Is it? I don't know. I have some doubt.
[00:02:06] Yeah, I was listening to the kind of funny games cast and they were just
[00:02:12] discussing this topic of early access and like, is it a good thing? Does
[00:02:17] it make sense? It's like kind of the weirdness of it. And they were talking
[00:02:23] about this because there's so many games coming out that are all coming in
[00:02:25] early access. Yeah, the biggest ones being No Rest for the Wicked and
[00:02:31] Hades 2 obviously. And then they kind of discussed, you know, how
[00:02:36] Baldur's Gate 3 was in early access for several years and then Hades 2
[00:02:39] for like a year and a half or whatever. So I thought it was an
[00:02:43] interesting topic because I definitely been thinking about this
[00:02:45] probably since around the time Valheim released and Valheim came out.
[00:02:50] That was the first moment where I was like, huh, early access. Like this is
[00:02:54] the thing that we're just doing now. Yeah. And that's it. Let me be
[00:03:00] clear, like I'm all for this. I'm definitely I think games only
[00:03:04] get better when they have more time and like more feedback with
[00:03:07] Baldur's Gate 3 being the preeminent example of this, right? It
[00:03:11] came out, sold a million copies for just Act 1 of the Game, sat in
[00:03:17] early access for like three plus years. Yeah. And then became the
[00:03:22] game that it is today I think really like a lot to do with
[00:03:26] early access and like the early feedback that they got for sure.
[00:03:32] But it is weird and the reason I want to talk about this
[00:03:36] because I actually today I cracked open No Rest for the Wicked.
[00:03:40] Oh, you did. Nice for just like an hour and Jake, let me tell
[00:03:46] you it's good. This has this got your name written all over it,
[00:03:50] my friend. Imagine if you will. I'm imagining Diablo 4 meets
[00:04:00] Dark Souls. Sounds pretty good.
[00:04:05] With a better story. Oh, and a really cool like super unique
[00:04:11] animation and art style and insane lighting graphics. I mean, it
[00:04:16] sounds amazing. A little but here's the thing. Yeah, it's in
[00:04:21] early access. Well, you had mentioned in the Discord that
[00:04:25] you were going to skip but it's the whole campaign. It's
[00:04:29] the whole game so I'm just curious on the type of person
[00:04:33] that is going to buy a game in early access that looks super
[00:04:36] interesting. I'm going to play it. I'm typically not I'm
[00:04:39] also usually I'll send like one round of feedback through
[00:04:43] the appropriate channels to the developer and just say hey, this
[00:04:47] is what I really liked. This didn't make sense to me. I got
[00:04:50] stuck doing this and I'll usually just do one round of
[00:04:53] that. I'm not like a super dedicated member of early game
[00:04:56] communities. I'm sorry but and then and then I can put
[00:04:59] it aside and then I can come back to the game when it's
[00:05:02] 1.0 and the fact that the whole game is coming out is like I
[00:05:06] know myself and I know if I play this entire game right now when
[00:05:09] it releases 1.0, I'm probably not going to touch it and I would
[00:05:13] prefer to play the game in its fullest most polished state
[00:05:19] rather than play the game in early access completely. It's
[00:05:23] not super sound logic but it's just kind of how I approach
[00:05:26] early access.
[00:05:28] No, I think it's perfectly sound. I think that's kind of the
[00:05:31] annoying thing and like part of the reason I wanted to bring it
[00:05:34] up is
[00:05:38] it's it's like this game has been like pretty heavily
[00:05:42] marketed. Oh yeah. They've done like quite a few partnerships
[00:05:44] with streamers and like gaming outlets. It's had like a ton
[00:05:48] of coverage and it's like dude, I mean people are treating
[00:05:51] like they treating it like this is coming out like this
[00:05:55] is out. This is a game that's like here and so you kind of
[00:05:58] want to it's kind of like Valheim when it had its is Valheim
[00:06:05] still in early access. I think it is. Yeah, it's like not 1.0
[00:06:07] yet. Correct. Which to me says like they're just never
[00:06:11] going to release it. 1.0. It's weird right because multiple
[00:06:16] years right? Like we're two plus years. I think we're two
[00:06:19] years. I want to say two years of early access at Valheim
[00:06:22] and it's received hefty content updates patches all sorts of
[00:06:28] things right? That game is not I mean it is quite different
[00:06:32] from what it was when it first launched. But yeah, I think
[00:06:34] Cameron you're getting at something where like when does
[00:06:37] early access kind of cross the line from Hey, here's an
[00:06:42] incomplete build that we want feedback on to Hey, this is
[00:06:46] a marketing strategy to try to get more people invested in
[00:06:50] this game because if you're releasing a game with the
[00:06:54] campaign complete, pardon me is like well what's preventing you
[00:06:59] from releasing the game in 1.0 and six months from now? Why do
[00:07:04] the early access and it kind of feels like a song and dance
[00:07:07] and I'll be honest as I've been thinking about this only one
[00:07:10] answer has come to my mind and folks remember this is
[00:07:13] speculation Cameron I'd like to hear your thoughts on this
[00:07:16] but I wonder if it makes sense to have a game that's so
[00:07:20] linear completion release and early access to soften reviews
[00:07:25] and to prevent review bombing bombing because people will
[00:07:28] always be able to say like Hey, this is early access things are
[00:07:33] going to change so it doesn't make sense to review bomb
[00:07:37] something when official reviews are going to come out later
[00:07:40] you get all the people who were really upset they kind of
[00:07:44] get their emotions out of their system without it like
[00:07:47] really hampering sales or the PR or just the basic dialogue
[00:07:52] surrounding the game. I don't know maybe I feel like I'm kind
[00:07:56] of making that up but at the same time it seems logical.
[00:08:00] I don't know I feel like we need another category almost
[00:08:02] at this point. I need it needs to be something called like
[00:08:07] pre release or you know I don't know like cuz cuz to your
[00:08:12] point it's like there are a ton of games on steam they're
[00:08:16] legitimately early access they're like hey we are like
[00:08:20] developing this game it is not complete at all whereas no rest
[00:08:25] for the wicked kind of treads that line of like Hey guys we've
[00:08:29] been working on this for six years here's the full campaign.
[00:08:33] Yeah, here's like fleshed out cinematics like this isn't like
[00:08:38] and obviously there's issues with it for sure and that's
[00:08:40] like the reason they put it in early access and I think
[00:08:43] it's still probably the right decision but anyway it's just
[00:08:47] interesting I can't help myself so I just bought it and I'm
[00:08:51] gonna play it a little bit but to your point I do feel less
[00:08:54] invested to finish it. So if I do hit like anything that kind
[00:08:57] of gives me pause it does make it so it just makes it a lot
[00:09:04] easy for me be like I'll just come back to this later and
[00:09:06] I just put it down really really fast. The one thing that
[00:09:10] may cause me to do that and I got a hefty discount on
[00:09:13] it because there was some promo today. It's got eight bucks off
[00:09:16] and it's cheaper in early access than it will be obviously.
[00:09:18] Yeah. But the one thing that may actually put me off for good
[00:09:24] is the performance because this game looks stunning but dude it
[00:09:28] eats your GPU alive like the lighting effects and there's no
[00:09:34] DLSS yet so like you can't even did you drop in like in
[00:09:39] the low 30s in combat with like a 3080 GPU so that's wild. I
[00:09:46] mean it's also unsurprising and that this is the team behind
[00:09:51] Ori and if you pay attention to the Ori games the stuff that's
[00:09:55] happening in the background well all of what's happening
[00:09:58] sort of graphically but like lighting and stuff is super
[00:10:02] wild and to sort of add the isometric dimension on top of
[00:10:05] what they're already doing with Ori I feel like yeah this
[00:10:08] seems like a game that's going to be pretty intense.
[00:10:13] But there is a cool game here that's actually what the thing
[00:10:17] that kind of hooked me into it was this is a it's not really
[00:10:23] anything like new but it's taking the over the top ARPG
[00:10:29] genre and just mixing it up a little bit and like kind of
[00:10:33] making enough changes that to make it a little bit more
[00:10:36] interesting like it's not a Diablo clone. It's not like a
[00:10:40] torchlight situation you know like one of those but it has
[00:10:44] like the same perspective but the combat is much more
[00:10:47] Dark Souls it steals like directly from that system that has
[00:10:51] it has weight and like you know has kind of the similar
[00:10:57] class types and but it has randomized loot like Diablo
[00:11:01] so anyway it's a mystery ideas in there incredibly cool
[00:11:04] art style this is a cool game super cool game so excited to
[00:11:08] follow it I may play more just depending on maybe they'll
[00:11:12] have a performance patch soon but right yeah.
[00:11:15] Yeah it'll be curious to see what the 1.0 launch kind of
[00:11:18] looks like right how different it really is I feel like if
[00:11:22] you have the entire campaign out though that's probably
[00:11:27] not going to change right it almost just feels like
[00:11:31] and of course folks I'm kind of assuming here I don't know
[00:11:34] the details behind it but you know it really feels like
[00:11:36] they're nearly done with production and that maybe the
[00:11:40] people who play just are also serving as a great greater
[00:11:45] net for QA I don't think Moon Studios QA don't get me I
[00:11:50] don't want that understood incorrectly but when you have
[00:11:54] I mean in the initial cinematics there's a quick
[00:11:57] assignment the initial cinematics and stuff like look
[00:11:59] like they're done like they're full blown like beautiful
[00:12:04] cinematics with like voice acting some I mean I assume
[00:12:08] the rest of the campaign is that way so then the early
[00:12:11] access to your point Jake it seems like it's bug fixing
[00:12:14] and balancing tuned towards like some sort of end game vision
[00:12:19] and we know there's co-op coming in future so anyway
[00:12:21] right okay yeah so who knows who really knows I wish I did
[00:12:26] that'd be kind of cool but at the same time like I said
[00:12:30] I probably won't be picking it up right now I'm trying to work
[00:12:33] on some backlog before my May gets completely logged
[00:12:39] water logged with like a ton of new games that are coming
[00:12:42] out and so I have a list that I posted in our discord
[00:12:45] I'm just going to kind of go through the games that
[00:12:46] I'm most interested in but other games have been
[00:12:50] announced as well for May it's really looking like
[00:12:54] quite the hefty lineup okay let's see here's my list
[00:12:59] and so Indica was actually just moved up a week it was
[00:13:03] moved to May 2nd from May 8th so May 2nd that's right
[00:13:07] around the corner speaking of early rising V rising
[00:13:10] 1.0 is also launching in May on May 8th and so
[00:13:15] that means it's 1.0 on PC and then 1.0 launching
[00:13:20] and this is its first launch on PlayStation May 9th
[00:13:24] it's going to be busy with Animal Well Crow Country
[00:13:27] it was just announced in the most recent indie world
[00:13:30] that Big Kitty or Little Kitty Big City which is like
[00:13:34] the happy version of the game Stray is coming out
[00:13:37] Crip Masters coming out on the 9th
[00:13:40] Ghost of Tsushima PC is coming out on the 16th
[00:13:44] excuse me Hellblade 2 is coming out on the 21st
[00:13:47] Haunty another great indie game is coming out on the 23rd
[00:13:50] Paper Mario the thousand year door remake slash remaster
[00:13:54] I'm not sure what that is exactly coming out on the 23rd
[00:13:57] World of Goode coming out on the 23rd and then
[00:13:59] Ninesouls a Metrivania highly stylized coming out
[00:14:02] on the 29th and that's the game that's a list
[00:14:06] of the games that I'm interested in to some extent
[00:14:10] there's no way I'm going to play all of those
[00:14:11] but May is entirely stacked and I think if
[00:14:15] you're not even into indie games but you play
[00:14:17] on PC you are obligated to play Ghost of Tsushima
[00:14:24] at the very least that game
[00:14:28] how do you think that game is going to be on PC?
[00:14:32] Dude I think it'll be amazing on PC
[00:14:35] I think it's gonna have if the other PlayStation ports
[00:14:39] or any evidence or whatever like they've both
[00:14:44] just been phenomenal including the most recent
[00:14:47] was Horizon Forbidden West
[00:14:50] dude that thing was stacked with graphical options
[00:14:54] like to the gills and people were running it
[00:14:57] at like max ultra settings with the DLSS3 enabled
[00:15:01] on like 120 frames so probably gonna be the best place
[00:15:05] to play Ghost of Tsushima honestly dude
[00:15:08] I might have to buy it again like I just
[00:15:12] I love that game so much
[00:15:14] I have played it probably too much
[00:15:16] so I actually probably won't buy it again but
[00:15:19] but if you dude can we can we just please announce
[00:15:21] Ghost of Tsushima too like what are we doing?
[00:15:23] Like what are we doing?
[00:15:25] Okay two things about Ghost of Tsushima
[00:15:27] because I love it as well
[00:15:29] I have the PS5 director's cut
[00:15:31] and I needed excuse to play it
[00:15:33] so maybe we do need to just do like
[00:15:35] hey Ghost of Tsushima still is amazing episode
[00:15:38] but in regards to the sequel
[00:15:42] I'm super concerned
[00:15:45] and I have nothing to base this on
[00:15:46] just all speculation in the hearsay
[00:15:48] that I'm seeing online
[00:15:50] I'm concerned that Ghost of Tsushima too
[00:15:52] is kind of suffering insomniacs Spider-Man 2
[00:15:58] with a bloated budget and just a ton
[00:16:02] kind of seems like that's what would happen right?
[00:16:04] It just kind of feels like
[00:16:07] similar things are happening
[00:16:09] and I really don't want Sucker Punch
[00:16:11] to get some of the same flak that Insomniac has gotten
[00:16:16] maybe not flak that's not the right word
[00:16:17] but people being laid off despite like a game
[00:16:21] being highly successful and wonderful
[00:16:24] I'm confident that that sequel is going to be
[00:16:25] just incredible and I really just want it
[00:16:27] to be a smashing success
[00:16:29] and I don't know man I'm worried
[00:16:32] because we haven't heard a peep
[00:16:34] on it really since they announced
[00:16:38] since they announced that they were working on a sequel
[00:16:39] and since they announced that the movie
[00:16:41] it is a movie not a TV series right
[00:16:43] was in production
[00:16:45] so please like I don't know
[00:16:48] I just want that game to come out
[00:16:50] I want it to be a huge success
[00:16:52] and I'm just super worried about
[00:16:54] just because of the gaming industry
[00:16:56] financial kind of issues that are going on
[00:16:58] I mean I think my greatest fear is that
[00:17:03] they are spending a lot of time
[00:17:07] making legends into a thing
[00:17:11] instead of like this nice little standalone experience
[00:17:15] which if I had to guess
[00:17:17] that's exactly what's happening
[00:17:19] and they're taking a lot of time
[00:17:21] to like work on legends and make it a thing
[00:17:23] because the original legends was really well received
[00:17:27] but it was kind of like a side thing
[00:17:29] it wasn't monetized
[00:17:30] it was just like hey here's this like proof of concept
[00:17:33] that was actually really good
[00:17:38] yeah man I hope that doesn't compromise the campaign
[00:17:42] it probably will
[00:17:43] I hope it doesn't
[00:17:45] but it probably will
[00:17:46] you think we might see a flip
[00:17:47] where it's like a 10 hour campaign
[00:17:49] and then a full-blown live service multiplayer thing
[00:17:53] I mean unless Sony was like hey
[00:17:55] we're gonna help you guys out
[00:17:56] we're gonna triple your budget
[00:18:01] but hey we're tripling your budget
[00:18:02] because you're actually attaching legends
[00:18:07] the nice thing about legends
[00:18:08] is that it's a completely like separate experience
[00:18:10] that's not part of the single player
[00:18:12] so they're not trying to meld
[00:18:14] like a single player campaign
[00:18:15] with a live service experience
[00:18:17] it just like really lives on its own
[00:18:20] which I have to assume
[00:18:22] I mean that's what they're doing right
[00:18:23] like they have to be doing that
[00:18:25] like that's sort of obvious to me
[00:18:27] did Ghost of Tsushima come out in 2020?
[00:18:30] is that right?
[00:18:31] 2021
[00:18:32] I think 2021
[00:18:33] so about three years ago
[00:18:35] because it was a summer release
[00:18:36] right
[00:18:39] I don't know
[00:18:39] three years obviously is a long time
[00:18:42] but in AAA game dev
[00:18:44] it's not a long time
[00:18:46] and who knows if the sequel was greenlit
[00:18:49] before Ghost of Tsushima launched
[00:18:52] oh sorry
[00:18:53] 2020
[00:18:53] it was
[00:18:53] so we were four years
[00:18:54] okay so it's been nearly four years
[00:18:57] I don't know man
[00:19:00] so we got to be one to two years out
[00:19:03] I think that's fair
[00:19:04] but it's
[00:19:06] but you would hope that they're not
[00:19:09] they were smart
[00:19:11] and they are wizards
[00:19:12] technical wizards over there
[00:19:13] and you hope that what they're doing
[00:19:15] is just building on that existing engine
[00:19:18] and so then that means it's not gonna take
[00:19:22] you know as long
[00:19:24] but what was the length between Spider-Man 2
[00:19:26] and Spider-Man 1?
[00:19:27] I want to say it was about three years
[00:19:29] and Miles Morales came out
[00:19:31] but between those ones
[00:19:33] isn't that right?
[00:19:35] yeah so okay
[00:19:35] so then that was three years
[00:19:37] and we got Miles Morales
[00:19:39] standalone game
[00:19:40] which was great
[00:19:42] and Ghost of Tsushima
[00:19:43] we haven't pretty much had any content
[00:19:45] except for obviously this PC release
[00:19:47] we had the director's cut
[00:19:49] which I don't know if that really counts
[00:19:51] excuse me
[00:19:52] I don't know
[00:19:53] excuse me
[00:19:53] I got those numbers wrong
[00:19:55] Marvel Spider-Man came out
[00:19:57] it's five years
[00:19:57] Marvel Spider-Man came out 2018
[00:20:00] and then Marvel Spider-Man 2 came out 2023
[00:20:03] but yes Miles Morales was between those ones
[00:20:07] right that came out in 2020
[00:20:11] yeah so we pretty much got a full game
[00:20:14] in between
[00:20:14] which if we had gotten a standalone Ghost of Tsushima game
[00:20:19] I would have been much
[00:20:20] like that would have appeased my patients
[00:20:22] at least for a little while so
[00:20:25] we gotta be you know
[00:20:26] the Yuna campaign or something
[00:20:29] an announcement has to be imminent
[00:20:32] unless there's serious trouble at Sucker Punch
[00:20:35] which I don't imagine there is
[00:20:37] but yeah
[00:20:39] please no
[00:20:40] okay so we got May
[00:20:42] tons of games coming
[00:20:44] I've been playing No Rest for the Wicked
[00:20:46] Dragon's Dogma
[00:20:47] which we'll talk about today
[00:20:50] Jake you got
[00:20:51] you're excited for indie games
[00:20:52] you're in the backlog
[00:20:53] oh I'll mention one more thing
[00:20:55] so the Fallout show
[00:20:57] supposedly really good
[00:20:58] yeah you started watching it right
[00:21:00] yeah I started it a couple episodes in
[00:21:02] I don't know if it's like exactly my
[00:21:04] vibes
[00:21:05] but the quality is there for sure
[00:21:07] like and it's it's got the world building down so
[00:21:10] I'll definitely probably continue
[00:21:12] but the one thing that I did do
[00:21:13] is I did jump in on the hype bandwagon
[00:21:16] with the rest of the internet
[00:21:18] and I went through the painstaking
[00:21:21] and let me tell you Jake
[00:21:22] this is the most effort that I've ever done
[00:21:24] to install a video game
[00:21:27] I downloaded and modded Fallout New Vegas
[00:21:33] like modded this thing to the guild
[00:21:35] like dude you need a minor in software engineering
[00:21:39] in order to install these mods
[00:21:41] I'm telling you
[00:21:42] like not joking
[00:21:45] I spent two hours getting the mods figured out
[00:21:47] that sounds like pure misery to me
[00:21:50] yes and I usually don't go through this
[00:21:52] but I have really really really wanted
[00:21:55] one of the Fallout games to work for me
[00:21:57] for so long
[00:21:57] and I've always heard so many amazing things
[00:22:00] about Fallout New Vegas
[00:22:01] from like an RPG
[00:22:03] branching narrative
[00:22:05] you know
[00:22:06] standpoint
[00:22:07] so I was like you know what
[00:22:08] like this is the time
[00:22:09] I'm gonna get the steam version
[00:22:12] I'm gonna get all the mods
[00:22:13] we're gonna get it running like
[00:22:15] you know 4k 3440 widescreen
[00:22:19] we're gonna get all like the bug fix
[00:22:20] we're gonna do the whole thing
[00:22:22] we're gonna do it
[00:22:22] so I'm like
[00:22:24] an hour and a half in
[00:22:26] and
[00:22:27] so far pretty good
[00:22:28] okay
[00:22:29] don't know if I'll continue
[00:22:30] because it's really old
[00:22:33] I'll be honest
[00:22:34] has not aged
[00:22:36] incredibly well
[00:22:37] the RPG elements are there
[00:22:39] and you can kind of sense that they're there
[00:22:41] and that's really cool
[00:22:43] I mean that part of it is like
[00:22:44] you can clearly see the obsidian DNA
[00:22:47] very strong
[00:22:48] right
[00:22:49] and I'm also playing with the Josh Sawyer mod
[00:22:53] nice
[00:22:53] because late like
[00:22:55] I guess several years after the game came out
[00:22:56] Josh Sawyer
[00:22:58] who is a game director
[00:22:59] on the bit
[00:22:59] basically did like a director's cut
[00:23:01] of like changes to the code
[00:23:03] that impact gameplay
[00:23:05] interesting
[00:23:06] and so I decided like
[00:23:07] okay I'm just gonna jump in with this director's cut
[00:23:09] which adds like some
[00:23:10] some things to it but
[00:23:12] anyway
[00:23:13] I'll probably keep going
[00:23:14] I don't know
[00:23:15] I'm kind of all over the place right now
[00:23:16] in between
[00:23:17] kind of big titles
[00:23:18] Final Fantasy 7
[00:23:19] Dragon's Dogma
[00:23:20] kind of wore me out
[00:23:21] so I'm
[00:23:22] yeah
[00:23:22] I'm kind of at a weird spot
[00:23:24] yeah I
[00:23:24] um
[00:23:25] I'm also a little
[00:23:26] okay
[00:23:27] I say that I'm worn out from big games
[00:23:30] because yeah
[00:23:32] what Final Fantasy
[00:23:32] or Banishers Ghost in New Zealand
[00:23:34] and then Final Fantasy 7
[00:23:36] Rebirth
[00:23:36] and then Dragons Dogma 2
[00:23:39] are games that are pretty intense
[00:23:40] it's hard to play just a little bit to them
[00:23:43] at a time
[00:23:45] and so
[00:23:46] I was like okay
[00:23:46] so I'll just focus on all these little games
[00:23:49] and then
[00:23:50] I'm probably gonna start back up
[00:23:51] Cyber
[00:23:52] well I am gonna start back up
[00:23:53] Cyberpunk 2077
[00:23:56] which is not
[00:23:57] oh
[00:23:57] which is not a little game
[00:23:58] it's not
[00:23:59] so
[00:24:00] that is definitely not
[00:24:01] so you're just going to another massive
[00:24:05] shooter
[00:24:05] act or
[00:24:06] shoot action RPG
[00:24:07] I would call it
[00:24:08] basically a first person shooter
[00:24:10] yeah
[00:24:11] I am playing a few indie games here and there
[00:24:13] I'm finally playing Highwater
[00:24:15] which came out last year
[00:24:16] but came to consoles
[00:24:17] in March
[00:24:19] I'm finally this game has sat
[00:24:21] in my Xbox backlog for years
[00:24:24] I'm playing Eagle Island Twist
[00:24:27] and then
[00:24:29] I don't know
[00:24:29] I finished a bunch of little games too
[00:24:31] I finished like
[00:24:32] Open Roads was one that I played recently
[00:24:35] Return to Grace is another one I played
[00:24:37] I played like the weird prequel to
[00:24:39] Final Fantasy 15
[00:24:41] it's like this weird like hack and slash
[00:24:44] pixel art game
[00:24:45] crazy short
[00:24:46] anyway
[00:24:47] I've been playing lots of little games but
[00:24:50] yeah oh
[00:24:51] and this is the last thing I want to say
[00:24:53] very rare moment
[00:24:54] so for long time listeners of the podcast
[00:24:56] you know
[00:24:57] that I teach
[00:25:00] at the university level
[00:25:01] and so
[00:25:02] something amazing is about to happen
[00:25:04] my semester is about to end
[00:25:06] but my kids are still in school
[00:25:08] so I have
[00:25:09] what I call
[00:25:10] the golden month of gaming
[00:25:12] and what I'm
[00:25:13] what I'm gonna do is
[00:25:14] I'm actually gonna stream
[00:25:15] for like three weeks
[00:25:17] Monday through Friday
[00:25:18] three and a half four hours
[00:25:20] a day in the morning
[00:25:22] so if you want to catch
[00:25:23] I'm gonna start with my indie backlog
[00:25:25] from 2024
[00:25:27] so if you want something pretty
[00:25:29] laid back
[00:25:29] you can go to twitch.tv
[00:25:31] slash chiptip18
[00:25:33] and I'm gonna be
[00:25:34] on there
[00:25:35] regularly until May 16th
[00:25:39] be excited for that
[00:25:42] that's awesome dude
[00:25:43] that's
[00:25:45] gaming
[00:25:46] enjoy that time
[00:25:48] that's a special time
[00:25:49] it's a golden month of gaming
[00:25:50] finally
[00:25:52] as you go back into your backlog
[00:25:53] just don't forget about a little game
[00:25:55] called Baldur's Gate 3
[00:25:56] yep
[00:25:58] dude I knew it
[00:25:59] I knew it
[00:26:00] I might I might like that last
[00:26:02] you will not
[00:26:03] you will not regret it
[00:26:05] out of all the games that you are
[00:26:06] selecting to play
[00:26:07] including Cyberpunk being one of them
[00:26:09] you will not
[00:26:10] also did you choose the
[00:26:12] female heroine
[00:26:14] in Cyberpunk or the male
[00:26:18] it's been so long that I played
[00:26:20] that I don't know
[00:26:22] okay
[00:26:23] I'm gonna tell you something about
[00:26:24] Cyberpunk right now
[00:26:25] they figured it out
[00:26:25] that game is good now
[00:26:27] for sure
[00:26:27] like yes
[00:26:28] great
[00:26:30] biggest pet peeve
[00:26:31] the voice actor for V
[00:26:32] the male
[00:26:34] a noise
[00:26:34] the living crap out of me
[00:26:36] and honestly
[00:26:37] that's like the main reason I never
[00:26:38] finished the game
[00:26:40] and I have like 45 hours in it
[00:26:41] I'm not kidding
[00:26:42] that's amazing
[00:26:44] that is amazing
[00:26:46] I'm female V
[00:26:47] way better
[00:26:48] can't can you like change halfway
[00:26:50] through or no
[00:26:52] and you change your
[00:26:54] I guess they have
[00:26:58] can you be like the female V
[00:27:00] I don't know
[00:27:01] I don't know
[00:27:01] I'll look into it
[00:27:02] I don't think you
[00:27:02] because
[00:27:03] I don't think you can switch halfway
[00:27:04] through that'd be cool
[00:27:05] it dude if you can do that
[00:27:06] straight up
[00:27:08] I might like reinstall
[00:27:12] well nice
[00:27:13] okay
[00:27:13] I also kind of got sick of
[00:27:14] I got kind of got sick of my build
[00:27:15] I was like a samurai gun build
[00:27:19] you should do a cool build Jake
[00:27:22] I should just look up a build
[00:27:23] I might just
[00:27:24] folks I'll be honest
[00:27:25] I might just put that on easy
[00:27:26] and kind of go through it
[00:27:28] because I have mixed feelings on it
[00:27:29] but that is a future podcast episode
[00:27:31] this episode we're talking about
[00:27:33] Dragon's Dogma 2
[00:27:34] it's already been 30 minutes
[00:27:35] so this is like 10 to 15 minutes
[00:27:37] over what we normally do in our intro
[00:27:41] lots of news lots of me are andring
[00:27:43] but let's get back on track
[00:27:44] Dragon's Dogma 2
[00:27:45] Jake how are we gonna break it down
[00:27:46] we will be talking about
[00:27:47] Dragon's Dogma 2
[00:27:49] in our very podcast defining for categories
[00:27:55] so the first category is the narrative
[00:27:57] we'll be talking about this story here
[00:27:59] we tend to focus a lot more on themes
[00:28:01] so if you're listening to this episode
[00:28:02] for the first time
[00:28:04] as a first-time listener
[00:28:05] just know that we're not going to get into spoilers
[00:28:08] we're just going to talk about the beginning of the game
[00:28:11] and then next we'll be talking about the mechanics
[00:28:13] lots to say here
[00:28:15] when it comes to the combat
[00:28:16] and sort of what it is
[00:28:17] that you are doing to interact with the game
[00:28:20] just sort of those building blocks
[00:28:23] of interaction
[00:28:24] of interactivity
[00:28:25] between player and the game itself
[00:28:27] and then third we'll be talking about
[00:28:28] the gameplay loop
[00:28:29] this is an open world
[00:28:31] and so that whole conversation
[00:28:32] is going to come back into play
[00:28:34] as we talk about gameplay loop
[00:28:35] and it will probably make an appearance
[00:28:37] in our fourth category of impact
[00:28:39] on the industry
[00:28:41] we know we're a little late to the ball game
[00:28:43] on this one
[00:28:43] but there has been a lot of
[00:28:45] in surprisingly I would say
[00:28:47] interesting discourse
[00:28:49] on social media
[00:28:50] about Dragon's Dogma 2
[00:28:52] interesting in a good way
[00:28:53] and that people have
[00:28:54] interesting and wonderful things to say
[00:28:56] about its game design
[00:28:58] and so we'll be talking about that
[00:29:00] as well when we get to the final category
[00:29:02] of tonight's episode
[00:29:06] let's jump in Dragon's Dogma 2
[00:29:10] this is the story
[00:29:12] of the Arisen
[00:29:14] yes
[00:29:14] who in the world of Dragon's Dogma
[00:29:19] there is a mythic
[00:29:20] a fable
[00:29:21] not even a fable
[00:29:22] it's like a
[00:29:23] no one
[00:29:25] you know
[00:29:26] what's the right word for it
[00:29:27] not myth
[00:29:28] but like it's not quite a legend either
[00:29:30] because it's not a legend
[00:29:32] right it's just a cultural phenomenon
[00:29:35] maybe
[00:29:35] the cultural phenomenon of the land
[00:29:37] is that there is always
[00:29:38] an individual who emerges as the Arisen
[00:29:42] and that person essentially becomes like the king
[00:29:45] yeah
[00:29:47] but game starts off
[00:29:49] you're like in prison
[00:29:51] somebody puts you there
[00:29:53] and what you come to fight out is that
[00:29:55] there is somebody faking being the Arisen
[00:29:58] which is no good
[00:29:59] no good at all
[00:30:01] and so you basically
[00:30:03] you get some dudes on your side who are like
[00:30:05] hey
[00:30:05] you're the actual Arisen
[00:30:07] we're gonna help you out
[00:30:08] we need to figure out what the deal is
[00:30:11] with the bad Arisen
[00:30:13] and that's
[00:30:14] kind of the story
[00:30:17] okay
[00:30:18] sorry
[00:30:19] continue because I got
[00:30:21] so many feelings
[00:30:25] so
[00:30:26] honestly
[00:30:31] this
[00:30:33] just spit it out
[00:30:34] because I'm going to
[00:30:35] this is a
[00:30:36] this is a weird
[00:30:38] so I'll be honest
[00:30:40] I was actually
[00:30:41] have really low expectations of the story
[00:30:46] but there were moments that actually
[00:30:51] you know
[00:30:52] surprised and delighted me
[00:30:53] there definitely were moments
[00:30:54] there were moments that was like
[00:30:55] oh like this is actually kind of interesting
[00:30:57] but then there are a lot of other moments
[00:30:59] where I was like
[00:31:00] this is a game from 2003
[00:31:05] oh my gosh
[00:31:06] and in between those
[00:31:09] you know
[00:31:10] you have what is like the actual game
[00:31:12] which is essentially just wandering the land
[00:31:14] exploring
[00:31:15] and killing the same set of like
[00:31:17] eight monsters over and over again
[00:31:19] we'll get into that in a minute
[00:31:22] yeah
[00:31:23] I think there's
[00:31:25] pretty classic
[00:31:28] hero
[00:31:29] you know beats villain
[00:31:31] heroes not getting the
[00:31:32] you know
[00:31:33] like being denied his rightful position
[00:31:35] and has to kind of
[00:31:37] be the good guy versus the bad guy
[00:31:39] and save the kingdom
[00:31:40] I don't think there's anything like
[00:31:41] deep thematically here
[00:31:42] there's nothing like
[00:31:44] super interesting from a decision-making standpoint
[00:31:47] you can't be like
[00:31:48] you know
[00:31:48] there's no like branching narrative
[00:31:50] it's very just a straightforward
[00:31:51] this is very old school in nature
[00:31:54] but I think it's just really fine
[00:31:56] like it's fine
[00:31:58] and it's not bad
[00:32:00] that's my analysis
[00:32:02] I like this analysis
[00:32:05] here we go
[00:32:05] I know it kind of feels like
[00:32:06] we're gonna rip this to shreds but
[00:32:09] listen
[00:32:10] this story
[00:32:11] this first let's start with the world building
[00:32:13] I freaking love the world building
[00:32:14] of dragons dogma too
[00:32:16] I think it's done super well
[00:32:18] when I talk about world building
[00:32:20] to my literature students
[00:32:21] what I tell them
[00:32:23] is that world building
[00:32:25] you know good world building
[00:32:26] what people like about world building
[00:32:29] when it's done well
[00:32:30] is that there is a coherent logic
[00:32:34] to how a world operates
[00:32:37] both physically
[00:32:38] like in terms of environment
[00:32:40] but also culturally
[00:32:42] in terms of
[00:32:43] how the different factions
[00:32:44] groups cities
[00:32:45] continents kingdoms
[00:32:46] whatever it is
[00:32:47] sort of respond
[00:32:49] to what's happening in the world
[00:32:50] in a lot of times
[00:32:51] an interesting world building
[00:32:53] especially in fantasy
[00:32:54] you know well
[00:32:55] you know in fantasy and science fiction
[00:32:56] we don't typically talk about world
[00:32:57] building outside of that
[00:32:58] but anyway
[00:33:00] that's another conversation
[00:33:02] typically what happens is
[00:33:04] you can identify
[00:33:06] what an author
[00:33:07] or in this case a game designer
[00:33:08] is doing when it comes to open world
[00:33:10] it's like
[00:33:11] hey what if we took a medieval setting
[00:33:13] like in dragons dogma
[00:33:14] and there are dragons
[00:33:15] and this regular high fantasy stuff
[00:33:18] but there's an arisen
[00:33:20] and the arisen
[00:33:22] has influence over ponds
[00:33:24] and ponds are these
[00:33:25] not quite human
[00:33:27] humanoids essentially
[00:33:29] that listen and obey the arisen
[00:33:33] that's it
[00:33:34] and so what I love about the world
[00:33:35] burp building in dragons dogma too
[00:33:37] is that I think it does an excellent job
[00:33:39] of constructing culture
[00:33:41] in history
[00:33:42] surrounding that point
[00:33:43] which is
[00:33:44] hold on
[00:33:45] if there is an arisen
[00:33:46] and they get a lot of political power
[00:33:48] because what are you going to do
[00:33:50] if the arisen shows up
[00:33:51] and then suddenly dozens
[00:33:53] and hundreds and thousands of ponds
[00:33:54] are like
[00:33:55] hey we are going to like
[00:33:57] swear fealty
[00:33:58] and obey this guy
[00:33:59] there are political ramifications to that
[00:34:02] and so it makes sense
[00:34:03] so I think on the story level
[00:34:05] I love the idea
[00:34:07] of the story that there is a
[00:34:09] pretender to the throne
[00:34:10] this is somebody who has
[00:34:12] convinced an entire kingdom
[00:34:14] that they are the one and true
[00:34:16] arisen at this moment
[00:34:19] but that's not the case
[00:34:20] because for me it makes for a super compelling
[00:34:23] political circumstance
[00:34:25] based on
[00:34:25] really interesting world building
[00:34:28] here's my big problem with this game
[00:34:31] the storytelling
[00:34:32] despite the world building
[00:34:34] and the actual plot itself being interesting
[00:34:36] is so flat
[00:34:38] yeah that's a great
[00:34:39] that's a great
[00:34:41] that's yeah
[00:34:41] you're saying it way better than I am
[00:34:44] I don't know if I'd say that
[00:34:45] but I just think that like
[00:34:47] there's so much here
[00:34:49] that is juicy and interesting
[00:34:51] and it sets up for something
[00:34:53] really cool to happen
[00:34:54] and I haven't quite been able to pinpoint it
[00:34:56] but I think the biggest sort of
[00:34:59] detractor from all the interesting setup
[00:35:03] is that there's way too much
[00:35:05] verbiage
[00:35:05] way too much dialogue
[00:35:07] people
[00:35:08] I just feel like the script
[00:35:09] for these people
[00:35:10] when you're talking with them
[00:35:11] is way too long
[00:35:12] and then I can't say
[00:35:14] because I haven't thought about it too critically
[00:35:16] is the voice acting flat
[00:35:17] is it bland
[00:35:18] I think it might be
[00:35:20] I just feel like the delivery of the story
[00:35:22] is not conveying the political intrigue
[00:35:25] and the emotion
[00:35:27] that should be behind it
[00:35:28] and so
[00:35:29] as I go through the main quest line
[00:35:32] typically I think to myself
[00:35:34] I'm sitting them on my couch
[00:35:35] and I nod and like
[00:35:36] oh that's interesting
[00:35:37] and then I move on
[00:35:39] you know what I mean
[00:35:42] no absolutely
[00:35:43] like you nailed it
[00:35:44] like the world
[00:35:45] this world is so cool
[00:35:47] it's like such an interesting world
[00:35:48] and like so many
[00:35:50] interesting facets
[00:35:51] and like you run around
[00:35:52] and there's this ginormous
[00:35:54] capital
[00:35:55] that's like really well realized
[00:35:57] and then like a beautiful countryside
[00:35:59] with the interesting things to discover
[00:36:00] and like
[00:36:01] cities
[00:36:02] and like little
[00:36:03] ruins and stuff
[00:36:04] that kind of have history to them
[00:36:05] and hidden monsters
[00:36:06] and like all this cool stuff
[00:36:08] that like you described
[00:36:09] and then
[00:36:09] you know the arisen and pond situation
[00:36:12] which is
[00:36:13] we need to come up with a
[00:36:14] academic term for this
[00:36:16] narrative to serve the video game
[00:36:19] instead of the reverse
[00:36:19] oh okay
[00:36:21] does that make sense what I'm saying
[00:36:22] so like ludonarrative harmony
[00:36:24] but starting with narrative before mechanics
[00:36:27] it's narrative that's designed
[00:36:29] for the purpose
[00:36:30] for serving the like game mechanics
[00:36:32] instead of
[00:36:33] the other way around
[00:36:34] set a mechanic
[00:36:34] so they started with a game
[00:36:36] and they built the narrative around the game
[00:36:37] which is what I think they did
[00:36:39] with because I mean
[00:36:40] the whole pond system
[00:36:43] and that ponds are like part of the world
[00:36:44] but they actually live in like
[00:36:46] parallel universes
[00:36:47] and that's like explicitly called out
[00:36:49] and that
[00:36:50] in the story
[00:36:50] yeah
[00:36:51] yeah
[00:36:52] freddy
[00:36:53] I know you're listening
[00:36:54] please ping us on whatever that term is
[00:36:57] there's probably a term for it already
[00:36:58] yeah
[00:36:59] so
[00:37:00] anyway
[00:37:01] that stuff all works
[00:37:01] and that's fine
[00:37:02] but like yeah
[00:37:03] to your point
[00:37:04] and I'll
[00:37:05] I'll kind of do some spoilers
[00:37:06] of the structure a little bit
[00:37:08] so
[00:37:08] if you don't want to hear this
[00:37:09] you can skip ahead
[00:37:10] a minute
[00:37:11] or 30 seconds
[00:37:12] but
[00:37:13] dude they set up all this stuff
[00:37:15] with all of that crappy dialogue
[00:37:17] and actually introduce
[00:37:18] like a lot of characters
[00:37:19] and kind of different things
[00:37:20] that they never pay off
[00:37:25] and I'm really really close to beating the game
[00:37:27] and dude they just get to a certain point
[00:37:29] and they're like
[00:37:29] yep
[00:37:30] let's
[00:37:31] we're gonna finish the game
[00:37:33] and
[00:37:34] the sequences
[00:37:35] and the
[00:37:35] and the stuff that happens
[00:37:36] like worldwide
[00:37:38] amazing
[00:37:39] like so cool
[00:37:40] but
[00:37:41] the characterization
[00:37:43] and like
[00:37:43] the people that are involved with it
[00:37:45] and kind of how
[00:37:47] all that kind of ties together
[00:37:49] it's so disjointed
[00:37:51] it's so like sort of nonsensical
[00:37:53] it doesn't follow
[00:37:55] lines like through it all
[00:37:57] it kind of leaves things
[00:37:59] yeah it just
[00:38:00] it really fails
[00:38:01] and I think
[00:38:02] have they've been able to figure that part out
[00:38:04] and kind of tie
[00:38:05] the narrative threads together
[00:38:07] in a more
[00:38:08] powerful way
[00:38:10] you'd be talking about like
[00:38:11] masterpiece level
[00:38:13] potentially
[00:38:13] because I think
[00:38:14] if you if you bring that part of it forward
[00:38:16] obviously that's going to elevate the whole experience
[00:38:19] because what's here from
[00:38:20] like you said Jake
[00:38:20] from a world building
[00:38:21] and a mechanics perspective
[00:38:23] and even a gameplay perspective
[00:38:24] is like
[00:38:25] really top tier
[00:38:26] in my opinion
[00:38:27] no I agree
[00:38:28] there's so much that I love
[00:38:29] about Dragon's Dogma 2
[00:38:31] and sure there are side quests
[00:38:33] and there are some NPCs
[00:38:35] but yeah it just doesn't feel like
[00:38:36] there wasn't the same level of attention given
[00:38:40] to that aspect of the story
[00:38:41] and so
[00:38:42] that the game I feel like is at its best
[00:38:45] when you're out of the city
[00:38:47] and you're adventuring
[00:38:49] and we'll talk about that more
[00:38:51] and sure there's some environmental storytelling
[00:38:54] but there's good history
[00:38:55] sort of baked into this world
[00:38:56] or good politics
[00:38:57] there's good culture
[00:38:59] everything that you would kind of expect
[00:39:01] in a world that feels living and alive
[00:39:03] is there in Dragon's Dogma 2
[00:39:05] it really is
[00:39:06] but yeah that's just my biggest hang-up
[00:39:08] is just that the storytelling delivery
[00:39:10] feels so bland
[00:39:12] and it just
[00:39:13] feels a little too out
[00:39:15] like out of reach for me to want
[00:39:17] to invest in it emotionally
[00:39:19] but you know things that we're talking about
[00:39:21] I mean themes like thematically
[00:39:24] corruption, obsession with power
[00:39:26] right I think
[00:39:27] what feel to you
[00:39:28] and what good leadership
[00:39:29] really mean
[00:39:30] and how they're defined
[00:39:31] I think there's really great themes in there
[00:39:33] and themes that have been
[00:39:35] you know tested
[00:39:36] in lots of different fantasy settings
[00:39:38] but and I think
[00:39:39] Dragon's Dogma 2 presents them
[00:39:40] interestingly enough
[00:39:41] like thematically right
[00:39:43] but just
[00:39:44] it's hard to really really want to care
[00:39:49] Let's talk about the gameplay
[00:39:50] of Dragon's Dogma
[00:39:52] I think this is
[00:39:53] this is obviously where this game shines
[00:39:57] This is a
[00:39:59] third person
[00:40:01] action game
[00:40:02] action RPG
[00:40:03] it consists of your character having
[00:40:07] different vocations
[00:40:09] which some of which are like accessible
[00:40:11] very early on
[00:40:12] like an archer
[00:40:13] and a fighter
[00:40:15] and a mage
[00:40:19] but then there's also other ones
[00:40:21] like scattered throughout the game
[00:40:22] that you discover through side quests
[00:40:24] or through interactions with characters
[00:40:26] that kind of unveil
[00:40:27] kind of more interesting
[00:40:29] vocations
[00:40:31] vocations
[00:40:31] like
[00:40:32] and they've already shown all these
[00:40:33] in marketing materials and stuff
[00:40:34] like yeah
[00:40:35] the magic archer for example
[00:40:37] which is like a mage that uses a bow
[00:40:39] and kind of they have a spin on that
[00:40:41] anyways
[00:40:42] each of those vocations consist of
[00:40:45] basically like a different set of gear
[00:40:47] and like style of fighting
[00:40:49] that you
[00:40:50] can use
[00:40:51] and then you have different abilities
[00:40:52] that are tied to each of those
[00:40:53] and they all play
[00:40:55] quite a bit differently
[00:40:56] like every single vocation I think
[00:40:59] really stands on its own
[00:41:00] and like you do have to play a specific way
[00:41:02] to play each of those vocations
[00:41:03] and they go all the way from
[00:41:05] very standard
[00:41:07] like
[00:41:08] you know fighter
[00:41:08] you're just smashing stuff with a sword
[00:41:09] and like blocking attacks
[00:41:11] all the way to
[00:41:13] the trickster
[00:41:14] which is straight up just a pawn support character
[00:41:17] and that's the other element of this game
[00:41:19] where the way that they do party members in this game
[00:41:22] is that you just have basically
[00:41:23] you have your
[00:41:24] your specific pawn
[00:41:26] that you start the game with
[00:41:27] and that levels up with you
[00:41:28] you can outfit your pawn
[00:41:29] and you can choose like their skills and vocations
[00:41:32] and then you have two other pawns
[00:41:33] that you can choose
[00:41:34] essentially from the parallel universes
[00:41:36] and they call this out in the game
[00:41:38] they're like hey
[00:41:39] the pawns are like
[00:41:41] the arisons
[00:41:43] soldiers
[00:41:44] and they live in parallel universes
[00:41:45] and you can literally go out
[00:41:46] and call other people's pawns
[00:41:48] yeah
[00:41:50] and so you bring that in
[00:41:51] and then you basically have a squad
[00:41:53] of three people
[00:41:55] and then yourself
[00:41:56] and you just
[00:41:56] you run around the world
[00:41:57] and you fight monsters
[00:42:00] yeah
[00:42:02] and it's
[00:42:03] pretty satisfying
[00:42:05] like the combat is quite good
[00:42:07] it's very very unique
[00:42:09] unique in the sense of just kind of how they approach
[00:42:11] it's it's unique
[00:42:13] what i mean by unique is like
[00:42:14] you're not
[00:42:15] it's not really derivative of anything else
[00:42:19] I don't think
[00:42:20] like it is its own thing
[00:42:22] which I found very refreshing when I played it
[00:42:24] yeah
[00:42:25] I love
[00:42:26] I love the pawn system
[00:42:28] I'm a big fan of like creative multiplayer
[00:42:31] especially creative asynchronous multiplayer
[00:42:34] because I don't feel like it's super common
[00:42:36] some recent examples of that would be like
[00:42:38] Super Mario Bros wonder
[00:42:40] right where
[00:42:41] you can kind of like
[00:42:43] see other players
[00:42:44] you slightly can interact with them
[00:42:46] sometimes given certain circumstances
[00:42:48] they can leave messages and hints sort of behind
[00:42:50] and it's very cooperative
[00:42:52] even if you're not playing
[00:42:53] with those players
[00:42:55] and I just love the pawn system
[00:42:57] one because
[00:42:59] you get the squad that just freaking adores you
[00:43:02] it's like your entourage
[00:43:04] and you're just like cruising
[00:43:05] and they're like
[00:43:06] ah a risen
[00:43:07] what a masterful play
[00:43:09] or a risen
[00:43:10] you are truly a sight to behold in battle
[00:43:13] a risen you are formidable
[00:43:15] I just love getting complimented all the time
[00:43:17] it just feels really great
[00:43:19] this game is such a fantastic ego boost
[00:43:21] but what I love about the pawns really is that
[00:43:24] you have the one that you get to customize
[00:43:27] and the customization is off the charts
[00:43:29] and what you can do with your pawn
[00:43:30] is you can switch out the vocation
[00:43:32] pretty much at any time
[00:43:33] there is like a currency
[00:43:35] you need to spend
[00:43:36] when you're unlocking
[00:43:38] different vocations
[00:43:39] and different abilities
[00:43:40] that go with those vocations
[00:43:42] but that currency is so freaking common
[00:43:45] last I opened up my pawn rift
[00:43:47] I think I was sitting on like 50k
[00:43:49] RC whatever like rift credits
[00:43:52] I don't even know what the currency is
[00:43:55] but yeah
[00:43:56] so the one that you can highly customize
[00:43:59] directly can compliment you in battle
[00:44:01] or you can both do DPS
[00:44:02] you can really just decide
[00:44:03] how you want the squad to be
[00:44:05] and then the other two
[00:44:06] that you recruit from these parallel universes
[00:44:08] I love this
[00:44:09] you go into the rift essentially
[00:44:12] and a bunch of pawns will kind of populate
[00:44:15] and these are these are main pawns
[00:44:17] that other players have created
[00:44:19] you can sort by stats
[00:44:21] you can look at all other details
[00:44:23] and you can just really get in there
[00:44:25] and pick what kind of pawn
[00:44:28] do I want to be on my squad
[00:44:30] and I've had so much fun
[00:44:31] running different types of squad
[00:44:34] it's just like me, my pawn, and two supports
[00:44:37] just why not
[00:44:38] I've run me, my pawn, and two DPS
[00:44:41] just to see okay
[00:44:42] what kind of damage can we output as a team
[00:44:45] and I just love that kind of creativity
[00:44:47] that allows you to really engage
[00:44:50] with but also fully understand
[00:44:53] all of the combat mechanics of each vocation
[00:44:57] so even though like I mainly play
[00:44:59] I played as a fighter, warrior, and mystic spearhand
[00:45:03] like relatively like exclusively those three
[00:45:06] but I feel like because I've been
[00:45:08] customizing my main pawn
[00:45:10] and I've been looking at these other two pawns
[00:45:12] that I add to my squad
[00:45:13] I feel like I have a really good grasp
[00:45:15] on other vocations
[00:45:16] so for example sorcerer
[00:45:18] so when I switch to sorcerer
[00:45:20] I'll have a good idea of what kind of abilities
[00:45:22] I can unlock
[00:45:23] and what kind of a build I can make
[00:45:25] and so I think it's a really fantastic way
[00:45:27] to really get you very invested in
[00:45:30] being really aware of the build crafting
[00:45:32] within the game
[00:45:33] which otherwise could feel convoluted
[00:45:35] and confusing
[00:45:36] but doesn't
[00:45:37] because you're constantly thinking about it
[00:45:42] yeah 100%
[00:45:43] um
[00:45:45] that's funny we played as the same classes
[00:45:47] oh you did those three
[00:45:49] yeah
[00:45:51] I did the exact same
[00:45:52] I actually just unlocked the magic archer
[00:45:53] so I've been doing that
[00:45:54] but I
[00:45:55] as soon as I unlocked it and played it
[00:45:56] for a couple hours
[00:45:57] and I was like
[00:45:58] this is kind of boring
[00:45:59] you just kind of point and shoot
[00:46:01] whereas the warrior
[00:46:02] and there's like
[00:46:02] there's a little bit more strategy
[00:46:03] and timing to it
[00:46:05] which I appreciate
[00:46:07] I really need that in my combat man
[00:46:09] like I need
[00:46:11] something to like
[00:46:14] I need something that makes me think
[00:46:16] about the combat
[00:46:17] right
[00:46:17] and it bothers me when I don't have to do that
[00:46:20] and as far as that goes with magic archer
[00:46:23] is just like choosing
[00:46:24] which powerful spell you're going to use
[00:46:26] and kind of standing in the background
[00:46:28] but onto that note
[00:46:30] like I think
[00:46:31] those other vocations that Jake mentioned
[00:46:33] like provide a lot of that
[00:46:35] one specific example I can think of is
[00:46:38] the fighter
[00:46:39] has an ability where you can put your shield up
[00:46:41] and then your pawns will come and jump off of your shield
[00:46:44] to jump up onto a monster
[00:46:46] yeah
[00:46:47] so dragon's dogma has this really
[00:46:49] and this was in the original game
[00:46:50] and they just kind of kept it here
[00:46:51] as this unique mechanic
[00:46:52] where you can grab on to big monsters
[00:46:55] and climb up on top of them
[00:46:56] to get to like
[00:46:58] critical
[00:47:00] like
[00:47:01] damage zones
[00:47:02] like on the bosses
[00:47:05] and that's really kind of
[00:47:06] the way you take down
[00:47:08] a lot of the really hard bosses
[00:47:09] is you really need to hit them
[00:47:10] in these like crit spots
[00:47:12] and the best way to do that
[00:47:13] a lot of times is like climbing up on top of them
[00:47:16] which is a lot easier
[00:47:17] when you can do this big jump
[00:47:19] and so having a fighter in your party
[00:47:21] just makes that way easier
[00:47:22] I think if your pawn is a fighter
[00:47:24] they will also do it for you
[00:47:26] yeah
[00:47:26] so you can like get up there
[00:47:29] but yeah
[00:47:29] like mix and matching
[00:47:31] the combination of
[00:47:33] the best
[00:47:33] this is the best part of this game
[00:47:36] is mixing and mashing
[00:47:39] the different combinations of pawns
[00:47:41] and then upgrading your guy
[00:47:42] to go and fight
[00:47:44] super powerful
[00:47:46] like beasts
[00:47:48] and when the music heats up
[00:47:50] and the fight
[00:47:51] you know you're just barely hanging on
[00:47:53] but then you do like a huge burst of damage
[00:47:56] and you just
[00:47:58] the thing topples over
[00:47:59] and you get like critical hit on it
[00:48:02] it is just wildly satisfying
[00:48:05] that's like
[00:48:06] really really the best part of this game
[00:48:08] and they nailed that part of it
[00:48:10] like that specific part
[00:48:11] my one caveat to that
[00:48:13] is I just don't think there's enough
[00:48:16] quite enough
[00:48:17] almost
[00:48:18] like they're really close
[00:48:19] but for me
[00:48:20] there just wasn't quite enough of variety
[00:48:23] in the enemy types
[00:48:27] to really fulfill that experience
[00:48:29] to like the deepest levels
[00:48:30] that I think it could have
[00:48:31] I would agree
[00:48:32] I think mechanically
[00:48:33] dragons talking with two
[00:48:34] is phenomenal
[00:48:36] because
[00:48:37] there's so much
[00:48:38] build crafting and customization
[00:48:40] that you can do
[00:48:41] with all the different vocations
[00:48:42] and like I mentioned
[00:48:43] you just have access
[00:48:44] and you're constantly thinking about doing that
[00:48:46] and your team building
[00:48:47] and that's a ton of fun
[00:48:49] and combat feels really great
[00:48:50] I mean I'm currently running
[00:48:52] a maxed out warrior build
[00:48:54] mainly because
[00:48:55] and we're kind of fading
[00:48:56] a little into gameplay loop
[00:48:58] but
[00:48:59] last few thoughts here on mechanics
[00:49:02] because while I was out exploring the world
[00:49:03] I found this dope looking hammer
[00:49:05] that is specific to the warrior class
[00:49:08] and so I made sort of a mental note
[00:49:09] like oh I want to try the warrior class
[00:49:11] and then I want to try this weapon as well
[00:49:13] and it has been immensely satisfying
[00:49:17] at first I thought the controls were a little funky
[00:49:20] this game
[00:49:21] this is another one of the ways
[00:49:22] I feel like the game feels a little old school
[00:49:24] but
[00:49:25] I got over that really quickly
[00:49:27] I think it controls really well
[00:49:29] some people were hung up on the fact
[00:49:31] that you can't lock on
[00:49:32] and
[00:49:34] I think that this is one of those rare games
[00:49:36] like ghost asushima
[00:49:37] right
[00:49:38] where
[00:49:39] half
[00:49:40] actually it
[00:49:41] not being able to lock on
[00:49:43] really forces you
[00:49:44] to use all the tools
[00:49:46] that you have available
[00:49:47] in order to excel
[00:49:49] at strategic combat
[00:49:50] and so I kind of feel like
[00:49:52] it would almost be a disadvantage
[00:49:55] to have lock on
[00:49:57] especially when you're just fighting
[00:49:58] just like a bunch of mob enemies
[00:49:59] like when goblins come and attack you
[00:50:01] or whatever
[00:50:02] because
[00:50:03] you want to play smart
[00:50:05] and this game
[00:50:06] encourages you
[00:50:08] it tells you
[00:50:08] look at all these different smart ways
[00:50:10] that you can approach a scenario
[00:50:12] that
[00:50:12] um
[00:50:13] I feel like it would just be
[00:50:14] selling some of the combat short
[00:50:15] having a lock on
[00:50:16] so I was converted to
[00:50:18] the no lock on system in this game
[00:50:19] I think it works
[00:50:20] incredibly well
[00:50:22] the last mechanic I have to bring up
[00:50:24] is that this game has an
[00:50:26] encumbrance
[00:50:28] mechanic
[00:50:29] and
[00:50:30] oh boy
[00:50:32] here's my big hang up with it
[00:50:34] if
[00:50:35] if you're running a single vocation
[00:50:38] which the game strongly encourages you
[00:50:40] to do
[00:50:41] right like
[00:50:41] you can't really switch between
[00:50:43] vocations on the fly right
[00:50:45] but
[00:50:45] if I want to go switch my
[00:50:47] for vocations
[00:50:49] I have to like go back
[00:50:50] to my storage
[00:50:52] I have to unequip everything
[00:50:54] I have to stuff everything into storage
[00:50:56] and then I have to withdraw
[00:50:57] everything out of storage
[00:50:58] with the new vocation
[00:50:59] I want to switch to
[00:51:00] and then I have to go over and switch vocation
[00:51:03] and
[00:51:03] um
[00:51:04] I this ties into being over encumbered
[00:51:06] because
[00:51:07] you cannot
[00:51:08] unless you really hunt down
[00:51:10] all the things that up your weight capacity
[00:51:12] you really cannot hold all the equipment
[00:51:14] for two builds
[00:51:15] simultaneously
[00:51:17] which would just make switching vocations
[00:51:19] little less tedious
[00:51:21] and so
[00:51:23] I don't know
[00:51:24] it's annoying to me where it's like
[00:51:26] okay I've
[00:51:27] collected all these wonderful things out
[00:51:29] my travels
[00:51:30] there's no straightforward
[00:51:31] fast travel in this game
[00:51:32] or at least
[00:51:33] there is
[00:51:33] you can use fairy stones to
[00:51:35] fast travel but
[00:51:37] sometimes you don't want to use a fairy stone
[00:51:39] or and you're in a place where you can't use one
[00:51:41] and you're like okay I have to trek all the way back
[00:51:43] just to dump a ton of stuff into storage
[00:51:46] just to switch things around
[00:51:48] and it kind of just sucks the
[00:51:50] the momentum out of the game
[00:51:52] to constantly have to deal with
[00:51:55] everything that you're packing
[00:51:57] so
[00:51:58] this is a good question Jake
[00:51:59] what is
[00:52:02] why
[00:52:05] what is the point
[00:52:06] because I was facing this in
[00:52:10] in Fallout New Vegas as well
[00:52:12] and with the Josh Sawyer mod
[00:52:16] it actually
[00:52:17] makes
[00:52:18] encumbrance
[00:52:19] worse
[00:52:20] and you have like less inventory slots
[00:52:23] and I find that like games
[00:52:25] have inventory limits
[00:52:27] it just ends up being an annoyance
[00:52:29] it doesn't like
[00:52:30] at least for me personally
[00:52:32] and so I'm just trying to like wrap my head around it
[00:52:34] and this game was especially
[00:52:36] cumbersome to manage in that regard
[00:52:38] because to your point like
[00:52:40] you don't have a lot of flexibility
[00:52:42] basically
[00:52:44] and it's not that you like can't do things
[00:52:46] that you want to do
[00:52:47] it's that you just have to go back
[00:52:48] and like
[00:52:49] go to a storage thing
[00:52:52] and like take stuff out
[00:52:53] and then put away the stuff you don't want
[00:52:55] and you take out
[00:52:56] so every time you switch
[00:52:57] if you want to like switch vocations
[00:52:58] and have variety
[00:52:59] you can't just like carry all that gear on you
[00:53:01] you have to get rid of it
[00:53:03] whereas would the game not be superior
[00:53:06] would it not be a more fun experience
[00:53:07] if I could just switch vocations on the fly
[00:53:09] and I could have like
[00:53:10] oh here's all my gear right here
[00:53:11] quit but quit but quit but quit
[00:53:13] okay keep playing the game
[00:53:14] and so that I could go back to an inn
[00:53:16] I gotta go to organized storage
[00:53:17] I gotta pull out the stuff that I like
[00:53:19] spent money on
[00:53:21] it's like a whole thing
[00:53:22] like what does encumbrance add to video
[00:53:24] because it's in every video game like that
[00:53:26] it's like in all of them
[00:53:27] I can't figure out
[00:53:28] what does it add to the game
[00:53:30] yeah I think
[00:53:32] I have a few thoughts here
[00:53:34] I think inventory management
[00:53:37] in certain genres
[00:53:38] works incredibly well
[00:53:40] and for certain games
[00:53:41] two immediately come to mind
[00:53:42] one resident evil too
[00:53:43] and I've only played the remake of it
[00:53:45] but I think inventory is managed incredibly well
[00:53:48] because it's a survival horror game
[00:53:49] and because you need to be thinking about
[00:53:51] okay
[00:53:52] how can I be judicious
[00:53:53] with the things that I have
[00:53:55] right
[00:53:56] so I think it works
[00:53:57] in resident evil too remake
[00:53:58] it also works in backpack hero
[00:54:01] this is a game that came out on steam
[00:54:03] and switch last year
[00:54:05] it's um
[00:54:06] it's a rogue like
[00:54:06] but it has an adventure mode
[00:54:08] but essentially what it is
[00:54:09] is you end up being in these battles
[00:54:12] and you can increase the size of your pack
[00:54:15] to get more inventory slots
[00:54:16] but you have to play Tetris
[00:54:18] sort of between battles
[00:54:19] and that will determine
[00:54:20] what your build is
[00:54:21] and it's a rare example of a game
[00:54:23] that takes inventory management
[00:54:25] and makes it the chief
[00:54:26] and most fun mechanic
[00:54:27] so backpack hero
[00:54:28] is one that I highly recommend
[00:54:30] and so inventory management
[00:54:31] sort of works for those games
[00:54:33] but it's also because they don't have
[00:54:36] weight
[00:54:37] like weight capacity
[00:54:38] like over encumbrance
[00:54:40] and um
[00:54:42] I think it's supposed to
[00:54:43] like the design idea
[00:54:44] is that it's supposed to add
[00:54:45] sort of this element of realism
[00:54:47] to the game
[00:54:48] but the biggest problem
[00:54:49] was something like
[00:54:49] Dragon's Dogma 2
[00:54:50] which is a power fantasy game
[00:54:52] is
[00:54:53] there's friction
[00:54:55] right between
[00:54:56] I want to be powerful
[00:54:57] and I want to be able to
[00:54:59] switch out my load out
[00:55:01] and quickly and easily
[00:55:04] but
[00:55:04] I'm held back by this thing
[00:55:06] that feels like it's designed
[00:55:07] for realism
[00:55:08] and so the power fantasy
[00:55:09] it essentially being tethered
[00:55:11] it's being held back
[00:55:14] by the weight
[00:55:15] you know
[00:55:15] the limits and capacities
[00:55:17] and yeah I don't
[00:55:19] I don't know
[00:55:19] I typically don't like it
[00:55:23] it's
[00:55:23] yeah I'm trying to think
[00:55:24] if
[00:55:25] I don't know just
[00:55:25] I mean I'll
[00:55:26] I'll give you a good example
[00:55:27] of a game that has like
[00:55:28] a massive
[00:55:30] complex inventory
[00:55:32] and it's
[00:55:33] boulders gonna be playing
[00:55:35] I did not see this coming
[00:55:37] okay
[00:55:38] and guess what
[00:55:40] they have an encumbrance
[00:55:41] system in that game
[00:55:43] never an issue
[00:55:45] ever
[00:55:45] so why have it
[00:55:46] it's never an issue
[00:55:48] just so you're not OP
[00:55:51] so I think
[00:55:52] yeah so I think the reason
[00:55:54] they have it
[00:55:54] is so that you can't just
[00:55:58] load like
[00:55:59] unlimited
[00:56:00] fire barrels
[00:56:01] like in your inventory
[00:56:02] oh
[00:56:03] the way it should weigh
[00:56:04] like a lot right
[00:56:05] so
[00:56:06] they're trying to have a
[00:56:07] semblance of like
[00:56:08] you know
[00:56:08] game balance
[00:56:09] but if it's just like
[00:56:10] a whole bunch of
[00:56:13] like pieces of armor
[00:56:14] and what like
[00:56:14] you could hold like a
[00:56:15] like 50 swords
[00:56:16] in your inventory
[00:56:17] but who care like
[00:56:18] that doesn't impact the fun
[00:56:19] of the game
[00:56:20] but it does impact like
[00:56:21] the balance
[00:56:21] right because you can't
[00:56:23] the same thing here though
[00:56:24] with dragon's dogma
[00:56:25] right like
[00:56:25] if you had something in
[00:56:26] the game where
[00:56:27] encumbrance would be an
[00:56:28] issue
[00:56:29] I think yeah
[00:56:29] like you need to add
[00:56:30] that in
[00:56:30] so it doesn't break
[00:56:31] the game and
[00:56:32] in bad ways
[00:56:33] or ways that like
[00:56:34] make
[00:56:34] you know
[00:56:35] like triplet
[00:56:35] tributt trivialize
[00:56:37] encounters
[00:56:38] or something like that
[00:56:38] yeah
[00:56:41] yeah I just find annoying
[00:56:42] it's just
[00:56:43] it's just a
[00:56:43] bothersome
[00:56:44] in this game
[00:56:45] I just
[00:56:46] yeah I mean one thing
[00:56:46] that was annoying
[00:56:48] one thing that would
[00:56:48] alleviate
[00:56:49] the over-encumberance
[00:56:50] in this game
[00:56:51] is if you were
[00:56:52] when you were in a town
[00:56:53] for example
[00:56:53] and you want to go
[00:56:55] enhance a weapon
[00:56:56] it pulled from your storage
[00:56:59] I don't want to
[00:57:00] go to
[00:57:01] you know
[00:57:02] the blacksmith
[00:57:03] see what materials
[00:57:04] it takes to
[00:57:05] you know
[00:57:06] enhance a weapon
[00:57:07] run over to my storage
[00:57:09] check and see
[00:57:09] if I have those
[00:57:10] materials in there
[00:57:11] if I don't
[00:57:12] okay I don't
[00:57:13] and then keep a
[00:57:14] mental list of what I need
[00:57:15] or then pull them out
[00:57:16] and then go back
[00:57:17] I think that to me
[00:57:20] would just be
[00:57:21] a lot cleaner
[00:57:23] it'd be a lot cleaner to
[00:57:25] to upgrade stuff
[00:57:27] it's
[00:57:27] one of the things
[00:57:28] that's kind of
[00:57:28] held me back is because
[00:57:29] I don't keep mental lists
[00:57:32] all that often
[00:57:32] of things that I want
[00:57:33] to upgrade
[00:57:34] it'd be nice
[00:57:35] I think too
[00:57:35] if you could pin
[00:57:37] like
[00:57:38] hey I want to
[00:57:39] enhance this weapon
[00:57:40] it requires
[00:57:41] these materials
[00:57:41] if I could pin
[00:57:42] that list somewhere
[00:57:43] and that list could
[00:57:44] tell me if I had it
[00:57:45] on my person
[00:57:46] or if my pawn
[00:57:46] was carrying it
[00:57:47] or if it was in storage
[00:57:48] that would also
[00:57:49] like be nice
[00:57:50] but I think for the most part
[00:57:52] it just simply
[00:57:52] isn't helping here
[00:57:54] I'm constantly running on
[00:57:56] average
[00:57:58] weight limit
[00:57:58] nearly at heavy
[00:57:59] yeah you're
[00:58:01] you're opening up your thing
[00:58:02] and giving stuff to your pawns
[00:58:04] which is like
[00:58:04] okay here's this
[00:58:06] not fun mini game
[00:58:07] that I have to play
[00:58:08] every five seconds
[00:58:09] here's five
[00:58:10] because I'm constantly
[00:58:11] over encumbered
[00:58:12] yeah
[00:58:13] or
[00:58:13] yeah yeah
[00:58:14] it's just
[00:58:15] yeah it's not that great
[00:58:16] it would be awesome
[00:58:17] if at the campsite
[00:58:18] you could send things to storage
[00:58:20] too
[00:58:20] you know
[00:58:22] which
[00:58:23] I
[00:58:24] I don't have anything else to say
[00:58:25] about
[00:58:25] mechanics
[00:58:26] but that's a part of the gameplay loop
[00:58:28] I think this gameplay loop is phenomenal
[00:58:30] but I do wish you could send things
[00:58:31] to storage
[00:58:32] from
[00:58:33] your campsite
[00:58:36] yeah so we
[00:58:37] spoken a little bit about it
[00:58:38] sorry to rant on
[00:58:40] encumbrance there
[00:58:40] because I ran into it and
[00:58:42] fall out
[00:58:43] again
[00:58:43] and I was like
[00:58:43] I can't do another
[00:58:44] there in cumbrance game
[00:58:45] just stop
[00:58:48] but yeah
[00:58:48] no fantastic gameplay loop
[00:58:49] again it's
[00:58:50] you know
[00:58:51] you kind of do your main quest
[00:58:52] missions
[00:58:52] there are side quests
[00:58:54] that take you to different places
[00:58:55] some of them
[00:58:56] some of them are actually like
[00:58:57] pretty funny
[00:58:57] and like quite interesting
[00:59:00] there's one in particular
[00:59:02] I'll
[00:59:02] I'll spoil this one a little bit
[00:59:04] but like
[00:59:04] just because I
[00:59:06] again
[00:59:06] if you don't want to be spoiled on
[00:59:07] this skip ahead 30 seconds
[00:59:08] I'll just copy out that
[00:59:09] but I just
[00:59:10] I'll just mention this one
[00:59:11] so there's one where there's a
[00:59:12] sculptor
[00:59:13] and he's trying to like
[00:59:14] make a sculpture of a monster
[00:59:16] and I didn't
[00:59:17] so I went
[00:59:18] and like
[00:59:19] he watches you
[00:59:20] he's like
[00:59:20] I want to observe you
[00:59:21] like
[00:59:22] take down this monster
[00:59:23] and I want to like
[00:59:23] be able to observe it
[00:59:24] for a long time
[00:59:25] so I had like
[00:59:26] what I thought was a pretty good
[00:59:27] run
[00:59:28] against this monster
[00:59:30] but didn't actually end up
[00:59:31] killing it
[00:59:31] and when I finished the quest
[00:59:33] it was like
[00:59:34] oh
[00:59:35] like
[00:59:35] well they did the reveal
[00:59:36] of this artist statue
[00:59:37] in like the
[00:59:39] the rich part of the
[00:59:41] capital town
[00:59:42] for this like
[00:59:42] group of artisans
[00:59:44] and they were like oh
[00:59:44] this is like
[00:59:45] kind of disappointing
[00:59:46] so I was like
[00:59:46] oh
[00:59:47] I guess I
[00:59:47] failed that quest
[00:59:48] yeah
[00:59:49] which
[00:59:49] was kind of funny
[00:59:50] and that was like
[00:59:51] a clever
[00:59:52] way
[00:59:52] that they did
[00:59:53] that they
[00:59:54] they did that side quest
[00:59:55] and there's a few of those in
[00:59:56] here
[00:59:56] yeah
[00:59:57] yeah
[00:59:58] um I
[00:59:58] the side quests
[00:59:59] are some of the
[01:00:00] funny ones like that
[01:00:01] but I would say
[01:00:02] as far as open world goes
[01:00:04] I think Dragon's Dogma 2
[01:00:05] does it
[01:00:06] incredibly well
[01:00:07] like I mentioned earlier
[01:00:08] in the podcast
[01:00:09] this game has had its best
[01:00:10] when you're just
[01:00:11] out of entering with your squad
[01:00:12] it took me forever
[01:00:14] to leave
[01:00:15] the first area
[01:00:16] because I was just having a ton of fun
[01:00:18] going from campsite to campsite
[01:00:20] you know
[01:00:21] fighting monsters
[01:00:22] finding caves
[01:00:23] getting loot
[01:00:25] and
[01:00:27] really honing
[01:00:29] like
[01:00:29] I think the game does a really good job
[01:00:30] of sort of pacing
[01:00:31] its beginning
[01:00:33] and so that was getting used to
[01:00:34] like okay
[01:00:35] if I'm attacking this type of monster
[01:00:36] like what do I need
[01:00:38] what's the best
[01:00:38] and most efficient way
[01:00:39] to take it down
[01:00:41] because you do fight
[01:00:42] like a ton of goblins
[01:00:43] and bandits as well
[01:00:44] and that does require strategy
[01:00:46] don't get me wrong
[01:00:47] but when it comes to
[01:00:48] like the monsters roaming in the world
[01:00:49] and there's
[01:00:50] there's a really cool selection
[01:00:52] you have ogres
[01:00:53] you have cyclops
[01:00:54] griffins
[01:00:55] medusas
[01:00:59] dragons obviously
[01:01:00] and I'm missing a few other ones
[01:01:03] but it's cool to kind of go
[01:01:05] figure out how to take them down
[01:01:07] it's just
[01:01:07] it feels
[01:01:08] super triumphant
[01:01:09] like you feel super victorious
[01:01:11] when you take one down
[01:01:12] and just being out in the world
[01:01:13] collecting looting
[01:01:14] exploring discovering
[01:01:16] I think it's just done
[01:01:17] super super well
[01:01:18] I'm a big big fan of it
[01:01:20] I actually don't even mind either
[01:01:22] that this game doesn't really have like
[01:01:24] easy fast travel
[01:01:26] because
[01:01:27] I have the most fun
[01:01:28] when I'm walking around with my squad
[01:01:30] and I'm exploring a new area
[01:01:34] the one thing that hinders me though
[01:01:36] is
[01:01:36] the over encumbrance mechanic
[01:01:38] right where it's like
[01:01:39] crap I can't do a venturing anymore
[01:01:42] and this world just pushes you
[01:01:43] it so easily pushes you
[01:01:45] into its little corners
[01:01:46] to find cool things
[01:01:48] but having to stop or
[01:01:51] assess like wait
[01:01:53] I don't know
[01:01:53] if we go out and check this cave right here
[01:01:56] I'm probably gonna get over encumbered
[01:01:58] so I'm gonna have to go drop
[01:01:59] everything off right now
[01:02:00] or I can do this cave
[01:02:02] and go at a snail's pace
[01:02:03] on the way back out
[01:02:05] lose my stamina
[01:02:06] very quickly
[01:02:08] and then just be you know
[01:02:09] trudging my way
[01:02:11] back to drop off a ton of loot
[01:02:13] so I think the open world
[01:02:14] like physically the environment
[01:02:15] everything you're going in
[01:02:17] really fantastic
[01:02:18] there are so many things to discover
[01:02:20] but you are held back by encumbrance
[01:02:26] yeah great open world
[01:02:29] what kind of open world is this Jake
[01:02:32] this deserves to be added
[01:02:33] to the open world conversation for sure
[01:02:35] I think it
[01:02:36] is this uh
[01:02:38] no I was gonna say
[01:02:38] it absolutely deserves to be added
[01:02:40] to the open world conversation
[01:02:42] there are
[01:02:43] I would say
[01:02:44] it's not really hubs
[01:02:45] but there are different sections of the game
[01:02:47] that really get unlocked
[01:02:49] once you progress in the story
[01:02:51] and each of those sections
[01:02:52] have a different environment
[01:02:53] and it's definitely like
[01:02:56] difficulty set right
[01:02:59] but I wouldn't quite call it
[01:03:01] like an open world
[01:03:01] divided by hubs
[01:03:03] because if you're sneaky
[01:03:04] if you're crafty
[01:03:06] you can pretty much go anywhere in the world
[01:03:09] even from the beginning of the game
[01:03:11] it's not until later in the game
[01:03:12] that I found certain shortcuts
[01:03:16] so I don't know
[01:03:17] like it's
[01:03:18] there's no gatekeeping
[01:03:21] but it very is extremely structured
[01:03:24] in what you're encouraged to explore
[01:03:27] and when
[01:03:27] so a term for that
[01:03:32] I don't know
[01:03:33] it is pretty unique
[01:03:34] and I think that's one of the things
[01:03:35] I like a lot about it
[01:03:36] is that
[01:03:38] I mean yeah
[01:03:38] you are just
[01:03:39] like a lot of games
[01:03:40] you're kind of just running around the world and
[01:03:42] but because it's so
[01:03:47] yeah I mean like
[01:03:48] so
[01:03:49] oh you know what
[01:03:51] Gene Park put it really well
[01:03:54] that there's no arenas
[01:03:57] oh right
[01:03:57] so like
[01:03:58] yeah
[01:03:58] yes so like
[01:04:00] Elden Ring for example
[01:04:01] like you have all these cool boss fights
[01:04:03] but they all take place
[01:04:04] pretty much
[01:04:05] within like specific arenas
[01:04:07] even like the mini bosses
[01:04:09] are all kind of contained
[01:04:10] self-contained
[01:04:11] these arenas that you kind of stumble upon
[01:04:13] and discover
[01:04:14] usually inside of a dungeon
[01:04:15] or in
[01:04:17] one of those teleporter pads or whatever
[01:04:21] whereas Dragon's Dog by like you have
[01:04:23] obviously a way way less variety
[01:04:25] holy crap
[01:04:26] yeah
[01:04:26] um
[01:04:27] come Elden Ring is just ridiculous on that front
[01:04:30] my goodness
[01:04:31] but these monsters are just out just roaming the world
[01:04:34] and so you could have a fight with a griffin
[01:04:36] the griffin can literally pick you up
[01:04:38] carry you across the map
[01:04:40] the world map
[01:04:41] yeah
[01:04:41] fall down and like you could literally continue the fight
[01:04:44] or usually what happens is they'll just drop you in the middle of the world
[01:04:47] and you die
[01:04:47] yeah
[01:04:50] but that is a really really cool
[01:04:54] facet of this
[01:04:55] is that you're kind of running through the world
[01:04:56] you run across these huge bosses
[01:04:59] and these dragons and these griffins and different things
[01:05:02] and they're just like right out there
[01:05:03] they're just right there in the open world
[01:05:05] it's not like a staged boss fight
[01:05:07] it's just kind of organically part of the world
[01:05:09] yeah that that organic sort of
[01:05:13] a world design is just so phenomenal
[01:05:16] and it makes for some really really really fun moments
[01:05:19] this game is designed
[01:05:23] probably purposefully so
[01:05:24] just to easily share 10 to 30 second snippets
[01:05:27] of something insane that happened right
[01:05:30] so in the game first came out everybody was showing clips of
[01:05:34] if you knock down a cyclops
[01:05:37] it might function as a bridge
[01:05:39] it might fall across a river
[01:05:41] and it's just like sitting there struggling
[01:05:43] and you could just walk across it
[01:05:46] or getting carried off by the griffin
[01:05:48] right
[01:05:50] that's another one
[01:05:52] there's plenty of things that happen to me
[01:05:54] that I just think are hilarious
[01:05:56] all of a sudden an ogre picks you up
[01:05:59] and you're like because you didn't dodge
[01:06:01] you didn't get out of the way in time
[01:06:02] ogre picks you up
[01:06:03] starts shaking you
[01:06:05] and dude I have been yeeted over probably 17 clips
[01:06:09] in this game
[01:06:09] the ogre just tosses you
[01:06:11] and you just do this wonderful flailing animation
[01:06:15] as you just soar across
[01:06:17] and the funny thing too
[01:06:18] I feel like is like I've survived a ton of those
[01:06:21] and it's like
[01:06:22] okay so to get back to this boss
[01:06:25] what am I gonna do
[01:06:26] like do I need to run around
[01:06:27] it just makes for these super fun moments
[01:06:29] and it makes these monsters
[01:06:31] feel like they're alive
[01:06:34] very much so
[01:06:35] I do agree though however that there is
[01:06:39] dude I do wish that there was more enemy variety
[01:06:43] and the different monsters
[01:06:46] are some of them are extremely difficult
[01:06:48] and you'll learn really quickly
[01:06:49] that if it has more like purple diamonds
[01:06:52] underneath its health bar
[01:06:53] and each of those signifies another health bar
[01:06:55] it's like okay
[01:06:56] this thing has five
[01:06:57] maybe I'm not quite ready for it
[01:07:01] but um
[01:07:02] but yeah I would love to see things
[01:07:05] just a little more that's happening in there
[01:07:08] I agree
[01:07:09] I don't know do you have a favorite monster to fight
[01:07:14] not really
[01:07:15] I think the
[01:07:18] the griffin
[01:07:20] probably because
[01:07:23] just kind of
[01:07:24] because
[01:07:25] just because it like flies around and like
[01:07:29] it will if you grab onto it straight up
[01:07:31] just like fly away and take you with it
[01:07:33] yeah
[01:07:34] which I just thought was just like a really fun
[01:07:36] like emergent
[01:07:38] gameplay thing but
[01:07:39] no I think
[01:07:41] again to your point
[01:07:42] that's probably one of my biggest
[01:07:44] biggest critiques is just not quite enough enemy variety
[01:07:47] it just needed like a little bit more
[01:07:49] I needed like a few more
[01:07:51] mini boss types and maybe like a couple more
[01:07:55] I don't know it even it could even could have been like the same
[01:07:59] types of things which they have some of that
[01:08:02] but they could have taken that even like one level up when you get into deeper
[01:08:05] like harder areas like you could just have the same thing
[01:08:13] but maybe make them like I don't know
[01:08:15] like an elite version or something
[01:08:16] yeah they kind of do that with like the salamander
[01:08:20] enemies I can't remember what they're called
[01:08:22] and harpies but at the same time
[01:08:25] they fight pretty much the same
[01:08:28] they just have more health or they might cause a different status
[01:08:32] condition on the player or on a pawn
[01:08:35] so yeah
[01:08:36] but overall I think the gameplay loop is phenomenal
[01:08:39] it is extremely when I started session of dragons dog went to
[01:08:42] it is really difficult for me to
[01:08:44] to put down the controller
[01:08:46] because I want to just explore
[01:08:47] a little further
[01:08:49] oh wait this part of the map
[01:08:51] it's it's you know it's great out
[01:08:52] I want to get in there
[01:08:53] ooh there's a cave
[01:08:54] I wonder what's in the cave
[01:08:56] and what is awesome is just how rewarding this game is
[01:08:59] like I mentioned earlier
[01:09:00] I found this early on I found this super cool looking war hammer
[01:09:04] for the warrior class
[01:09:06] and just because I went exploring
[01:09:08] and it was guarded by I think
[01:09:10] two Cyclops or something like that
[01:09:12] and so I thought oh I want to keep this
[01:09:14] and I want to use this
[01:09:15] because it looks really cool
[01:09:17] and the stats are really high
[01:09:19] and just getting rewards like that
[01:09:21] like so I've gotten tons of things for classes
[01:09:24] I haven't tried yet
[01:09:25] I got really cool daggers for the thief class
[01:09:28] I got a really cool looking staff
[01:09:31] for the sorcerer vocation
[01:09:33] and so because there's a lot of cool loot
[01:09:36] hidden in the world
[01:09:37] there's just a ton of incentive to go out
[01:09:39] and explore things
[01:09:41] I do kind of wish that I knew
[01:09:44] if my level was
[01:09:46] right for the next sort of encounter in a game
[01:09:49] does that make sense
[01:09:50] I think I'm like level 40 right now
[01:09:52] and I'm like is that high enough
[01:09:53] where I need to be
[01:09:54] or if I'm struggling with a griffin
[01:09:56] like when I when I first would fight
[01:09:58] some of these monsters
[01:09:59] like my first chimera fight
[01:10:00] my first griffin fight
[01:10:01] I was like am I under leveled for this
[01:10:03] or am I just not thinking strategically enough
[01:10:07] but yeah I would say overall
[01:10:09] I think the incentive the loot
[01:10:10] and just the gameplay of
[01:10:12] okay I'm gonna go out
[01:10:13] I'm gonna do some quests
[01:10:14] I'm gonna explore
[01:10:15] I'm gonna progress the main story
[01:10:16] and then suddenly it's been four hours
[01:10:18] this game really nails that gameplay loop
[01:10:24] absolutely Jake let's talk about
[01:10:27] deep in here
[01:10:28] hour 15 minutes
[01:10:29] let's talk about the impact on the industry of
[01:10:32] dragon's dogma too
[01:10:33] I think
[01:10:37] this is
[01:10:41] I'm not sure about this one
[01:10:43] I think Capcom is obviously
[01:10:45] I think Capcom's like really running at a high
[01:10:49] rate of success
[01:10:50] I don't know like what the sales
[01:10:52] what why is dragon's dogma did
[01:10:54] I know that the next monster hunter game
[01:10:57] which I think is you know one of their biggest
[01:11:00] franchises is using this
[01:11:02] a modified version of the same engine
[01:11:04] which is pretty cool
[01:11:05] ooh nice
[01:11:07] yeah but in terms of like industry
[01:11:09] conversation
[01:11:10] I think you know the big conversation that was coming out of this game was
[01:11:14] was again just those sort of wacky emergent moments
[01:11:20] and you know things that like share well on
[01:11:24] the ticktocks seem to just do better
[01:11:28] like you know like they just have a little bit of that jank
[01:11:32] a little bit of that like surprise
[01:11:35] because the game engine allows just crazy crap to happen
[01:11:39] because it's just the way that it's designed
[01:11:41] those types of games just seem to do better
[01:11:44] now and maybe they just seem to do better
[01:11:46] I think or they seem to at least get like more attention
[01:11:49] and so I definitely can see you know looking at like tears of the kingdom
[01:11:53] and looking at this game and looking at
[01:11:56] kind of the games that have popped recently
[01:11:58] the games that allow you to
[01:12:01] mess with the world in interesting ways
[01:12:04] I think you're gonna come out on top
[01:12:07] especially if they are sort of single player oriented
[01:12:10] and don't offer that sort of dopamine hit of like live service
[01:12:14] you know constant numbers go up game right
[01:12:17] so yeah I think this is another one of those in that field of games
[01:12:21] that I think is going to continue to be the case
[01:12:23] and and people are going to take learnings from that
[01:12:27] I agree I think there's a lot of good creativity here
[01:12:30] for a single player game and for asynchronous multiplayer
[01:12:33] this game is a sequel and I feel like Dragon's Dogma the original
[01:12:38] it came out in 2012
[01:12:41] what was kind of niche maybe I had always heard about it
[01:12:45] in social media from people who are like
[01:12:46] oh like what old games do you really love
[01:12:49] and people put Dragon's Dogma in there
[01:12:50] and so I think there there always has been a conversation
[01:12:55] and maybe a player base that's interested in this type of game
[01:12:57] Dragon's Dogma 2 launched two rave reviews
[01:13:00] and it launched to a lot of these
[01:13:02] I mean the world was very different in 2012
[01:13:04] you didn't exactly have viral clips the same way that they happen now
[01:13:08] and so I think Dragon's Dogma 2
[01:13:10] finally got like probably a lot more attention
[01:13:12] maybe at least in the western world
[01:13:14] what I didn't know is that let's see
[01:13:18] there was an MMO a Dragon's Dogma MMO
[01:13:22] it's probably still happening that came out
[01:13:24] and Cameron did you know that there is
[01:13:27] a Netflix original animation based on Dragon's Dogma
[01:13:35] uh I feel like you're that sounds familiar
[01:13:39] yeah like I just feel like maybe a bunch of this game was latent or
[01:13:44] I am I feel like a lot of people will kind of miss the boat on what this game
[01:13:48] what this series has been
[01:13:51] and I don't know like I think I'm kind of with you in this where it's like
[01:13:56] the game made a splash people like it people are still talking about it
[01:14:00] there are cool clips and cool moments and memories
[01:14:03] that are associated with the world design
[01:14:06] and how combat works and how interacting with monsters happens
[01:14:10] but who I just don't feel like anybody else is going to make this type of a game
[01:14:17] you have Capcom making this Capcom is a massive company
[01:14:21] and they are able to sort of take this type of us
[01:14:23] of risk in making this sequel over 10 years after the first one came out
[01:14:29] I don't know I just don't know who is going to make a single player game
[01:14:34] like this one I feel like especially now that
[01:14:38] a lot of game companies and publishers are super risk adverse
[01:14:42] I don't know if there's a ton of incentive to try to iterate on what
[01:14:45] Dragon's Dogma 2 has done so I I agree with you and I also agree
[01:14:49] that the thing that they are probably going to try to do
[01:14:51] if they do anything at all is make the world and monsters feel as organic as they are in
[01:14:56] Dragon's Dogma 2 to try to create those really cool emergent moments
[01:15:00] right like I don't think anybody can really deny that Dragon's Dogma 2 got a lot of the traction
[01:15:05] that it did because it's so shareable like this is just another example of how viral shareable
[01:15:10] videos can go a long ways
[01:15:15] yeah 100% yeah and this game really stands on its own
[01:15:18] I don't think any nobody yeah this game really is
[01:15:22] just sort of its own unique thing which I think it makes it a great
[01:15:26] I mean no one has really done what the original Dragon's Dogma did since it came out
[01:15:32] it had so it had like this pond system and had climbing the monsters and like had all that stuff
[01:15:39] and nobody really took it and then it kind of did that all again in the second game
[01:15:43] and kind of nobody really stole from that because it's it kind of makes it wholly unique which is cool
[01:15:50] I don't know if there's learnings to be taken from that or and maybe there shouldn't be
[01:15:56] other than like what we just talked about which is those shareable moments and then just
[01:16:02] kind of like making your own wholly unique thing you know not being derivative which
[01:16:10] I think that's going to become a rarer and rarer commodity in the AAA space
[01:16:14] to have like this game is really like we're not gonna I don't know if we're gonna see games
[01:16:20] like this in the future like very soon that are so unique and kind of so out there
[01:16:26] and don't follow a lot of the tropes that exist among AAA competitive games right
[01:16:33] uh competitor games it just it's kind of stands on its own um anyway I wonder if you if you need
[01:16:42] if you need companies like Capcom in order to do this right Capcom is a massive massive
[01:16:50] very you know valued company um and so they are kind of able to make games like this
[01:17:01] um and take that kind of a risk but otherwise I agree I don't know if I see EA making something
[01:17:07] that's just quirky enough kind of beyond what's really popular in AAA or Ubisoft right like
[01:17:16] are the how to what extent are they gonna kind of get out of their comfort
[01:17:19] comfort zone of what they think is or what they can more easily predict that will sell a ton
[01:17:24] of copies I don't really know but it is super nice to get games like Dragon's Dogma 2 where it's like
[01:17:30] okay you know what let's do something a little different with the single player fantasy genre
[01:17:35] let's have pawns you know let's have climbable you know scalable monsters that you can take down
[01:17:41] let's add like this a little more of a strategic element in here then just to make it a
[01:17:45] straightforward power fantasy with a gun so I don't know it's cool I really like it I'm
[01:17:50] super glad I picked up this game um it's a ton of fun and I do highly recommend it but I am also
[01:17:56] with you I just don't think that this is going to make the splash that maybe we would like it too
[01:18:07] well that's it ladies and gentlemen for a discussion on Dragon's Dogma 2
[01:18:13] um Jake any final thoughts before we close it up for another episode
[01:18:22] um I don't think so Rome in the world is just a ton of fun that's why I'm spending almost all my time
[01:18:29] yeah the thing we didn't talk about gameplay loop-wise that I'll just briefly mention is
[01:18:33] this is one of those games where when you beat the game the real game right begins
[01:18:39] which I don't think either Jake nor I have gotten to that part but that's
[01:18:43] that's really like I think the sort of meat and potatoes for the hardcore
[01:18:49] where you're like they're doing a lot of kind of min maxing and and combat like super hard
[01:18:55] combat situations which I I'm actually I think I'm gonna keep going like I do want to at least
[01:19:01] see that I don't I definitely don't think I'm gonna like go deep into that but I at least
[01:19:04] want to see what that looks like and maybe do an encounter or two yeah but uh yeah Dragon's
[01:19:10] Dogma 2 very cool game very much like stand on stands on its own as a like a wholly unique
[01:19:15] experience in the AAA space which is just really refreshing to see add a lot of fun with this
[01:19:22] really good well ladies and gentlemen this has been another episode of the Prieta Bonus podcast
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