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Jake and Cameron analyze the narrative, mechanics, gameplay loop and industry impact of Senua's Saga: Hellblade II!
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[00:00:00] Ladies and gentlemen, welcome back to another episode of the Pre-Order Bonus podcast. I'm
[00:00:14] one of your hosts Cameron Warren and I'm joined once again by the Pixel Professor Jacob Price.
[00:00:20] Jake, it's June 7th, 2024. Today is Summer Games Fest.
[00:00:27] Oh boy.
[00:00:28] Are you excited?
[00:00:29] You know, I am excited. I know Jeff Keely is kind of hot and cold with people,
[00:00:35] but he came out and he was like, hey everybody, we're mostly going to be talking about it's
[00:00:40] mostly going to be updates on games that have already been announced. There will be
[00:00:43] new things. And then he rattled off a list of a few games that wouldn't be shown.
[00:00:50] Some of them were some of these are these like big titles that we know aren't coming
[00:00:52] for years. So like Kingdom Hearts 4, he was like, folks, it's not going to show
[00:00:55] up here, stuff like that. And I'm like, you know what? Good on him for kind of
[00:00:59] setting expectations. And then listen, if they don't have a full gameplay trailer
[00:01:03] for The Elder Scrolls 6, then it's a failure in my mind. Like it's just, it's a waste of time.
[00:01:07] Then it's an F tier showcase, right?
[00:01:12] Yeah.
[00:01:13] He's doing he does a good job about managing the expectations on this stuff because
[00:01:17] the gamers are so stupid that you have to do that.
[00:01:22] And volatile. Just.
[00:01:24] And volatile because it's like, oh, he didn't show was a D tier because he didn't
[00:01:29] like announce.
[00:01:32] I don't even know.
[00:01:34] Like, I don't even follow on five.
[00:01:36] Follow. Yeah. Like a new Metal Gear or something, you know, Metal Gear Solid 6 made by.
[00:01:42] Yeah. Made by Hideyoko Jima.
[00:01:46] Yeah. Shadow Drop.
[00:01:47] Death Stranding 2.
[00:01:49] I mean, I know that he's gotten a lot of attention because, I mean,
[00:01:54] he managed to secure pretty much all the major Elden Ring marketing trailers
[00:01:58] and that kind of hype.
[00:02:00] But but yeah, I think I think him managing expectations is fine.
[00:02:05] The other sort of reason people are in a tizzy right now with Summer Games Fest
[00:02:09] is because, let's see, Kotaku reported on the price
[00:02:15] for running game trailers for Summer Game Fest.
[00:02:19] And I think they're supposed to be the same prices for the game awards.
[00:02:23] And they're crazy expensive.
[00:02:24] I think like one minute is of ad time is two hundred and fifty K.
[00:02:29] Two minutes is four hundred fifty K.
[00:02:31] Two and a half minutes is five hundred and fifty K.
[00:02:33] Those are outrageously big prices.
[00:02:36] I did see actually right before recording the show that
[00:02:40] Jeff Keighley sometimes will offer.
[00:02:42] They put it in quotes. I'm not sure why, but quote, free
[00:02:46] ad to specific smaller devs occasionally.
[00:02:52] So I don't know.
[00:02:53] But then I've been seeing a lot about this, but I've also seen that
[00:02:58] I think Gene Park posted that to run a full page ad in the New York Times
[00:03:03] for one day, it's like five hundred K.
[00:03:07] So yeah, those sound actually like pretty market,
[00:03:11] especially for the audience size that he gets, which I don't know
[00:03:14] about for Summer Games Fest, but for Game Awards,
[00:03:17] he has a significant audience size.
[00:03:19] So like that's that's very in line with
[00:03:22] just how much that stuff costs.
[00:03:24] Right. You can kind of compare against the Super Bowl, where. Right.
[00:03:27] I think 30 seconds is like five million.
[00:03:31] Yeah, I think you're right.
[00:03:33] So like something around the around that number.
[00:03:37] So with I mean, he gets a lot of viewers on it.
[00:03:40] You know? Yeah.
[00:03:41] So and at the end of the day, this is what we talk about a lot.
[00:03:44] But that's what this thing is.
[00:03:45] This is a money generating
[00:03:50] ad vehicle for video games.
[00:03:52] Right. It's and that's
[00:03:55] and frankly, I'm glad he does it and he does a pretty good job
[00:03:58] because nobody else is doing it.
[00:04:00] And he threw his dead.
[00:04:03] And it's exciting.
[00:04:04] I honestly, I've said this before, but sometimes
[00:04:09] game trailers and announcements and like the hype around that.
[00:04:11] Sometimes that's even more fun than the actual games themselves for me.
[00:04:14] I know that's weird to say, but sometimes the hype is fun
[00:04:17] and he does a good job of hype.
[00:04:18] I don't think we can fault him that.
[00:04:20] OK, I looked up some quick numbers.
[00:04:23] Let's see the Game Awards.
[00:04:23] Two thousand twenty three had a viewership of one hundred and eighteen million.
[00:04:28] So pretty big war.
[00:04:30] So that's so it's so then two and fifty K is actually pretty cheap
[00:04:34] for those kind of right.
[00:04:35] I mean, you just obviously you just need the budget to be able to spend
[00:04:38] that, which I think the big tizzy, I think that's the word I use.
[00:04:42] I'm going to go back to it is that smaller devs can't afford that.
[00:04:45] You're right. They can't.
[00:04:46] And this is
[00:04:49] I don't want to go to bat for any of the big companies.
[00:04:52] It's also the reality of indie marketing.
[00:04:54] It is a huge pain in the butt.
[00:04:56] I mean, it is incredibly difficult and something that I kind of believe now
[00:05:01] is that, you know, indie gaming is so accessible.
[00:05:05] And what I mean and not in terms of abilities,
[00:05:07] but in terms of people have access to the Internet
[00:05:09] and a lot of people have access to games.
[00:05:13] And the big problem is just finding the right people
[00:05:17] to see your game trailer so that they buy it. Right.
[00:05:22] Because the world is big enough, there are enough gamers out there
[00:05:25] that you make your niche indie game.
[00:05:27] And there are potentially 100000 people in on this planet
[00:05:31] who are interested in that game.
[00:05:33] It's just you are fighting the algorithm.
[00:05:35] You're fighting the crowd to get your game trailer
[00:05:38] in front of the eyeballs of the people who are likely to buy that game.
[00:05:41] And it's interesting.
[00:05:43] It's like, well, is the summer is the game awards the place to do it?
[00:05:46] Well, you get one hundred eighteen million.
[00:05:48] And for contrast, the Super Bowl in 2023 reached
[00:05:51] approximately 210 million viewers.
[00:05:54] So the Game Awards is netting half of what the Super Bowl is getting.
[00:05:58] That's wild. I didn't think it'd be that close.
[00:06:02] Yeah, no, that's that as well.
[00:06:04] I mean, and the honest truth is people don't tune in for indie games.
[00:06:10] That's just the reality.
[00:06:11] I hate this. And it's it's it's a really difficult reality to swallow,
[00:06:15] especially if you're somebody like me who loves indie games, is that indie games?
[00:06:19] I think percentage wise, if you if we had a pie chart
[00:06:22] of how many games are indie versus not in the market,
[00:06:25] they are by far the majority.
[00:06:27] But when it comes to pushing numbers, when it comes to making dollars,
[00:06:32] the pie chart is totally inverted.
[00:06:34] Indie games just simply don't generate the same revenue that triple A's do.
[00:06:40] No, they don't. And it's it's just a reality.
[00:06:43] It sucks. But it is you know, it's kind of like women's sports.
[00:06:49] It's just like it sucks because women's
[00:06:53] sports is great and super entertaining and there's incredible athletes.
[00:06:56] But people don't do that.
[00:06:58] They just they watch the other they watch.
[00:07:00] I actually think that's a and maybe that's like network deals and other things.
[00:07:04] Anyway, we don't need to get into that messier
[00:07:07] brave of you to bring it up, although I do see the fairness.
[00:07:10] And I just I've seen a lot of tweets because of Caitlin Clark.
[00:07:13] And so it was on my mind about NBA at WNBA.
[00:07:17] I am very close to kind of do the deep dive and OK, why?
[00:07:20] What is happening behind that?
[00:07:22] I'm super curious. But so a ton of people tune into March Madness
[00:07:27] because Caitlin Clark was like a really phenomenal
[00:07:31] had a really phenomenal performance.
[00:07:32] It was like really incredible
[00:07:35] women's basketball athlete and then went to the WNBA.
[00:07:37] And so now like the WNBA has got more eyeballs on it because they have the star.
[00:07:41] There's this like controversy
[00:07:43] because it's like, well, why is she getting all the attention?
[00:07:46] Like we've already been here.
[00:07:47] And it's like, well, that's just kind of how this works, right?
[00:07:49] Like the game is built off like people tune in to watch personalities, right?
[00:07:53] It's like watch the brawn and you know what I'm saying?
[00:07:56] And I actually think that the comparison here is extends to the fact that
[00:08:01] right sports entertainment like broadly thrives off of stars, right?
[00:08:07] It thrives off of having stars, whether they be actors, musicians, athletes.
[00:08:13] And in the case of games, it could be a specific game or a studio, right?
[00:08:17] We think about studios that have high reputations.
[00:08:19] We think about gaming outers that we always tune into and think about.
[00:08:24] Yeah, the entertainment, 100 percent entertainment thrives off of stars.
[00:08:28] Totally agree with that.
[00:08:30] If Hideo Kojima decided to make a.
[00:08:33] Pixel indie title, broke like with like
[00:08:37] Roke, like with a 10 person team, that game would be,
[00:08:41] you know, like a premier trailer at the Game Awards, right? Even though.
[00:08:46] Anyway, I mean, games are games are big and games are not big until they are big.
[00:08:51] Hollow Knight being the greatest example of like essentially
[00:08:54] that game has entered the.
[00:08:57] Mega hype stratosphere, where it is a marquee
[00:09:02] title to be shown at one of these events.
[00:09:05] And that brings us into this section of the show, which we're going to do
[00:09:08] before we do our breakdown of Hellblade 2.
[00:09:13] We are we're actually on the day of Summer Games Fest.
[00:09:15] So by the time this goes live,
[00:09:17] Summer Games Fest will already be live.
[00:09:20] But just for fun.
[00:09:23] Jake, any quick predictions?
[00:09:25] We'll do some predictions for Xbox, which you guys can hear before the show on Sunday.
[00:09:28] But you will miss these won't get up live before the actual Summer Games Fest show.
[00:09:33] But Jake, any quick predictions for Summer Games Fest that have been on your mind? OK.
[00:09:39] I'm getting really I've got one major prediction.
[00:09:42] And I think that Skate 4.
[00:09:47] Is going to get at minimum a release window,
[00:09:50] but I think it might get a release date.
[00:09:53] Whoa, I think that release date is going to be like early 2025.
[00:10:00] But Skate 4.
[00:10:02] So I don't think a lot of our listeners maybe know this or only the people who know
[00:10:06] the deep lore, but I'm a huge fan of skating games, huge fan of skating games.
[00:10:11] I grew up skating, played a lot of Tony Hawk Pro Skater.
[00:10:14] But as soon as Skate came out, I converted.
[00:10:18] I left Tony Hawk behind and I played the skate games religiously for a long time.
[00:10:23] And I have been just jumping out of the bit
[00:10:27] whenever there's a tiny bit of news about Skate 4, which I think they're just calling Skate.
[00:10:32] But it's going to be a live service game,
[00:10:34] which I think that can make work in a really cool way.
[00:10:37] So I'm being optimistic.
[00:10:40] But they have been doing a ton of alpha play testing
[00:10:43] with just like watered down assets, meaning that they're really just testing gameplay.
[00:10:47] There's not like a whole lot of the art in there.
[00:10:51] Everything's like polygons.
[00:10:52] But, dude, they said I can't remember the name of the studio making it, but
[00:10:59] they said that they're going to be showing something.
[00:11:01] And I think that game is much further along than we think.
[00:11:05] So my prediction is that if we don't at minimum get a release window
[00:11:08] or a release release window, we get a release date and it's early 2025.
[00:11:15] Yeah, EA should have a pretty good presence here.
[00:11:17] I like that one.
[00:11:19] That would be dope. Skate 4.
[00:11:20] That's cool.
[00:11:24] EA should have a pretty big presence here.
[00:11:25] I don't have like a ton for Summer Game Pass.
[00:11:28] I'm honestly not expecting much, to be honest.
[00:11:31] I think I have really tempered expectations for the show,
[00:11:34] but I always enjoy watching it and it's like fun to kind of see what's coming.
[00:11:38] I think if I had to.
[00:11:40] So the rumors that are already out there is that we're going to get
[00:11:43] some significant stuff for Dragon Age.
[00:11:46] Dreadwolf, which is now called Dragon Age, Veilheart.
[00:11:50] Veilguard. Change the name.
[00:11:52] Veilshard. Veilheart. Veilshard.
[00:11:54] OK. Dreadwolf was a cooler name, but it's a cool name.
[00:12:01] I'm not sure who made that decision, but.
[00:12:05] So we should see that.
[00:12:08] I think we will see
[00:12:11] a gameplay trailer and potentially an early access
[00:12:15] release date for Light No Fire. Oh, please, dude.
[00:12:19] I love that.
[00:12:21] I think that actually makes a lot of sense, to be honest.
[00:12:26] Dude, yeah, because we're halfway through the year, right?
[00:12:28] And we got the full announcement at the Game Awards.
[00:12:32] It seems like Jeff and what's his name have like a good relationship.
[00:12:35] Sean Murray. We got to be getting close, right?
[00:12:38] I you know what?
[00:12:39] Cameron, I talked about this after
[00:12:42] when we did our summer games kind of game of the year, whatever episode.
[00:12:47] Yeah, they Sean Murray said that that game had started production five years ago,
[00:12:51] which means not full production, but starts like pre production
[00:12:55] five years ago, Light No Fire.
[00:12:56] And Cameron, I think we both predicted or at least one of us
[00:13:00] predicted in our predictions episode for 2024 that that game was going
[00:13:03] to enter early access in this year.
[00:13:04] And Cameron, I think you're right.
[00:13:05] I think Summer Games Fest is the place to be like
[00:13:09] early access or beta or something coming fall 2024.
[00:13:16] Yeah. And then the other thing, this is sort of a like a light prediction.
[00:13:22] But I do think we get some relatively thick
[00:13:25] and juicy from PlayStation Studios, potentially.
[00:13:30] And I say that with a massive grain of salt because I have to remember
[00:13:35] I work for PlayStation Studios.
[00:13:36] All right. Technically.
[00:13:39] But I have no knowledge of anything, just to be clear.
[00:13:42] Literally no knowledge of anything.
[00:13:44] I have no access to any docs or anything.
[00:13:46] Yeah, just just for listeners.
[00:13:47] No, Cameron doesn't know squat about what's happening at Sony.
[00:13:50] I've tried. He does.
[00:13:52] If I did, Jake would already.
[00:13:54] Cameron doesn't know anything.
[00:13:58] Speaking of which, Final Shape is out, Jake,
[00:14:01] and it's pretty dope.
[00:14:04] I got to say, it's one of the best expansions.
[00:14:08] And I mean, I'm biased, obviously. But yeah, if you're lapsed.
[00:14:11] So this is Cameron didn't pay me to say this, but if you're lapsed,
[00:14:14] Destiny 2 player, I think you got to come back for the finale.
[00:14:19] I think you got to.
[00:14:20] I played about half of the campaign and.
[00:14:24] Yeah, at least do a good send off.
[00:14:26] It's solid. It's a campaign is really solid so far.
[00:14:33] Sorry. Quick side there.
[00:14:33] Yeah, that's pretty much my only produce for Summer Game Fest.
[00:14:37] Jake, what's like the big titles coming in fall
[00:14:40] that are for sure that we know about that are not Ubisoft games?
[00:14:43] Because we're obviously getting Assassin's Creed.
[00:14:46] We're getting outlaws.
[00:14:47] So those will both be like Ubisoft forward stuff, right?
[00:14:51] What else is coming fall?
[00:14:52] So Dragon Age, that was the other one I already mentioned.
[00:14:55] So some big gameplay walkthrough slash trailer
[00:14:59] for a fall game, right?
[00:15:01] But what are those?
[00:15:02] Dude, that aren't Xbox, that aren't Ubisoft.
[00:15:10] Dude, I don't know.
[00:15:11] I mean, Astro Bot, right?
[00:15:12] I mean that.
[00:15:14] OK, so that is gearing up to be
[00:15:18] PlayStation's big game this fall, which frankly,
[00:15:22] I'm kind of OK with because that trailer at the end of the state of play,
[00:15:26] dude, it got me way hyped.
[00:15:27] I think that game looks on par with Super Mario Odyssey, like
[00:15:32] just just from what they showed off there.
[00:15:35] But let's see you.
[00:15:37] I had answers to that question and then you said not Ubisoft.
[00:15:40] And I now I don't know, man.
[00:15:43] I'm kind of racking my brain.
[00:15:45] What is coming out in fall
[00:15:48] 2024? And let's see.
[00:15:51] We Xbox, I think on Sunday is going to give us a lot of release dates
[00:15:55] for games that we know are coming.
[00:15:57] So I think like about
[00:16:00] Microsoft lights in 2024.
[00:16:02] Sorry, I'm kind of blending the two predictions, although
[00:16:07] just to squeeze it in there, I do think if there's a shadow drop
[00:16:11] for Xbox, I think it's Microsoft flights in 2024 or replaced.
[00:16:17] I think that's one of those two.
[00:16:18] Oh, I like that.
[00:16:21] But yeah, let's see.
[00:16:21] Stalker 2 is another big one that's coming.
[00:16:25] The Silent Hill 2 remake
[00:16:28] is coming.
[00:16:30] And now I have a list pulled up and I am blinking
[00:16:35] on like big major games coming.
[00:16:37] See that? See, that's what's super interesting to me, because like
[00:16:40] if he said it's stuff that we already know about
[00:16:43] and all the big stuff is basically Xbox or Sony or
[00:16:48] Xbox or Ubisoft.
[00:16:51] So I'm guessing there's going to have to be some crossover.
[00:16:55] Like Xbox is what is going to have to have given
[00:16:59] Keely something like meaty to show.
[00:17:03] If it's stuff that's like already announced so that he has
[00:17:06] some like thicker gameplay stuff that he can show for fall games.
[00:17:10] Yeah, yeah, I mean.
[00:17:13] Let's see.
[00:17:14] I don't know, maybe maybe doom, but why wouldn't you save that
[00:17:17] for the Xbox show?
[00:17:18] I know. I think if what would Xbox give summer games fast, right?
[00:17:23] I think that's the question that that is at the root of what you're saying.
[00:17:27] Maybe replaced, right?
[00:17:29] Maybe replaced because that is technically third party.
[00:17:36] They don't get silk song because Xbox will.
[00:17:38] Yeah, folks, I don't think silk song is showing up a summer games fest.
[00:17:42] But I do think that there is a chance.
[00:17:44] Cameron, you're more optimistic than I am about silk song showing up.
[00:17:49] Right. All right.
[00:17:50] Well, I think it's sort of a big black box.
[00:17:53] I guess we'll see. So let's move into.
[00:17:55] OK, so these are actual predictions that people will hear before the Xbox show,
[00:17:59] hopefully on Sunday, because we'll get this episode up.
[00:18:02] Xbox predictions.
[00:18:04] Let's start off with the big one.
[00:18:06] It's rumored that there's going to be a shadow drop.
[00:18:08] Jake, you just said you think it's flight sim or replaced.
[00:18:15] I think I'm leaning towards.
[00:18:17] I like flights and I'm leaning towards.
[00:18:18] We don't have a release date on that.
[00:18:19] We don't. We know that it's supposed to come.
[00:18:21] Well, it's titled 2024, right?
[00:18:24] It's supposed to come this year.
[00:18:25] Microsoft flights and I think is one of those games that does fall into the camp
[00:18:29] of like doesn't need a whole lot of marketing.
[00:18:32] It's kind of a niche title as it is.
[00:18:34] We know that it's it's kind of a weird simulation game because
[00:18:40] I actually know several people who own an Xbox specifically to play
[00:18:44] Microsoft Flight Sim because they don't feel like they're playing a game.
[00:18:48] They want it for the real simulator aspect of it.
[00:18:50] Anyway, I don't think this is a game that Xbox has a ton of poor
[00:18:53] ton of marketing into just because of the weird state of what the game is.
[00:18:58] And Microsoft flights in 2024 is looking to be a little more
[00:19:02] like almost mission based in the different things that you can do.
[00:19:06] So I do think that it will have it'll make a pretty big splash.
[00:19:11] But yeah, I think it's a safe shadow drop.
[00:19:14] Just for Microsoft.
[00:19:16] I think that's the right one.
[00:19:17] I think that's the right pick for the shadow drop, for sure.
[00:19:21] I can't see it being anything else.
[00:19:23] It's not going to be silk song.
[00:19:24] It's not going to be I don't.
[00:19:26] I think it's replace needs to be shown again.
[00:19:29] It's practically forgotten about at this point.
[00:19:31] I feel like we're almost repeating last year exactly with replaced,
[00:19:35] which is it was shown at the June showcase.
[00:19:39] And we all got hyped about it again because that game looks just phenomenal.
[00:19:43] But as we all know at this point, too,
[00:19:45] that the game's development has drastically slowed
[00:19:48] and become more complicated because of the conflict in Ukraine
[00:19:51] and the Russian invasion, whatever.
[00:19:53] And I don't know, that game has been postponed.
[00:19:56] I feel like what, two plus years at this point.
[00:19:59] But I agree with you, Cameron.
[00:20:01] People need to be reminded about it.
[00:20:03] And then it needs to come out.
[00:20:04] And so I think getting a release date is a little more likely than a shadow drop.
[00:20:09] But that's the only other game I could think of that could fit that rumor.
[00:20:14] Yeah, I think that's the right pick.
[00:20:18] Some big predictions for me for Xbox show.
[00:20:22] I think we get gear six something.
[00:20:27] Probably teaser.
[00:20:29] I think it's just, hey, coalition's working on gear six.
[00:20:32] It's an unreal engine five.
[00:20:35] Maybe at the most like a cinematic that gives a hint as to like the timeline.
[00:20:39] Yeah. If it's like moving things forward, if it's like more of a prequel or whatever.
[00:20:47] I also think so we already know doom is going to be there.
[00:20:51] Kind of a shame. Kind of a shame that got leaked because that would have been a
[00:20:55] dope title to just see.
[00:20:59] Yeah, leaks. Leaks suck. Yeah.
[00:21:03] Yeah. So we already know Doom is going to be there.
[00:21:04] Definitely Indiana Jones.
[00:21:07] Definitely avowed.
[00:21:10] Stalker two, I think is probably a definite right.
[00:21:16] I mean, they have 30 games apparently that they're showing.
[00:21:19] Wait, really? I did not see that number.
[00:21:23] Yeah. Just to caveat that I bet you more than anything that
[00:21:28] we are 31st party games now, 30 games total.
[00:21:32] No, no, just part of that is going to be an idea.
[00:21:34] Xbox or game coming to game past day one montage. Right.
[00:21:39] That will definitely be part of that.
[00:21:40] But I mean, 30 is still like a freaking large number.
[00:21:43] And I think just to kind of mimic what you said,
[00:21:46] I think pretty much everything we saw the Xbox showcase for this year
[00:21:50] early this year was that February where we saw a bunch of games
[00:21:54] are supposed to come out in 2024.
[00:21:55] We're going to get narrowed down, released dates or windows for all of those titles.
[00:22:00] I think Xbox is you.
[00:22:02] I think so. I think about I think Indiana Jones is the only one
[00:22:06] that I'm worried about getting delayed out of 2025.
[00:22:10] Avowed for sure.
[00:22:11] I doubt it's getting a release date like I'm fairly confident in saying that.
[00:22:14] I would be really shocked if we did.
[00:22:15] That's coming in the fall.
[00:22:16] Yeah, I wouldn't be surprised.
[00:22:18] I'm actually going to just pick a date, folks.
[00:22:21] Let's just let's just get into this September.
[00:22:25] I would say honestly, like September 13th or like September 6th, maybe even.
[00:22:33] You heard it here first, September 6th, September 6th.
[00:22:36] Oh, that'd be juicy, man.
[00:22:38] If you get that right, I'll buy you lunch.
[00:22:41] Finger grass, folks.
[00:22:45] Yeah, about Indiana Jones.
[00:22:47] Do we get anything?
[00:22:50] From. Fable South of Midnight Clockwork Revolution,
[00:22:55] Clockwork Revolution is high on my list.
[00:22:58] I wouldn't be surprised if we saw more.
[00:23:01] They're starting to tease, I feel like a little bit more
[00:23:05] on social media about Clockwork Revolution South of Midnight.
[00:23:08] I would love to see more.
[00:23:11] There have been a lot of rumors that that game is actually really far
[00:23:14] into development, and I just don't know.
[00:23:17] I have my doubts there, but I think Clockwork Revolution
[00:23:20] and then actually think this game that we barely heard about Contraband.
[00:23:24] I think we're going to get a lot more info on that one
[00:23:26] that was first announced.
[00:23:27] Is that another hero shooter?
[00:23:31] Does anybody even know what Contraband is?
[00:23:34] It was just like it had some weird teaser trailer.
[00:23:37] Codren is like the heist adventure game, right?
[00:23:42] I'm confusing it with the thing they just showed at the PlayStation,
[00:23:45] which is another hero shooter.
[00:23:46] Concord, yes. Oh my gosh.
[00:23:48] Oh, you're right. OK, so I pulled up the contraband.
[00:23:50] It's a co-op smugglers paradise.
[00:23:54] Yeah, so I think that we're going to get info on this game.
[00:23:57] I think.
[00:23:59] Well, yeah, South of Midnight, not super confident on that one.
[00:24:02] Clockwork Revolution, I think we're going to get a lot more
[00:24:04] on that info on that one as well.
[00:24:06] Listen, if Xbox plays their cards right,
[00:24:09] they're going to finally get their hype train and release dates rolling.
[00:24:13] The stuff that they've been trying to do for the past two years, you know.
[00:24:17] They got enough titles sitting there.
[00:24:19] We just need the updates.
[00:24:22] I'm guessing Clockwork Revolution doesn't come out till next year.
[00:24:24] I agree.
[00:24:25] Wasteland 3 came out in 2020 and they had two DLCs
[00:24:30] and then in Excel, I think ramped up after that.
[00:24:33] It's now mid 2024.
[00:24:36] I could see an early 2025 release date for Clockwork Revolution.
[00:24:40] I mean, I could see that.
[00:24:41] I agree with you. I think that's 2025.
[00:24:43] I think we're probably going to get that information at the showcase.
[00:24:47] It's like coming.
[00:24:48] Fable, I think, is further away than we think.
[00:24:50] Unfortunately, I think that's maybe even 2026 TBH.
[00:24:57] So I don't even know if we see that at all, to be honest.
[00:24:59] Cameron, can I ask you about
[00:25:02] is Rare still making Everwild?
[00:25:07] Everwild is dead, I think, in my view.
[00:25:10] Do you think they just stopped or complete?
[00:25:14] Like, I know it got massive overhaul.
[00:25:19] Basically, it was weird because Everwild comes from like this period
[00:25:23] in Xbox history after a big acquisition.
[00:25:26] There's a lot of their flush with cash from investment during the pandemic.
[00:25:30] And they kind of just like greenlit.
[00:25:32] I feel like something that Rare was prototyping
[00:25:35] just so they can show off that Xbox has games.
[00:25:38] And then since then.
[00:25:41] Squat, so yeah, I'm not.
[00:25:46] I'm also not optimistic.
[00:25:49] No, I just I think that they couldn't figure out what the game actually was.
[00:25:53] I think they had an interesting idea and some like cool art assets,
[00:25:56] but they probably just couldn't find the fun.
[00:25:58] That's my guess. They just couldn't do it.
[00:26:00] And they just canned it.
[00:26:04] Let's see here.
[00:26:04] Other predictions and stuffs.
[00:26:08] Hollow Knight, Silksong trailer release date.
[00:26:11] They want a game pass.
[00:26:13] I'm calling it right now. This is coming.
[00:26:15] This is this is ace in the hole Xbox.
[00:26:17] Do you think Xbox would close the show with that?
[00:26:20] Do you think they would close the show with so soft?
[00:26:23] I honestly think it's big enough that you absolutely could if you wanted to.
[00:26:28] But does that take away from like your first part?
[00:26:31] I don't know. Does that matter?
[00:26:32] I don't know.
[00:26:33] Xbox is weird sometimes.
[00:26:34] I don't know. Yeah.
[00:26:36] Yeah, I don't know. I don't know if it takes.
[00:26:37] Like if it's not at the Xbox show,
[00:26:39] if Hollow Knight, Silksong is not at the Xbox show or if it gives another trailer
[00:26:44] with no release date, that isn't that's just wild.
[00:26:47] That's wild. That's wild to me.
[00:26:50] Because if I'm Team Cherry, just I'm just just don't show anything.
[00:26:56] You don't need to show anything.
[00:26:57] You don't need to put time and effort into creating a trailer.
[00:27:02] Like just finish.
[00:27:03] I would just work on finishing the game
[00:27:05] and then just drop it sometime like in the fall.
[00:27:08] But if I'm like, OK, I got one more hype cycle here where Xbox is reaching out
[00:27:14] and we're going to release it, we're finally ready to release it
[00:27:16] and it's going to come in October.
[00:27:19] I don't know. That's my thinking.
[00:27:21] I mean, I think they to a degree know that.
[00:27:23] I think they know that they don't need to do anything.
[00:27:26] I also feel immense sympathy towards that dev team because.
[00:27:30] It's it's a shame that every single showcases
[00:27:34] like chat feed is just Silksong, Silksong.
[00:27:38] Like it's become so memeified in the gaming culture
[00:27:43] that I feel like it's a lose lose scenario for them kind of no matter what they do.
[00:27:47] And I imagine they're feeling an immense amount of pressure from Xbox.
[00:27:53] Who Team Stray slided last year by promising to come up by the end of 2023
[00:27:58] and folks, we are halfway through 2024 and we haven't heard a peep about it.
[00:28:03] So I can only imagine that the the devs at Team Cherry probably go to therapy
[00:28:08] 40 hours a week and work on the game 20 hours a week at this point.
[00:28:15] They probably they probably should.
[00:28:18] All right. Last South of midnight.
[00:28:20] Oh, sorry. We're going to say South of midnight.
[00:28:21] And then I got one last. No, South of midnight.
[00:28:24] To your point, I also have heard the same thing that rumor
[00:28:27] I could easily see a gameplay trailer and release window here.
[00:28:32] Since they
[00:28:35] Clockwork Revolution.
[00:28:37] That's more iffy to me, I think you either see nothing
[00:28:41] or you get another trailer in a release window.
[00:28:44] You probably see nothing fable.
[00:28:46] I definitely think we see nothing.
[00:28:47] I think no shot away.
[00:28:49] I think that game looks like really technically
[00:28:53] like, I feel like that game is going to be tough to develop.
[00:28:56] I mean, all games are tough to develop, but that game,
[00:28:58] especially just from that one initial look we got, just looks like it's going to be
[00:29:02] just rough, super rough.
[00:29:05] Yeah. And it's crazy because from that trailer, there was, from what I understand,
[00:29:09] moments of gameplay footage and it looked phenomenal.
[00:29:13] And we're going to talk about technical things when we talk about Hellblade 2 shortly.
[00:29:18] But I agree with you.
[00:29:19] I think that game is way, way far out.
[00:29:23] I would say I think 2026 is a good bet on that one for sure.
[00:29:28] Really not confident about it.
[00:29:29] And then this last one, there's been a whiplash of rumors about it.
[00:29:33] And this is what I want to ask you.
[00:29:34] And then that's all I've kind of got to talk about the Xbox showcase.
[00:29:37] Yep.
[00:29:38] Perfect Dark.
[00:29:41] So there were rumors that came out maybe two months ago that Perfect Dark
[00:29:45] was in development.
[00:29:46] Hell, they've got Crystal Dynamics, I think, right?
[00:29:49] Xbox is contracted to assist with the initiatives development there.
[00:29:56] But the whiplash comes, I feel like a few days after those rumors came out,
[00:30:00] there are other rumors that were just total 180.
[00:30:03] It was no, Perfect Dark is fine and we're going to see it at the Xbox
[00:30:06] showcase.
[00:30:08] And I don't know who to believe, Cameron.
[00:30:12] Do you?
[00:30:13] I don't know who to believe, Cameron.
[00:30:15] Do you believe either of those sides to that story?
[00:30:19] I think when people say it's development hell,
[00:30:22] that that could literally just be any game, right?
[00:30:27] Because I think at a certain point, any triple A, especially triple A,
[00:30:31] but even indie, probably even indie too, mostly indie.
[00:30:36] Every game is going to be in development hell at some point.
[00:30:38] And then things like come together at the very end, right?
[00:30:41] So it's like, it's hard to say.
[00:30:43] I don't know.
[00:30:46] It's hard to say, like, what does that even mean?
[00:30:49] So I would lean towards.
[00:30:53] We see something.
[00:30:54] OK, yeah, I think we will.
[00:30:56] So I like this is interesting what you're saying about development hell.
[00:30:59] Do you think that the term development hell has become such like a click
[00:31:04] baby buzzword that it's just too vague to mean anything anymore?
[00:31:08] Yeah, because I think you could say Boulder's Gate 3 was in development hell
[00:31:12] because because Sven tweeted that thing.
[00:31:16] It's like, hey, we crunched on this.
[00:31:18] If I like it, what?
[00:31:20] But it wasn't as bad as other games.
[00:31:22] Right.
[00:31:24] So is crunch development hell, though, or is that like a bunch of people
[00:31:28] who are like who actually get excited and then they just really grind
[00:31:32] on something because they're passionate about it?
[00:31:35] There's a difference.
[00:31:36] There's a difference.
[00:31:37] Like, it's hell when you hate the work.
[00:31:40] It's exciting and like you're driven like when you're kind of passionate.
[00:31:44] It's still hard, obviously, and it's still like a crazy grind.
[00:31:48] But those are kind of two different things.
[00:31:51] But man, it is a like really almost invisible line between those
[00:31:56] and it's hard to tell when was this like corporate mandate
[00:32:01] driven slave driving finish the game?
[00:32:04] And when was it like, hey, as a collective unit, we are proud
[00:32:07] of this thing and we're going hard to finish it.
[00:32:09] Right.
[00:32:11] Yeah, I don't know.
[00:32:12] I just I think that's an interesting point.
[00:32:15] Development hell might get lost in translation when it goes
[00:32:19] from an employee who's saying, oh, we're in development hell right now
[00:32:23] versus when it gets published in an article saying, hey,
[00:32:26] the studio is currently experiencing development hell in this game.
[00:32:29] Everybody sucks.
[00:32:30] We all hate it.
[00:32:31] Life is over.
[00:32:32] That does remind me that maybe the last bit of news, we're already
[00:32:35] spending a lot of time before we get in hell blade two.
[00:32:38] But did you see the Jason Schreier article on suicide squad
[00:32:42] kill the Justice League?
[00:32:44] Uh, I did not, but I'm guessing I could summarize it actually.
[00:32:50] OK, I read it.
[00:32:51] We're doing a quick pop quiz.
[00:32:53] Let's see how well Cameron does.
[00:32:56] What did it say?
[00:32:57] What do you think it said?
[00:33:00] I think that they started with a cool idea for a suicide squad project.
[00:33:07] They worked on it and everyone was excited about it, but then
[00:33:12] they had pressure to morph it into a more of a revenue, like
[00:33:18] a better a live service title so that they could take advantage
[00:33:22] of live service revenue and add micro transactions of the game.
[00:33:25] And that created scope creep, which then made it easier
[00:33:30] to create scope creep, which then pushed the development team
[00:33:33] and the budget super high and the project.
[00:33:35] OK, this is pretty good.
[00:33:37] That is, I would say 60 percent of what the Jason Schreier
[00:33:41] investigation revealed.
[00:33:45] It sounds like, according to his article, that the creative
[00:33:48] director, what's his name?
[00:33:51] Sefton Sultan.
[00:33:53] I don't know.
[00:33:54] Sounds like the creative director was very difficult to work
[00:33:57] with and was constantly scope problems.
[00:34:00] There was one moment where they pushed to have vehicles
[00:34:04] to be a really big part of the game, which everybody grumbled
[00:34:09] about.
[00:34:10] And it looks like Warner Bros is posting a two hundred
[00:34:15] million dollar loss on Suicide Squad, which is a big number.
[00:34:22] So, folks, brace yourselves for more news related to layoffs.
[00:34:27] Massively officer rocks.
[00:34:30] That is a big, big, big, big number.
[00:34:33] If you work at Rocksteady, look around.
[00:34:36] Yeah, our hearts go out to you.
[00:34:38] That is you're in trouble and it wasn't it wasn't your fault.
[00:34:42] It wasn't. Yeah.
[00:34:43] According to reading this article, it sounds like I mean
[00:34:47] people up above taking an idea, trying to make a live
[00:34:49] service, trying to turn it into I think Jason Schreier
[00:34:52] puts in here that yeah, here it is.
[00:34:53] OK.
[00:34:55] Despite the internal concerns among frontline workers,
[00:34:58] executives from Warner Bros kept reviewing demonstrations
[00:35:01] of the game and sending laudatory feedback, praising
[00:35:03] the graphics and saying that they expected Suicide Squad
[00:35:05] to become a billion dollar franchise.
[00:35:08] Nice.
[00:35:11] I mean, what else would you say?
[00:35:15] This game sucks.
[00:35:16] I mean, I don't think they have most corporate cultures
[00:35:19] or that's not going to happen.
[00:35:21] They're not going to say that it sucks, but to say like
[00:35:24] hey, this is going to be a billion dollar franchise
[00:35:27] and your workers are like we got serious problems.
[00:35:30] But if the creative director is hard to work with
[00:35:33] and that tells you like that person is not open to
[00:35:36] feedback.
[00:35:37] Yeah.
[00:35:38] Yeah.
[00:35:39] And that means, you know, by the way, no one wanted
[00:35:46] to Suicide Squad.
[00:35:49] Cameron has been nobody wanted this.
[00:35:51] We wanted this.
[00:35:52] We wanted either more Batman or the Justice League.
[00:35:56] Nobody wanted Suicide Squad.
[00:35:58] OK, some people wanted the Suicide Squad,
[00:36:01] a tiny little audience.
[00:36:03] I'm getting visions, memories of past conversations
[00:36:06] we had about this.
[00:36:07] Folks, if you're new to the show, you're listening
[00:36:10] to this episode, Cameron for years has been saying
[00:36:13] this and it has been every time he says it,
[00:36:16] the laugh that I give hurts a little more because
[00:36:19] of the reality that sets in.
[00:36:21] Right.
[00:36:22] Especially now we're like, OK, Rock City is kind
[00:36:24] of screwed and Warner Bros is posting this huge loss.
[00:36:27] And I'm going to say something that I said probably
[00:36:30] two years ago about this.
[00:36:31] Aren't we aren't we late on a Suicide Squad game
[00:36:35] like Birds of Prey?
[00:36:37] Like that's like when people were excited ish
[00:36:40] about Suicide Squad.
[00:36:41] I think there's a Suicide Squad movie.
[00:36:43] Is that right?
[00:36:44] We're not even not only are we late, there was
[00:36:46] never an appointment.
[00:36:47] No, like there wasn't.
[00:36:50] I'm like there maybe was an appointment.
[00:36:52] Cameron's like, no, there is no appointment.
[00:36:54] There was no.
[00:36:55] I don't even think that movie that was there
[00:36:58] was a movie, right?
[00:36:59] Like there's two movies.
[00:37:01] Oh, the James Gunn movie, which I think
[00:37:05] actually did pretty well.
[00:37:06] You're telling me there was another movie.
[00:37:09] Yeah, James Gunn made a Suicide Squad.
[00:37:10] OK, but was there another one besides that one?
[00:37:13] No, there is just the one before that with like
[00:37:16] Deadshot.
[00:37:17] And then there's the Birds of Prey, which was like
[00:37:22] the follow on ish to that one with Margot Robbie.
[00:37:25] Just throwing my hands in the air.
[00:37:26] The Birds of Prey is the only one that I do.
[00:37:28] Anyway, yeah, Suicide Squad.
[00:37:31] That sucks.
[00:37:32] Xbox Show.
[00:37:33] I think we said we gave all our predictions
[00:37:35] and thoughts.
[00:37:36] I don't.
[00:37:37] I think we're going to see some new stuff.
[00:37:39] I wouldn't expect anything wild and crazy.
[00:37:42] We're going to get a lot of Game Pass
[00:37:44] Activision drops.
[00:37:45] And then there'll be a ton of times when I'm black ops
[00:37:48] six, which I'll tune out.
[00:37:51] You know, it makes sense like there's some bajillion
[00:37:54] people who play Call of Duty.
[00:37:55] So you got to do it.
[00:37:57] Yeah.
[00:37:58] And with that, let's get into it, Jake.
[00:38:05] Talking Hellblade to Senua's.
[00:38:09] Sacrifice.
[00:38:10] Wait, is it Saga or Sacrifice?
[00:38:12] I always mix the two.
[00:38:13] It's Saga.
[00:38:14] Senua's Sacrifice.
[00:38:15] It's Saga.
[00:38:16] Senua's Saga came out first party Xbox game.
[00:38:21] Been looking forward to this one for a long time.
[00:38:24] It's been a premiere.
[00:38:25] Speaking of Xbox shows, this has been a premier
[00:38:29] Xbox show title for like five years, six years, right?
[00:38:35] And it's finally out.
[00:38:36] Jake and I both played it.
[00:38:37] How are we going to break it down?
[00:38:39] All right.
[00:38:40] We will be talking about Hellblade to wait,
[00:38:43] Senua's Saga, Hellblade to.
[00:38:44] Hellblade to is what we're going to call it the rest of this
[00:38:47] episode.
[00:38:48] We'll be talking about it in four categories,
[00:38:51] and this is going to change.
[00:38:52] So stay tuned for future episodes.
[00:38:55] That's just a little teaser.
[00:38:56] But the first category will be talking about the narrative.
[00:38:58] So here we're talking about themes.
[00:39:00] We're talking about essentially how the video game
[00:39:03] Hellblade to utilize its you know, it's a unique
[00:39:07] artistic medium as a video game to tell a story.
[00:39:10] Next, we'll be talking about the mechanics.
[00:39:12] So this is I mean, the nitty gritty, how you're
[00:39:15] interacting with the game.
[00:39:16] I think part of the conversation today will be like
[00:39:19] the level of interaction that is actually present in
[00:39:22] the Hellblade to which has been a huge talking point
[00:39:25] about this game since it released.
[00:39:26] Third, we'll be talking about the gameplay loop.
[00:39:28] So this is essentially what keeps you engaged.
[00:39:31] What are the patterns and how they interact and are
[00:39:34] linked as you progress through the game?
[00:39:36] And then finally impact on the industry.
[00:39:38] So here we're going to be talking about, OK, what kind
[00:39:41] of notes are people taking about this game?
[00:39:43] How did people react?
[00:39:44] Do we think we'll be talking about this game in the
[00:39:46] future? Why or why not?
[00:39:48] So first up narrative of Hellblade to help to the
[00:39:58] narrative.
[00:39:59] We have Senua who at the end of the last game,
[00:40:04] if I remember correctly, Jake killed a god.
[00:40:07] Oh, yeah.
[00:40:08] And what it seemed like she had finally conquered her
[00:40:17] psychological and literal demons, although it's not
[00:40:22] really clear if everything that happened in the first
[00:40:26] game was actually just in her head or actually
[00:40:29] happened in a fantastical world.
[00:40:31] Maybe that doesn't matter.
[00:40:35] That's kind of part of the point.
[00:40:36] But Game 2 starts off where she sort of it felt
[00:40:42] like Game 1 was sort of the end and like they
[00:40:45] resolved a lot.
[00:40:46] But then it looks like in Game 2 that it's like,
[00:40:49] no, actually she still got demons to fight and she
[00:40:51] still got like, help me out Jake.
[00:40:56] She gets herself on a slave ship going to Iceland
[00:41:01] so that she can find essentially like the slave
[00:41:06] owner who was responsible for sending the people
[00:41:13] to kill her husband.
[00:41:14] Is that right?
[00:41:15] Or am I mixing two things?
[00:41:16] No, you're right.
[00:41:17] So we're kind of going into probably what's my
[00:41:20] biggest criticism of the narrative of the game,
[00:41:22] which just to echo what Cameron says,
[00:41:24] Hellblade 1 kind of had a pretty neat and tidy
[00:41:29] resolution.
[00:41:30] And so to have a sequel is kind of difficult.
[00:41:34] And I do think Hellblade 2 does overcome this
[00:41:38] obstacle, but in a very messy way.
[00:41:40] But you're right.
[00:41:41] So the game starts with essentially Senua.
[00:41:44] She decides that she is going to continue her
[00:41:47] revenge and avenge her lover husband who was
[00:41:51] killed by boarding a slave ship.
[00:41:55] And so sort of like willingly being captured
[00:41:58] with the idea to escape and then overthrow
[00:42:02] this enemy group that essentially enslaves her
[00:42:06] people.
[00:42:07] And so you start the game, you know,
[00:42:10] this beautiful, beautiful,
[00:42:11] we'll talk about this.
[00:42:12] It'll come up a lot.
[00:42:13] It's a beautiful, you know,
[00:42:14] technically impressive moment cut scene.
[00:42:18] You're in a boat and then you wash up on
[00:42:20] the rocky shores of I don't know if it's
[00:42:22] supposed to be Iceland specifically,
[00:42:24] but it's very obviously in the devs that
[00:42:26] said it's inspired by Iceland.
[00:42:29] And yeah, that's it.
[00:42:31] And so you kind of start with this idea
[00:42:33] that, OK, you're going to take on
[00:42:36] this whole faction.
[00:42:37] And so it's it's an uncomfortable,
[00:42:40] uncomfortable.
[00:42:41] It's a messy transition,
[00:42:42] I think, from a game that was so focused
[00:42:45] on the interior, the psychological
[00:42:48] to suddenly Senua is like, OK,
[00:42:50] I'm going to be the liberator of my
[00:42:52] people.
[00:42:53] And Senua is not a typical heroine
[00:42:58] in that sense.
[00:42:59] And so I feel like this is why it's
[00:43:01] a little strange because Senua has just
[00:43:04] come to terms with herself and with
[00:43:07] the psychosis that she is that she
[00:43:09] lives with.
[00:43:10] And there's some sort of like
[00:43:12] stability in her life.
[00:43:14] She's learned to live with the voices
[00:43:16] in her head, psychosis in a much
[00:43:18] healthier way.
[00:43:19] She's kind of overcome some trauma
[00:43:21] that has shaped to who she is.
[00:43:24] And so it just feels a little weird
[00:43:26] that it's like, OK, now suddenly
[00:43:28] she's taking on a role that's
[00:43:30] historically ascribed to people
[00:43:32] who are like extroverted leaders,
[00:43:34] which is not who Senua really is.
[00:43:36] Senua is extremely capable,
[00:43:38] but from my recollection of the
[00:43:41] first game doesn't show like
[00:43:42] leadership skills or like the kind
[00:43:44] of initiative to like be a pillar
[00:43:46] for a community when she was
[00:43:48] ostracized for her entire life.
[00:43:50] And so the game opens with
[00:43:53] this sort of idea.
[00:43:54] And I was immediately conflicted.
[00:43:56] I was like, how does this
[00:43:58] character grow in this way?
[00:44:00] And I'm like, well, I have to
[00:44:01] play the game to find out,
[00:44:02] right, like how she becomes
[00:44:04] somebody who would do this.
[00:44:07] So, yeah, initially, you know,
[00:44:09] Cameron, you're spot on.
[00:44:10] I think your summary is right.
[00:44:11] But initially I was conflicted.
[00:44:13] I was like, does this really
[00:44:15] make sense or are we just kind
[00:44:16] of stretching in order to
[00:44:18] explain a sequel?
[00:44:20] Yeah, it does feel that way a
[00:44:25] little bit like some of the
[00:44:27] motivations are somewhat unclear.
[00:44:33] I mean, I guess they kind of
[00:44:35] make sense.
[00:44:37] Senua is also, it doesn't really
[00:44:39] explain like why she's
[00:44:43] essentially like a superhero a
[00:44:45] little bit, which doesn't really
[00:44:47] matter that much, but was just
[00:44:49] kind of a little bit like how
[00:44:51] can she face off against these
[00:44:52] like crazy Viking warriors?
[00:44:56] And it seems like she has
[00:44:58] superpowers sort of given to
[00:45:00] her, not necessarily clear by
[00:45:02] the gods or maybe
[00:45:05] by like the demons that she
[00:45:06] faces somehow.
[00:45:08] Like she kind of funnels that
[00:45:10] energy anyway.
[00:45:11] I'm not sure on like the clear
[00:45:13] the clear lore of it.
[00:45:17] What I did appreciate this
[00:45:19] this video game reminded me a
[00:45:21] lot of the Northmen movie.
[00:45:23] Oh, the movie.
[00:45:24] OK, which which also has a
[00:45:27] situation where people get
[00:45:29] enslaved and get taken to
[00:45:30] Iceland.
[00:45:33] And there's a lot of lava
[00:45:34] and stuff like that.
[00:45:36] And like nasty, you know,
[00:45:38] slave drivers and stuff like
[00:45:39] that.
[00:45:41] So it just echoed.
[00:45:44] I mean, that's the game kind
[00:45:48] of made me brought those
[00:45:49] feelings back of like in
[00:45:50] remembrance of kind of that
[00:45:51] movie, which is a I don't
[00:45:53] want to say a fun movie,
[00:45:55] which is a good movie,
[00:45:56] which is it's good.
[00:45:58] It is really dark and like
[00:46:00] really intense, but definitely
[00:46:02] worth worth watching.
[00:46:03] It's Robert Eagers,
[00:46:07] who became famous for doing
[00:46:09] the Vavitch.
[00:46:11] If you're not familiar.
[00:46:12] Yeah.
[00:46:13] Go watch the trailer for that
[00:46:14] one and then try and get
[00:46:15] through the rest of your day
[00:46:16] without the heebie jeebies.
[00:46:20] Jake and I watched the
[00:46:21] trailer for that one once
[00:46:22] where we were like, should we
[00:46:23] watch this?
[00:46:24] We watched the trailer.
[00:46:25] No, no, no.
[00:46:28] We're good as Anya Taylor
[00:46:29] join in.
[00:46:30] Yeah, I.
[00:46:32] This is a journey
[00:46:36] for Senua again, sort of.
[00:46:39] It feels like a little bit
[00:46:40] of a rehash.
[00:46:41] She's confronting her demons.
[00:46:43] She's trying to track down
[00:46:44] this like slave owner person
[00:46:48] by kind of going after this
[00:46:49] and then in between like
[00:46:50] there's monsters that show up
[00:46:52] that are attacking people
[00:46:53] and she's got to kind of
[00:46:54] take them down and then
[00:46:55] she's dealing with
[00:46:57] the kind of the kind of
[00:46:58] she's dealing with
[00:46:59] she's still kind of
[00:47:00] continuing to deal with
[00:47:01] the psychosis in her mind,
[00:47:04] which is communicate through
[00:47:05] the game through
[00:47:06] really excellent.
[00:47:08] However, sometimes annoying,
[00:47:10] which is kind of the point.
[00:47:11] Yeah.
[00:47:12] And this is one thing
[00:47:13] that this game
[00:47:14] that I think is going to be
[00:47:15] a big discussion point
[00:47:16] on this game is this game
[00:47:17] is definitely
[00:47:19] I'm trying to find the
[00:47:20] right words.
[00:47:21] This is
[00:47:23] an artistic vision
[00:47:25] like fulfilled
[00:47:28] sometimes at the expense
[00:47:30] of the gamer.
[00:47:31] Yeah, which I really
[00:47:32] respect and appreciate.
[00:47:33] And I think that they do
[00:47:35] some really great things
[00:47:36] because they're willing
[00:47:37] to cross that line.
[00:47:39] They're they're able
[00:47:40] to do some really cool stuff,
[00:47:43] but I'm not sure
[00:47:44] if that makes it a good
[00:47:45] video game
[00:47:47] or makes it like
[00:47:49] but but maybe makes it
[00:47:50] a better audio visual
[00:47:53] interactive experience
[00:47:54] and they're sort of
[00:47:55] a line crossed right.
[00:47:56] And it's like, I think
[00:47:57] we define video games
[00:47:58] very broadly like
[00:47:59] on our show.
[00:48:00] So it's definitely
[00:48:01] a video game, but
[00:48:03] it helps it.
[00:48:05] I think that context
[00:48:06] helps to understand why
[00:48:07] the reviews on this
[00:48:08] were so divisive
[00:48:09] and so like
[00:48:11] fives out of tens
[00:48:12] fours out of tens
[00:48:13] and then eight and
[00:48:14] nines out of tens
[00:48:15] like across the board.
[00:48:16] Yeah,
[00:48:17] it's
[00:48:18] I don't know.
[00:48:19] It's so interesting
[00:48:20] because
[00:48:22] there are other video games
[00:48:23] I feel like we don't
[00:48:24] really question
[00:48:25] that they're video games
[00:48:26] and they have the same
[00:48:27] level of interaction
[00:48:28] in them
[00:48:30] like point and click games
[00:48:31] for example.
[00:48:32] And you could argue
[00:48:33] that there maybe
[00:48:34] even is less
[00:48:35] because there's not
[00:48:36] like a real time
[00:48:37] component in those games
[00:48:40] so for me
[00:48:42] to me like
[00:48:43] Hellblade 2
[00:48:44] is absolutely
[00:48:45] a video game
[00:48:46] but I agree with
[00:48:47] what your
[00:48:48] assessment is here
[00:48:49] that like
[00:48:50] the artistic vision
[00:48:52] was by far
[00:48:53] the priority
[00:48:54] over the
[00:48:55] gamer's experience
[00:48:57] is that a problem?
[00:48:59] No, I think that's fine
[00:49:00] right?
[00:49:01] But
[00:49:02] there is a reality
[00:49:03] that comes with that
[00:49:04] which is you're gonna
[00:49:05] have a really divided
[00:49:06] response.
[00:49:07] If people were looking
[00:49:08] to play
[00:49:09] I saw people comparing
[00:49:10] this to God of War
[00:49:11] which I think is
[00:49:12] frankly just flat out
[00:49:13] apples and oranges
[00:49:15] No,
[00:49:16] yeah,
[00:49:17] that's dumb.
[00:49:18] I don't think
[00:49:19] they belong in the same genre
[00:49:20] and I was talking
[00:49:21] to a friend about this
[00:49:22] actually
[00:49:23] long time listener
[00:49:24] and he was like
[00:49:25] I'm a Hellblade fan
[00:49:26] I was like
[00:49:27] a better comparison
[00:49:28] would probably have been
[00:49:29] Hellblade and
[00:49:30] a Plague Tale
[00:49:31] but even then
[00:49:32] it's still like
[00:49:33] apples and oranges
[00:49:34] right?
[00:49:36] And so
[00:49:37] I actually don't think
[00:49:38] that this was
[00:49:39] an expectation
[00:49:40] issue
[00:49:41] of like
[00:49:42] the gamer's part
[00:49:43] but yeah
[00:49:44] I mean I think the reality
[00:49:45] of something like
[00:49:46] Hellblade 2
[00:49:47] in the way that
[00:49:48] it's presented
[00:49:49] and that the interaction
[00:49:50] is relatively minimal
[00:49:51] although there are moments
[00:49:52] where the interaction
[00:49:53] is really minimal
[00:49:54] and I think
[00:49:55] if you're going to
[00:49:56] have a lot of
[00:49:57] simplified moments
[00:49:58] in the game
[00:50:01] I don't know
[00:50:02] you're just gonna lose
[00:50:03] people
[00:50:04] people are not gonna be
[00:50:05] excited
[00:50:06] people are gonna be upset
[00:50:07] people are gonna be annoyed
[00:50:08] and so I kind of
[00:50:09] think Ninja Theory
[00:50:10] probably brace themselves
[00:50:11] for that kind of
[00:50:12] reaction
[00:50:13] and I just think
[00:50:14] like
[00:50:15] just to repeat myself
[00:50:16] that's the reality
[00:50:17] of putting the
[00:50:18] artist experience
[00:50:22] before anything else
[00:50:23] is that you are gonna
[00:50:24] get a divided reaction
[00:50:25] and I think
[00:50:26] that's a little bit
[00:50:27] of a better job
[00:50:28] in Hellblade 2
[00:50:29] on kind of
[00:50:30] moving things along
[00:50:31] a little bit better
[00:50:32] and making it
[00:50:33] a teeny bit clear
[00:50:34] like what you're
[00:50:35] doing at any given time
[00:50:36] although that
[00:50:37] still can get very
[00:50:38] muddied because
[00:50:39] again the artistic vision
[00:50:40] this game
[00:50:41] is very much
[00:50:42] about like
[00:50:43] psychosis
[00:50:44] and like
[00:50:45] dealing with
[00:50:46] like severe
[00:50:47] like mental health
[00:50:48] challenges
[00:50:49] but in like
[00:50:50] a fantastical
[00:50:51] Viking setting
[00:50:52] right where you're
[00:50:53] in the midst
[00:50:54] of this crazy
[00:50:55] traumatic like
[00:50:56] PTSD driven experience
[00:50:57] of slavery
[00:50:58] and guts
[00:50:59] and like
[00:51:00] you know
[00:51:01] limbs getting cut off
[00:51:02] and like
[00:51:03] demons and
[00:51:04] and crazy stuff
[00:51:05] and zombies
[00:51:06] and stuff
[00:51:07] so that being said
[00:51:12] I do think
[00:51:13] they do a much better
[00:51:14] job of kind of
[00:51:15] keeping the plot
[00:51:16] moving
[00:51:17] I think they add
[00:51:18] elements to the story
[00:51:19] that give
[00:51:20] and I'm referring to
[00:51:23] kind of when you reach
[00:51:24] the middle
[00:51:25] and then they
[00:51:26] they kind of introduce
[00:51:27] this
[00:51:28] this city
[00:51:29] and like this people
[00:51:30] that have been like
[00:51:31] kind of stranded
[00:51:32] in this
[00:51:33] you know different
[00:51:34] whatever
[00:51:35] whatever we're calling it
[00:51:36] this version of Iceland
[00:51:39] which I think gives
[00:51:40] a little bit of
[00:51:41] investment
[00:51:42] it kind of gives
[00:51:43] a little bit more
[00:51:44] of a heroic
[00:51:45] gives a little bit more
[00:51:46] of a
[00:51:47] of a
[00:51:49] of a
[00:51:50] gives a little bit more
[00:51:51] I don't know
[00:51:52] I can't think of the right word
[00:51:55] buoyancy to like
[00:51:56] the idea that
[00:51:57] that Senna was kind of
[00:51:58] a hero
[00:51:59] right like she's like
[00:52:00] a sort of a hero
[00:52:03] which I which I liked
[00:52:04] and I kind of gave
[00:52:06] even though it's like super dark
[00:52:07] and depressing
[00:52:08] it did give a little bit
[00:52:09] of like okay
[00:52:10] she's out to like
[00:52:11] she's gonna go help some people
[00:52:12] and like kind of save
[00:52:13] some people right
[00:52:14] it wasn't necessarily
[00:52:15] a hundred percent about
[00:52:17] kind of that
[00:52:18] psychological journey
[00:52:19] that she's either
[00:52:20] going through in real life
[00:52:21] or not going through
[00:52:22] in her mind
[00:52:23] which again is still
[00:52:24] kind of unclear
[00:52:25] but I think that
[00:52:26] that's the point
[00:52:27] right
[00:52:28] yeah
[00:52:29] yeah
[00:52:30] it it's solid
[00:52:31] it is good
[00:52:32] it's solid
[00:52:33] I do think there might be
[00:52:37] something missing
[00:52:38] because they go so hard
[00:52:41] on the psychological stuff
[00:52:43] that sometimes like
[00:52:44] you get lost
[00:52:45] and what's happening
[00:52:46] and it's hard to keep
[00:52:48] track of it
[00:52:49] and it requires
[00:52:50] like a bit more
[00:52:51] energy and focus
[00:52:52] to kind of really
[00:52:53] capture everything
[00:52:54] that's going on
[00:52:55] because I think there's just
[00:52:56] a lot going on
[00:52:57] in terms of audio
[00:52:58] visual experience
[00:52:59] yeah
[00:53:00] yeah
[00:53:01] I I largely
[00:53:02] agree with this
[00:53:03] I would say
[00:53:04] that
[00:53:05] I mean
[00:53:06] she's dealing with
[00:53:07] psychosis
[00:53:08] and sometimes she's
[00:53:09] in the middle of a
[00:53:10] conversation with like
[00:53:11] two or three other people
[00:53:12] and so typically
[00:53:13] in not just in video games
[00:53:14] but in like a movie
[00:53:15] too
[00:53:16] if there's a conversation
[00:53:17] of three people
[00:53:18] you know they take turns
[00:53:19] they interrupt
[00:53:20] but you can follow
[00:53:21] essentially what's going on
[00:53:22] but imagine
[00:53:23] Senua
[00:53:24] right
[00:53:25] in the player you
[00:53:26] trying to have a
[00:53:27] conversation about
[00:53:28] important narrative details
[00:53:29] but the psychosis voices
[00:53:30] are also
[00:53:31] just a peanut gallery
[00:53:33] constantly chipping in
[00:53:35] and chipping away
[00:53:36] at Senua's confidence
[00:53:37] and sort of
[00:53:38] what's happening
[00:53:39] and the sort of
[00:53:40] the political discussions
[00:53:41] that are occurring
[00:53:42] in that conversation
[00:53:43] and so for the player
[00:53:44] it is immensely difficult
[00:53:45] to focus on
[00:53:46] the concrete details
[00:53:47] of what is happening
[00:53:48] why it's happening
[00:53:49] and what you are going
[00:53:50] to do about it
[00:53:51] right
[00:53:52] and so I think
[00:53:53] this is another moment
[00:53:54] like for the gamer
[00:53:55] you have
[00:53:56] you lose
[00:53:57] it requires a type of concentration
[00:53:58] that you are not accustomed
[00:53:59] to having
[00:54:00] now it's a huge
[00:54:01] artistic win
[00:54:02] because it forces
[00:54:03] the player to empathize
[00:54:04] with the person
[00:54:05] with psychosis
[00:54:06] right
[00:54:07] I kept thinking to myself
[00:54:08] as I was playing this game
[00:54:09] I was like
[00:54:10] oh my gosh
[00:54:11] if you suffered from this
[00:54:13] it would
[00:54:14] having a basic conversation
[00:54:16] would be so
[00:54:17] difficult
[00:54:18] with somebody else
[00:54:19] how could you
[00:54:20] pay attention
[00:54:21] to what somebody
[00:54:22] was telling you
[00:54:23] if somebody was trying
[00:54:24] to explain something
[00:54:25] to you
[00:54:26] and it took them
[00:54:27] four paragraphs
[00:54:28] of oral explanation
[00:54:29] and you had voices
[00:54:30] in your head
[00:54:31] constantly
[00:54:32] berating you
[00:54:33] or the person
[00:54:34] or commenting
[00:54:35] on what's being said
[00:54:36] you couldn't follow squat
[00:54:37] and so
[00:54:38] this I think
[00:54:39] this is a clear example
[00:54:40] like
[00:54:41] it's a very
[00:54:42] interesting narrative
[00:54:43] storytelling
[00:54:44] technique
[00:54:45] fascinating
[00:54:46] it's executed
[00:54:47] beautifully
[00:54:48] but again
[00:54:49] the artistic vision
[00:54:50] wins here
[00:54:51] and I think that's a win
[00:54:52] but the gamer
[00:54:53] you're gonna lose
[00:54:54] the attention
[00:54:55] of a lot of gamers
[00:54:56] by doing something like this
[00:54:57] and so
[00:54:58] the first part
[00:54:59] and I would
[00:55:00] to be totally frank
[00:55:01] I would say actually
[00:55:02] throughout the entirety
[00:55:03] of the game
[00:55:04] really figuring out
[00:55:05] what the politics
[00:55:06] are what they are
[00:55:07] between the different
[00:55:08] factions on the island
[00:55:09] is difficult
[00:55:10] you have to sit there
[00:55:11] and really pay attention
[00:55:12] you have to think about it
[00:55:13] right
[00:55:14] but
[00:55:15] the second part
[00:55:16] is
[00:55:17] it's not until
[00:55:18] chapter three of six
[00:55:19] that you really start
[00:55:20] getting into this stuff
[00:55:21] and upon reflection
[00:55:23] chapters one and two
[00:55:24] feel really
[00:55:25] just too vague
[00:55:26] take the psychosis
[00:55:27] cool artistic
[00:55:28] storytelling shell
[00:55:29] off of it
[00:55:30] I think that the
[00:55:31] game's narrative
[00:55:32] is just far too vague
[00:55:33] and doesn't get
[00:55:34] into things
[00:55:35] early enough
[00:55:36] it's too slow
[00:55:37] to kind of get
[00:55:38] where it wants to go
[00:55:39] and then
[00:55:40] the last thing
[00:55:41] I have to say about
[00:55:42] narrative is
[00:55:43] the second half
[00:55:44] of this game though
[00:55:45] narratively
[00:55:46] oh man
[00:55:47] it is so good
[00:55:48] I really enjoyed it
[00:55:50] I really enjoyed
[00:55:51] like okay Sen was
[00:55:52] sort of in a position
[00:55:53] where people are
[00:55:54] depending on her now
[00:55:55] because she's incredibly capable
[00:55:56] how does she handle that
[00:55:58] how does she handle
[00:55:59] that kind of responsibility
[00:56:00] and then this is where
[00:56:02] the game starts
[00:56:03] really leaning into
[00:56:04] like the mythological
[00:56:05] and fantastical elements
[00:56:06] of the game
[00:56:07] and of the world
[00:56:08] this is where like
[00:56:09] instead of the environments
[00:56:10] just looking like
[00:56:11] something beautiful
[00:56:12] the environments are like
[00:56:13] they start telling
[00:56:14] the story as well
[00:56:15] through like
[00:56:16] mythological beings
[00:56:17] through fantastical elements
[00:56:19] and that's to me
[00:56:21] where all came together
[00:56:22] and so like
[00:56:23] narratively I feel like
[00:56:24] if you fell off this game
[00:56:25] in the first three chapters
[00:56:26] I couldn't blame you
[00:56:27] but if you finished the game
[00:56:29] there's stuff to talk about
[00:56:30] yeah 100% agree
[00:56:34] when it goes into
[00:56:35] that part of the game
[00:56:36] which I was just
[00:56:37] kind of mentioning
[00:56:38] when she kind of gets
[00:56:39] into her hero camp
[00:56:40] a little bit
[00:56:42] that's when it gets
[00:56:43] it just gets a lot better
[00:56:45] you know I don't know
[00:56:46] like I don't know
[00:56:47] what it is
[00:56:48] it's just better
[00:56:50] it's more satisfying
[00:56:51] to kind of watch
[00:56:52] things unfold
[00:56:53] and it's nice
[00:56:54] to see Senua
[00:56:55] kind of dealing with
[00:56:56] somebody else's problems
[00:56:57] I'll be honest
[00:56:58] it is and I think
[00:57:00] like that's where
[00:57:01] the sequel
[00:57:02] felt like an organic
[00:57:03] sequel to me
[00:57:04] where it's like
[00:57:05] okay how does Senua
[00:57:07] deal with somebody
[00:57:08] else's problems
[00:57:09] right in the first
[00:57:10] two chapters of the game
[00:57:11] you get to
[00:57:12] the chapters of the game
[00:57:13] you don't get that
[00:57:14] but then when
[00:57:15] you do get that
[00:57:16] you're like oh dude
[00:57:17] okay now I'm
[00:57:18] now I'm interested
[00:57:19] and maybe that's
[00:57:20] the message Jake
[00:57:21] is when
[00:57:22] you're struggling
[00:57:23] with your own problems
[00:57:24] you can go
[00:57:25] work on someone else's
[00:57:26] and that's a wrap
[00:57:27] no
[00:57:28] let's talk about mechanics
[00:57:31] I think this is the most
[00:57:32] divisive part of this game
[00:57:33] there's essentially
[00:57:34] two elements here
[00:57:35] you basically have
[00:57:37] puzzle solving
[00:57:40] and combat
[00:57:42] and otherwise
[00:57:44] you're kind of just
[00:57:46] walking
[00:57:47] listen you are
[00:57:50] you are
[00:57:51] what's a word
[00:57:53] for movement that's
[00:57:54] slower than walking
[00:57:55] you're ambling
[00:57:56] and then the run button
[00:57:58] is when you start walking
[00:58:01] dude I tell you what
[00:58:02] to all the game
[00:58:03] developers out there
[00:58:04] if you want someone
[00:58:05] to quit your game
[00:58:06] make the character too slow
[00:58:09] I'm just saying
[00:58:10] you're just asking
[00:58:13] a lot from people
[00:58:14] to push up on the stick
[00:58:15] and have it feel like
[00:58:17] you're just wading
[00:58:18] through a bowl of molasses
[00:58:20] which I feel like
[00:58:21] is almost literal
[00:58:22] in some points of Senua
[00:58:26] it's like if you're
[00:58:27] gonna make it that slow
[00:58:28] just do it for me
[00:58:29] I don't want to
[00:58:30] push up on the stick
[00:58:31] I just don't want to do it
[00:58:33] it feels like work
[00:58:36] and that happens
[00:58:37] that happens a lot
[00:58:38] this is speaking to my
[00:58:39] aging body
[00:58:40] but at one point
[00:58:41] so sprint is on the left button
[00:58:43] at one point
[00:58:44] my left pointer finger
[00:58:46] got tired of holding down that button
[00:58:48] and so I kid you not
[00:58:50] I don't know if there's a cool name
[00:58:52] for this grip
[00:58:53] but I was pushing up
[00:58:54] on the thumb stick
[00:58:55] and reaching over
[00:58:56] with my right hand
[00:58:57] to hold in left button
[00:58:59] to move faster in the game
[00:59:02] and again I think
[00:59:03] Ninja Theory doesn't really
[00:59:05] care what you think
[00:59:06] what I think
[00:59:07] and they just do
[00:59:08] what they want to do
[00:59:10] and that's the bottom line
[00:59:12] and that's sort of
[00:59:13] and if you look at
[00:59:14] their past games
[00:59:16] and you look at
[00:59:17] the history of this studio
[00:59:18] this studio is barely
[00:59:20] financially viable
[00:59:21] oh interesting
[00:59:24] so I took some time
[00:59:25] to kind of look back
[00:59:26] at their like older titles
[00:59:27] and they all have these
[00:59:29] very very strong
[00:59:31] very defined like artistic
[00:59:33] vision and position
[00:59:34] with very kind of unique offerings
[00:59:36] and what they offer
[00:59:37] like with their games
[00:59:39] but they're just not
[00:59:40] a very financially successful studio
[00:59:43] because they go hard on
[00:59:46] these artistic visions
[00:59:48] that just like most of the time
[00:59:50] are just not hitting
[00:59:51] with most people
[00:59:53] interesting
[00:59:54] and are not like broadly appeal
[00:59:55] so we'll get into that
[00:59:57] when we talk about impact
[00:59:58] on the industry
[00:59:59] but that brings us to
[01:00:00] so you've got combat
[01:00:02] puzzle solving is largely
[01:00:03] similar to the first game
[01:00:04] it's a lot of like visual
[01:00:06] puzzle solving
[01:00:07] by aligning
[01:00:10] items in the environment
[01:00:13] against each other
[01:00:14] to line up with different
[01:00:16] with symbols in the world
[01:00:18] that then kind of unlock
[01:00:21] things
[01:00:23] so that you can see them
[01:00:24] and then you can kind of
[01:00:25] move on to the next area
[01:00:27] this is the same
[01:00:28] kind of as in the first game
[01:00:29] but I think they made it
[01:00:31] slightly easier
[01:00:33] in this game
[01:00:34] which some people didn't like
[01:00:35] I actually did appreciate that
[01:00:36] because I didn't really love
[01:00:38] those puzzles to be honest
[01:00:40] and so they just basically
[01:00:41] made them shorter
[01:00:43] and like a little bit easier
[01:00:46] which I'm not a massive
[01:00:47] puzzle guy
[01:00:48] so I kind of appreciate
[01:00:49] because I'm kind of dumb
[01:00:50] and so I was like
[01:00:52] yeah this is fine
[01:00:54] you know I actually think
[01:00:55] I mostly agree with you
[01:00:58] again the puzzles
[01:00:59] in the first two
[01:01:00] or so chapters of the game
[01:01:01] were just way too
[01:01:02] basic way too slow for me
[01:01:04] and then they finally got
[01:01:05] interesting again
[01:01:07] and I agree
[01:01:08] yeah you explained it
[01:01:10] beautifully I was struggling
[01:01:11] to think of how to explain
[01:01:12] the puzzles are just aligning
[01:01:13] things to make symbols right
[01:01:15] but yeah
[01:01:17] the mechanics that get added
[01:01:18] to these puzzles is like
[01:01:19] you have a way to
[01:01:21] manipulate the environment
[01:01:22] so you can access
[01:01:24] the viewing point
[01:01:25] to align the items
[01:01:27] it's pretty bare bones
[01:01:29] I would say that
[01:01:30] there were probably two
[01:01:32] puzzle sequences that
[01:01:33] stood out to me
[01:01:35] as interesting the rest
[01:01:36] seem pretty
[01:01:38] I don't know
[01:01:39] fine
[01:01:40] existing
[01:01:42] but I'm with you
[01:01:43] I was like okay
[01:01:44] they're there
[01:01:45] so for gameplay pacing
[01:01:46] sure
[01:01:47] it's all fine and stuff
[01:01:49] but when they actually
[01:01:50] tied the puzzles into like
[01:01:52] there's like one moment
[01:01:53] without spoiling where
[01:01:54] you're kind of like
[01:01:55] following something
[01:01:56] to get information
[01:01:58] and then you can
[01:01:59] get information
[01:02:01] give me the carrot
[01:02:02] at the end of the stick
[01:02:03] when I'm doing some
[01:02:04] of these puzzle sequences
[01:02:05] that will engage me
[01:02:06] infinitely more than
[01:02:07] just be like
[01:02:08] I don't know
[01:02:09] how do you get around
[01:02:10] this thing
[01:02:11] that's in the way
[01:02:12] figure it out
[01:02:13] you know
[01:02:14] yeah 100%
[01:02:16] so the other element
[01:02:17] is combat
[01:02:19] and combat takes place
[01:02:20] usually like in arenas
[01:02:22] and
[01:02:24] you'll have kind of one
[01:02:25] enemy come to you at a time
[01:02:28] and then you have a light attack
[01:02:29] and a heavy attack
[01:02:30] and a dodge
[01:02:31] and a block
[01:02:34] and it's pretty straightforward
[01:02:35] I found it fine
[01:02:38] I think the thing
[01:02:39] that we haven't mentioned yet
[01:02:40] that
[01:02:42] we'll get into I think
[01:02:43] a bit more on the impact
[01:02:44] on the industry part but
[01:02:46] I'm
[01:02:47] fairly certain
[01:02:48] this is the visually
[01:02:50] the best
[01:02:51] most graphically
[01:02:52] impressive game I've ever played
[01:02:53] hands down
[01:02:54] yeah
[01:02:55] like it is pushing
[01:02:56] the envelope of graphics
[01:02:58] for sure
[01:03:00] like no question
[01:03:02] it's doing things that
[01:03:03] no other game is doing
[01:03:04] like from a graphics perspective
[01:03:05] from a technical standpoint
[01:03:07] so those combat
[01:03:08] sequences while
[01:03:09] they are a little bit
[01:03:10] like combat light
[01:03:12] and
[01:03:14] not particularly strategic
[01:03:15] and not particularly like
[01:03:18] I don't know
[01:03:20] involved
[01:03:22] they look fricking amazing
[01:03:23] they look just
[01:03:24] like the movement
[01:03:26] the fluidity of movement
[01:03:27] the animations
[01:03:28] like the realistic
[01:03:30] faces and facial animation
[01:03:33] the lighting
[01:03:34] like the swords
[01:03:35] clanking off each other
[01:03:36] and like the sparks flying
[01:03:38] and giving like individual
[01:03:40] lit
[01:03:41] you know sparks
[01:03:42] pixels on the screen
[01:03:43] like it's wild
[01:03:45] like it looks fricking wild
[01:03:47] so
[01:03:49] while the combat did feel
[01:03:50] like combat
[01:03:51] light
[01:03:52] like those sequences were still
[01:03:53] for me
[01:03:54] I like kind of
[01:03:56] like I was into them
[01:03:57] because
[01:03:58] it was sort of like a visual
[01:03:59] spectacle
[01:04:00] where I got to push some buttons
[01:04:01] and kind of be involved with it
[01:04:03] yeah
[01:04:04] yeah I would agree that like
[01:04:06] combat itself
[01:04:07] like you said
[01:04:08] you mentioned the button layout
[01:04:09] there's not much more beyond
[01:04:11] those buttons
[01:04:12] it looks good
[01:04:13] and it feels so good
[01:04:14] like
[01:04:16] they did something
[01:04:17] with like the way that
[01:04:18] the camera angles position
[01:04:19] and
[01:04:20] the 1v1
[01:04:21] I've
[01:04:22] been struggling to sort of
[01:04:23] articulate
[01:04:24] or come out
[01:04:25] how to articulate this
[01:04:26] it almost feels like a fighting game
[01:04:28] but it's like dueling
[01:04:29] 1v1
[01:04:30] scenarios
[01:04:32] sometimes it's a gauntlet
[01:04:33] where if you want to get through
[01:04:34] combat challenge
[01:04:35] you have to 1v1
[01:04:36] like 7 plus enemies
[01:04:38] sometimes it's a boss fight
[01:04:41] very cool stuff
[01:04:42] and then the one mechanic
[01:04:44] in addition to just like
[01:04:45] your basic combat buttons
[01:04:46] would be the focus
[01:04:48] that you get
[01:04:49] essentially when you have
[01:04:51] I think it's through evasions
[01:04:52] and parries
[01:04:53] you can build up
[01:04:54] a focus meter
[01:04:55] and then this will be on your left trigger
[01:04:58] and essentially you can use that
[01:05:00] in a variety of different ways
[01:05:01] and so the game doesn't
[01:05:02] explain this to you
[01:05:03] but I stumbled across it
[01:05:05] based on my own experience
[01:05:06] using the focus
[01:05:07] and some things that I saw
[01:05:08] on social media
[01:05:09] where
[01:05:11] just like the first game
[01:05:12] if you have focus meter
[01:05:13] you click that
[01:05:14] you kind of regenerate
[01:05:15] your health
[01:05:17] and then you go back into
[01:05:18] the fight
[01:05:20] it also slows down time
[01:05:22] so if there's a particularly
[01:05:23] tough enemy
[01:05:24] the flamethrower enemies
[01:05:25] were a huge pain in the butt
[01:05:26] I felt like
[01:05:27] and so often times
[01:05:28] I'd use a focus
[01:05:29] so I could close a gap
[01:05:30] and just like take them out
[01:05:31] before they did their
[01:05:32] flamethrower attack
[01:05:34] but the cool thing about the focus
[01:05:37] that I think is new actually
[01:05:38] from the first game
[01:05:39] and I saw this on social media
[01:05:41] is that for certain attacks
[01:05:43] you could use the focus button
[01:05:44] like a parry
[01:05:46] and
[01:05:47] it would parry and counter attack
[01:05:49] so for example
[01:05:50] there's an enemy that throws spears
[01:05:52] and if you hit
[01:05:53] if you have focus
[01:05:54] and you hit the focus
[01:05:55] when you would normally do
[01:05:57] for a perfect parry
[01:05:58] you catch the spear
[01:06:00] and you do this cool spin animation
[01:06:01] and you hook it back at the enemy
[01:06:04] and I was like
[01:06:05] why was this not tutorialized?
[01:06:07] because this is dope as heck
[01:06:09] like
[01:06:10] I had to
[01:06:11] somebody stumbled across this
[01:06:13] oh yeah yeah yeah
[01:06:14] I know I saw this
[01:06:15] and now I'm starting to do it
[01:06:17] I was like
[01:06:18] so combat I felt like
[01:06:20] totally agree with you
[01:06:21] super visually spectacular
[01:06:22] I really enjoyed it
[01:06:23] and I actually think
[01:06:25] it got better and better
[01:06:26] towards the end of the game
[01:06:27] like I really enjoyed the final boss
[01:06:30] but I was like
[01:06:31] dude
[01:06:32] and I'm gonna talk about this
[01:06:33] in Impact on the Industry
[01:06:34] but Hellblade 3
[01:06:36] tutorialize
[01:06:37] the dopeness
[01:06:38] of your combat
[01:06:39] and give us
[01:06:40] a little more
[01:06:41] when it comes to those
[01:06:42] combat mechanics
[01:06:43] and you got something
[01:06:44] that people will be sharing
[01:06:46] you know
[01:06:47] 30 second clips of on social media
[01:06:49] this game is so close
[01:06:51] I feel like to like hitting
[01:06:53] a really interesting and fun
[01:06:55] and
[01:06:56] but to be honest
[01:06:57] I thought it was interesting and fun
[01:06:58] I really enjoyed it
[01:06:59] but I think in terms of more mass appeal
[01:07:02] Hellblade 2 was so close
[01:07:03] to hitting something
[01:07:04] with greater mass appeal
[01:07:05] with
[01:07:06] interesting and fun combat
[01:07:07] it was so close
[01:07:09] but it just fell
[01:07:10] a little short for me
[01:07:11] yeah it just
[01:07:14] it needed more video game
[01:07:16] and I
[01:07:17] I know this is a video game
[01:07:18] I'm not saying this is not a video game
[01:07:19] but it needed more
[01:07:23] it's a
[01:07:24] that term we use
[01:07:25] the video gaminess
[01:07:26] of the game
[01:07:27] yeah
[01:07:28] right
[01:07:29] like God of War
[01:07:30] is sort of the
[01:07:32] exact opposite
[01:07:33] of Hellblade
[01:07:34] in many ways
[01:07:36] because it very much leans into
[01:07:37] like the video gaminess of it
[01:07:39] right
[01:07:40] right
[01:07:42] Hellblade doesn't do that
[01:07:44] it sticks to its artistic
[01:07:46] vision
[01:07:47] maybe to a fault
[01:07:50] but
[01:07:52] again like it's kind of comparing apples
[01:07:54] to oranges
[01:07:56] a little bit
[01:07:57] yeah I mean I think
[01:07:58] Hellblade 2 doesn't need a skill tree
[01:08:00] it doesn't need
[01:08:02] weapon crafting
[01:08:03] it doesn't need stats
[01:08:05] it's got the flash
[01:08:07] but I do think you need more tools
[01:08:09] in your arsenal
[01:08:10] to give combat a bit more variety
[01:08:13] because a lot of the variety in this game
[01:08:15] comes from the different enemy types
[01:08:16] and how you're going to just encounter them
[01:08:18] and maybe we disagree here
[01:08:20] I just think Hellblade needed
[01:08:21] just a touch more gaminess
[01:08:23] and I don't think Cameron's saying that
[01:08:24] it needs to be God of War right
[01:08:26] I think that would actually
[01:08:27] detract from the game
[01:08:28] but it definitely needed more gaminess
[01:08:31] more gaminess
[01:08:32] more designed
[01:08:34] more
[01:08:37] more challenge
[01:08:41] and more like designed
[01:08:43] and challenge
[01:08:44] I don't know a better way to say it
[01:08:46] than that right
[01:08:47] like I don't know
[01:08:48] make combat more punishing
[01:08:50] and make it more rock paper scissors
[01:08:52] where you have to
[01:08:54] like I could almost see like a
[01:08:56] I can almost see like a punch out style situation
[01:08:58] but with swords
[01:09:00] right that's kind of what it reminds me of
[01:09:02] but it's easy right
[01:09:03] it's way easier
[01:09:04] make Hellblade a fighting game
[01:09:07] like in terms of combat
[01:09:08] like I think it's almost there
[01:09:11] yeah like seriously
[01:09:13] like I could see absolutely see
[01:09:15] you could make that combat that's in there
[01:09:17] almost like
[01:09:19] Super Nintendo punch out style
[01:09:21] in it's difficulty and challenge
[01:09:23] and that would make it
[01:09:25] a more like satisfying experience
[01:09:28] but again that doesn't fit with the artistic vision of
[01:09:30] of the developers
[01:09:32] which they obviously are extremely committed
[01:09:34] yeah so it won't happen
[01:09:35] but it would be nice
[01:09:37] but it's like
[01:09:40] it would make it more gamey
[01:09:41] it would
[01:09:43] but does it need to be
[01:09:45] I think that brings us straight into
[01:09:47] talking about impact on the industry
[01:09:49] or sorry we talked
[01:09:51] we talked about that is the gameplay loop
[01:09:53] you just go through the game and you do those encounters
[01:09:55] yeah the game is divided into
[01:09:57] six chapters
[01:09:59] do them
[01:10:01] six chapters linear
[01:10:03] you literally push forward
[01:10:05] fight people and do puzzles
[01:10:09] that explains the gameplay loop
[01:10:11] into the impact on the industry
[01:10:13] because I think this is the most impactful
[01:10:15] part of this conversation
[01:10:17] so looking at Ninja
[01:10:19] Theory's history
[01:10:21] their history is fraught with
[01:10:23] doing a lot of games just like
[01:10:25] this
[01:10:29] and
[01:10:34] none of them have been
[01:10:38] particularly financially viable
[01:10:40] to the point that
[01:10:42] I believe it's in 2000 I would have to go
[01:10:44] look up the exact reference but sometime in
[01:10:46] the late 2000s
[01:10:48] they had to sell
[01:10:50] their technology
[01:10:52] they had to sell their technology
[01:10:54] that they had invented at the studio in order to keep the studio alive
[01:10:56] oh interesting
[01:10:58] yeah
[01:11:00] and this team is incredibly
[01:11:02] technically talented
[01:11:04] yes like they invent
[01:11:06] technologies literally
[01:11:08] like they invent
[01:11:10] graphical stuff
[01:11:12] like they're crazy talented
[01:11:14] they make like cool artistic games
[01:11:16] that's what the studio does
[01:11:18] is this studio going to get shut down?
[01:11:24] okay
[01:11:26] because we live in a different era now
[01:11:28] when Xbox bought Ninja Theory
[01:11:30] it was like cool studio
[01:11:32] that makes artistic games and we can put them on
[01:11:34] Game Pass
[01:11:36] well the strategy has changed now
[01:11:38] the strategy has changed we don't live in the nice
[01:11:40] play nice gaming
[01:11:42] fun gaming world anymore we live in the
[01:11:44] game pass must make incredible profit
[01:11:46] or
[01:11:48] Phil Spencer you're fired
[01:11:50] so like
[01:11:52] what happens to Ninja Theory?
[01:11:54] what do they do? like what's their role
[01:11:56] in the Microsoft Studio?
[01:11:58] yeah
[01:12:00] I think this is an excellent question
[01:12:02] and I was really worried
[01:12:04] until this thought
[01:12:06] came to my mind and it was based off of
[01:12:08] I can't remember somebody had tweeted something
[01:12:10] similar out
[01:12:12] I said it too because it is such a visual
[01:12:14] masterpiece and I promised my wife I would throw
[01:12:16] in her quote here she said that this game
[01:12:18] has the best and most realistic
[01:12:20] ponytail physics I have ever seen
[01:12:22] right? it was incredible
[01:12:24] ponytail physics
[01:12:26] she was in awe watching
[01:12:28] Senwa's ponytail this entire game
[01:12:30] and folks you should be in awe
[01:12:32] of watching Senwa's ponytail because this game
[01:12:34] is a technical marvel
[01:12:36] it is beautiful
[01:12:38] I
[01:12:40] think this is a compliment
[01:12:42] playing this game sometimes I didn't know if I was
[01:12:44] in gameplay or in cutscenes
[01:12:46] because the transition was so
[01:12:48] smooth and because the game looked
[01:12:50] identical whether it was a cutscene
[01:12:52] or you were actually just playing the
[01:12:54] game so we've made it
[01:12:56] folks like we've made it like this
[01:12:58] is to me I'm like I've reached one
[01:13:00] of those moments in my life I'm like can graphics
[01:13:02] get any better than Hellblade 2? like it
[01:13:04] is so so good
[01:13:06] now if Microsoft
[01:13:08] and if you're listening Microsoft executives
[01:13:10] if you close the studio
[01:13:12] and you disperse the knowledge of the
[01:13:14] team and all the technology
[01:13:16] that you invested in this team
[01:13:18] with state of the art mocap and everything
[01:13:20] to create something
[01:13:22] at this technical level
[01:13:24] that is the biggest shot in the foot
[01:13:26] that you could give yourself you have a team
[01:13:28] of experts in Unreal Engine 5 right now
[01:13:30] and to me
[01:13:32] I don't think
[01:13:34] this studio gets disbanded because
[01:13:36] I think that they will be assigned
[01:13:38] to help coach and train other
[01:13:40] developers at other Xbox first party
[01:13:42] studios to be proficient
[01:13:44] in Unreal Engine 5
[01:13:47] there was a rumor or theory thrown
[01:13:49] out that this team is supporting
[01:13:53] potential somebody had
[01:13:55] dropped I don't know if this is true at all
[01:13:57] it's probably not 100% speculation warning
[01:13:59] 100% speculation
[01:14:01] that they're supporting like the gear 6 team
[01:14:03] with Unreal 5
[01:14:05] stuff
[01:14:07] but the coalition is like
[01:14:09] Unreal experts so they also
[01:14:11] support a lot of other teams at Xbox
[01:14:13] which is kind of interesting so that doesn't seem
[01:14:15] right to me
[01:14:17] but can you imagine like a gear 6
[01:14:19] with this level of visual fidelity
[01:14:21] oh dude yeah
[01:14:23] it'd be amazing
[01:14:25] that'd be insane
[01:14:27] and way more like mass appeal
[01:14:29] so then
[01:14:31] I get into my business head and I'm like
[01:14:33] does Ninja Theory just become
[01:14:35] primarily like a support studio that we let
[01:14:37] work on artistic projects
[01:14:39] so
[01:14:41] because otherwise
[01:14:43] how are you you're not financially viable
[01:14:45] right nobody played this dude
[01:14:47] nobody played this and nobody will play this
[01:14:49] Hellblade 2 I think
[01:14:51] is the perfect example
[01:14:53] of what feels like the
[01:14:55] old guards philosophy of
[01:14:57] game pass
[01:14:59] it generates so much revenue in theory
[01:15:01] from your AAA first party
[01:15:03] studios making a ton of money
[01:15:05] that you get to fund and
[01:15:07] constantly beef up game
[01:15:09] pass with very cool double A
[01:15:11] and indie experiences which
[01:15:13] Xbox I would say up into 2024
[01:15:15] has been able to do
[01:15:17] with their own first and third party
[01:15:19] title games listen you will always
[01:15:21] hear us sing praises of games like
[01:15:23] Pentament and Grounded for example
[01:15:25] and Hi-Fi Rush
[01:15:27] which you know sad story
[01:15:29] and we've talked about that in another episode
[01:15:31] games that were first
[01:15:33] party Xbox studio that made
[01:15:35] game pass so awesome
[01:15:37] to have right
[01:15:39] now Ninja Theory
[01:15:41] has been working on project Mara
[01:15:43] which has been announced since 2020
[01:15:45] and Windows
[01:15:47] Central has said
[01:15:49] that another project has been
[01:15:51] greenlit already now
[01:15:53] because that project has been
[01:15:55] greenlit I don't think that's safe
[01:15:57] in today's gaming environment
[01:15:59] but let me tell you
[01:16:01] project Mara which is supposed to be
[01:16:03] just you know more of a classically
[01:16:05] horror type game
[01:16:07] is going to scare the crap out
[01:16:09] of anybody if it looks half
[01:16:11] as good as Hellblade 2
[01:16:13] I won't be playing it because I'm a scaredy cat
[01:16:15] but if you are a horror fan
[01:16:17] Hellblade 2 is going to put out an amazing
[01:16:19] super weird short game
[01:16:21] in project Mara and it's going to look
[01:16:23] phenomenal and so I agree with you Cameron
[01:16:25] I think that this studio puts out
[01:16:27] games like project Mara
[01:16:29] which folks
[01:16:31] I'm also speculating here I don't have
[01:16:33] any insider info that project Mara
[01:16:35] will be short or whatever
[01:16:37] but I'm just kind of speculating
[01:16:39] based off of what we've seen from Hellblade 2
[01:16:41] that this project Mara
[01:16:43] is probably going to be another fantastic
[01:16:45] super niche experience
[01:16:47] but like you
[01:16:49] say Cameron I think Microsoft is trying
[01:16:51] to think how do we get our money's
[01:16:53] worth out of the investment in Ninja Theory
[01:16:55] and have them be a support studio too
[01:16:59] Yeah they bought Activision and we
[01:17:01] talked about this, Xbox has
[01:17:03] a bullseye on them now like
[01:17:05] nobody even cared about Xbox until
[01:17:07] the Activision acquisition went through
[01:17:09] and now in those
[01:17:11] executive meetings with
[01:17:13] Satya Nadella
[01:17:15] they're looking over at Xbox and being like hey
[01:17:17] what are we doing
[01:17:19] over here? We just made
[01:17:21] a big acquisition. Pre-acquisition
[01:17:23] it was like it was almost
[01:17:25] like it was like a side project at Microsoft
[01:17:27] Yeah Xbox, like that's how small
[01:17:29] it was. Xbox was nothing compared to
[01:17:31] Windows right?
[01:17:33] So it was like you could kind of live in this
[01:17:35] space of like we can
[01:17:37] just kind of chill and like
[01:17:39] we can buy game studios
[01:17:41] and we got our little game thing and then you
[01:17:43] bought Activision and now it's like
[01:17:45] okay it's time to game
[01:17:47] Right? And I don't know if that's good or
[01:17:49] if that's bad to be honest. Yeah
[01:17:51] That's funny. You already answered the question I was just
[01:17:53] going to ask you. In that regard
[01:17:55] is the Activision Blizzard
[01:17:57] acquisition a good thing? For consumers
[01:17:59] for gamers, folks
[01:18:01] we don't have to like I wish
[01:18:03] people could understand this. You
[01:18:05] as a gamer you don't have to care
[01:18:07] about how Xbox does financially
[01:18:09] If they are put in all
[01:18:11] sorts of stuff on Game Pass which is still
[01:18:13] the best value in gaming for the consumer
[01:18:15] I
[01:18:17] don't care if they go under because
[01:18:19] I'm getting such a freaking great deal out of it right?
[01:18:21] Oh no like it's that's not
[01:18:23] our responsibility. It's not. Well
[01:18:25] it's not our responsibility
[01:18:29] and we really don't have any
[01:18:31] control over it except what you buy
[01:18:33] with your expect if you buy Game Pass
[01:18:35] or not. Right but the point I'm trying to get
[01:18:37] to is like did they bite
[01:18:39] off more than they can chew when it comes to
[01:18:41] Microsoft oversight
[01:18:43] in the
[01:18:45] Activision Blizzard acquisition
[01:18:47] I don't know. I mean that's
[01:18:49] they've changed the stride. They've made a drastic
[01:18:51] strategic change now and we're going to see
[01:18:53] it's going to be really interesting to see what they talk about
[01:18:55] that was the other thing we didn't mention for the Xbox
[01:18:57] show. It's rumored they're going to show
[01:18:59] a handheld.
[01:19:01] Oh man that would be dope.
[01:19:03] A first party Xbox handheld.
[01:19:05] Yeah. So if you've got
[01:19:07] a handheld with Game Pass
[01:19:09] built into it right
[01:19:11] and it's got this cool like
[01:19:13] Xbox gaming UI right? Yeah.
[01:19:17] Does that do well?
[01:19:19] I don't know. You know can
[01:19:21] you I don't know. The strategy
[01:19:23] shifted now. It's a different
[01:19:25] ball game
[01:19:27] and it's going to be
[01:19:29] really interesting to see kind of what happens
[01:19:31] I'm worried about these studios like Ninja
[01:19:33] Theory. I'm really worried about them because I
[01:19:35] like that they exist. I love
[01:19:37] that experiences like this exist
[01:19:39] and we always thought like this is why
[01:19:41] Game Pass is for. It's for
[01:19:43] the Hi-Fi rushes and it's for the
[01:19:45] Hellblade 2. So people
[01:19:47] can open up their Game Pass and be like oh what's this
[01:19:49] cool game that's on the front page? Like this
[01:19:51] looks dope. I'm going to download it and play it for
[01:19:53] three hours. And that was like the whole point
[01:19:55] of making these games exist. And
[01:19:57] now it looks like maybe
[01:19:59] that's not the whole point anymore because you
[01:20:01] can't get away with it anymore.
[01:20:03] I think that's really well stated. I think
[01:20:05] that's super well stated. I don't know if I have much to add
[01:20:07] on top of that. Trying
[01:20:09] to think about other things for impact to the industry.
[01:20:11] Folks, yeah,
[01:20:13] like I said, this is
[01:20:15] the best looking game ever and that's
[01:20:17] relatively undisputed
[01:20:19] which I think is really cool.
[01:20:21] It's rare that you have something on
[01:20:23] gaming social media that's so undisputed.
[01:20:25] People stop arguing about the visuals because
[01:20:27] there's nothing to argue. It looks so amazing.
[01:20:29] And I
[01:20:31] hope
[01:20:33] listen, I don't expect
[01:20:35] every single studio to go hyper
[01:20:37] fidelity, best graphics, super photo realistic
[01:20:39] like in the art direction, not at all.
[01:20:41] But the studios who do have that goal,
[01:20:43] I hope that Helbally2 is a source
[01:20:45] of inspiration because it just looks
[01:20:47] so freaking good. I would love to see other
[01:20:49] games at this level of
[01:20:51] visual appeal.
[01:20:53] Yeah, 100 percent.
[01:20:55] I love this team to be working with other teams
[01:20:57] and helping them make
[01:20:59] the more
[01:21:01] video gaming games
[01:21:03] kind of have some of these bells
[01:21:05] and whistles in them and like make them look this good.
[01:21:07] Because it just looks
[01:21:09] insane.
[01:21:11] That being said, it only runs
[01:21:13] at 30 frames and it's pretty linear.
[01:21:15] So I don't know what that means
[01:21:17] if it's a bigger scope, right?
[01:21:19] Right. It's funny though because
[01:21:21] I didn't even notice
[01:21:23] actually for a while that it was 30
[01:21:25] FPS. I don't know if I was
[01:21:27] too distracted by the visuals or the game
[01:21:29] is slow enough.
[01:21:31] The game is just slow.
[01:21:33] Yeah, it's so slow.
[01:21:35] Well, ladies and gentlemen,
[01:21:39] this has been
[01:21:41] another episode of the Pre-Order
[01:21:43] Bonus Podcast talking Helbally2
[01:21:45] and some Xbox showcase
[01:21:47] predictions coming
[01:21:49] in just two days on Sunday.
[01:21:51] Today we'll have the Summer Games
[01:21:53] Fest later this
[01:21:55] afternoon. Jake and I will be watching that.
[01:21:57] We'll watch the Xbox show. So hopefully
[01:21:59] you heard some of our predictions there.
[01:22:01] Some interesting conversation.
[01:22:03] Hopefully we get some of those.
[01:22:05] Especially
[01:22:07] Silksong looking at you.
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