Game Under Episode 29

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Introduction
0:00:47 Introduction Theme Explained.

Final Impressions
0:02:43 Enslaved: Odyssey to the West (Spoilers)
0:10:40 Buddists
0:27:50 Steam, Where is the Quality Control?
0:31:00 Where is the Shelf-life for Video Games?
0:33:33 HD Re-mixes and Game Compilations

1:23:20 Retro City Rampage
1:25:30 Journey of a Roach

First Impressions
1:38:15 Driver San Francisco 
1:54:30 WWE2K14

2:11:15 News
Dude Gets XB1 Early 
Sony Multiplayer $50 a year or $10 a month 
Sony Opens Up a PS4 
Call of Duty Critical Response 
MS CEO Will 86 XB1? 

Aural Review
2:40:15 Pigsy’s Perfect 10

Game Under Episode 28

Stream above or right-click and download here  You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ? 

Introduction
0:00:00 It Happens in Saints Row
0:01:42 Phil Wants To Shoot Things

First Impressions
0:02:56 Back to the Future Eps 2,3 and 4

Adventure Game News Wrap-Up
0:08:25 Walking Dead 2 and Lead Character Choice
0:10:12 Wadjet Eye Free Codes Stolen

Tom Interviews NIS
0:13:08 Phil Thinks The Questions are Too Long

Final Impressions
0:16:05 The Stanley Parable Demo
0:24:55 English Narators

News 
0:31:27 Stanley Parable Removing Controversial Scenes 
0:42:27 Tiger Woods Dropped by EA 
0:46:36 Titanfall Launch and Exclusivity, COD and the Future of Shooters 
0:57:27 Call of Duty? Yes P's 
1:07:15 Nintendo and Sony's Woes
1:16:37 GTAV Sells 29 Million and Retreating Reviewers 

Tom Towers’ Aural Review of Saints Row IV
1:21:26 Will Tom Like It More than The Third?

Game Under Episode 27

Stream above or right-click and download here  You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ? 

Introduction
0:00:10 Sprechen ze Deutsch
0:02:04 Reader Reviews

Final Thoughts
0:06:31 Dragon's Crown
0:07:00 Can an Influence be Irrelevant?
0:10:47 Can BEUP's Be Described as a Genre?

First Impressions
0:19:40 Ni No Kuni: Wrath of The White Witch

More Final Thoughts
0:25:45 Goodbye Deponia
0:26:34 Metacritic Score/ Critical Response
0:29:50 Similarity to Monkey Island?
0:30:17 Analysis of German Humour
0:33:30 Contextual (Racist?) Humour and the Global Market
0:47:15 Japanese Humour
0:49:10 How South Park and Baseketball Ties Into This

Even More Final Thoughts
0:50:45 Back to the Future: Episode One

Indy Wrap-up
0:57:35 Phil Gets Tom's Thoughts on The Stanley Parable, Gone Home and The Wolf Among Us (Some Lesbian Content)

1:08:42 News
Critical Reception: Beyond: Two Souls
Nude Ellen Paige "Controversy"
Wii Discontinued in Japan and Europe
GTAV Online
Critical Reception: Batman: Arkham Origins
NPD

Tom Towers' Aural Review
1:40:07 Saints Row The Third


 

Game Under Episode 26

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Trademark Banter
0:01:12 Phil Reviews Tom's Review of The Raven: Legacy of a Master Thief
0:02:46 The Mystery of Episode 24
0:03:42 Phil Pre-orders a 2DS and PS4 (and some games)

First Impressions
0:09:46 GTA V is... complicated
0:14:23 Ludonarrative Dissonance STOP IT!
0:28:37 Dragon's Crown

Yakuza Killzone Minute (Could this be the end?)
0:55:30 Yakuza 5 Is Not Coming West
1:00:49 Guerilla Games Hates Killzone

Obituary Section
1:08:52 Tom Clancy Has No Japanese Mafia Connections

News
1:14:34 Half-Life 3 a European Exclusive? 
1:16:43 Valve's Steam Machine, OS and Controller 

Final Thoughts
1:35:29 The Raven: Legacy of a Master Thief

Aural Review
1:51:20 Saints Row 2

 

Game Under Episode 25

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Introduction
0:00:18 No Time for Trademark Banter, It's a BIG SHOW

Final Thoughts
0:02:00 Brothers: A Tale of Two Sons
0:16:30 The Raven - Legacy of a Master Thief

First Impressions
0:39:10 Saints Row 4
0:53:25 Saints Row 2
1:29:25 Grand Theft Auto 5

News (1:53:00 - 2:36:45)
GTAV Critical Response 
GTAV Commercial Reception 
Hotline Miami Article 
SEGA Buys Atlus 
Yamauchi Dead 
Wind Waker Critical Response 
Aussie Takeover of EA 

Featurette
2:36:45 What Makes and Open World Game?

Tom Towers Aural Review
2:45:40 Mafia II

Game Under Episode 23

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Introduction
0:02:45 No Trademark Banter. This Time We Mean It

First Impressions
0:04:35 Saints Row 4

Final Thoughts
0:13:52 Papers, Please (Major Gameplay and Story Spoilers)

First Impressions
0:48:21 Brothers: A Tale of Two Sons

News
1:00:50 Vin Diesel & HIS Diehard Gamers
1:03:18 Playstation Vita TV
1:08:04 Vita 2000 for Japan
1:13:03 Steam's New "Feature"
1:22:00 NPD
1:31:35 Tom Says Publishers Need To Sell Worse Games To Survive (And he's right)

YakuzaKillzone Minute
1:37:15 Killzone Mercenary for Vita Came Out
1:40:50 Tom Recants His 10/10 For Killzone 2 Multiplayer
1:44:20 What Could Kill Sony Instantly
1:46:25 Tom Suggest a Revision to Our Scoring System
1:48:30 Yakuza: Restoration is for PS3/4 and Vita

More News
1:48:55 Criterion reduced to 16 people
1:54:20 Hotline Miami "Controversy" 

Final Impressions
2:02:45 Left4Dead 1 (in Left4Dead2)

 

Game Under Episode 22

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Introduction
0:00:21 Tom Towers "Valve of the Gaming Press"

(Not) Trademark Banter
0:02:47 Phil Reads Some Game Books (one good, one bad)
0:07:02 Phil Goes To The Video Game Store

Final Impressions
0:09:30 Flower
0:17:01 Journey

KillzoneMinute
0:35:28 Killzone 2 Redux
0:39:40 Cover Based Shooting (TM)
0:40:45 The Select Button
0:42:00 Still a Looker
0:42:25 The Last Level
0:44:05 Friendly AI
0:46:10 Finish KZ2 Without Killing Anyone?
0:46:45 Multiplayer

That's All Folks
0:49:00 Listen to Episode 21, especially the Max Payne 3 part!

 

Game Under Episode 21

Stream above or right-click and download here  You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Trademark Banter
0:01:20 Cricket Talk From One of Our Listeners

Best and Worst of the Week
0:04:25 Phil Names and Shames a Retailer
0:05:15 Tom's Best of the Week
0:06:30 Phil talks about Ready Player One

Papers, Please 10/10?
0:13:35 Phil Reconsiders

News

0:15:20 Borderlands 2 Coming to Vita 
0:15:40 Vita Pricedrop to $199 
0:18:30 2DS? More like 2D,YES! 
0:30:50 Windwaker HD Bundle $299 
0:31:25 Back to the 2DS (The design)
0:35:21 Nintendo Release Dates 
0:37:20 Rayman: Legends Critical Reception
0:41:50 Fallout: Lanius Mini-Review 

YakuzaKillzone Minute
0:45:00 Eu Getting Killzone Bundle with Extra Controller and Camera

Tom Tower's Aural Review
0:49:30 Max Payne 3 (contains slight spoilers of Max Payne 3)
1:10:40 Max Payne 1 & 2 Spoilers Start Here
1:23:19 Not Noir, Not Even Neo-Noir?
1:33:00 LA Noire The First and Last AAA Australian Game?
1:35:55 Baseball Bat Boy Talk
1:39:30 Damned if They Do, Damned if they Don't
1:40:32 Phil and Tom Write Max Payne 4
1:44:05 Pubic Afro Deficiency (Major Problem With Game)
1:46:35 Phil and Tom Write Max Payne 5
1:52:15 The Audio. Something About Witch House
2:20:25 Score Time



 

Game Under Episode 20

Stream above or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

Trademark Banter
0:02:05 English Cricket Team Tactics
0:04:35 Gamespot Killing User Created Boards and Unions

First and Final Impressions/ Thoughts
0:09:26 Papers, Please
0:14:15 Carmen San Diego Image Search (Without Safe Search)

Nintendo Coverage Special Correspondent Rob Lowzak
0:42:42 Pikmin 3
0:58:10 Wonderful 101
1:07:30 Game and Wario
1:19:30 Earthbound

News
1:30:30 Sony News
1:36:10 Mostly Erroneous Gamescom News
1:38:35 XCOM Declassified Critical Response
1:42:30 Saints Row IV Declassified Critical Response
1:47:30 Distributor Confirms Saints Row IV Delay in Australia
1:49:50 Shuhei Falls Asleep

SHOCK YakuzaKillzone Minute Returns
1:54:11 Yakuza Ishin Announced
1:56:50 Killzone 4 Mulitplayer Details

2:01:30 Did Elder Scrolls Online Just Commit Suicide?
2:05:00 The "Big" List of Confirmed Xbox One Games
2:07:00 XBOX coming With FIFA
2:08:05 GTAV Station List Leaked

Feature:
2:11:30 Third-Person Shooters

Aural Review:
3:10:22 Max Payne 2

 

Game Under Episode 19

Stream above or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

Intro Music: Noir
Introduction
0:00:19 Phil Fogg, Executive Producer, Returns with Tom Towers, Staff Writer at Laserlemming.com

(Not) Trademark Banter
0:01:40 Phil Attends State Fair (Spoiler Free)

Best and Worst of The Week
0:04:33 Tom's Best of the Week
0:05:24 Serial Experiments Lain (discussion of SUDA ensues)
0:12:20 Is SUDA an adherent to Auteur Theory or Avante-Garde?
0:14:41 Molyneux is Truly Avante-Garde
0:16:37 The Residents Prove You Can Stay Within a Medium and Still Be Avante-Garde
0:19:20 Is SUDA Limited By Lack of Resources/ Technical Tools/ Japan
0:21:54 Phil's Best of The Week
0:24:16 Tom Asks: PC Versus Console?
0:26:46 Tom's Worst of the Week
0:28:39 More (Not) Trademark Banter from Phil Fogg
0:29:41 Phil's Worst of the Week

Final Thoughts
0:31:38 Vanquish (Including Scores)
0:38:47 Thomas Was Alone (Our Highest Rated Game Ever?)
0:43:51 (Newsish) Volume, Mike Bithell's New Game

First Impressions
0:44:36 Bioshock 2 (in brief)

More Final Thoughts
0:45:34 Bastion

News
0:56:35 XBOX One Dis-Kinected (and conversation about EVERYTHING in gaming)
1:16:58 GTA5 Online
1:20:22 Splinter Cell Critical Reception
1:21:42 Duck Tales Critical Reception
1:26:53 Valve Vetran Leaves for Microsoft
1:27:55 NPD
1:36:15 Wii U Yakuza 1 and 2 HD Sells Less Than 2000 Copies

Tom Tower's Aural Review of Max Payne
1:37:54 Memory Games
1:45:45 A Discussion of Writing as a Profession
1:58:00 Sports Writing/ Radio and TV Personalities
2:04:00 Phil's Favorite Era of Writing (1915-1930)
2:05:25 Back to Max Payne

News.Google.Bing.Com
2:37:55 Video Games in News Search Engines

Game Under Episode 18

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS? Phil and Tom leave it all on the field this week.

0:01:00 What? Where's Phil!? John Aarny Steps to the Plate.
0:01:30 Trademark Banter
0:02:25 Tom Exploits Phil's Absense By Pimping Zeno Clash 2 Review on LaserLemming.com (TM)

First Impressions of Payday 2 (The Beta)
0:03:10 What is New
0:05:07 Tom Towers Pulls a Phil Fish (encourages suicide)
0:07:39 John. "The PC Version is Better"
0:08:31 "Just Buy Payday 1"
0:09:18 John Gets His Hopes Up

Final Thoughts of Thomas Was Alone
0:11:01 John's Impressions
0:16:32 Tom's Impressions
0:18:45 I love Danny Wallace!
0:19:05 BAFTA History (Amazing)

First Impressions of Vanquish
0:27:05 Four Months Worth of Game
0:29:10 The most "amazing" 14 seconds of audio you'll hear this year
0:44:58 Awards Vanquish Has Received
0:46:29 She's a Looker

News
54:38 Carmack Joins Oculus VR
1:00:26 Nintendo Still Selling Wii U at a Loss
1:05:33 PlayStation All-Stars Island Announced for iOS / Android / Coke Zero [Free / Summer]

Some Impressions
1:12:45 Red Faction (yes, the original)
1:21:42 Another World
1:34:55 Tom Reveals His 10 out of 10 Games
1:35:30 Worms Revolution

Tom and John's Challenge
1:47:00 Beating 52 Games in a Year

Outro Song Introduced
1:53:30 Let's Get Randy

Game Under Episode 17

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS? Phil and Tom leave it all on the field this week. Sure, we played some obscure games, but damnit, we make it entertaining as all "get-out". 

0:01:00 Tom's Contract With LaserLemming.com

Trademark Banter
0:01:42 Phil Accidentally Goes To a Video Game Store (Stories Ensue)

(Almost) Final Impressions
0:05:39 Atlus' "Zeno Blade 2" (PC, PS3, XBLA)
0:06:10 Chile Invented Giant Head
0:06:30 Zeno vs. Xeno
0:08:17 People With Old TV's Revolt!
0:09:00 Who is To Blame for Non-Compliance in Gaming on TV's?
0:12:15 *Final Impressions of Zenoblade 2 Resume*
0:21:00 Defying Conventions; Giving a Gun to Prove it is Not the Best Weapon
0:23:51 Why Phil Doesn't Design Games (according to Tom)
0:25:43 Tom's Thoughts on Mad Max

Derailment
0:26:47 Phil Derails Zeno Clash 2 Impressions

(Almost) Final Impressions
0:30:35 Team Ace's Zeno Clash 2 (PC, PS3, XBLA) Resumes
0:37:40 Politics Done Right (according to Tom)
0:39:00 Mud Person

The Real Introduction
0:44:15 Phil Fogg: A Real Professional

Eurogamer's Review of Leisure Suit Larry
0:48:20 Oh Ellie Gibson :_(
0:50:48 Tom Ends His Career Prospects

Final Impressions
0:51:23 Warhammer 40,000: Space Marine

News
0:54:32 Sony Financials (and Real Estate Conversation)
0:55:49 What's Up With Insurance These Days?
0:57:00 Phil Is Not Bothered By Vita's Failure (and how it relates to Wii U)
1:01:43 Nintendo's Mixed Success
1:11:01 What Could Have Been at E3
1:12:37 Take 2 Files New Bully Trademark
1:14:02 Red Dead Sequel
1:15:03 Deep Down Details
1:17:05 Pikmin 3 Critical Reception
1:23:40 Valve Is a Lie
1:28:35 EDGE Magazine Ten Scores
1:41:34 Sir Alex Ferguson Plays Football Manager

Final Impressions
1:44:28 Retro City Rampage

Game Under Episode 16

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS

0:00:45 Something Tom Wanted
0:01:20 Introduction

Trademark Banter
0:01:50 Follow Up to Neverwinter Interview

First Impressions
0:05:45 Tom's Mystery Game Revelead

Final Thoughts
0:19:10 Warhammer 40,000: Space Marine
0:46:40 Leisure Larry in the Land of the Lounge Lizards: Reloaded
1:12:45 Worms Revolution

News
1:18:00 Eidos Founder Quits
1:20:20 Micosoft is Poor with Indepedents
1:22:00 No, Wait, Microsoft is Cool with Independents
1:24:05 Actually, Microsoft is Not Cool with Independents
1:27:45 Gran Turismo Film Announced
1:32:05 Activision Confirms Six Games for Wii U

Aural Review
Bioshock Infinite
1:36:00 The Aesthetics
2:08:00 The Gameplay
2:25:30 Tom's Score
2:28:10 The Legacy of the Bioshock Trilogy (Spoilers for all three games start here)

Game Under Episode 15

Stream above or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS 

Introduction
0:01:40 Trademark Banter
0:02:25 Self-Referential Gaming P.R. (Tom's interview with the C.O.O of Neverwinter)

Audio Review Plus First Impressions
00:12:06 Hotline Miami
00:34:34 Music in Games (Still on Hotline Miami)

Feature One
00:37:31 The Aesthetic Redundancy of Synaesthesia [Dyad Review]

News BLAM
0:54:18 Atlus For Sale Again
0:58:28 NPD (and How Nintendo Will Solve Wii U... Maybe)

Aural Review
1:11:54 The Walking Dead: 400 Days (No Spoilers)

Feature Two
1:28:35 The Walking Dead Spoilercast Within a Podcast (Lots of Spoilers)

Aural Review
2:49:38 Bioshock 2 (Some Spoilers)
2:55:15 Phil Recants Last Week's Comments

Outro Song
3:21:17

Game Under Episode 14

The Game Under Podcast
Why Not 17 Vaginas?

Stream above or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

0:00:34 Introduction
0:01:12 Bioshock is Our New Overlord
0:01:49 Most Influential Game of the Generation?

Trademark Banter

0:05:04 PS4: To Pre-order, or not to pre-order, that is the question.
0:13:10 PS4 Launch Line-Up, Our Opinions.

Final Thoughts

0:16:09 Activision Hits Remixed (PSP)
0:17:54 How To Do a Collection Right
0:20:11 Best and Worst Collections in Gaming History (NB: Phil Forgets Super Mario All-Stars for SNES)

First Impressions

0:25:23 The Raven: Legacy of a Master Thief
0:43:26 Cinematics in Games

Final Thoughts

0:50:45 Killzone 3 (Spoilers Throughout)
First Impressions
1:04:05 Halo Combat Evolved (HD) 360

News

1:07:45 Ryan Davis is Dead
1:09:26 Dota 2 Is Out of Beta
1:09:31 GameStop is No Longer Taking PS4 Pre-Orders
1:10:44 Last of Us Sells 3.4 Million Copies
1:11:59 XBLA Summer of Arcade
1:12:30 Insomniac's New Ratchet and Clank
1:17:29 GTA5 Gameplay Footage Released (and why Rockstar is like Kanye West)
1:25:16 Nintendo Coming to Terms With HD Game Development (and Ubi's Comment on Zombie U 2)
1:32:05 Digital PS4 Games Accessible From Any Console
1:34:19 What Could Have Been: SEGA/Sony Buyout

Aural Review 
1:35:57 Bioshock (Spoilers)

Transcript

WEBVTT

00:00:34.007 --> 00:00:38.807

Tom: Hello, and welcome to Episode 14 of The Game under.net Podcast.

00:00:38.827 --> 00:00:46.847

Tom: I've been told under Knifepoint to say that it was a great selection of music for the introduction by my co-host, Phil Fogg.

00:00:47.047 --> 00:00:48.847

Phil: Hello, I'm Phil Fogg, and you're?

00:00:49.047 --> 00:00:57.467

Tom: Tom Towers, and today we will be discussing Killzone 3, the week's news, the Activision great collection on the PSP.

00:00:57.487 --> 00:00:59.227

Tom: That's right, a PSP game.

00:01:00.207 --> 00:01:06.187

Tom: And I will be orally or orally, whichever you prefer, reviewing Bioshock.

00:01:06.207 --> 00:01:08.767

Tom: Not Infinite, not even 2, but the original.

00:01:09.187 --> 00:01:10.127

Phil: A timely review.

00:01:10.147 --> 00:01:12.247

Phil: I think that game was released in 2007.

00:01:12.467 --> 00:01:14.547

Tom: Yep, so I'm only about 6 years late.

00:01:14.847 --> 00:01:18.127

Phil: In you playing through the entire series, right?

00:01:18.147 --> 00:01:19.507

Phil: Bioshock 1, 2 and 3.

00:01:19.527 --> 00:01:21.207

Phil: So you've beaten 1 and 2, right?

00:01:21.287 --> 00:01:21.827

Tom: Correct.

00:01:21.867 --> 00:01:30.227

Tom: And so that means over the next 2 weeks, you will be forced to listen to even more Bioshock, including everyone's favorite Bioshock 2.

00:01:30.847 --> 00:01:37.147

Phil: Well, as we go into the next generation of consoles, I think it's actually entertaining to look back.

00:01:37.167 --> 00:01:39.187

Phil: You played through the Uncharted franchise.

00:01:39.207 --> 00:01:40.207

Phil: We were able to talk about that.

00:01:40.227 --> 00:01:41.707

Phil: Now you're playing through Bioshock.

00:01:42.547 --> 00:01:48.107

Phil: I myself am about to beat Bioshock Infinite, so we'll have some good discussion about that in the coming weeks.

00:01:48.367 --> 00:01:51.907

Phil: You know, I mean, what other great franchise of this generation could we play?

00:01:52.027 --> 00:01:56.287

Phil: I guess if you had a 360 or access to it, we could play the Gears of War franchise.

00:01:56.427 --> 00:02:04.727

Tom: That would probably be the, probably the most seminal Xbox franchise this series, this generation, in terms of influence, wouldn't you say?

00:02:05.027 --> 00:02:06.867

Phil: Well, certainly because of the engine.

00:02:07.147 --> 00:02:16.967

Phil: And because it was, you know, or Epic was able to, you know, basically show this, you know, generation of developers, you know, what their engine was capable of.

00:02:17.727 --> 00:02:19.527

Phil: So it was influential in that respect.

00:02:19.547 --> 00:02:28.507

Tom: But I would say also in terms of gameplay, such as the cover system, not that I've played Gears of War, but that appears to be the case from the outside looking in.

00:02:28.847 --> 00:02:29.587

Phil: Oh, definitely.

00:02:29.607 --> 00:02:37.687

Phil: I mean, you can't play a game, a third person game these days without having cover shooting in it, which they got from Kill.Switch.

00:02:37.907 --> 00:02:47.587

Phil: And they actually, I mean, I went back and played Kill.Switch because that's what Blazinski, you know, credits as inspiring him for Gears of War, along with Resident Evil 4.

00:02:48.167 --> 00:02:49.887

Phil: And he's not wrong.

00:02:49.967 --> 00:02:53.247

Phil: I mean, it's right there in that game, that Japanese third person shooter.

00:02:53.507 --> 00:02:55.027

Phil: It's a little bit difficult.

00:02:55.047 --> 00:02:57.147

Phil: I was not able to finish the game, but it's there.

00:02:57.207 --> 00:03:00.167

Phil: I mean, it's not like some vague influence.

00:03:00.547 --> 00:03:02.767

Phil: You can directly see how it influenced it.

00:03:02.947 --> 00:03:05.447

Tom: So by influence, you mean plagiarized, I take it.

00:03:06.067 --> 00:03:07.947

Phil: Yes, stolen outright.

00:03:08.007 --> 00:03:13.427

Phil: But I think probably the most influential game of this generation would have to be Braid.

00:03:13.707 --> 00:03:16.487

Tom: Well, that's not an Xbox game though.

00:03:16.727 --> 00:03:18.427

Phil: Remember, it was an Xbox exclusive.

00:03:18.627 --> 00:03:19.827

Tom: Didn't stay that way though.

00:03:20.567 --> 00:03:23.967

Phil: No, but it was an Xbox exclusive for a very long time.

00:03:24.247 --> 00:03:36.227

Phil: And the reason why I say it was influential is not necessarily because of the gameplay or anything else, but it was one of the first breakout titles on Xbox Live Arcade that wasn't a remade game.

00:03:36.247 --> 00:03:47.747

Phil: Xbox Live Arcade to that point had been basically things like Robotron 2084 and 1942, a Capcom scroller and things like that.

00:03:48.067 --> 00:04:01.667

Phil: And what Braid demonstrated in Geometry Wars, and what Braid and Geometry Wars together shown was that you can have a, quote, full game, be a downloadable game and have critical and commercial success.

00:04:01.787 --> 00:04:09.487

Tom: I think culturally it was also very influential in how it set the tone for the discussion on indie games this generation.

00:04:09.927 --> 00:04:17.187

Tom: If there had been no Braid, you would not have seen such an extremely positive response to stuff like Journey as well.

00:04:17.947 --> 00:04:19.767

Phil: Or even Super Meat Boy.

00:04:19.787 --> 00:04:20.687

Tom: Yep, absolutely.

00:04:20.747 --> 00:04:24.127

Phil: And certainly Super Meat Boy owes a lot to games like Alien Hominid.

00:04:24.987 --> 00:04:27.727

Phil: But Alien Hominid was the PC game for a long time.

00:04:28.347 --> 00:04:30.887

Phil: Then it came out as a retail release on the Xbox.

00:04:31.907 --> 00:04:41.987

Phil: But people are seeing that they are able to come up with games that can be 2D, can be platformers, and can have commercial and critical success and acceptance.

00:04:42.887 --> 00:04:50.847

Phil: I think that opened the whole way for the Xbox Live arcade games that were to come, like Limbo and other games that people like.

00:04:51.407 --> 00:04:59.727

Phil: Then for PlayStation, that's basically become PlayStation's shtick, where the home for weird little indie games that you can download.

00:05:01.227 --> 00:05:02.647

Phil: And also the Vita, of course.

00:05:03.407 --> 00:05:12.207

Phil: I don't know how we got into that, but speaking of the PlayStation, I figured we'd have our trademark banter section just really quickly.

00:05:12.567 --> 00:05:15.287

Phil: I wanted to pre-order a PlayStation 4 this weekend.

00:05:17.387 --> 00:05:22.167

Phil: And as a part of that, I said, I don't want to do what I did last time.

00:05:22.187 --> 00:05:24.327

Phil: I don't want to have a console and nothing to play on it.

00:05:24.867 --> 00:05:34.087

Phil: So I was looking at the launch lineup for the PlayStation 4 to see if there's a single game there that I could justify buying a PlayStation 4 for.

00:05:34.107 --> 00:05:36.867

Phil: So I figured we'd play a little game, and you can play along at home as well.

00:05:37.567 --> 00:05:44.707

Phil: Basically, I've got an alphabetical listing of games available on launch, and just yes, no, and if yes, why.

00:05:44.907 --> 00:05:49.887

Phil: So would you like to play any of these games on the launch of the PlayStation 4?

00:05:49.887 --> 00:05:54.107

Tom: Or is the question, rather, would that justify buying a PlayStation 4?

00:05:54.247 --> 00:05:55.347

Phil: Well, here's the deal.

00:05:55.467 --> 00:05:59.887

Phil: I'm going to get a PlayStation 4, mostly for this show, so I can talk about it.

00:06:00.407 --> 00:06:02.707

Phil: But I can't talk about it unless I've got a game to play.

00:06:03.407 --> 00:06:05.367

Phil: Otherwise, we may as well do a furniture show.

00:06:06.427 --> 00:06:12.087

Phil: I'm going to get one before the price drop, so I may as well get it when it's relevant on the first day.

00:06:13.007 --> 00:06:15.807

Phil: And I have had extremely good luck with Sony hardware.

00:06:15.867 --> 00:06:18.527

Phil: I know everyone's probably groaning at home, but I tell you the truth.

00:06:19.467 --> 00:06:24.647

Phil: All of my original PlayStation 1s, 2s and 3s are still operating, unless they're playing The Last of Us.

00:06:25.007 --> 00:06:27.747

Phil: And so, yeah, why not get it on launch day?

00:06:27.767 --> 00:06:28.487

Phil: So here's the list.

00:06:29.367 --> 00:06:31.867

Phil: Yes, no, and if yes, why?

00:06:31.947 --> 00:06:32.927

Phil: Assassin's Creed 4?

00:06:33.027 --> 00:06:33.227

Tom: No.

00:06:34.027 --> 00:06:35.707

Phil: No, for me, Battlefield 4?

00:06:35.727 --> 00:06:35.967

Tom: No.

00:06:36.567 --> 00:06:38.287

Phil: No, for me, Call of Duty Ghosts?

00:06:38.647 --> 00:06:41.927

Tom: Yes, to hear about it, I would say, but not to play it.

00:06:42.867 --> 00:06:44.667

Phil: Yeah, I wouldn't, yeah, me, no.

00:06:45.407 --> 00:06:46.687

Phil: DC Universe Online?

00:06:46.707 --> 00:06:46.907

Tom: No.

00:06:47.587 --> 00:06:47.887

Phil: No.

00:06:48.167 --> 00:06:49.027

Phil: Diablo 3?

00:06:49.147 --> 00:06:49.407

Tom: No.

00:06:50.087 --> 00:06:50.347

Phil: No.

00:06:50.527 --> 00:06:52.427

Phil: Why would you play the GIMP version, right?

00:06:52.447 --> 00:06:52.667

Tom: Exactly.

00:06:52.727 --> 00:06:54.567

Phil: I mean, if you like Diablo, just play it on PC.

00:06:54.587 --> 00:07:02.527

Tom: Well, if, you are presumably right about the DMR, as they do not have them on PC version, so you could argue you are actually playing the superior version in some ways.

00:07:03.167 --> 00:07:03.767

Phil: Yeah, man.

00:07:03.787 --> 00:07:06.587

Phil: Insofar as consumer rights are concerned.

00:07:06.827 --> 00:07:07.547

Phil: Drive Club?

00:07:08.007 --> 00:07:08.307

Tom: No.

00:07:08.927 --> 00:07:09.207

Phil: No.

00:07:09.527 --> 00:07:10.447

Phil: FIFA 14?

00:07:10.467 --> 00:07:10.867

Tom: Wait a minute.

00:07:10.887 --> 00:07:12.627

Tom: You were a big fan of Motor Storm, right?

00:07:13.867 --> 00:07:14.207

Phil: No.

00:07:14.567 --> 00:07:14.967

Phil: No.

00:07:16.487 --> 00:07:21.087

Phil: In fact, I played it a couple of weeks ago for the first time, and I haven't reviewed it on this show.

00:07:21.827 --> 00:07:23.567

Phil: But basically, here's my micro review.

00:07:24.387 --> 00:07:26.507

Phil: Looks great, but it plays itself.

00:07:26.907 --> 00:07:31.507

Phil: I basically was just pushing forward and the accelerator the entire time.

00:07:31.747 --> 00:07:34.767

Phil: It had absolutely no challenge whatsoever.

00:07:35.547 --> 00:07:36.467

Phil: Yeah, FIFA 14.

00:07:36.907 --> 00:07:45.167

Tom: Once again, I would love to hear you talk about FIFA 14, but I wouldn't buy a console for it or be that interested in it as a launch game.

00:07:45.387 --> 00:07:50.227

Tom: My one question would be, is the latest PES title also available on launch for the PS4?

00:07:50.247 --> 00:07:50.507

Phil: No.

00:07:51.067 --> 00:07:51.267

Phil: No.

00:07:51.487 --> 00:07:53.847

Tom: Because there I would have been more interested as they are.

00:07:53.887 --> 00:07:58.987

Tom: Once again, their slow resurgence is continuing, and this could be their year.

00:07:59.007 --> 00:07:59.067

Tom: Yeah.

00:08:00.267 --> 00:08:00.607

Phil: Yeah.

00:08:00.627 --> 00:08:14.787

Phil: I would not get it because of Derek's whole theory about sports games at new console launches and that, you know, it's basically the worst version to get because they strip out features and slowly re-add them in.

00:08:15.007 --> 00:08:15.307

Tom: Yeah.

00:08:15.507 --> 00:08:22.967

Phil: Or, you know, so I wouldn't even if it was a sports game I liked, like an NBA game or something, but I would not.

00:08:23.527 --> 00:08:25.327

Phil: I'd probably get MLB the show actually.

00:08:27.147 --> 00:08:29.167

Phil: Just Dance, 2014.

00:08:29.607 --> 00:08:33.267

Tom: Once again, I would love to hear you talk about that game, but I wouldn't want to play it.

00:08:33.767 --> 00:08:34.107

Phil: No.

00:08:34.407 --> 00:08:35.007

Phil: No for me.

00:08:35.207 --> 00:08:36.487

Phil: Killzone Shadow 4.

00:08:38.047 --> 00:08:39.707

Tom: No for getting a console 4.

00:08:41.007 --> 00:08:41.467

Phil: Yeah.

00:08:41.567 --> 00:08:42.427

Phil: Here's my deal.

00:08:42.867 --> 00:08:45.347

Phil: I really enjoyed Killzone 2.

00:08:45.627 --> 00:08:49.827

Phil: I thought Killzone 2 was a very, very solid shooter in every regard.

00:08:50.167 --> 00:08:58.267

Phil: I'll give my final impressions on Killzone 3, but on the basis of that, I would not want the next Killzone.

00:08:58.407 --> 00:09:04.827

Phil: I would wait and see to see what they're doing with the next Killzone, to see if it's going to be Army of Two again or Back to Form.

00:09:04.967 --> 00:09:05.247

Tom: Yeah.

00:09:05.267 --> 00:09:06.987

Phil: And I'd be very skeptical.

00:09:07.887 --> 00:09:10.507

Phil: You got Mark Cerny's Knack game?

00:09:10.847 --> 00:09:11.107

Tom: No.

00:09:11.687 --> 00:09:12.647

Phil: Looks like a kid's game.

00:09:13.147 --> 00:09:13.427

Phil: No.

00:09:14.427 --> 00:09:16.207

Phil: Lego Marvel Super Heroes?

00:09:16.767 --> 00:09:17.067

Tom: No.

00:09:17.707 --> 00:09:18.007

Phil: No.

00:09:18.187 --> 00:09:18.567

Phil: Madden?

00:09:18.927 --> 00:09:19.167

Phil: No.

00:09:19.767 --> 00:09:20.007

Tom: No.

00:09:21.807 --> 00:09:24.707

Phil: NBA 2K14 and NBA Live 14?

00:09:25.067 --> 00:09:25.667

Tom: Two No's.

00:09:26.727 --> 00:09:27.327

Phil: Exactly.

00:09:28.027 --> 00:09:28.867

Phil: Skylanders?

00:09:28.947 --> 00:09:29.267

Tom: No.

00:09:29.947 --> 00:09:30.287

Phil: No.

00:09:30.727 --> 00:09:31.927

Phil: Something called Warframe?

00:09:32.067 --> 00:09:32.987

Tom: I don't know what that is.

00:09:33.687 --> 00:09:36.307

Phil: It's probably something you put around a wall to make it look better.

00:09:36.927 --> 00:09:37.767

Phil: I'm going to say no.

00:09:39.267 --> 00:09:40.087

Phil: And Watch Dogs?

00:09:40.487 --> 00:09:40.727

Phil: No.

00:09:41.487 --> 00:09:41.747

Phil: No.

00:09:41.927 --> 00:09:43.167

Phil: I have no interest in Watch Dogs.

00:09:43.207 --> 00:09:47.367

Phil: And people are probably screaming about that as well, and I'll just say I don't like Ubisoft games.

00:09:47.527 --> 00:09:47.907

Phil: Sorry.

00:09:47.927 --> 00:09:56.407

Tom: Well, I have an interest in it, but there's no way that is a console seller in any way, shape or form, especially considering it's coming to basically every console under the sun.

00:09:57.087 --> 00:09:57.447

Phil: Yeah.

00:09:57.887 --> 00:09:58.207

Phil: Yeah.

00:09:58.447 --> 00:09:59.787

Phil: Yeah.

00:09:59.807 --> 00:10:00.647

Phil: I think this is the one.

00:10:01.207 --> 00:10:06.587

Phil: Assassin's Creed, I think, is getting like an additional 46 minutes of content they're promoting or something like that.

00:10:06.607 --> 00:10:06.867

Tom: Yeah.

00:10:07.367 --> 00:10:11.667

Phil: I mean, I have as much interest in Watch Dogs as I would.

00:10:11.687 --> 00:10:14.827

Phil: It's kind of like one of those second tier games that I'd get used.

00:10:15.167 --> 00:10:15.407

Tom: Yeah.

00:10:15.847 --> 00:10:17.387

Phil: It's nothing I'd want to play.

00:10:17.587 --> 00:10:23.487

Phil: And why I don't like Ubisoft games, just so everyone knows, is I just don't like their games.

00:10:23.507 --> 00:10:25.587

Phil: I don't like Assassin's Creed.

00:10:25.607 --> 00:10:28.047

Phil: I don't like Prince of Persia after the first one.

00:10:29.367 --> 00:10:29.987

Phil: And I don't like...

00:10:30.367 --> 00:10:52.967

Phil: I like Splinter Cell, but I just also don't like their business practice of slamming every launch with a bunch of shovelware or catching on to a game that's good and then just milking it to death until everyone hates it, which is what they did with Prince of Persia, they did it with Splinter Cell, they've done it with Assassin's Creed now, and I just don't want to be a part of that cycle.

00:10:53.107 --> 00:11:01.647

Tom: I think what the case actually is given that you can't actually come up with a particularly coherent reason for disliking The Gays and The Cells.

00:11:02.687 --> 00:11:14.727

Tom: Long time listeners of the podcast will remember this, but it's well documented that you are highly xenophobic against the French and European culture, so I'm thinking that's probably the actual reason you don't like Ubisoft games.

00:11:15.687 --> 00:11:20.807

Phil: That may well be, but the primary reason is I don't like how they control, either.

00:11:21.967 --> 00:11:25.447

Phil: And also the xenophobia, racism, if you will.

00:11:25.567 --> 00:11:26.667

Phil: Perhaps, I don't know.

00:11:27.667 --> 00:11:29.727

Phil: I know you don't have an aversion to European games.

00:11:29.747 --> 00:11:30.887

Phil: It seems to be all you play.

00:11:32.967 --> 00:11:35.247

Phil: So, okay, so it's a big no.

00:11:35.247 --> 00:11:41.107

Phil: I mean, but I got to preorder this stupid thing, and so I'm hoping that these are all American games here.

00:11:41.127 --> 00:11:44.387

Phil: I'm hoping that at TGS, they announce something that I'd want, right?

00:11:44.467 --> 00:11:47.267

Phil: Like a good old JRPG or...

00:11:47.387 --> 00:11:53.347

Tom: That is a little odd that there are basically no Japanese games there in the launch lineup for the PS4.

00:11:54.107 --> 00:11:54.807

Phil: Absolutely none.

00:11:54.947 --> 00:11:56.087

Phil: Not a single one.

00:11:56.107 --> 00:12:03.827

Phil: And so they do have the Tokyo Game Show, so I see as a way of making, of apologizing to the Japanese people for announcing the system in the United States.

00:12:04.387 --> 00:12:07.847

Phil: At TGS, they might be holding some cards back.

00:12:08.727 --> 00:12:13.927

Phil: I can't believe that they wouldn't be having major Japanese developers not represented on launch day.

00:12:14.247 --> 00:12:17.967

Tom: Do you really think TGS is the avenue where they will be announcing this though?

00:12:17.987 --> 00:12:21.287

Tom: I mean, no one cares about TGS anymore.

00:12:23.627 --> 00:12:24.947

Phil: No one in Japan cares.

00:12:24.947 --> 00:12:29.207

Phil: It's basically a mobile phone convention, but it's all they got.

00:12:29.707 --> 00:12:34.867

Phil: And if you're going to pander to the Japanese audience, you may as well do it in Japan as opposed to Gamescom.

00:12:35.767 --> 00:12:39.667

Tom: But at the same time, you just said no one in Japan cares about TGS.

00:12:40.007 --> 00:12:47.667

Tom: Even though it is located in Japan, it still doesn't seem like a particularly good place to use to apologize to the Japanese people.

00:12:47.807 --> 00:12:58.987

Phil: If you're going to apologize, you may as well do it on their soil, which is a reason for us to go on a Japanese tour one of these days so we can personally apologize.

00:12:59.847 --> 00:13:01.947

Tom: To all our Japanese xenophobia.

00:13:03.047 --> 00:13:06.907

Tom: Before we move on, I just want to say, what do you think of this as a launch lineup?

00:13:07.467 --> 00:13:09.847

Tom: It seems really boring to me.

00:13:10.867 --> 00:13:14.387

Phil: Well, we just obviously proven that to us it's boring.

00:13:14.527 --> 00:13:17.447

Phil: I would say that this is an amazing lineup.

00:13:17.467 --> 00:13:28.587

Phil: You've got tent pole franchises there, like Assassin's Creed, Battlefield, Call of Duty, Just Dance, Killzone, Madden, NBA, FIFA, Diablo, right?

00:13:28.907 --> 00:13:32.947

Phil: And then you've got new games like Drive Club, which some people think is going to be free.

00:13:33.467 --> 00:13:39.707

Phil: For the kids, you've got Knack and LEGO Marvel Super Heroes, and Just Dance is a family game.

00:13:40.487 --> 00:13:41.787

Phil: Skyland is for the kids.

00:13:41.847 --> 00:13:47.187

Phil: And then, like I said, you've got Call of Duty, Battlefield, Assassin's Creed, Warframe, Watch Dogs, FIFA, NBA.

00:13:48.607 --> 00:13:51.927

Phil: And then for the nerds, you've got DC Universe Online.

00:13:51.947 --> 00:13:58.927

Phil: So I think as a lineup, if you are the people that like those games, I think it's a great lineup.

00:13:58.987 --> 00:14:00.587

Phil: Now, you know, what do we want, you know?

00:14:01.687 --> 00:14:03.787

Phil: I mean, they're giving you a Killzone.

00:14:04.227 --> 00:14:10.727

Phil: So I guess if they throw in Yakuza and some JRPG that no one gives a shit about, then yeah.

00:14:10.747 --> 00:14:11.967

Tom: So Yakuza then?

00:14:12.787 --> 00:14:13.127

Phil: Yeah.

00:14:13.787 --> 00:14:14.267

Tom: I don't know.

00:14:14.287 --> 00:14:15.607

Tom: I think to me this is just...

00:14:16.207 --> 00:14:18.827

Tom: There's too many games that are way too similar.

00:14:19.107 --> 00:14:21.867

Tom: I mean, do you really need that many kids' games, for example?

00:14:22.727 --> 00:14:23.187

Phil: Yes.

00:14:23.707 --> 00:14:26.787

Phil: I mean, obviously they could play Skylanders forever, right?

00:14:27.107 --> 00:14:31.927

Phil: But then you give them something else, like Just Dance, and they love the sports games and LEGO Marvel Super Heroes.

00:14:31.947 --> 00:14:32.467

Phil: That's fine.

00:14:32.967 --> 00:14:36.007

Phil: And then for the mature audience, you have all the shooters and the sports games.

00:14:38.107 --> 00:14:40.267

Phil: And yeah.

00:14:40.287 --> 00:14:47.947

Phil: I mean, I would like to see more of the arty stuff as well being promoted, but they might do that at Gamescom in Europe.

00:14:48.647 --> 00:14:53.447

Phil: They might reveal that, because they are working heavily with a lot of independent publishers.

00:14:55.667 --> 00:15:05.727

Phil: I know Mike Bithold is working with them, so they might be saving that for the European game show, since they are more cultured than the rest of us.

00:15:06.747 --> 00:15:08.367

Phil: So you think it's a lousy launch line up.

00:15:08.447 --> 00:15:09.827

Phil: None of these games talk to me.

00:15:10.467 --> 00:15:15.507

Phil: Killzone might be an argument just to see what Guerrilla Games is doing on new hardware.

00:15:15.887 --> 00:15:23.667

Phil: And if there was an MLB game, it's the wrong time of year for an MLB game, but if there was an MLB game at the show, I would also be hella interested.

00:15:24.507 --> 00:15:32.407

Phil: If there were an arcade racing game, I'd be down for that as well, because those are the kind of games that do well at launch.

00:15:32.447 --> 00:15:43.507

Tom: So now that we have established that you're getting a PS4 game anyway, if these are the only games that are launching, what will you be buying, despite the fact that you have no interest in any of them except possibly Killzone?

00:15:43.947 --> 00:15:48.927

Phil: Yeah, I'd probably get Killzone, and then just see what was available online from PSN.

00:15:51.327 --> 00:15:57.427

Phil: And just be satisfied with that, because that would certainly give us enough material for this show, and I've got plenty of other games to play on the old console.

00:15:57.507 --> 00:16:00.687

Tom: If you're getting Killzone just for that reason, you've got to get FIFA as well.

00:16:01.227 --> 00:16:02.227

Phil: Oh, gosh, you know what?

00:16:02.247 --> 00:16:04.467

Phil: Maybe I'd get FIFA instead of Killzone.

00:16:04.487 --> 00:16:05.987

Tom: That's fine with me, that would work too.

00:16:06.627 --> 00:16:07.707

Phil: Just to punch our listeners.

00:16:07.727 --> 00:16:07.907

Tom: Yeah.

00:16:08.807 --> 00:16:15.847

Phil: I wanted to give just quickly a first impression of a game that I mentioned last week I got for free, Activision Hits Remixed.

00:16:16.847 --> 00:16:17.067

Tom: Yep.

00:16:18.667 --> 00:16:23.947

Phil: This includes over 40 classics remixed, and I thought at that point it would be kind of cool.

00:16:24.567 --> 00:16:34.167

Phil: These are basically games for the Atari 2600, and they're only Activision games, but quite frankly, the Activision games were the best games on the system.

00:16:34.187 --> 00:16:36.807

Phil: There were bad versions of Space Invaders and Pac-Man.

00:16:36.827 --> 00:16:41.307

Phil: I liked them, and I still do like them to this day, but everyone else says they're bad.

00:16:42.427 --> 00:16:56.707

Phil: But these Activision, they've got games like Pitfall, River Raid, Demon's Attack, which is on my top five games of all time, Atlantis, Ice Hockey, Plak Attack, which is basically...

00:16:56.727 --> 00:16:57.987

Tom: Plak Attack, as in teeth?

00:16:58.087 --> 00:17:03.147

Phil: Yes, you attack Plak with a tube of toothpaste and a toothbrush.

00:17:04.647 --> 00:17:07.067

Tom: I hope that's also in your top five games of all time.

00:17:07.607 --> 00:17:08.467

Phil: Unfortunately not.

00:17:08.547 --> 00:17:16.527

Phil: River Raid 1 and 2, Laser Blast, Stampede, which is an amazing 2D side-scroller where you're on a horse and you have to rope little calves.

00:17:17.127 --> 00:17:19.567

Phil: So, you know, it kind of mirrors my real life.

00:17:20.387 --> 00:17:22.167

Tom: How realistic is it?

00:17:22.427 --> 00:17:24.947

Tom: As a farmer, you can comment on how realistic it is.

00:17:25.647 --> 00:17:29.567

Phil: Well, it's more of a horse racing game, so it's not very realistic at all.

00:17:30.287 --> 00:17:36.027

Phil: Fishing Derby, Freeway, which is where you play with two players and you have little chickens that have to cross a freeway.

00:17:36.567 --> 00:17:38.527

Phil: I mean, why cross the road when you could cross a freeway?

00:17:38.547 --> 00:17:39.487

Tom: So that's basically Frogger.

00:17:39.847 --> 00:17:42.087

Phil: No, it's not as good as Frogger.

00:17:42.107 --> 00:17:44.127

Phil: It's more faster paced than Frogger, though.

00:17:44.767 --> 00:17:47.827

Phil: Fishing Derby is a great game where you compete against another person to fish.

00:17:48.627 --> 00:17:51.447

Phil: Now, Phil, why would you be talking about this?

00:17:52.207 --> 00:17:57.987

Phil: This is a series of games from a hundred years ago that no one in this century cares about.

00:17:58.007 --> 00:17:58.807

Tom: Well, I do.

00:17:59.207 --> 00:18:03.767

Phil: Well, the fact is, right, number one, this is the way to do a collection.

00:18:04.647 --> 00:18:12.447

Phil: All of these games, you can play with someone on another PSP with no additional cartridge or UMD.

00:18:13.067 --> 00:18:22.667

Phil: So basically, you turn on the game sharing option and it enables you to basically upload the game to someone else's PSP and let them play it for free.

00:18:22.687 --> 00:18:25.147

Tom: Is this a limited or unlimited number of times?

00:18:25.367 --> 00:18:26.447

Phil: Unlimited number of times.

00:18:26.447 --> 00:18:27.587

Phil: They do have to be locally.

00:18:27.887 --> 00:18:30.847

Phil: They do have to be local, right?

00:18:30.907 --> 00:18:31.587

Phil: That's pretty good.

00:18:31.727 --> 00:18:41.527

Phil: Number two, they include all of the TV ads for all of the games you can unlock them when you get high scores on each of the games.

00:18:41.547 --> 00:18:43.527

Phil: You get to see the TV ads for the games.

00:18:43.547 --> 00:18:44.067

Tom: That's awesome.

00:18:44.987 --> 00:18:46.287

Phil: If one is available.

00:18:46.647 --> 00:18:48.207

Phil: Again, this is how you do a collection.

00:18:49.327 --> 00:18:56.647

Phil: Number three, they include all of the original packaging and manuals, digitally represented on screen, of course.

00:18:57.247 --> 00:19:00.027

Phil: So you're thinking, Phil, how could this possibly get any better?

00:19:00.147 --> 00:19:02.407

Phil: That is a great way to do a collection, right?

00:19:02.667 --> 00:19:06.367

Phil: All the manuals, share it with someone else for free, all the best games.

00:19:06.727 --> 00:19:08.127

Phil: How could they possibly make it better?

00:19:08.787 --> 00:19:13.507

Phil: They include featured 80s hits soundtrack.

00:19:14.647 --> 00:19:15.667

Phil: So why are you playing the game?

00:19:15.687 --> 00:19:18.327

Tom: Are these relevant to the games or are they just songs from the 80s?

00:19:18.347 --> 00:19:19.447

Phil: Just 80s music.

00:19:19.527 --> 00:19:29.907

Phil: So we're not going to take it by Twisted Sister, It's My Life by Talk Talk, Mexican Radio, Tainted Love, Walking in LA, The Tide is High by Blondie.

00:19:29.927 --> 00:19:33.827

Tom: Does this play while you're playing the game or is it on the menus or something?

00:19:33.987 --> 00:19:36.087

Phil: No, you can play it and you can change it.

00:19:36.727 --> 00:19:38.867

Phil: Safety Dance, Take On Me, Harden My Heart.

00:19:38.947 --> 00:19:40.727

Phil: It just goes on and on.

00:19:40.747 --> 00:19:45.007

Phil: They've got top tier 80s songs, fully licensed songs.

00:19:45.967 --> 00:19:52.307

Phil: You can turn them off or turn them on or if you don't like a particular song, you press the left or right trigger to move on to the next song.

00:19:53.307 --> 00:20:01.547

Phil: This is a ridiculous amount of value for a warmed over, you know, collection.

00:20:01.967 --> 00:20:03.867

Phil: Yep, that's pretty incredible.

00:20:03.887 --> 00:20:06.007

Phil: Yeah, it's incredible.

00:20:06.887 --> 00:20:08.867

Phil: I mean, you know, so nothing else to say on that.

00:20:09.867 --> 00:20:16.027

Phil: My only other question to you would be, have you ever, like, dallyed in these collections before?

00:20:16.047 --> 00:20:18.027

Phil: Do you have any particular highlights or lowlights?

00:20:18.247 --> 00:20:21.207

Tom: I don't think I've ever bought a collection of this variety.

00:20:21.867 --> 00:20:22.407

Phil: Why not?

00:20:23.087 --> 00:20:28.067

Tom: Because, I mean, half the games are complete trap, basically.

00:20:28.607 --> 00:20:30.407

Phil: So you haven't bought any of these?

00:20:30.407 --> 00:20:31.587

Tom: No, not a single one.

00:20:31.927 --> 00:20:38.347

Tom: Unless I've forgotten something in my dark past somewhere, but as far as I can remember now, I have never bought one.

00:20:38.947 --> 00:20:48.787

Phil: Well, these collections are, of course, no longer ever going to be made again, because now they can sell these games individually for, you know, $4.99 or $3.99, right?

00:20:49.267 --> 00:20:54.987

Phil: So it's kind of like in the original Animal Crossing, or rather the original Western Animal Crossing for the GameCube.

00:20:56.367 --> 00:20:57.987

Phil: They included many NES games.

00:20:58.007 --> 00:21:02.727

Phil: Now these were stupid NES games like Donkey Kong Math and things like that.

00:21:02.807 --> 00:21:03.827

Tom: Were they the full games?

00:21:04.347 --> 00:21:05.167

Phil: Yeah, the full games.

00:21:06.007 --> 00:21:10.707

Phil: You would dig them up or you could buy them or trade for them, and you could take them home.

00:21:10.727 --> 00:21:16.467

Phil: You'd have an NES system in your virtual house, and you could play them on screen.

00:21:17.047 --> 00:21:22.127

Phil: And of course, that would never happen now, because now Nintendo can sell those for $1.99, right?

00:21:22.807 --> 00:21:26.167

Phil: And that's why all of these collections will no longer come out anymore.

00:21:27.907 --> 00:21:34.767

Phil: Another great collection was the Capcom Classics Collection Volume 2, right?

00:21:34.787 --> 00:21:35.667

Tom: Yep.

00:21:36.107 --> 00:21:45.947

Phil: It was just an amazing collection, and again, they did similar types of things, including original concept art, which is also original concept art, soundtracks.

00:21:46.307 --> 00:21:52.007

Phil: They gave you all sorts of emulation options in terms of how you want to present them on the screen.

00:21:52.887 --> 00:21:56.687

Phil: You can put a filter on them to make them look smooth or if you like, chunky pixels.

00:21:57.627 --> 00:21:58.687

Phil: So that was another good one.

00:21:58.707 --> 00:22:01.047

Phil: That was released for the PlayStation 2 and Xbox.

00:22:02.807 --> 00:22:06.927

Phil: The second worst one I ever got was Midway Arcade Treasures 3.

00:22:06.987 --> 00:22:10.887

Phil: So Midway released a series of games under the Arcade Treasures line.

00:22:12.147 --> 00:22:15.287

Phil: And the last one and the third one, each one had a theme.

00:22:15.827 --> 00:22:19.267

Phil: The third one was all their racing games, right?

00:22:19.567 --> 00:22:20.787

Tom: So why is this terrible?

00:22:21.787 --> 00:22:22.947

Phil: Well, it's terrible.

00:22:23.347 --> 00:22:26.887

Phil: It's good because it has San Francisco Rush 2049.

00:22:29.027 --> 00:22:31.327

Phil: That's basically the only game on here worth playing.

00:22:31.347 --> 00:22:33.207

Phil: And San Francisco Rush The Rock Out Treasures.

00:22:33.227 --> 00:22:35.647

Phil: And they have a bunch of really bad arcade games, you know?

00:22:36.207 --> 00:22:44.027

Phil: The reason why this is bad is because Midway's greatest racing series outside of Rush was Cruisen, right?

00:22:44.407 --> 00:22:47.287

Phil: Cruisen USA, Cruisen World, Cruisen Exotica.

00:22:47.987 --> 00:22:53.467

Phil: And of course, because they're Nintendo exclusives, they're not included in the Midway arcade treasures.

00:22:54.227 --> 00:22:57.107

Tom: So they're missing the only relevant games, basically.

00:22:57.247 --> 00:22:59.187

Phil: They're missing the seminal games.

00:22:59.747 --> 00:23:01.347

Phil: And this is the thing, right?

00:23:01.407 --> 00:23:02.907

Phil: Cruisen was an arcade hit.

00:23:04.307 --> 00:23:08.447

Phil: But Nintendo had the exclusive rights for console distribution of those games.

00:23:08.447 --> 00:23:10.707

Phil: And that apparently extends to collections.

00:23:12.607 --> 00:23:14.527

Phil: So no Cruisen.

00:23:14.827 --> 00:23:16.127

Phil: Not even the arcade versions.

00:23:16.747 --> 00:23:18.467

Phil: Which would be amazing to play.

00:23:18.487 --> 00:23:18.687

Tom: Yeah.

00:23:19.367 --> 00:23:25.667

Tom: So that's kind of ridiculous to make a racing-themed collection and admit them.

00:23:25.907 --> 00:23:27.287

Phil: Yeah, I'm trying to think what...

00:23:27.367 --> 00:23:28.887

Phil: I mean, what else would it be?

00:23:28.907 --> 00:23:36.367

Phil: It would be like, I don't know, EA Sports coming out and not having Madden in there or not having FIFA in there, you know, in a collection or whatever.

00:23:37.267 --> 00:23:43.067

Phil: All right, so one day when I was drunk on Amazon, I saw a PlayStation 2 game that I absolutely had to have, right?

00:23:43.887 --> 00:23:46.727

Phil: Now, it's called Ultimate Board Game Collection.

00:23:47.987 --> 00:23:48.387

Phil: Okay?

00:23:48.407 --> 00:23:48.647

Tom: Yeah.

00:23:49.327 --> 00:23:52.407

Phil: Ultimate Board Game Collection, 20 classics from around the world.

00:23:52.547 --> 00:23:53.987

Phil: So think about the top...

00:23:54.507 --> 00:23:56.907

Phil: Think of some classic board games.

00:23:57.707 --> 00:23:59.307

Tom: Pac-Man on the PS2.

00:24:00.167 --> 00:24:01.167

Phil: Board games.

00:24:01.267 --> 00:24:04.307

Tom: Yeah, there was a board game, there was a Pac-Man board game on the PS2.

00:24:06.647 --> 00:24:07.027

Phil: No, no.

00:24:07.747 --> 00:24:11.747

Tom: Oh, you mean non-video game board games.

00:24:12.027 --> 00:24:13.207

Phil: Like Hungry Hungry Hippos.

00:24:13.227 --> 00:24:13.767

Phil: Yeah, yeah.

00:24:14.347 --> 00:24:15.227

Tom: Snakes and Ladders.

00:24:15.947 --> 00:24:16.667

Tom: Cash Flow.

00:24:17.387 --> 00:24:18.187

Phil: Candy Land.

00:24:20.147 --> 00:24:20.767

Phil: Monopoly.

00:24:21.647 --> 00:24:21.947

Phil: Right?

00:24:22.787 --> 00:24:23.287

Phil: Scrabble.

00:24:23.307 --> 00:24:27.707

Tom: None of which are as good as the board games I made myself, though, but continue on.

00:24:28.507 --> 00:24:30.387

Phil: Jenga, kind of a board game.

00:24:31.447 --> 00:24:34.427

Phil: So, I get it, and here are the games that they include.

00:24:34.447 --> 00:24:34.607

Tom: Yep.

00:24:35.967 --> 00:24:36.507

Phil: Checkers.

00:24:38.147 --> 00:24:38.607

Phil: Chess.

00:24:39.567 --> 00:24:40.327

Phil: Backgammon.

00:24:41.747 --> 00:24:43.167

Phil: 100 Jigsaw Puzzles.

00:24:44.407 --> 00:24:45.507

Phil: Chinese Checkers.

00:24:46.407 --> 00:24:47.207

Phil: Mahjong.

00:24:48.127 --> 00:24:48.867

Phil: Dominoes.

00:24:48.887 --> 00:24:52.547

Tom: Okay, technically a lot of those do actually involve a board.

00:24:55.607 --> 00:24:58.647

Phil: Basically every game that doesn't have a license.

00:24:58.667 --> 00:24:58.927

Tom: Yep.

00:25:00.227 --> 00:25:01.887

Phil: I don't want to play Mahjong.

00:25:01.887 --> 00:25:02.407

Phil: I don't know...

00:25:03.167 --> 00:25:03.787

Phil: I don't know.

00:25:04.127 --> 00:25:05.007

Phil: Chinese Checkers?

00:25:05.027 --> 00:25:05.387

Phil: No.

00:25:06.027 --> 00:25:06.527

Phil: Checkers?

00:25:06.547 --> 00:25:06.847

Phil: No.

00:25:07.707 --> 00:25:08.127

Phil: Anyway.

00:25:08.347 --> 00:25:14.367

Phil: So it does say that you can set your mood by choosing from classical, pop and rock musical styles.

00:25:15.067 --> 00:25:16.627

Phil: So, no actual licensed music.

00:25:16.627 --> 00:25:16.947

Tom: Yep.

00:25:17.827 --> 00:25:18.527

Phil: Um, so...

00:25:18.867 --> 00:25:20.107

Phil: Yeah, that was terrible.

00:25:20.347 --> 00:25:22.227

Phil: Terrible, terrible collection.

00:25:22.827 --> 00:25:23.207

Tom: Excellent.

00:25:23.207 --> 00:25:27.627

Tom: So, we'll move on to The Raven Legacy of a Master Theif, then, shall we?

00:25:29.167 --> 00:25:29.987

Phil: Yes, sir.

00:25:30.247 --> 00:25:33.027

Phil: Now, The Raven Legacy of a Master Theif.

00:25:33.047 --> 00:25:36.607

Phil: In preparation for this show, I actually read several previews of this game.

00:25:37.407 --> 00:25:40.687

Phil: And I still have no idea what the hell is going on with this.

00:25:40.707 --> 00:25:44.027

Phil: This is a point and click adventure by Nordic Games.

00:25:44.047 --> 00:25:48.247

Tom: Who, uh, their claim to fame is the Book of Unwritten Tales series.

00:25:48.967 --> 00:25:53.847

Tom: And I'm actually confused, what was the general prevailing opinion of the previews?

00:25:54.167 --> 00:26:02.847

Phil: Well, they said that it's set in the 1960s in Europe and that it was romantic in theme.

00:26:03.767 --> 00:26:15.427

Phil: And it was kind of a swashbuckling introduction followed by a vaguely enjoyable atmospheric play through the game.

00:26:15.587 --> 00:26:19.687

Phil: And I'm trying to avoid saying specifics because I know you're going to get into it here.

00:26:20.467 --> 00:26:22.207

Phil: But that was the general thing.

00:26:22.227 --> 00:26:26.567

Phil: But I actually had to go to like three different sites before I found out it was a point and click adventure.

00:26:27.427 --> 00:26:34.587

Phil: Because after I read all those other previews, I'm still like, okay, they didn't tell me what format it's on, which is Windows, Xbox and PlayStation 3.

00:26:34.607 --> 00:26:34.827

Tom: Yep.

00:26:34.827 --> 00:26:35.167

Phil: Right?

00:26:35.507 --> 00:26:37.307

Phil: They didn't tell me what genre it was.

00:26:37.547 --> 00:26:39.507

Tom: Did they tell you that it was episodic as well?

00:26:39.587 --> 00:26:43.007

Phil: They said that it was the first in three episodes.

00:26:43.027 --> 00:26:45.287

Phil: All of them mentioned that, so that must have been in the press release.

00:26:45.307 --> 00:26:45.487

Phil: Yep.

00:26:47.187 --> 00:26:48.447

Phil: It's just astonishing though.

00:26:48.787 --> 00:26:52.567

Tom: It wasn't just the episodic that was in the press release.

00:26:52.587 --> 00:27:01.227

Tom: They also included, at least the press release I got, with the review code, they also included, quite clearly that it was in fact a point and click adventure game.

00:27:02.147 --> 00:27:13.767

Phil: Well, I know, but just a tip out there for people writing previews, if you're not going to have a fact box on the side panel, mention it in the first paragraph or so, so we know what the hell we're looking about.

00:27:13.787 --> 00:27:18.407

Phil: Because judging by the graphics, you wouldn't necessarily think this was a point and click adventure.

00:27:18.427 --> 00:27:34.487

Tom: I think you would, but beyond that, we all know I generally avoid doing backstory, but in a preview, that's where you generally want to include the backstory, as when you're previewing a game, most people reading the preview aren't actually necessarily going to know what the game is.

00:27:34.787 --> 00:27:35.307

Phil: Exactly.

00:27:35.307 --> 00:27:44.787

Phil: In a review, it's not necessary, because by the time a review comes out, the commercial product is out, and someone is expressing enough interest in it to come and look at your information.

00:27:44.787 --> 00:27:51.227

Tom: And the sites themselves have also no doubt given the backstory in their own previews and previous coverage.

00:27:51.247 --> 00:27:55.707

Phil: Whereas in a preview, you kind of just breeze through preview sections, because you're like, oh, what's this?

00:27:55.867 --> 00:27:57.727

Phil: Trying to discover something new.

00:27:58.787 --> 00:28:02.627

Phil: Make an effort to explain exactly what it is in your first paragraph.

00:28:02.767 --> 00:28:04.587

Phil: I'm going to give you an opportunity for a first paragraph.

00:28:04.647 --> 00:28:08.167

Phil: Go ahead and impress us with your educational skills.

00:28:08.187 --> 00:28:15.967

Tom: Okay, well, first things first, I'm not going to do much backstory, because I'm going to just continue with the theme of these ridiculous previews.

00:28:15.987 --> 00:28:19.647

Tom: This isn't really a preview so much as a first impression.

00:28:19.767 --> 00:28:38.627

Tom: And I think the most interesting thing about the game, which you do find out at the very beginning, is who the protagonist appears to be, which is a man in the twilight of his years, at the very least, late middle age, some incompetent, perhaps incompetent, policemen, Swiss policemen.

00:28:39.107 --> 00:28:53.387

Tom: And I'm actually going to veer off from the game to a certain prevailing, shall we say, tract of modern video game press and culture, is people complaining about a lack of female protagonists, right?

00:28:53.687 --> 00:28:54.627

Phil: Yeah, that's been a theme.

00:28:54.967 --> 00:28:57.227

Phil: I mean, we're making up for it this year though.

00:28:57.247 --> 00:28:57.507

Tom: Yep.

00:28:57.527 --> 00:29:04.707

Tom: Now, wouldn't you say that there have actually been far less elderly protagonists in video games than females?

00:29:05.427 --> 00:29:06.827

Phil: Yeah, I'm trying to think of one.

00:29:06.847 --> 00:29:10.387

Phil: I guess Agent 47 might be older.

00:29:11.167 --> 00:29:13.347

Phil: You've got Sully, but he's more of a side character.

00:29:13.367 --> 00:29:16.007

Phil: You never actually play as Sully in any of the Uncharted games.

00:29:16.667 --> 00:29:18.307

Phil: Yeah, he's a sidekick.

00:29:18.627 --> 00:29:19.407

Phil: You make him sound so...

00:29:19.607 --> 00:29:27.967

Phil: He's a second banana, except for that old bag in Uncharted 3, which only appears in cutscenes in that one part at the end of the game.

00:29:27.967 --> 00:29:29.747

Tom: Which is also a cutscene, by the way.

00:29:29.907 --> 00:29:30.687

Phil: You're right.

00:29:30.707 --> 00:29:32.187

Phil: You don't actually get to do anything there.

00:29:32.507 --> 00:29:34.927

Phil: But yeah, the elderly are underrepresented.

00:29:34.947 --> 00:29:38.347

Phil: You could make an argument for Joel in The Last of Us.

00:29:38.427 --> 00:29:42.047

Phil: He is probably in his very late 40s.

00:29:43.527 --> 00:29:44.527

Tom: I think the big one...

00:29:45.107 --> 00:29:46.987

Tom: Late 40s is hardly old.

00:29:47.007 --> 00:29:48.667

Tom: That's just beginning middle age.

00:29:49.207 --> 00:29:51.867

Tom: You stay late 40s only because you were so young.

00:29:52.627 --> 00:29:53.087

Phil: Yeah.

00:29:53.527 --> 00:29:54.867

Phil: Okay, so elderly people.

00:29:55.287 --> 00:29:56.367

Phil: Oh, Henry Hatsworth.

00:29:56.887 --> 00:29:57.907

Phil: Henry Hatsworth.

00:29:57.927 --> 00:29:58.407

Tom: There's one.

00:29:59.267 --> 00:30:02.627

Tom: I think you're forgetting the biggest one, though, that I can think of, and that is...

00:30:03.067 --> 00:30:04.367

Phil: The Judge in Phoenix Wright?

00:30:04.367 --> 00:30:05.447

Tom: No, no, no, no, no.

00:30:05.447 --> 00:30:11.087

Tom: The main character in Killer 7, who is not only old, but disabled as well.

00:30:11.487 --> 00:30:12.987

Phil: I haven't played enough of that game.

00:30:13.127 --> 00:30:14.127

Phil: Is he in a wheelchair?

00:30:14.127 --> 00:30:16.227

Tom: Yup, he's in a wheelchair and he's old.

00:30:17.287 --> 00:30:18.587

Tom: How did you not notice this?

00:30:19.427 --> 00:30:22.827

Tom: You see this basically at the beginning of the game, if I remember correctly.

00:30:24.247 --> 00:30:28.507

Phil: I only played the first five minutes probably about seven years ago.

00:30:28.527 --> 00:30:35.427

Tom: The multiple personalities may have confused you, as his other personalities are neither old nor disabled.

00:30:36.047 --> 00:30:36.847

Phil: But that's a good one.

00:30:36.887 --> 00:30:39.987

Phil: So this old dude, he's like an old cat burglar?

00:30:40.427 --> 00:30:40.967

Tom: No, no, no.

00:30:40.987 --> 00:30:43.687

Tom: Well, we don't know if he's a cat burglar, but presumably he's not.

00:30:43.707 --> 00:31:12.547

Tom: He's an old police officer, an old Swiss policeman who is into detective fiction and clearly has gone off to go on some great big adventure to attempt to catch this world famous The Raven Master Theif, or not technically The Raven Master Theif, but the replacement as The Raven has actually just recently been killed by a world famous Interpol detective.

00:31:13.167 --> 00:31:15.607

Tom: And that is basically the hook at the beginning of the game.

00:31:18.427 --> 00:31:19.187

Phil: Wait, so what?

00:31:20.087 --> 00:31:22.707

Phil: There is a famous detective called The Raven, right?

00:31:22.847 --> 00:31:34.627

Tom: The famous detective is an Interpol detective called LeGrand, who killed The Raven at some stage during possibly suspicious circumstances.

00:31:34.647 --> 00:31:40.307

Tom: Then someone has committed a similar crime to The Raven wearing a similar disguise.

00:31:40.427 --> 00:31:42.947

Tom: And that is the beginning of the game.

00:31:43.107 --> 00:31:48.547

Phil: Okay, so now you are not the guy that killed him, you are just the guy who is trying to find this cat burglar dude.

00:31:48.567 --> 00:31:58.407

Tom: You are some bumbling clouso type, bumbling clouso, elderly policeman who has jetted off around Europe on some final great adventure.

00:31:58.987 --> 00:32:05.287

Tom: Much to the disappointment of his daughter, who is worried about his health.

00:32:05.307 --> 00:32:13.647

Phil: Elderly people solving crimes, you've got Miss Marple, you've got Agatha Christie and you've got Angela.

00:32:14.007 --> 00:32:17.447

Tom: I don't think Agatha Christie herself went around solving crimes.

00:32:19.947 --> 00:32:26.507

Phil: You don't know that because you had Angela Lansby character, Jessica Parker, in Murder She Wrote, right?

00:32:26.967 --> 00:32:32.087

Phil: So she was writing the books, but in real life, she was solving the mysteries.

00:32:32.307 --> 00:32:39.007

Phil: So kind of like Alan Wake or Stephen King, how in real life the stuff happens and then he just writes about it.

00:32:39.027 --> 00:32:41.407

Phil: Everyone's like, how did they come up with this amazing story?

00:32:41.627 --> 00:32:42.987

Phil: She's just writing about her life.

00:32:44.247 --> 00:32:47.687

Phil: Anyway, so you do have elderly people writing mystery stuff.

00:32:49.487 --> 00:32:53.267

Phil: So I saw some images of the game.

00:32:54.407 --> 00:32:55.347

Phil: It does look good.

00:32:55.367 --> 00:32:56.667

Phil: It has its own art style.

00:32:57.147 --> 00:32:59.127

Phil: It's not quite going for photorealism.

00:32:59.147 --> 00:33:00.347

Phil: It's kind of like Uncharted.

00:33:00.367 --> 00:33:03.787

Phil: It's going for somewhere in between, a little cartoony, a little caricature-ish.

00:33:05.147 --> 00:33:09.607

Phil: It reminded me of The Ship, that horrible game you made me play earlier this year.

00:33:09.907 --> 00:33:16.047

Tom: Well, I think The Ship was more set in the 40s or the 50s, whereas this is very much set in the 60s.

00:33:16.147 --> 00:33:28.627

Tom: And as you probably know from my brief comments of Alan Waite, when it comes to basically doing a pastiche of a time period, I get rather annoyed when there are glaring problems with it.

00:33:28.647 --> 00:33:37.087

Tom: And so far, it's doing the 60s very well, as it is buying very much into stuff like Inspect Clueso and all that sort of thing.

00:33:37.527 --> 00:34:14.507

Tom: Stuff like cat burglars and elderly people solving crimes and detective fiction all sit very well with a 60s sort of setting, as does the physical setting of the game, which at the beginning at least is the Orient Express, which is rather a very evocative place to set an adventure game due to The Last Express, of course, because if you are setting an adventure game on a train in the opening in a setting like the 60s, you're immediately going to be bringing to mind The Last Express, which is obviously one of the greatest adventure games of all time.

00:34:14.527 --> 00:34:25.907

Tom: So that's quite a ballsy setting to begin your game in, but many adventure games over the years have feature train settings due to the extreme influence of The Last Express.

00:34:27.227 --> 00:34:29.287

Phil: Well, also it makes for...

00:34:29.447 --> 00:34:32.367

Phil: I mean, it's obviously very easy to develop for.

00:34:32.387 --> 00:34:35.887

Phil: You don't get a much more linear setting than a train.

00:34:36.427 --> 00:34:55.307

Tom: But it's generally, as far as I can see, avoided, at least as an opening setting in a series, because of the fact that anyone playing the game is immediately going to think of The Last Express, which is going to result in probably unfairly high expectations when it comes to the game itself, right?

00:34:55.487 --> 00:34:58.327

Phil: Well, The Last Express did come out a very long time ago.

00:34:58.347 --> 00:34:59.287

Phil: So I think it's...

00:34:59.787 --> 00:35:04.807

Phil: And also, you know, trains are a classic setting for murder mysteries and the like.

00:35:04.827 --> 00:35:11.547

Phil: So I think that enough time has passed that people would not be drawing correlations between the two.

00:35:11.567 --> 00:35:21.547

Phil: I think they'd probably skip contrasting it against The Last Express and go straight to the more famous movie, you know, the Orient Express or the book.

00:35:21.607 --> 00:35:30.087

Tom: I would say that would be the case if it was not an adventure game, which is an extremely niche genre that is very much all about its history.

00:35:30.767 --> 00:35:32.367

Phil: Yep, you're right, you're right.

00:35:32.387 --> 00:35:37.927

Phil: One question I do have about the 60s setting before you go on is, did you play No One Lives Forever?

00:35:38.607 --> 00:35:43.207

Tom: I've played the demo and have been wanting to play the game since the demo.

00:35:43.867 --> 00:35:46.527

Phil: Yeah, I think I have the PS2 version.

00:35:46.547 --> 00:35:48.247

Phil: Yeah, I do have the PS2 version of it.

00:35:48.627 --> 00:35:53.087

Phil: And I imagine it would be a very similar type of setting.

00:35:53.107 --> 00:36:02.047

Tom: Well, I think No One Lives Forever was much more of a parody and much more psychedelic.

00:36:02.067 --> 00:36:08.247

Tom: This is more of a light-hearted, serious sort of tone rather than parody.

00:36:08.307 --> 00:36:16.187

Tom: And it's very much, as you can probably guess from the elderly protagonist staying away so far from psychedelica and hippies and that sort of stuff.

00:36:16.707 --> 00:36:24.387

Phil: That could be really interesting because so much of games that are set in the 60s just immediately go straight to parody.

00:36:24.387 --> 00:36:33.667

Phil: So if it's an actual serious setting other than the character who you described as a closer type of character, that would be really interesting.

00:36:33.687 --> 00:36:38.587

Tom: Well, it is of course still very light-hearted and amusing in tone, but it's certainly not.

00:36:39.267 --> 00:36:42.247

Tom: Parodying the era to any great degree.

00:36:42.647 --> 00:36:57.907

Tom: Now, I don't know if this is simply due to my rather questionable brain state at the moment, but this is certainly going from the Book of Unwritten Tales a drastically more adduced style of puzzle-solving.

00:36:57.927 --> 00:37:08.507

Tom: And I don't want to go into too many details as this is still not coming out until I think the 21st this month and the embargo is still a long way off.

00:37:08.527 --> 00:37:16.767

Tom: But basically, I'm going along in this train and someone's lost their purse and I come across another character.

00:37:17.667 --> 00:37:18.187

Tom: Sorry, what?

00:37:18.967 --> 00:37:19.507

Phil: Oh dear.

00:37:19.527 --> 00:37:20.087

Tom: That's right.

00:37:20.527 --> 00:37:21.667

Tom: What a catastrophe.

00:37:21.867 --> 00:37:22.467

Tom: Well, they are.

00:37:22.467 --> 00:37:23.287

Phil: Oh my god.

00:37:23.307 --> 00:37:24.727

Tom: Someone's lost their purse.

00:37:24.847 --> 00:37:25.987

Tom: They are a baroness.

00:37:26.147 --> 00:37:28.207

Tom: Oh, good lord.

00:37:28.227 --> 00:37:29.087

Phil: Who knows what was in the purse?

00:37:29.187 --> 00:37:31.407

Tom: They could have lost millions of francs.

00:37:32.127 --> 00:37:32.767

Phil: And cocaine.

00:37:34.767 --> 00:37:44.427

Tom: But so, someone's lost their purse, and I go along and talk to another character later on, and they say, well, why don't you talk to my son, who's great at finding lost stuff, right?

00:37:45.507 --> 00:37:51.127

Tom: So I'm thinking, okay, obviously I should go and talk to this person's son, who I've previously talked to.

00:37:51.267 --> 00:37:52.787

Tom: I know who this character is.

00:37:53.207 --> 00:38:02.347

Tom: I've fully explored, I haven't fully explored the train, so I continue going along the train, seeing where everything is, and I completely explore the train.

00:38:04.847 --> 00:38:07.027

Tom: I look, and he has completely disappeared.

00:38:07.827 --> 00:38:31.247

Tom: And the only way to put this, one area that I cannot get to, where he will possibly be, and I assume he is going to be in there, but the way it is paced and set up, this seems to be a sort of side sort of puzzle, it would actually solve before continuing with the main puzzles in the story.

00:38:31.567 --> 00:38:37.087

Tom: And one of the bullet points in the press release was that it had optional puzzles to solve.

00:38:37.387 --> 00:38:50.627

Tom: It seems a little bizarre that this character has presumably disappeared to the one inaccessible spot on the train that is accessed only through continuing in the story.

00:38:50.827 --> 00:38:52.007

Phil: So did you find the boy?

00:38:52.027 --> 00:39:05.747

Tom: I'm yet to find the boy, as at that stage I basically gave up for the minute, because my brain was about to melt, which once again needs to be qualified due to my lack of ability to think at the moment.

00:39:05.867 --> 00:39:07.467

Tom: So it could just be me.

00:39:07.927 --> 00:39:23.347

Tom: The other interesting thing about it is, and this has got nothing to do with my present state of mind, is the highlighting system of clickable items, which has become a standard in adventure games for people who don't want to pixel hunt, right?

00:39:23.367 --> 00:39:27.427

Tom: Where you basically press a button and everything in the scene becomes highlighted.

00:39:28.607 --> 00:39:30.187

Tom: Have you played any games that do this?

00:39:31.087 --> 00:39:42.047

Phil: No, I mean, the closest I would have come to that would have been like in the Back to the Future series, but you basically still have to move the mouse around, and if it's something that's clickable, you know, a halo or an aura will come up around it.

00:39:42.147 --> 00:39:44.027

Tom: No, no, no, no.

00:39:44.027 --> 00:39:50.127

Tom: What this does is you press a button and all the auras become visible without having to highlight them.

00:39:50.727 --> 00:39:51.327

Phil: That's crap.

00:39:51.347 --> 00:39:59.567

Tom: I would say it's actually quite useful because if you're playing a game with extreme pixel hunting, it can be coming handy.

00:40:00.347 --> 00:40:02.947

Tom: If it's optional, I think it is a good feature to have.

00:40:03.627 --> 00:40:04.387

Tom: You don't think it is?

00:40:04.627 --> 00:40:05.547

Phil: If it's optional?

00:40:05.567 --> 00:40:10.487

Phil: As long as it's optional, because then if you don't like doing that, then you don't need to press the button.

00:40:10.827 --> 00:40:15.687

Tom: If everything already had an aura around it, that would be utterly just incredibly stupid.

00:40:16.027 --> 00:40:20.807

Phil: Because a lot of these games, you just feel like the game's playing you, you know?

00:40:24.227 --> 00:40:25.987

Phil: You just wouldn't feel like you're doing anything.

00:40:26.347 --> 00:40:27.447

Phil: But as long as it's an option.

00:40:27.867 --> 00:40:31.187

Tom: And it is there for people who might want to just enjoy the story.

00:40:31.207 --> 00:40:33.707

Tom: It's not there for people who want to play the game.

00:40:34.027 --> 00:40:41.127

Tom: So you would expect such a feature to be basically very obviously highlight everything in the environment, right?

00:40:42.207 --> 00:40:42.467

Phil: Yep.

00:40:42.887 --> 00:40:43.807

Tom: Not so here.

00:40:43.827 --> 00:40:58.067

Tom: What happens is you press the button and a somewhat hard to see magnifying glass flashes on the screen for maybe about one second before moving to the next highlightable object, at which point it then disappears.

00:40:58.707 --> 00:41:03.447

Tom: And each time you highlight it, it costs you adventure points.

00:41:03.487 --> 00:41:06.467

Tom: I'm not sure what adventure points do.

00:41:06.527 --> 00:41:11.947

Tom: I presume they have something to do with the extras that you can unlock such as concept art.

00:41:12.947 --> 00:41:28.707

Tom: But it seems to be a rather backwards way to do it because it's not as if anyone that is going to be wanting to play this as a normal puzzle solving game or in any sort of hardcore way that might be interested in getting a high score is going to be using it anyway.

00:41:28.707 --> 00:41:42.767

Tom: So it does seem like that's just simply punishing the people that would be interested in such a feature, which is people that just want to play it for the story or have no interest in playing it as a puzzle solving exercise.

00:41:43.187 --> 00:41:50.667

Phil: You can't really say too much about it because the embargo doesn't last until later in a month, which will be able to talk about the game much more expansively.

00:41:50.687 --> 00:41:54.327

Phil: So you can't really get into opinions either in terms of good or not.

00:41:54.367 --> 00:41:56.367

Tom: I think I can easily.

00:41:56.387 --> 00:42:00.587

Tom: The other thing is I have only played it very briefly about an hour or so.

00:42:00.907 --> 00:42:12.367

Tom: But apart from the obtuseness, I think the protagonist is a very intriguing character due to the elderly nature of the character.

00:42:12.387 --> 00:42:16.247

Tom: That alone makes it a very original protagonist for a game.

00:42:16.267 --> 00:42:19.367

Tom: And it ties very much into the setting of the game.

00:42:19.387 --> 00:42:23.807

Tom: So I'm very intrigued as to where the story is going to go.

00:42:24.967 --> 00:42:29.947

Tom: And it does come from a very high pedigree of adventure gaming ilk.

00:42:30.487 --> 00:42:36.767

Tom: As the Book of Unwritten Tales was one of the most well-received mainstream adventure titles.

00:42:36.787 --> 00:42:43.867

Tom: Probably the biggest adventure game title before The Walking Dead came out in this generation easily.

00:42:44.247 --> 00:42:48.007

Tom: So I have high expectations as to where this will be going.

00:42:48.027 --> 00:42:51.647

Tom: And so far it is an intriguing, if somewhat obtuse, opening.

00:42:51.667 --> 00:42:57.987

Tom: Which is, for the amount I've played, certainly enough to get me interested in where it's going.

00:42:58.027 --> 00:43:01.027

Phil: It looks nice too visually, so that doesn't hurt.

00:43:01.227 --> 00:43:06.247

Tom: The only thing about the visuals is the animation is at times really rather poor.

00:43:06.807 --> 00:43:13.767

Phil: You know, where click and point adventure games might aid themselves too, would be with more realistic facial animation.

00:43:14.687 --> 00:43:17.427

Phil: So you could pick up on the subtleties, as in, you know, LA.

00:43:17.427 --> 00:43:17.887

Phil: Noire.

00:43:17.947 --> 00:43:18.967

Tom: Yep, absolutely.

00:43:19.387 --> 00:43:25.867

Tom: Not just facial animation, but also stuff like cinematic shot selection and editing.

00:43:26.147 --> 00:43:27.107

Phil: Like in The Walking Dead.

00:43:27.127 --> 00:43:32.167

Tom: Yep, which this is doing not to the same degree of success as The Walking Dead.

00:43:32.187 --> 00:44:12.547

Tom: It's much more primitive than that, but it is doing a more cinematic style of presentation during the dialogue and deserves kudos for doing that, even if it doesn't do it to the same degree of The Walking Dead, which I think actually, just to, as we've said all we can, basically about The Raven for the reason that I played it, just to move on to The Walking Dead, I think the cinematic presentation was actually a blessing and a curse, because it was framed nicely, but I think the editing was very much comic editing that they had carried over from the Sam and Max games and their other titles, and I don't think it really fitted the tone.

00:44:12.707 --> 00:44:28.727

Tom: And the worst thing about it was, though, it really played up the absolutely awful facial expression that they had in the game, which 100% basically extracted as ported animations from their previous titles, which are all very comical in tone.

00:44:29.547 --> 00:44:34.967

Phil: Well, I mean, perhaps the comic book influence could have come from, oh, I don't know, The Walking Dead comic book.

00:44:34.987 --> 00:44:37.007

Tom: No, no, no, no, comical as in humor.

00:44:37.327 --> 00:44:40.547

Phil: No, no, but back to what you were saying about the framing of it.

00:44:41.507 --> 00:44:47.507

Phil: I mean, the frame selection, the shot selection, I had prior given them a lot of credit for that, because here they are working on a game for about a month.

00:44:47.547 --> 00:44:51.227

Phil: I know what you're saying, but they're working on a game for like a month and a half to two months at most.

00:44:51.627 --> 00:45:00.227

Phil: And so for them to come back with a directorial style that is unmatched in any other video game to date, including The Last of Us, I might say, which has tremendous acting.

00:45:00.707 --> 00:45:15.047

Phil: But in like Bioshock, not in Bioshock, BioWare in their Mass Effect games has this deplorable directing, like they haven't even taken a community college course in directors, which I have incidentally.

00:45:15.067 --> 00:45:16.827

Tom: Yeah, so you know what you're talking about.

00:45:17.247 --> 00:45:17.907

Phil: I do know.

00:45:17.927 --> 00:45:20.147

Tom: Community college education.

00:45:20.647 --> 00:45:25.367

Phil: Where basically you have a camera pointed at whoever's talking and they just cut backwards and forwards.

00:45:25.387 --> 00:45:28.227

Phil: And The Walking Dead had greater direction, right?

00:45:28.567 --> 00:45:38.587

Phil: So someone else might be talking, but they'll pause on the character who's not talking so they can see the reaction, go figure, low angle, high angle, whatever.

00:45:38.607 --> 00:45:42.847

Phil: And it wasn't until you played the game that the camera actually became broken.

00:45:43.547 --> 00:45:45.667

Phil: But in the cut scenes, it was great.

00:45:45.687 --> 00:45:46.807

Phil: Now, I know what you're talking about.

00:45:46.827 --> 00:45:52.287

Phil: You're talking about the actual shape of the face, the expression of the eyes.

00:45:52.287 --> 00:45:57.227

Phil: And the main character in The Walking Dead was much like which guy in Salmon Max?

00:45:57.667 --> 00:46:06.527

Phil: Where he just basically like his surprise animation was to open his mouth wide and his eyes would basically turn anime for a few seconds.

00:46:07.307 --> 00:46:18.447

Phil: Yeah, so that's where the where if you had the shot selection of The Walking Dead and the acting of The Last of Us, I don't think the shot selection is enough because I've got no problem with the framing.

00:46:19.047 --> 00:46:35.467

Tom: I think the framing was excellent in The Walking Dead, but I do think the editing was still once again straight out of their previous games, which were not comic as in comic book style of flow to the action, but were comical as in they were meant to be humorous.

00:46:35.487 --> 00:46:42.767

Tom: And I think the editing was exactly the same as in those games, but the framing was excellent and did definitely capture.

00:46:43.127 --> 00:46:53.047

Tom: I haven't read the comic books, but they definitely captured an excellent comic book feel to the framing, but I think the editing was really completely opposite to their intentions.

00:46:54.387 --> 00:47:17.827

Phil: I mean, Walking Dead is a game that we still have yet to discuss on this podcast, but I think that in the wake of The Last of Us, covering much of the same emotional material in terms of great loss and the same kinds of characters, a middle-aged male character with a young child.

00:47:18.687 --> 00:47:22.787

Phil: Obviously, Clementine is significantly younger than Ellie, who's 14.

00:47:23.007 --> 00:47:26.067

Tom: Also, Lee, I would say, is significantly younger than Joel.

00:47:27.107 --> 00:47:27.447

Phil: Yes.

00:47:27.467 --> 00:47:28.487

Tom: He's not middle-aged.

00:47:29.047 --> 00:47:31.647

Phil: And he hasn't been through the kinds of things that Joel has been through.

00:47:32.207 --> 00:47:42.427

Phil: But I think, you know, so it's easy now to look back and go, oh, we were all fools, not we, but we were all fools for giving a Game of the Year last year, which I didn't.

00:47:42.467 --> 00:47:47.747

Phil: It wasn't even in my consideration, namely because I didn't play it until this year.

00:47:47.767 --> 00:48:00.367

Phil: But it is easy to bash on them in retrospect, but you do have to remember that these guys were making these games in a two-month turnaround time, which is pretty spectacular.

00:48:00.387 --> 00:48:00.787

Phil: And you know what?

00:48:00.787 --> 00:48:04.207

Phil: I think that actually would benefit a lot of game development.

00:48:04.987 --> 00:48:17.907

Phil: They had a great tools engine in place, but were able to turn things around more quickly, because sometimes that run-and-gun mode to doing any sort of creative work is where you get your best stuff.

00:48:18.027 --> 00:48:20.007

Tom: And it means you can't over-edit as well.

00:48:20.687 --> 00:48:22.147

Phil: Yeah, or cut.

00:48:22.167 --> 00:48:23.627

Phil: Yeah, edit, exactly.

00:48:24.227 --> 00:48:29.147

Phil: Cut things down too short or overly plan things or have things lined up.

00:48:29.747 --> 00:48:41.487

Phil: Amy Henning, I was listening to an interview with her and Ken Levine last night, and she was watching a movie and she was saying that, you know, there's a scene where a car parks up, drives up and parks in front of a building.

00:48:42.267 --> 00:48:57.787

Phil: And in order for that film production company to do that one shot, you know, they had to get a license from the city, they had to rent the certain car, they had to pay the property, first scout the location, pay the people that they wanted to put in that location.

00:48:58.407 --> 00:49:03.427

Phil: Because of the licensing from the city, you'd have to schedule it for a certain time and date.

00:49:03.927 --> 00:49:08.127

Phil: You'd have to have, because of the unions, the team's just there to get the lighting in place.

00:49:09.227 --> 00:49:17.047

Phil: Catering would have to be provided because of, you know, union rules for SAG and on and on and on.

00:49:17.047 --> 00:49:22.427

Phil: Just to do this one shot of a car pulling up in front of a house for three seconds, right?

00:49:23.167 --> 00:49:28.347

Phil: And she was talking about how liberating it is when you're developing a game that you don't have any of that.

00:49:28.387 --> 00:49:32.567

Phil: You don't have to have all of this pre-thought and planning in place.

00:49:32.567 --> 00:49:37.647

Phil: You can just basically design stuff off the cuff, throw stuff away and all the rest of it.

00:49:38.187 --> 00:49:44.227

Phil: And I think that looseness is a tremendous benefit that game development has over motion pictures.

00:49:45.767 --> 00:50:04.547

Phil: But there is still this, you know, games now have become so expensive and require so many people to make that sometimes games do suffer from over planning and over production, which is why people are drawn to these smaller games from smaller teams these days, because that seems to be more creative.

00:50:04.567 --> 00:50:06.527

Phil: There's a lot more freeform development going on.

00:50:07.067 --> 00:50:09.547

Phil: So I guess that basically closes out my point.

00:50:09.567 --> 00:50:13.387

Phil: Does that close out your coverage of The Raven, Legacy of the Master Theif?

00:50:13.407 --> 00:50:20.367

Tom: It does indeed, and I'm just going to put this out here now and just force you to actually do this on the next podcast.

00:50:20.387 --> 00:50:27.567

Tom: One of our major features in our big show, episode 15 is going to be a discussion, a spoilerific discussion on The Walking Dead.

00:50:28.387 --> 00:50:29.127

Phil: Oh, why not?

00:50:29.267 --> 00:50:31.867

Tom: And now that it's live on air, we have to do it.

00:50:32.007 --> 00:50:38.687

Phil: Yeah, and because we have to do it anyway before I forget that I've played it or any of the aspects of it.

00:50:38.707 --> 00:50:39.307

Phil: So let's do it.

00:50:39.427 --> 00:50:42.087

Phil: We'll do a Walking Dead spoiler show next week.

00:50:42.287 --> 00:50:43.027

Tom: It's set in stone.

00:50:43.027 --> 00:50:44.887

Tom: Now, I believe you finished Killzone 3.

00:50:45.387 --> 00:50:49.127

Phil: That's right, and this is a game that also suffers from overdevelopment, right?

00:50:49.147 --> 00:50:49.287

Tom: Yep.

00:50:49.547 --> 00:50:55.587

Phil: I finished Killzone 3, and my biggest problem with it is that this is a very generic game.

00:50:55.847 --> 00:51:00.807

Phil: At the end of the day, at the end of the game, this could have been anything.

00:51:00.827 --> 00:51:02.527

Phil: It didn't have to be a Killzone game.

00:51:03.507 --> 00:51:06.467

Phil: And the sad thing about it is that there were levels...

00:51:06.847 --> 00:51:08.767

Phil: It did get better as the game went on.

00:51:09.727 --> 00:51:19.147

Phil: There were levels toward the end of the game that were enjoyable, but again, as I said last week, they were in the old Killzone style.

00:51:20.387 --> 00:51:36.907

Phil: And it was so sad to have to be shipped back to these non-Killzone levels, like where you're flying around in jet packs and jet fighter planes and space ships and all the rest of it, where you just really wanted to play old Killzone.

00:51:37.307 --> 00:51:41.407

Phil: And then I'm flying around in outer space shooting up space stations, you know.

00:51:43.647 --> 00:51:45.927

Phil: It wasn't enjoyable for me.

00:51:46.147 --> 00:51:47.287

Phil: And at least it was quick.

00:51:48.307 --> 00:51:53.267

Phil: But then they'd throw you back into these old levels that remind you of what greatness the game does have.

00:51:53.967 --> 00:51:57.207

Phil: And I just thought it was a game that was spread too thin.

00:51:57.487 --> 00:52:03.627

Phil: So I looked up the original release date to see if this was a game that was rushed to make like Christmas, you know, like make November.

00:52:04.027 --> 00:52:05.467

Phil: And it was released in February.

00:52:05.547 --> 00:52:14.827

Phil: So it really had no reason exterially, commercially to be rushed, unless Sony just basically said to them, look guys, finish it up, get it out.

00:52:15.287 --> 00:52:24.287

Tom: I don't think I don't think there's any evidence that it was rushed for what I can remember from the release and the press leading up to the release.

00:52:25.167 --> 00:52:26.407

Phil: No, yeah, you're right.

00:52:26.427 --> 00:52:31.167

Phil: It wasn't like they had, you know, abruptly announced a release date.

00:52:31.487 --> 00:52:36.487

Phil: And also Sony plays great respect with Gorilla and all of its top tier developers.

00:52:36.507 --> 00:52:43.727

Phil: They don't really pressure them to get stuff done, as we can see from Team Eco and Gran Turismo, right?

00:52:46.247 --> 00:52:46.527

Phil: Yeah.

00:52:46.547 --> 00:52:48.047

Phil: So, yeah, that's probably not the case either.

00:52:48.887 --> 00:52:51.527

Phil: But all in all, it just made me want to play Killzone 2 again.

00:52:51.547 --> 00:52:59.747

Phil: And it left me, it was supremely annoying because it seemed to have an endless array of endings.

00:53:01.187 --> 00:53:05.067

Phil: Just like, okay, this is obviously the big ending, a space battle.

00:53:05.087 --> 00:53:06.827

Phil: We're in space blowing up stuff.

00:53:08.447 --> 00:53:17.167

Phil: The ending was good where you, spoilers, if you, spoilers, when we dropped the nuclear bomb on the planet.

00:53:17.247 --> 00:53:20.587

Tom: That final sequence is just brilliantly over the top.

00:53:21.347 --> 00:53:22.247

Phil: Yeah, it's great.

00:53:22.267 --> 00:53:25.207

Phil: And, you know, again, stolen from Call of Duty, that's fine.

00:53:25.447 --> 00:53:26.267

Phil: Drop a nuke on it.

00:53:26.567 --> 00:53:34.307

Phil: But I did like the character, I did like the acting at the end where they basically is like, you know, wow, we just dropped a nuclear bomb on the planet.

00:53:34.327 --> 00:53:34.527

Tom: Yeah.

00:53:34.667 --> 00:53:37.667

Phil: And we aren't getting any traffic from the planet.

00:53:38.807 --> 00:53:41.907

Phil: Seems like we wiped out all life on the planet.

00:53:42.067 --> 00:53:43.347

Tom: That's what the ISA do.

00:53:44.007 --> 00:53:48.087

Phil: And then the female character said something like, well, how many people did we just kill?

00:53:48.107 --> 00:53:48.307

Tom: Yeah.

00:53:49.007 --> 00:53:49.447

Phil: Right.

00:53:49.467 --> 00:53:51.387

Phil: And then that's an unanswered question.

00:53:52.167 --> 00:53:53.247

Phil: I thought that was nice.

00:53:53.507 --> 00:53:54.647

Phil: I thought that was thoughtful.

00:53:54.807 --> 00:53:58.927

Phil: And I would love to see what Guerrilla Games would do with the PC.

00:53:59.247 --> 00:54:03.347

Phil: I would love to see these guys not on a console platform.

00:54:03.427 --> 00:54:12.927

Phil: I would love to see them basically go the same route as the Metro guys, you know, and make a PC game a no apologies shooter.

00:54:13.587 --> 00:54:29.607

Phil: And I think a lot of the direction that they get for this army of two stuff and the jet packs and the mechs and the flying around in spaceships and stuff probably comes from Sony of America and focus groups and all the rest of it.

00:54:31.167 --> 00:54:34.787

Phil: And I'd like to see them make an unapologetic guerrilla game shooter.

00:54:34.787 --> 00:54:41.207

Phil: And hopefully at some point, the Killzone franchise will die and then they'll be allowed to go off and do what they want to do.

00:54:43.967 --> 00:54:47.707

Phil: So, yeah, so all in all, I found it to be pretty disappointing.

00:54:47.707 --> 00:54:50.167

Tom: Yep, I don't disagree with any of that.

00:54:50.187 --> 00:54:52.807

Tom: Though I believe you read my review, so perhaps I did.

00:54:52.827 --> 00:54:56.707

Phil: Oh, your review was actually more entertaining than the game.

00:54:57.827 --> 00:55:02.267

Phil: I reread it today, and you can find it at gameunder.net.

00:55:02.287 --> 00:55:02.467

Tom: Yep.

00:55:03.067 --> 00:55:04.767

Phil: Just use our search tool, it's excellent.

00:55:04.787 --> 00:55:07.607

Phil: Just put in Killzone 3 and it'll come up immediately.

00:55:09.227 --> 00:55:10.407

Phil: I thought your review was great.

00:55:10.427 --> 00:55:12.087

Phil: You thought it was too beard-centric.

00:55:12.807 --> 00:55:14.387

Phil: I thought it was not beard-centric enough.

00:55:14.847 --> 00:55:17.107

Tom: I cannot believe that I thought it was too beard-centric.

00:55:17.127 --> 00:55:18.507

Tom: Do you have the quote where I said that?

00:55:19.687 --> 00:55:23.187

Phil: No, just last week you said you were talking to me about the review.

00:55:26.747 --> 00:55:29.107

Tom: No, no, no, I said it was very beard-centric.

00:55:29.627 --> 00:55:33.967

Phil: Yeah, your review, no, I thought it wasn't beard-centric enough.

00:55:34.307 --> 00:55:40.927

Phil: It's certainly something that was interesting to talk about because like you said with The Elderly, there's not a lot of beards in games anymore.

00:55:41.127 --> 00:55:45.827

Tom: I think they're coming in now after beards are coming into fashion at the moment.

00:55:46.267 --> 00:55:47.187

Phil: Well, they're growing in.

00:55:47.207 --> 00:55:49.027

Phil: I mean, the generation is six years old.

00:55:50.027 --> 00:55:53.367

Phil: It would only make sense that we're starting to see the long beards come out.

00:55:54.907 --> 00:55:56.427

Phil: No, it's an excellent review.

00:55:56.447 --> 00:56:00.627

Phil: I'd encourage everyone to go to gameunder.net to search for Killzone 3 and you'll find it.

00:56:00.647 --> 00:56:02.127

Phil: Or just Killzone, it'll come up.

00:56:04.067 --> 00:56:07.527

Phil: And yeah, not much more to really say about it.

00:56:08.347 --> 00:56:13.627

Phil: I stopped reading when I got to the multiplayer section because I didn't play the multiplayer aspect of the game.

00:56:13.947 --> 00:56:15.827

Phil: Is multiplayer in Killzone 3?

00:56:16.727 --> 00:56:19.947

Phil: You said it's worse than in Killzone 2, right?

00:56:19.967 --> 00:56:26.167

Tom: Before we get to that, because that is a part of what I'm about to say, my views on it were pretty close to yours, right, if I remember correctly?

00:56:28.067 --> 00:56:32.427

Tom: And so I was basically extremely disappointed by how generic it was, right?

00:56:33.027 --> 00:56:33.987

Phil: Yes.

00:56:34.007 --> 00:56:42.987

Phil: I was actually, when I was reading it, I had read it prior to playing the game several months ago when the review first came out, and so I had basically forgotten everything about it.

00:56:43.827 --> 00:56:51.227

Phil: So I was actually shocked to see that you agreed, or I agreed with you, or however you want to say it, on so many aspects of the game.

00:56:53.527 --> 00:56:55.387

Phil: It's just a lost opportunity.

00:56:55.407 --> 00:56:56.027

Phil: But you know what?

00:56:56.047 --> 00:56:59.527

Phil: I mean, Killzone 3, it probably didn't hurt in sales, right?

00:56:59.547 --> 00:57:00.147

Phil: It probably-

00:57:00.167 --> 00:57:01.367

Tom: Sold as much as two, I believe.

00:57:01.387 --> 00:57:02.927

Tom: They both sold around two million.

00:57:03.947 --> 00:57:04.607

Phil: Yeah.

00:57:04.707 --> 00:57:13.667

Phil: And our voices are pretty distinctly outnumbered by the majority in terms of how this game was received.

00:57:13.687 --> 00:57:28.147

Tom: Well, just for that in a second, just on the previous point you're making, so basically I was as disappointed as you are with it, and my opinion of the Killzone 2 campaign is probably a lot longer than yours, yet I had the same level of disappointment, right?

00:57:29.487 --> 00:57:30.567

Phil: I guess so.

00:57:30.587 --> 00:57:33.367

Phil: I mean, I was absolutely impressed with Killzone 2.

00:57:34.067 --> 00:57:37.747

Phil: I was really in love with Killzone 2, so if you were not, then-

00:57:38.227 --> 00:57:38.567

Phil: Yep.

00:57:38.587 --> 00:57:47.187

Tom: So now, the multiplayer of Killzone 2, I consider to be among the greatest ever competitive multiplayer games ever.

00:57:47.627 --> 00:58:01.027

Tom: And the amount of generification, if that is a word, and if it is and it should be, of a single player is probably dialed up even higher in the multiplayer.

00:58:01.427 --> 00:58:07.767

Tom: So imagine if I could have that degree of disappointment and probably a seething level of outrage-

00:58:08.667 --> 00:58:12.607

Tom: From the King of Player campaign, you can imagine my thoughts on the multiplayer.

00:58:13.227 --> 00:58:22.187

Phil: Yeah, that would blow because for you, you heavily invest in a game for its multiplayer and for it to come up short.

00:58:22.207 --> 00:58:25.927

Phil: I know with Uncharted 2, I think Uncharted 2 has tremendous co-op.

00:58:26.187 --> 00:58:29.107

Phil: We really have to play sooner rather than later.

00:58:29.567 --> 00:58:32.927

Phil: And I was kind of disappointed with the co-op in Uncharted 3.

00:58:33.567 --> 00:58:35.367

Phil: To the same extent, I don't play a lot of-

00:58:35.787 --> 00:58:42.487

Phil: Basically, the games that I play online, multiplayer, you could count on your ears, right?

00:58:42.807 --> 00:58:47.307

Phil: It's basically Halo 2 and Uncharted 2, right?

00:58:49.027 --> 00:58:51.207

Phil: And I played both of those exhaustively.

00:58:52.307 --> 00:58:55.967

Phil: So for me, when it came to Uncharted 3, I was disappointed.

00:58:57.747 --> 00:59:00.187

Phil: But yeah, so we should definitely do that.

00:59:00.327 --> 00:59:14.127

Tom: Now as to your other point about the general critical reception, as I said on the previous podcast, and I still do stand by this statement, I think that it does actually do what it does extremely well.

00:59:14.167 --> 00:59:21.827

Tom: And on normal, from what I played of hard, this wouldn't apply because on normal, it was extremely easy even on hard.

00:59:21.847 --> 00:59:24.587

Tom: So on normal, it would be incredibly boring.

00:59:24.887 --> 00:59:49.507

Tom: But on hard, my experience of the game was that it did actually do Call of Duty style gameplay, as well as Call of Duty does it all, and in some areas better, because it had a wider range of high points and low points, whereas Call of Duty is entirely high point after high point, right?

00:59:50.227 --> 00:59:51.367

Phil: Ridiculously so.

00:59:51.387 --> 00:59:58.787

Tom: To the point where it affects it negatively, because the high points have less impact.

00:59:59.467 --> 01:00:02.627

Phil: It's basically a roller coaster theme park with no lines.

01:00:02.927 --> 01:00:17.467

Phil: You just go from one roller coaster to the next with no time to breathe, no time to reflect on the last ride, and in fact, it diminishes each roller coaster ride as you go, because you're like, you know, in Southern California, we have Magic Mountain.

01:00:17.487 --> 01:00:20.807

Phil: I know Six Flags have roller coaster parks all over the United States.

01:00:21.347 --> 01:00:27.767

Phil: But basically, the first roller coaster you get on in the day, you're just like, amazing, that was amazing.

01:00:27.787 --> 01:00:29.527

Phil: I just want to get right back on it again.

01:00:30.547 --> 01:00:36.247

Phil: By around 2 o'clock, you're just like, what?

01:00:36.587 --> 01:00:43.687

Phil: You could be getting on roller coasters that pound you into a wall of nerve, and you're just like, yeah, that was all right.

01:00:44.227 --> 01:00:47.947

Phil: And you're like, but wait, let's go back on that roller coaster ride we had earlier.

01:00:47.967 --> 01:00:49.047

Phil: And you're like, well, which one?

01:00:51.647 --> 01:00:59.067

Phil: So yeah, it's an over saturation, an over, you know, it's just too indulgent, too abundant.

01:00:59.087 --> 01:00:59.687

Tom: Yeah.

01:01:00.387 --> 01:01:16.047

Tom: But I do think once, going back to it now recently, as I played a bit before your impressions, and getting over the extreme disappointment, I do actually think that it was extremely well designed first person shooter in many aspects.

01:01:16.067 --> 01:01:21.107

Tom: And certainly the best copy of Call of Duty that I can think of.

01:01:21.127 --> 01:01:28.527

Tom: And I think one of the reasons for that is the great achievement of Call of Duty is not the fact that it hits high points constantly.

01:01:28.547 --> 01:01:37.447

Tom: The great achievement of Call of Duty is the way that they streamline the gameplay and make it so incredibly accessible.

01:01:37.467 --> 01:01:46.187

Tom: And that the game almost plays itself, but does so in a certain way where it's still somewhat entertaining to a degree.

01:01:48.187 --> 01:02:12.867

Tom: Killzone 3 is the only game that I can think of that copied Call of Duty and understood that, whereas most games, the copy Call of Duty, they see all the explosions everywhere and they copy that, but they forget that the reason that that doesn't become too much of an issue or over saturation is because of the way that they've made the gameplay so streamlined and accessible.

01:02:13.527 --> 01:02:19.847

Phil: It was an artful and studied copy, and you wouldn't expect anything less from guerrilla games, right?

01:02:20.167 --> 01:02:28.947

Phil: And as you said, so many other people just lift the artifice of the game, but not the actual gameplay that is so special, and that is where Killzone 3 succeeded.

01:02:29.587 --> 01:02:36.407

Phil: When you were playing as a mech, that was disappointing because basically it was just a different camera angle, it was you going at a different speed.

01:02:37.247 --> 01:02:41.187

Phil: But when you were in a jet pack, that was a legitimate experience.

01:02:41.207 --> 01:02:43.447

Phil: It was quite different from the regular gameplay.

01:02:44.087 --> 01:02:49.987

Phil: When you were in a spaceship, it wasn't as if you were walking around in space at a very high rate of speed with lesser gravity.

01:02:50.667 --> 01:02:52.927

Phil: You really actually did feel like you were flying something.

01:02:53.767 --> 01:02:55.067

Phil: So for that I give them kudos.

01:02:55.087 --> 01:03:09.087

Phil: It's just that I don't like to see brands that have their own legitimate source of inspiration and artistic expression having to copy someone else.

01:03:10.767 --> 01:03:13.187

Phil: Converse All-Stars are great shoes.

01:03:13.407 --> 01:03:20.427

Phil: I would hate them to have to start making Nike rip-offs because those ones sell better.

01:03:20.567 --> 01:03:22.447

Phil: No, you have your own original voice.

01:03:24.047 --> 01:03:27.527

Phil: And they should be true to that voice.

01:03:27.547 --> 01:03:29.087

Tom: And I could not agree with you more.

01:03:30.167 --> 01:03:35.807

Tom: The final thing though, the final point is once again, that line at the end is so brilliant.

01:03:35.887 --> 01:03:41.767

Tom: And it is yet more evidence for my theory, which is surely by now the case.

01:03:41.787 --> 01:03:43.507

Tom: And even you can agree with it, right?

01:03:44.647 --> 01:03:46.987

Tom: My guerrilla game Paul Verhoeven theory.

01:03:48.167 --> 01:03:48.967

Phil: Very much so.

01:03:49.407 --> 01:03:50.987

Phil: And which episode would we have to go back?

01:03:51.007 --> 01:03:53.507

Phil: That's like four episodes ago where we discussed that at length.

01:03:53.527 --> 01:03:56.547

Tom: Yeah, where we just randomly end up discussing that for 40 minutes.

01:03:56.747 --> 01:03:58.267

Tom: Four hours because it kills one minute.

01:03:59.747 --> 01:04:00.707

Phil: That was a great show.

01:04:02.647 --> 01:04:02.867

Tom: Yeah.

01:04:02.887 --> 01:04:13.547

Phil: Hey, speaking of first person shooters, before we go into some of the news here, I played Halo CE, the HD remake, Halo Combat Evolved.

01:04:13.567 --> 01:04:13.707

Tom: Yep.

01:04:14.707 --> 01:04:16.547

Phil: I played it on the 360 last night.

01:04:16.727 --> 01:04:20.487

Phil: And this is really cool, right?

01:04:20.507 --> 01:04:22.427

Phil: Basically, you're playing the game in HD.

01:04:22.447 --> 01:04:22.687

Tom: Yep.

01:04:23.267 --> 01:04:27.287

Phil: You can press select at any time and it gives you the old graphics.

01:04:28.107 --> 01:04:28.727

Tom: Still in HD?

01:04:30.987 --> 01:04:32.407

Phil: In HD, but...

01:04:32.667 --> 01:04:34.127

Tom: But obviously everything is low res.

01:04:34.687 --> 01:04:35.487

Phil: Yeah, exactly.

01:04:35.507 --> 01:04:36.707

Phil: Yeah, it's the same...

01:04:36.947 --> 01:04:42.947

Phil: So if you're looking at a boulder in the original, there's no textures or anything on it.

01:04:42.967 --> 01:04:44.847

Phil: It's just the shape of a boulder, right?

01:04:45.087 --> 01:04:46.407

Phil: Unless you're up close to it.

01:04:47.027 --> 01:04:50.307

Phil: Whereas in this game, it actually adds the textures and all the rest of it.

01:04:51.507 --> 01:04:52.447

Phil: It's still a great game.

01:04:53.327 --> 01:04:54.927

Phil: That's pretty much all that needs to be said about it.

01:04:54.947 --> 01:05:03.227

Phil: I mean, if you don't have an operating Xbox anymore and you do have an Xbox 360, it's a great way to play the original Halo Combat Evolved.

01:05:03.247 --> 01:05:05.407

Phil: Still the best Halo game that they've made.

01:05:05.427 --> 01:05:09.187

Phil: Yeah, it's still the best game that they made.

01:05:09.787 --> 01:05:11.767

Phil: Halo 4 comes very close to it.

01:05:13.167 --> 01:05:22.267

Phil: But I just thought it was great that they added that, because as I'm playing it, I'm going, okay, as soon as it starts, it looks like crap, right?

01:05:22.827 --> 01:05:26.267

Phil: It looks like a low-end PC game today.

01:05:27.107 --> 01:05:29.607

Phil: That's what the new version looks like.

01:05:29.627 --> 01:05:31.647

Tom: Do you mean a game on low settings?

01:05:32.507 --> 01:05:33.747

Phil: Yes, yeah.

01:05:33.767 --> 01:05:37.247

Tom: I'm guessing it actually looks worse than that, because this is not a joke.

01:05:37.267 --> 01:05:46.147

Tom: A lot of PC games on low settings, at least not necessarily all low, but a lot of the settings on low actually look quite similar to the console version.

01:05:47.087 --> 01:05:47.987

Phil: Right, right.

01:05:48.467 --> 01:05:49.427

Phil: Yes, yes.

01:05:50.307 --> 01:05:53.687

Phil: This actually looks like a low-spec version of it, though.

01:05:53.747 --> 01:06:08.687

Phil: So basically, I was like, okay, they took a game from the year 2000 that looked better than games on a high-spec PC, and they made it look as good as a mid-range spec PC in 2013.

01:06:08.987 --> 01:06:10.947

Phil: And guess which one looks better, right?

01:06:11.267 --> 01:06:13.687

Tom: Well, isn't that a problem with Bungie?

01:06:13.847 --> 01:06:19.947

Tom: They've been one of the developers, as far as I can remember, that really struggled with adapting to HD.

01:06:20.247 --> 01:06:28.507

Tom: I mean, there were huge complaints about the look of Halo 3, and the fact that it wasn't even at a proper HD resolution when it was released.

01:06:29.147 --> 01:06:38.647

Phil: Yeah, well, this version, of course, was made by 343 Industries, but the original was made by Bungie, and that's included in its entirety.

01:06:39.147 --> 01:06:48.947

Phil: And of course, Bungie's games have always looked god awful when it comes to facial animations and cutscenes, and that is no different in this 343 version as well.

01:06:49.127 --> 01:06:51.207

Phil: They look ridiculous.

01:06:52.727 --> 01:07:01.907

Phil: But fortunately, the gameplay is intact, and I found myself enjoying the HD version just as much as the low res version.

01:07:01.927 --> 01:07:06.767

Phil: I figured I'd mainly be playing the low res version, but they actually do a good job with the HD.

01:07:07.647 --> 01:07:08.567

Phil: They don't like...

01:07:09.067 --> 01:07:12.967

Phil: And the other thing is they don't like replace the trees, they just make them high res.

01:07:13.287 --> 01:07:21.927

Phil: So sometimes the trees look chunky, but what is good about that is that it doesn't interfere with sight lines that you might be used to from the original.

01:07:22.387 --> 01:07:26.507

Phil: So if you were used to a certain tree being a certain width or a boulder being a certain...

01:07:27.487 --> 01:07:30.207

Phil: in a certain placement, they haven't changed that at all.

01:07:30.247 --> 01:07:32.287

Phil: They've just basically added textures to it.

01:07:32.807 --> 01:07:34.347

Phil: And for that I was appreciative.

01:07:35.787 --> 01:07:38.527

Phil: So with that, let's go straight into the news.

01:07:39.667 --> 01:07:41.527

Phil: We're just going to jump all over the place here.

01:07:41.807 --> 01:07:44.027

Tom: As we've been doing everywhere else in the podcast?

01:07:44.547 --> 01:07:52.347

Phil: Yeah, I mean, the first thing I want to say is that Ryan Davis from Giant Bomb is dead.

01:07:52.367 --> 01:07:54.727

Phil: And obviously everyone who listens to this podcast knows that.

01:07:54.787 --> 01:08:07.447

Phil: And I don't want to acknowledge it in some soppy kind of way, primarily because this was the most affecting death that I have ever interacted with with someone I didn't know personally.

01:08:08.347 --> 01:08:13.687

Phil: So usually when a personality or celebrity, your sports figure dies, I don't particularly care.

01:08:13.927 --> 01:08:23.527

Phil: So there's nothing we can say here that wasn't best said by the last Giant Bomb cast, which everyone's probably already listened to if they care.

01:08:24.307 --> 01:08:26.447

Phil: So we're not going to go into it in any great detail.

01:08:26.467 --> 01:08:31.927

Phil: But if you listen to someone in a podcast for three hours a week for four or five years, you feel like you know them.

01:08:32.647 --> 01:08:34.347

Phil: And that's why it was so affecting to me.

01:08:34.387 --> 01:08:42.867

Phil: And listening to the obituary podcast on giantbomb.com, it was actually freeing for me because I found out that I didn't really know him.

01:08:43.567 --> 01:08:53.927

Phil: You know, when his actual friends talked about him and talked about the kind of guy he is and the kinds of stuff that he got up to and all that sort of thing, I realized that I did not know who Ryan Davis was at all.

01:08:55.147 --> 01:09:06.007

Phil: Which was actually quite liberating for me and gave me some sense of closure because I realized that no matter how much you think you might know a personality of celebrity, you really don't know him unless you know him.

01:09:07.367 --> 01:09:17.967

Phil: But I'll obviously still miss him because he was a wonderful broadcaster and a great inspiration and just always an entertaining person to talk to.

01:09:18.287 --> 01:09:25.067

Tom: And I will say something else except it would be a throwback to the same famous flippant Oculus Rift comment.

01:09:25.647 --> 01:09:29.727

Phil: Okay, Dota 2 is now released.

01:09:29.747 --> 01:09:31.467

Phil: Next new story.

01:09:31.467 --> 01:09:34.147

Phil: GameStop is no longer taking PlayStation 4 pre-orders.

01:09:34.627 --> 01:09:42.107

Tom: So is this, do we know that, didn't Sony say that they had an unlimited supply or something ridiculous like that?

01:09:42.227 --> 01:09:44.367

Phil: Sony said that they have an unlimited supply.

01:09:44.387 --> 01:09:46.527

Phil: There won't be any waiting for the game.

01:09:46.967 --> 01:09:56.247

Phil: So basically what this means is that GameStop has now taken so many orders that they probably don't have the credit to take any more orders.

01:09:57.327 --> 01:09:57.527

Tom: Or...

01:09:57.547 --> 01:09:58.927

Phil: If you know what I mean.

01:09:58.927 --> 01:10:00.127

Tom: Sony State was bullshit.

01:10:01.767 --> 01:10:05.927

Phil: Or that, but there's plenty of other outlets that are still offering pre-orders, right?

01:10:06.127 --> 01:10:12.787

Phil: So I know Dick Smith Electric here in Australia, you can still get pre-orders there without any problem whatsoever.

01:10:12.807 --> 01:10:14.787

Phil: Put down 50 bucks, you're going to get it on launch day.

01:10:14.807 --> 01:10:19.407

Tom: GameStop would either go to a place for pre-ordering a console.

01:10:19.427 --> 01:10:21.427

Tom: For many people though, would they not?

01:10:21.447 --> 01:10:25.827

Tom: So you might expect them to run out first even if they had the largest selection.

01:10:25.967 --> 01:10:26.647

Phil: Oh yeah.

01:10:27.367 --> 01:10:28.087

Phil: Yeah, that's true.

01:10:28.847 --> 01:10:32.847

Phil: Yep, and I absolutely guarantee more people pre-order it from GameStop than anywhere else.

01:10:33.707 --> 01:10:35.807

Phil: But at a certain point, they had to cut that off.

01:10:36.187 --> 01:10:39.947

Phil: So I guess they don't want to disappoint their customers, so good for them.

01:10:40.707 --> 01:10:43.607

Phil: And that's in the US and North America as well.

01:10:44.107 --> 01:10:49.607

Phil: Last of Us sold more, speaking of sales, Last of Us sold more than 3.4 million worldwide.

01:10:50.307 --> 01:10:51.087

Phil: So that's good.

01:10:51.567 --> 01:10:53.447

Tom: Unless it was published by Square Enix.

01:10:53.927 --> 01:10:54.987

Phil: Why would that be not good?

01:10:55.507 --> 01:10:57.407

Tom: Because they want their games to sell 8 million.

01:10:57.427 --> 01:10:57.987

Tom: 8 million?

01:10:59.747 --> 01:11:00.447

Phil: That's right.

01:11:02.547 --> 01:11:07.847

Phil: Well, I know they had 200,000 copies relegated or set aside or printed for Japan.

01:11:08.287 --> 01:11:13.607

Phil: In Japan, it got the dreaded Sero rating, which means your games have to come in red cases.

01:11:14.207 --> 01:11:16.567

Phil: You cannot show the case publicly.

01:11:16.587 --> 01:11:19.107

Phil: It has to be kept behind the counter.

01:11:19.287 --> 01:11:20.667

Phil: It's something you have to ask for.

01:11:20.687 --> 01:11:25.927

Phil: It's basically the highest level of pornography in Japan.

01:11:25.967 --> 01:11:28.647

Tom: I don't even know that child pornography.

01:11:28.667 --> 01:11:31.227

Phil: Which you can get freely.

01:11:31.967 --> 01:11:35.687

Phil: The Last of Us had 200,000 set aside in Japan.

01:11:35.707 --> 01:11:38.287

Phil: They sold 180,000 of them in the first week.

01:11:39.127 --> 01:11:46.987

Phil: It's nice to see a game that's a little bit different and not easily digestible, getting that level of sales.

01:11:47.367 --> 01:11:50.447

Phil: Also, keep in mind it's console exclusive.

01:11:50.467 --> 01:11:57.747

Phil: Imagine what it would be doing if it were also available on the Wii U or PlayStation or on the Xbox 360.

01:11:57.887 --> 01:11:58.487

Tom: Absolutely.

01:11:59.087 --> 01:12:04.207

Phil: Speaking of the Xbox 360, the Summer of Arcade games have been listed and dated.

01:12:04.227 --> 01:12:14.087

Phil: They're going to come out sometime, but basically the games are Brothers, Charlie Murder, a game called Flashback, and a Teenage Mutant Ninja Turtle game.

01:12:15.067 --> 01:12:22.267

Tom: I don't think I've heard of any of these games, except possibly for Flashback, but it's such a generic name, I may not have heard of it anyway.

01:12:22.487 --> 01:12:24.187

Phil: Yeah, no one cares.

01:12:24.527 --> 01:12:33.547

Tom: But you did miss out on something that many people do care about, or at least I do, and that is that Insomniac Games themselves are developing a U Ratchet and Clank game.

01:12:34.327 --> 01:12:34.727

Tom: Yeah.

01:12:36.227 --> 01:12:37.527

Phil: I'm sorry, did I chuckle?

01:12:38.067 --> 01:12:38.907

Tom: What's wrong with that?

01:12:39.627 --> 01:12:48.947

Phil: Well, as we've effusively discussed in almost every podcast, we both agree that Kill Resistance 3 is the best first person shooter of the generation.

01:12:50.167 --> 01:12:54.327

Phil: You pretty much invariably at some point in the show always say...

01:12:54.727 --> 01:12:58.407

Tom: Remember Resistance 3 and that it's the best game of the generation.

01:12:58.427 --> 01:13:01.887

Tom: I mean, I don't think it's even the best first person shooter of the generation.

01:13:01.907 --> 01:13:04.067

Tom: I think it's the best game of the generation.

01:13:04.087 --> 01:13:04.787

Phil: Exactly.

01:13:05.087 --> 01:13:16.607

Phil: And then Insomniac, you know, to their own detriment, goes off reservation and makes a Facebook game with avatars, right?

01:13:16.627 --> 01:13:19.827

Phil: Because they're like, no, we've been a Sony exclusive party, but guess what?

01:13:19.847 --> 01:13:20.987

Phil: We don't need Sony no more.

01:13:21.007 --> 01:13:22.587

Phil: We're going to make a Facebook game.

01:13:22.727 --> 01:13:24.487

Phil: So they go make a Facebook game.

01:13:25.247 --> 01:13:26.827

Phil: Fail tremendously.

01:13:26.847 --> 01:13:27.427

Tom: Shock horror.

01:13:27.447 --> 01:13:27.707

Phil: Right?

01:13:28.387 --> 01:13:28.667

Phil: Yep.

01:13:29.167 --> 01:13:32.727

Phil: Then they make some other crap shooter game, right?

01:13:33.407 --> 01:13:34.527

Phil: Fuse, right?

01:13:35.387 --> 01:13:40.387

Phil: Cross platform and fail ridiculously.

01:13:40.407 --> 01:13:45.207

Phil: So now they've blown all their money from Ratchet and Clank and the Resistance franchise, right?

01:13:45.987 --> 01:13:47.047

Phil: This is just so great.

01:13:47.047 --> 01:13:47.607

Phil: I love this.

01:13:47.667 --> 01:13:52.747

Phil: So they come crawling back to Sony and they'll now announce a new Ratchet and Clank game.

01:13:52.767 --> 01:14:00.607

Phil: They're going back to the well and they're going to make it a PlayStation 3 exclusive later this fall, which is no time at all.

01:14:00.607 --> 01:14:02.487

Phil: This is like four months.

01:14:02.507 --> 01:14:02.727

Tom: Yeah.

01:14:03.187 --> 01:14:06.447

Tom: Well, Pursuit has been in development for a while already.

01:14:06.927 --> 01:14:07.947

Phil: Well, they've been working.

01:14:07.967 --> 01:14:11.667

Phil: I don't see how because they're not a two-game studio and they've been working on Fuse.

01:14:12.327 --> 01:14:16.307

Phil: I just don't see how they can get this game spat out in that amount of time and how it can be good.

01:14:16.327 --> 01:14:18.087

Phil: And this is supposed to be a full version.

01:14:18.107 --> 01:14:23.487

Phil: It's not supposed to be some half-assed expansion like the other Ratchet and Clank games.

01:14:23.507 --> 01:14:28.007

Tom: It is only a $30 title though, so I'm thinking maybe it's going to be something like a...

01:14:28.767 --> 01:14:29.187

Phil: Quick hit.

01:14:29.207 --> 01:14:32.787

Tom: Yeah, six-hour to 10-hour, the most, sort of, platformer.

01:14:33.527 --> 01:14:36.527

Phil: Yeah, they're lowering expectations to the lowest absolute level.

01:14:36.547 --> 01:14:36.807

Tom: Yeah.

01:14:37.987 --> 01:14:46.127

Tom: And I think the most amazing thing about this was the fact that they had what appeared to be a riff gate in their trailer.

01:14:46.147 --> 01:14:51.267

Tom: So everyone was thinking, there's going to be some amazing crossover with Jack and Baxter, right?

01:14:51.367 --> 01:14:53.647

Phil: Someone at the VG Press pointed that out, Leo.

01:14:54.327 --> 01:14:56.747

Phil: And I was like, absolutely.

01:14:56.767 --> 01:15:00.167

Phil: I mean, you just had to look at the guy's ears and you would have known immediately.

01:15:00.567 --> 01:15:13.607

Tom: And the thing about that, though, is I don't think you can take from that picture that it was a riff gate, because you look at a riff gate, this is a science fiction extreme cliché, right?

01:15:13.627 --> 01:15:19.587

Tom: So everyone that does this circle portal has their own little differentiating signature.

01:15:19.887 --> 01:15:22.667

Tom: I think Stargate has triangles.

01:15:22.807 --> 01:15:24.507

Tom: I think it's three triangles or something.

01:15:25.147 --> 01:15:28.367

Tom: And Jack and Baxter has rectangles sticking in.

01:15:28.907 --> 01:15:30.447

Tom: There were no rectangles on this.

01:15:31.047 --> 01:15:32.427

Phil: Yeah, that's an extra angle.

01:15:32.507 --> 01:15:32.767

Tom: Yeah.

01:15:33.507 --> 01:15:34.727

Tom: This was just circles.

01:15:34.967 --> 01:15:42.427

Tom: I don't think you could look at that and say that is a rift gate because it doesn't have the signifying thing that makes it a rift gate.

01:15:42.447 --> 01:15:45.107

Tom: That's just a generic portal.

01:15:45.787 --> 01:15:53.087

Tom: So to me, my take from that was this is going to be what the portals look like in Ratchet and Clank.

01:15:53.107 --> 01:15:59.647

Tom: And I guarantee there's going to be some sort of poor thing in this Ratchet and Clank game that looks like that.

01:15:59.927 --> 01:16:06.547

Tom: And Ratchet and Clank has always been sci-fi, so I don't think that jumping to the conclusion that that was Jak and Daxter was at all fair.

01:16:06.567 --> 01:16:09.467

Tom: But the character silhouette did look quite like that.

01:16:09.487 --> 01:16:11.747

Phil: Yeah, yeah, the character silhouette is what did it for me.

01:16:12.107 --> 01:16:13.087

Phil: You know, forget the portal.

01:16:13.107 --> 01:16:14.347

Tom: But everyone was saying the portal.

01:16:15.607 --> 01:16:17.427

Phil: Ah, well, they're idiots.

01:16:17.467 --> 01:16:21.627

Phil: I was going by the shape of the character's ears, so that makes me probably king of the idiots.

01:16:21.727 --> 01:16:22.247

Tom: Exactly.

01:16:22.267 --> 01:16:26.687

Tom: And can I just say I want another Jak and Daxter game developed by Naughty Dog.

01:16:27.227 --> 01:16:28.207

Phil: Okay, you can say that.

01:16:28.747 --> 01:16:30.547

Phil: And maybe, what if it comes out on the Vita?

01:16:30.567 --> 01:16:31.307

Phil: Then you'll be screwed.

01:16:31.327 --> 01:16:34.387

Tom: Yeah, well, at least it will exist.

01:16:35.047 --> 01:16:39.887

Phil: Yeah, I think if it does exist, they'll probably test the waters with a digital download game only.

01:16:41.067 --> 01:16:43.387

Phil: Just to see if there is still interest in that sort of thing.

01:16:43.687 --> 01:16:45.027

Phil: And you know, here's a thing.

01:16:45.907 --> 01:16:46.587

Phil: Here's someone.

01:16:46.627 --> 01:16:48.107

Phil: I'm thinking of the children.

01:16:48.267 --> 01:16:50.227

Phil: Where are the children's games?

01:16:50.247 --> 01:16:54.767

Phil: Where are the Jak and the Daxters and the Ratchet and the Clank and the Sly Coopers?

01:16:55.687 --> 01:16:57.107

Phil: I guess it's Skylanders, right?

01:16:57.187 --> 01:17:11.687

Tom: The fact of the matter is, of course, well yeah, they're Skylanders, but the fact of the matter is, what is the biggest children's game series of the generation and what has resulted in there being no, quote, children's games, end quote.

01:17:11.827 --> 01:17:12.627

Tom: Call of Duty.

01:17:12.847 --> 01:17:13.707

Phil: I was going to say Angry Bird.

01:17:13.727 --> 01:17:15.227

Tom: No, Call of Duty is the answer to that.

01:17:15.547 --> 01:17:16.607

Phil: Alright, fair enough.

01:17:17.727 --> 01:17:21.147

Phil: This is where THQ would have come in with all their licensed Pixar games.

01:17:21.247 --> 01:17:23.387

Phil: And then Disney isn't doing their own games either.

01:17:23.387 --> 01:17:25.327

Phil: I mean, they're going to do that Disney Infinity thing.

01:17:25.767 --> 01:17:27.427

Tom: Also known as Disney Skylanders.

01:17:28.007 --> 01:17:29.027

Phil: So that was our quick news.

01:17:29.047 --> 01:17:30.987

Phil: Now we're going to go to long news.

01:17:32.687 --> 01:17:40.447

Phil: Probably the most biggest news, non-Ryan Davis news this week, was that GTA, for the first time, Rockstar released gameplay footage.

01:17:40.727 --> 01:17:43.307

Phil: They've never before released gameplay footage of a game.

01:17:44.327 --> 01:17:48.127

Phil: They've always just done their cinematic teasers.

01:17:48.147 --> 01:18:09.227

Tom: I think there's no doubt, and given the content of the gameplay teaser, there was no doubt this was because everyone ended up basically thinking GTA IV was shit, because the stuff that they're highlighting in the trailer is everything that people complained about GTA IV, and they're basically saying, oh look, hey, the shooting's good this time, the driving's good this time.

01:18:09.367 --> 01:18:13.487

Phil: This is, to use a basketball term, a full court press.

01:18:13.527 --> 01:18:18.607

Phil: They are, I think they looked at basically the response to The Last of Us, right?

01:18:18.767 --> 01:18:23.327

Phil: And Naughty Dog's been eating their lunch in terms of what they've always prided themselves in.

01:18:23.587 --> 01:18:33.767

Phil: I think Rockstar North has always ridiculously staked their claim out, as they are the masters of storytelling, which is of course absolutely ludicrous.

01:18:33.787 --> 01:18:36.767

Phil: They're not even the masters of cartoon storytelling.

01:18:36.787 --> 01:18:40.027

Tom: They're not even the masters of creating a plot.

01:18:40.867 --> 01:18:41.827

Phil: No, not at all.

01:18:42.287 --> 01:18:44.347

Phil: In fact, they're the masters of killing a plot.

01:18:44.447 --> 01:18:48.447

Phil: Because once you start getting interested in the story, they start weighing it down with a billion fetch quests.

01:18:49.407 --> 01:18:56.227

Phil: Now, as frequent listeners will know, but to explain to new listeners, I'm actually a huge fan of the Grand Theft Auto series.

01:18:56.247 --> 01:18:58.067

Phil: I've played them all, beaten them all, except for two.

01:18:58.447 --> 01:19:01.087

Tom: Except for two games or except for GTA 2?

01:19:01.107 --> 01:19:03.947

Phil: Except I haven't beaten Vice City and I haven't beaten San Andreas.

01:19:04.107 --> 01:19:10.087

Phil: San Andreas was because there's a bug, and Vice City was because I just got stuck and I can't get by it.

01:19:10.107 --> 01:19:10.687

Phil: So whatever.

01:19:12.527 --> 01:19:14.187

Phil: But I'm a huge fan.

01:19:14.807 --> 01:19:18.367

Phil: But I've never been a fan of Rockstar, because they're not very sympathetic people.

01:19:18.867 --> 01:19:20.827

Phil: They don't come out and talk to the press.

01:19:21.387 --> 01:19:24.587

Phil: They don't give interviews, but for once every six or seven years.

01:19:25.907 --> 01:19:29.447

Phil: And they seem to have a tremendous level of arrogance about themselves.

01:19:30.127 --> 01:19:38.347

Tom: Minus the interviewers, what they strike me as, sorry, minus the fact that they don't do interviews, they're basically the Kanye West of gaming.

01:19:38.687 --> 01:19:39.787

Phil: I wish that they were.

01:19:39.807 --> 01:20:02.967

Tom: Well, that's the thing, because I mean, the appeal of Kanye West is, of course, the interviews, so you get him doing all this random, hilarious crap, but he's openly doing it, whereas Rockstar have got all the arrogance and conceitedness in some areas, but you don't get the hilarity of them publicly making a fool of themselves, right?

01:20:03.007 --> 01:20:04.187

Phil: Exactly, exactly.

01:20:04.307 --> 01:20:05.447

Phil: No, I agree entirely.

01:20:06.467 --> 01:20:11.727

Phil: So anyway, back to the gameplay footage, this was pretty extraordinary.

01:20:11.887 --> 01:20:18.207

Phil: They had a female voiceover for it, which was basically like a corporate spokesperson kind of thing.

01:20:18.967 --> 01:20:20.587

Phil: It was not what I was expecting at all.

01:20:20.607 --> 01:20:27.427

Phil: I thought the gameplay footage would have been basically just showing you gameplay footage with musical montage and voice acting.

01:20:27.447 --> 01:20:35.267

Tom: Can I just ask, is sublime a genuine American pronunciation of sublime, or did she just slur that word?

01:20:35.927 --> 01:20:37.567

Phil: You pronounce sublime sublime.

01:20:38.227 --> 01:20:41.567

Phil: Yeah, you would never pause or hyphenate sublime.

01:20:41.587 --> 01:20:42.727

Tom: Okay, because she did.

01:20:43.627 --> 01:20:44.767

Tom: Quite spectacularly.

01:20:45.227 --> 01:20:50.947

Phil: If she was speaking slowly, then you could say the experience was sublime.

01:20:51.647 --> 01:20:53.207

Phil: No, that still doesn't work.

01:20:53.807 --> 01:20:56.087

Phil: No, there's no excuse for sublime.

01:20:57.127 --> 01:21:01.687

Phil: And just the way she was speaking, this to me was a downer of a...

01:21:02.327 --> 01:21:04.807

Phil: Because you took the last one, right?

01:21:04.947 --> 01:21:07.607

Phil: The teaser, and this reminds me, I've got to preorder this game.

01:21:09.007 --> 01:21:15.127

Phil: If you look at the teaser for it, it was like, I am going down to the store right now and buying or stealing this game.

01:21:15.387 --> 01:21:18.447

Phil: You know, where they had that trailer that we talked about on air.

01:21:18.747 --> 01:21:20.227

Phil: It just made you want the game.

01:21:20.607 --> 01:21:22.047

Phil: And this one was more of a...

01:21:22.767 --> 01:21:27.287

Phil: If you look to your left, you'll see that the Grand Canyon is coming up.

01:21:27.967 --> 01:21:36.447

Phil: Note how spectacular the geological forms have taken over the millennia that took to create the Grand Canyon.

01:21:37.087 --> 01:21:38.687

Phil: It just put me to sleep.

01:21:38.747 --> 01:21:40.007

Phil: It just killed me.

01:21:40.587 --> 01:21:43.787

Phil: I still want the game, but it just totally deadened my interest.

01:21:43.807 --> 01:21:49.387

Phil: But once you turned her off and just looked at the gameplay, I thought there were some pretty interesting things in it.

01:21:49.407 --> 01:21:52.267

Phil: They actually showed you how the character switching was going to work, for one.

01:21:52.567 --> 01:21:56.767

Phil: Which I think is going to be either the best or worst part of this game.

01:21:56.787 --> 01:22:06.367

Tom: Well, the thing that worries me about this is this could end up being the most annoying, chore-like gameplay that also really negatively affects other parts of the design.

01:22:06.387 --> 01:22:13.867

Tom: For example, for certain things, you might have to spend like five minutes putting these three different characters in certain strategic areas.

01:22:13.887 --> 01:22:17.347

Tom: And let's be honest, it's not going to be a deep strategy game.

01:22:17.447 --> 01:22:24.487

Tom: So it's just going to be incredibly chore-like if the result is that you've got to spend so much time setting people up.

01:22:24.507 --> 01:22:34.447

Tom: And the other thing is it can also greatly negatively affect the game, the combat, it could make it really scripted affairs and all that sort of stuff.

01:22:34.467 --> 01:22:45.427

Tom: And I think that's kind of another issue that they had with the trailer is that the stuff they're showing, because they highlight it individually, individually none of it is actually that interesting.

01:22:45.447 --> 01:22:50.287

Tom: Like the shooting in it looks like the greatest shooter ever compared to Grand Theft Auto IV.

01:22:50.447 --> 01:22:56.287

Tom: But if you compare it to other shooters, it looks like boring, generic, mediocre crap, right?

01:22:56.307 --> 01:23:04.207

Tom: If you highlight any one area of a GTA game, it's not going to look that interesting, which is exactly what they've done here.

01:23:04.907 --> 01:23:18.147

Phil: Well, the appeal to a Grand Theft Auto game, when Grand Theft Auto III first came out, was like, oh my god, it's a racing game, oh my god, it's a third person action game, oh my god, it's a third person brawler, right?

01:23:18.847 --> 01:23:20.587

Phil: Oh my god, it's an open world game.

01:23:21.467 --> 01:23:29.107

Phil: And before then, people were completely satisfied with buying a game like Driver, which is extremely limited.

01:23:30.047 --> 01:23:34.187

Phil: People were content to pay for Crazy Taxi, which is great.

01:23:34.207 --> 01:23:35.867

Phil: I mean, you should pay for Crazy Taxi.

01:23:35.887 --> 01:23:39.707

Phil: It's a fun driving game, but that's just one aspect of Grand Theft Auto.

01:23:40.887 --> 01:23:47.927

Phil: And now they're introducing Golf, just as Yakuza had done prior, and all these other elements as well.

01:23:47.947 --> 01:23:53.107

Phil: So their shtick has always been Jack of all trades, Master of None.

01:23:53.127 --> 01:23:54.547

Phil: That's always been their appeal.

01:23:55.107 --> 01:23:57.867

Phil: This is a one-stop shop for gaming experiences.

01:23:58.907 --> 01:24:08.167

Phil: Now, when Saints Row III, they took that even further with things like text adventures and things like that, and flying games.

01:24:08.267 --> 01:24:13.687

Phil: And they've done flying in Grand Theft Auto before as well, but the flying has always been absolutely horrible.

01:24:15.127 --> 01:24:18.567

Phil: So even in that level, they're being outdone by Saints Row.

01:24:18.587 --> 01:24:22.907

Phil: They're being outdone on the story level by Naughty Dog with The Last of Us, among many others.

01:24:22.927 --> 01:24:25.747

Tom: They're being outdone on the story level by basically everyone.

01:24:26.287 --> 01:24:27.287

Phil: Yeah, by everyone.

01:24:28.127 --> 01:24:31.067

Phil: By Pac-Man CE.

01:24:31.627 --> 01:24:32.147

Phil: So, yeah.

01:24:32.267 --> 01:24:37.707

Phil: So, in any case, this kind of dampened my anticipation for the game.

01:24:37.727 --> 01:24:40.767

Phil: Nonetheless, I will be getting it at launch and talking about it on the show.

01:24:40.787 --> 01:24:42.567

Tom: But Kojima absolutely loves it.

01:24:42.907 --> 01:24:43.707

Phil: Yes, indeed.

01:24:43.727 --> 01:24:45.467

Phil: He said that he was kind of pissed off.

01:24:45.487 --> 01:24:48.547

Phil: He says he doesn't think that his five will match their five.

01:24:48.547 --> 01:24:57.907

Tom: And all I can say is, the Metal Gear Solid 5 trailer, the gameplay they showed and the way they presented it, was in fact significantly worse than the GTA 5 trailer.

01:24:57.927 --> 01:25:00.927

Tom: So, perhaps he's on to something, at least in their presentation.

01:25:01.227 --> 01:25:07.147

Phil: Yeah, I think there are a couple of franchises that should be rested, and Metal Gear Solid is one of them.

01:25:08.147 --> 01:25:12.107

Tom: Which is an opinion that Kojima supposedly shared on many occasions.

01:25:12.787 --> 01:25:15.227

Phil: Yes, for about the last 15 years.

01:25:16.847 --> 01:25:28.267

Phil: In other big news, so Nintendo has said that when it comes to the scale of software development, Wii U and HD graphics requires about twice the human resources than before.

01:25:29.627 --> 01:25:32.867

Phil: Please allow me to explain that we may have underestimated the scale of this change.

01:25:33.207 --> 01:25:35.467

Phil: This is what led to the release delay for Pikmin 3.

01:25:35.487 --> 01:25:42.227

Phil: The overall software development took more time than originally anticipated as we tried to polish the software at a completion phase of development.

01:25:42.927 --> 01:25:51.067

Phil: So we talked in two podcasts ago about how developers had to confront HD development in this generation.

01:25:51.707 --> 01:25:55.027

Tom: We were in fact just talking about it in this podcast with Halo even.

01:25:55.687 --> 01:26:01.927

Phil: Oh yeah, and in terms of how developers had to grapple with it, but they finally come to terms with it.

01:26:01.947 --> 01:26:11.527

Phil: At first it was ridiculously expensive and resource heavy, but then they figured out how to use engines and staffing appropriately, and now they can enter this next generation.

01:26:12.127 --> 01:26:30.527

Phil: Poised pretty well to be able to make good games at a high quality with pretty limited resources, whereas Nintendo is now grappling with this a generation late for the first time, and have shockingly admitted as such with this statement.

01:26:30.987 --> 01:26:35.367

Tom: I think that's the surprising part that they've come out and said this rather than it being the case.

01:26:35.847 --> 01:26:36.687

Phil: Why would you say this?

01:26:37.007 --> 01:26:38.447

Phil: I mean, it's refreshing.

01:26:39.207 --> 01:26:56.467

Tom: Do you think maybe it is simply due to the lack of releases on the Wii U, so they think perhaps a genuine excuse or reason for the delay of Pikmin 3, which they were hyping as a release title, right?

01:26:57.507 --> 01:26:57.827

Phil: Yes.

01:26:57.847 --> 01:26:58.367

Phil: Yep.

01:26:58.787 --> 01:26:59.767

Tom: Was necessary.

01:27:00.027 --> 01:27:10.367

Tom: So the negative aspects, PR aspects of them, admitting that they're having trouble, perhaps outweigh them delaying the game without a valid excuse.

01:27:11.607 --> 01:27:18.467

Tom: If they just come out and said, we're delaying it because we want it to be perfect, everyone's going to say, well, fuck you, we just want a goddamn game.

01:27:18.487 --> 01:27:19.747

Tom: We don't care if it's not perfect.

01:27:19.907 --> 01:27:27.847

Tom: But if they come out and say, it comes across as a genuine admission of trouble, people are going to stomach it more easily.

01:27:28.567 --> 01:27:35.147

Phil: Yeah, but the problem with this is that they announced Pikmin 3, Miyamoto did offstage at E3, like four years ago.

01:27:35.187 --> 01:27:36.987

Phil: It was originally going to be a Wii title.

01:27:37.527 --> 01:27:39.467

Phil: And they're still floundering about with it.

01:27:40.967 --> 01:27:42.907

Phil: This would hurt their stock tremendously.

01:27:42.927 --> 01:27:52.307

Phil: I mean, because they're basically admitting, this would be like a Ford CEO coming forward and saying, God, you know, all these safety regulations with the seatbelts and the airbags and everything.

01:27:52.507 --> 01:27:54.947

Phil: It's like requiring twice the staff.

01:27:55.287 --> 01:27:57.407

Phil: We don't know how to make cars anymore.

01:27:57.427 --> 01:27:59.387

Phil: I mean, God, this is hard stuff.

01:27:59.447 --> 01:28:01.247

Phil: We're going to have to get robots and shit.

01:28:01.267 --> 01:28:02.567

Phil: What the hell is going on?

01:28:02.867 --> 01:28:06.027

Phil: We can't even bring out a game we first launched four years ago.

01:28:06.047 --> 01:28:07.707

Phil: No, it's a bloody nightmare.

01:28:07.727 --> 01:28:08.347

Phil: Let me tell you.

01:28:08.367 --> 01:28:11.187

Phil: You know, I mean, this hurts them.

01:28:11.547 --> 01:28:12.987

Phil: This is not voting well.

01:28:13.447 --> 01:28:17.467

Phil: I mean, the fact that they're telling the truth about it is nice for me as a gamer.

01:28:17.687 --> 01:28:19.187

Phil: I like candor.

01:28:19.187 --> 01:28:21.387

Phil: It'd be nice to know these things up front.

01:28:21.927 --> 01:28:25.467

Phil: But basically, they're looking confident as it is for not releasing the game.

01:28:25.787 --> 01:28:34.447

Phil: So coming forward and saying, we weren't competent enough to come up with the full planning in terms of researching what it takes to release an HD game.

01:28:34.767 --> 01:28:38.287

Phil: So that's why all our games are late.

01:28:38.307 --> 01:28:47.747

Phil: That doesn't provide any excuse for the third party support, because the third parties are already chest deep in how to do HD games.

01:28:48.047 --> 01:28:51.067

Phil: And in fact, the Wii U should be a slam dunk no brainer.

01:28:51.767 --> 01:28:54.507

Phil: It should just be another channel that you release your HD game on.

01:28:55.847 --> 01:28:57.547

Phil: And they're still not doing it.

01:28:58.767 --> 01:29:18.227

Phil: And you got Ubisoft out there, this is really a downer, I didn't want to really talk about this, but you got Ubisoft out there saying that Zombie U, which was the premier launch game that gamers enjoyed, lost money and they have no intention, quote, or desire to make a sequel for it.

01:29:18.447 --> 01:29:26.327

Tom: Well, I mean, if they ever did, if they were expecting that, to make a large amount of money, or even not lose money, they were utterly stupid.

01:29:26.347 --> 01:29:28.807

Tom: That is an incredibly niche game.

01:29:28.867 --> 01:29:33.567

Tom: Yes, it has zombies in it, but it is an actual survival horror game, right?

01:29:33.867 --> 01:29:44.467

Tom: And you cannot make, this is a demonstrated fact, you cannot make a full budget survival horror game at the moment in gaming.

01:29:44.487 --> 01:29:46.987

Phil: I don't know if it's a full budget, but you are right.

01:29:47.267 --> 01:29:51.767

Tom: It's certainly not like it was on the level of making a niche title.

01:29:52.047 --> 01:29:53.027

Tom: It was larger than that.

01:29:53.747 --> 01:30:00.407

Phil: I recant, and you are absolutely right in the premise, because if you look at Alan Wake, that is a game that should have gotten a sequel.

01:30:00.447 --> 01:30:06.487

Phil: And if it were cross-platform, it would have gotten a proper sequel, not the American Tourist one or whatever it was called.

01:30:06.507 --> 01:30:07.547

Tom: American Nightmare.

01:30:07.567 --> 01:30:10.427

Phil: Accidental Tourist, right.

01:30:10.847 --> 01:30:13.167

Phil: That game should have gotten a full sequel, right?

01:30:13.327 --> 01:30:14.967

Phil: But because it was single platform, it didn't.

01:30:15.467 --> 01:30:20.547

Phil: And Ubisoft, though, they know what they are getting into when they release these games for these consoles.

01:30:20.567 --> 01:30:23.867

Phil: They always spam them with games like Red Steel and all the rest of it.

01:30:24.687 --> 01:30:26.427

Phil: So I just don't understand.

01:30:26.567 --> 01:30:32.607

Phil: They know what they are doing when it comes to releasing games for a new console.

01:30:32.747 --> 01:30:34.687

Phil: They know the install base is going to be low.

01:30:36.127 --> 01:30:40.767

Phil: Red Steel was a one-to-one purchase for the Wii.

01:30:41.287 --> 01:30:44.647

Phil: And I guess they were assuming it was going to be the case for Zombie U as well.

01:30:46.747 --> 01:30:50.127

Tom: I think perhaps with Zombie U, what they were doing was...

01:30:50.667 --> 01:30:54.867

Tom: because Legends was meant to come out much earlier as a Wii U exclusive, of course.

01:30:54.887 --> 01:31:06.927

Tom: So I would have looked at it as they were going to make their money on Legends, but they were going to have Zombie U as the title that many people in the company might have wanted to make.

01:31:07.627 --> 01:31:10.227

Phil: Anyway, it's a big downer and I hope it turns around.

01:31:10.247 --> 01:31:15.407

Tom: But of course, Ubisoft is actually supporting the Wii U more than basically any publisher.

01:31:15.427 --> 01:31:16.107

Phil: Anyone else.

01:31:16.307 --> 01:31:16.747

Phil: Oh yeah.

01:31:17.387 --> 01:31:18.447

Phil: Yeah, yeah, yeah.

01:31:18.467 --> 01:31:19.307

Phil: They're trying to own it.

01:31:20.667 --> 01:31:31.687

Phil: But having their CEO come out and say defamatory, not defamatory, but clearly negative statements about the platform in which they're most heavily invested more than any other third party is not a good sign.

01:31:31.707 --> 01:31:35.427

Phil: It's showing that he's a little bit frustrated about the level of commercial success that they're having.

01:31:35.447 --> 01:31:48.187

Tom: But him even making that statement, I think, is obviously not the same degree as Nintendo's statement, but it's the same self-damaging sort of statement because they are releasing so many titles for the console.

01:31:48.487 --> 01:31:49.807

Tom: Why are they then criticizing it?

01:31:50.327 --> 01:32:00.027

Phil: Yeah, and particularly amongst enthusiasts for Nintendo, the last thing you want to say is anything negative about Nintendo because that will wash over onto your other games, right?

01:32:00.307 --> 01:32:02.927

Phil: They'll go, screw Ubisoft because blah, blah, blah.

01:32:03.027 --> 01:32:04.427

Phil: Yeah.

01:32:04.447 --> 01:32:14.027

Phil: So to end on good news and kind of strangely ironic news, digital PlayStation 4 games, whatever that means, will be accessible from any console.

01:32:14.787 --> 01:32:25.727

Phil: This is what Microsoft was promising with the Xbox One and then took back because we were also immature and we can't apparently deserve a modern console.

01:32:26.987 --> 01:32:40.567

Phil: And so just to rub it in, this week Sony released that yeah, you'll be able to start playing any game while it's installing from the disc, which is a feature of the Xbox One, and also any digital game you buy.

01:32:40.647 --> 01:32:47.747

Phil: So if you buy Super Meat Boy 4 digitally and I come over to your house, I can just log on to my account and start playing it while it's installing.

01:32:47.767 --> 01:32:50.187

Tom: And I assume you can play these games offline, right?

01:32:51.647 --> 01:32:54.047

Phil: Since they said that you can play all games offline.

01:32:54.147 --> 01:32:57.647

Tom: So this is basically the ultimate version of PSN sharing, right?

01:32:58.647 --> 01:33:09.727

Phil: I believe, however, what this means, though, is that if I'm coming over to your house, I log on to my PSN account, and it starts downloading, I start playing Super Meat Boy 4, right?

01:33:10.707 --> 01:33:18.227

Phil: As soon as I go home and log back into my PlayStation 4, it's not going to allow synchronous logins.

01:33:18.987 --> 01:33:20.847

Phil: It'll basically say, oh, you're over here now.

01:33:21.107 --> 01:33:23.087

Phil: Okay, so you can play your games over here now.

01:33:23.367 --> 01:33:27.667

Tom: Will it then prevent you from playing games on the other console if you do not log in?

01:33:28.307 --> 01:33:28.827

Phil: Absolutely.

01:33:28.847 --> 01:33:30.327

Phil: That's terrible then.

01:33:30.347 --> 01:33:42.007

Phil: If you know that I go to bed at 8.30 every night, and you're up from 8.30 to midnight, then you could basically give you my login information, and you'd be able to log in as me and play Super Meat Boy 4.

01:33:42.567 --> 01:33:43.887

Tom: That's still below what PSN sharing is.

01:33:47.327 --> 01:33:49.787

Phil: Oh yeah, which was insane, and obviously...

01:33:49.807 --> 01:33:51.027

Tom: And an awesome feature though.

01:33:51.627 --> 01:33:54.307

Phil: Yeah, but it's something that you wouldn't expect them to include.

01:33:55.367 --> 01:33:59.267

Phil: But the very fact that they are including this, and this is the ability for me to...

01:33:59.547 --> 01:34:03.107

Phil: It's the equivalent of me saying, hey, I'm coming over to your house, what games do you want me to bring?

01:34:03.787 --> 01:34:05.967

Phil: In the past, that's been limited to physical games.

01:34:06.087 --> 01:34:14.587

Phil: Now I can also say, oh hey, and check out Thomas' Got Friends, the sequel to Thomas Was Aligned, and then you start playing it right away.

01:34:16.747 --> 01:34:17.867

Phil: No, that's not.

01:34:19.087 --> 01:34:33.947

Tom: So even though it's not full game sharing, it's something at least, and I'm just going to advertise a random article I read, which had some interesting content in it, and we'll stick the link to it in the show notes, which was A Tale of Two E3s, Xbox vs.

01:34:33.967 --> 01:34:34.947

Tom: Sony vs.

01:34:35.047 --> 01:35:14.227

Tom: Sega on MCV UK, which is interesting because it features some, I suppose you could call it interviews, with Tom Kalinsky, who was the ex-Sega America boss, and Steve Race, who was, I think, the ex-Sony boss, Sony America boss at the time as well, and it has some humorous insights into the completely different nature of E3 back then, and that Sony and Sega were attempting to work together until Sega pointed out that Sony are incompetent idiots.

01:35:14.247 --> 01:35:15.487

Tom: Why would we want to work with them?

01:35:16.187 --> 01:35:27.187

Phil: If I were in charge of either Sony or Microsoft or Nintendo back then, I would have bought up Sega, Lock, Stock and Barrel, and kept those Dreamcast teams intact.

01:35:28.447 --> 01:35:37.027

Tom: Yep, and I think, actually, probably the most interesting insight from the article was that you would have bought Sega, had you been Bill Gates back then.

01:35:37.807 --> 01:35:40.667

Phil: Oh, yeah, absolutely.

01:35:40.687 --> 01:35:44.707

Phil: And had he done so, he probably would have solved this whole malaria thing a lot quicker.

01:35:44.727 --> 01:35:45.487

Tom: Yep, exactly.

01:35:46.327 --> 01:35:49.587

Tom: If only you had done that today, we would be free of malaria.

01:35:50.967 --> 01:35:51.747

Phil: So, is that it?

01:35:51.767 --> 01:35:52.987

Phil: Are we done with the podcast?

01:35:53.007 --> 01:35:55.367

Phil: I think we've done a pretty good job so far.

01:35:55.627 --> 01:36:09.687

Tom: Well, let's pretend we are finished and act as if this is another random tangent, and going to impromptu, ignore what we said at the beginning of the podcast, this was not planned, and impromptu Bioshock interview.

01:36:10.447 --> 01:36:11.327

Tom: Sorry, preview.

01:36:11.967 --> 01:36:14.047

Phil: No, no, let's do the Bioshock interview.

01:36:14.067 --> 01:36:16.647

Phil: You can be Ken Levine.

01:36:16.847 --> 01:36:18.307

Phil: No, I'm going to be Bioshock.

01:36:19.207 --> 01:36:21.547

Phil: I'm going to be Bioshock, and just go ahead and give me the map.

01:36:21.567 --> 01:36:24.147

Tom: I'm going to be Ken Levine asking Bioshock questions.

01:36:24.887 --> 01:36:25.707

Phil: Oh, very good.

01:36:27.467 --> 01:36:29.427

Tom: Aren't you the greatest game ever made?

01:36:30.607 --> 01:36:38.267

Phil: Well, Ken, I know you're only asking that to be polite, because you already know that I'm the greatest game ever made.

01:36:38.547 --> 01:36:39.967

Phil: You made me, after all.

01:36:40.347 --> 01:36:42.287

Tom: Am I not incredibly handsome?

01:36:43.267 --> 01:36:50.267

Phil: You are incredibly handsome, and I think that all of the NPCs in the game should carry your hairy visage.

01:36:51.347 --> 01:37:00.287

Tom: And one final question, Bioshock, which do you think is better, Bioshock Infinite or Bioshock?

01:37:00.307 --> 01:37:04.647

Tom: I mean, obviously I'm asking Bioshock, but just...

01:37:04.927 --> 01:37:09.187

Phil: Well, Bioshock Infinite is kind of my grandchild.

01:37:09.327 --> 01:37:12.907

Phil: Well, actually my son, since Bioshock 2 doesn't exist.

01:37:12.927 --> 01:37:13.547

Phil: Right, Ken?

01:37:13.547 --> 01:37:14.787

Tom: That's right, that's right.

01:37:14.947 --> 01:37:27.527

Phil: So I take tremendous pride in my son, Bioshock Infinite, and as with all parents, I want my son or daughter to succeed on a level higher than I did myself.

01:37:27.547 --> 01:37:32.987

Phil: And I think at least graphically, Bioshock Infinite does that in spades.

01:37:33.847 --> 01:37:49.347

Phil: Also, the little sister in Bioshock has cleavage, so I'd have to say that my son-daughter game has cleavage, therefore it is superior to me because all I had was little sisters and big daddies.

01:37:49.427 --> 01:37:50.407

Phil: Ahem, harumph.

01:37:50.467 --> 01:37:53.587

Tom: And you know who that cleavage is based on, don't you?

01:37:56.207 --> 01:37:58.067

Tom: One of my millions of groupies.

01:37:59.987 --> 01:38:01.107

Phil: Oh, you're still Ken Levine?

01:38:01.127 --> 01:38:02.027

Phil: Oh, really?

01:38:02.047 --> 01:38:04.227

Phil: Who might that be?

01:38:05.507 --> 01:38:05.947

Tom: I don't know.

01:38:05.967 --> 01:38:06.887

Tom: I don't know their names.

01:38:06.907 --> 01:38:07.847

Tom: There's so many of them.

01:38:08.787 --> 01:38:14.167

Phil: You know, I'm really regretful up to this point that I wasn't putting on a fake voice for Bioshock.

01:38:14.187 --> 01:38:15.307

Phil: I was just using my regular voice.

01:38:15.327 --> 01:38:16.647

Tom: That's Infinite's voice, I think.

01:38:17.767 --> 01:38:20.127

Phil: Yeah, I'm Bioshock Infinite over here.

01:38:20.567 --> 01:38:21.347

Phil: Okay, here.

01:38:21.807 --> 01:38:24.767

Phil: All right, so you played Bioshock and beat it.

01:38:25.307 --> 01:38:27.547

Phil: I beat it almost a year to the day.

01:38:27.827 --> 01:38:30.247

Phil: I beat it in July 15th.

01:38:30.347 --> 01:38:30.627

Tom: Yep.

01:38:30.927 --> 01:38:34.887

Phil: And I gave the game a nine, right?

01:38:34.907 --> 01:38:35.587

Phil: Yep.

01:38:35.827 --> 01:38:38.007

Phil: I had tried to play the game two times before.

01:38:38.027 --> 01:38:40.327

Phil: I had been calling it Bioshock.

01:38:41.367 --> 01:38:42.507

Phil: I thought it was terrible.

01:38:42.887 --> 01:38:57.287

Phil: And in fact, all of my pre-memories had overwhelmed my post-memories because I had no idea until I started looking into it what my impressions of this game were from just a year ago until I went back and started reading some of my words.

01:38:57.567 --> 01:39:01.867

Phil: And apparently, I was impressed with the game, ultimately.

01:39:03.407 --> 01:39:04.427

Tom: I do not believe that.

01:39:05.147 --> 01:39:08.987

Phil: I must have made a pretty weak impression.

01:39:09.387 --> 01:39:12.307

Phil: But I think the impression that it made before we go into your review...

01:39:12.327 --> 01:39:14.787

Tom: A weak impression deserving of a 9.

01:39:17.527 --> 01:39:18.387

Phil: I will say this.

01:39:18.927 --> 01:39:24.107

Phil: I have never played a game in which I liked force powers.

01:39:24.127 --> 01:39:24.367

Tom: Yeah.

01:39:24.447 --> 01:39:24.787

Phil: Right?

01:39:25.867 --> 01:39:26.227

Phil: Never.

01:39:26.367 --> 01:39:30.907

Phil: I mean, there are tremendous examples out there of games that people love these things in.

01:39:31.607 --> 01:39:36.807

Phil: Games like Geist and Thief and Star Wars The Force Unleashed.

01:39:36.987 --> 01:39:38.367

Phil: Was that really what it was called?

01:39:38.387 --> 01:39:38.627

Tom: Yep.

01:39:39.367 --> 01:39:40.047

Phil: Oh, good God.

01:39:40.287 --> 01:39:43.207

Phil: And it's never worked for me.

01:39:43.387 --> 01:39:45.187

Phil: And it worked for me in this game.

01:39:45.807 --> 01:39:54.187

Phil: Now, having played Bioshock Infinite, I have a different opinion about force powers, which I'll go into in the coming weeks when we both talk about it.

01:39:55.267 --> 01:40:02.987

Phil: But why don't you go ahead and start your oral review and how you found this game?

01:40:03.007 --> 01:40:07.987

Tom: Well, I'm going to start with an anecdote, which could almost possibly be considered backstory.

01:40:08.007 --> 01:40:10.467

Tom: So, my apologies in advance.

01:40:10.587 --> 01:40:17.367

Tom: And you may not have even been particularly aware of this, as at the time when it came out, I believe you were still a console gamer, right?

01:40:18.307 --> 01:40:18.647

Phil: Yeah.

01:40:18.727 --> 01:40:19.007

Tom: Yeah.

01:40:19.387 --> 01:40:22.387

Tom: Well, basically, I downloaded the demo for this.

01:40:22.987 --> 01:40:28.887

Tom: I was always looking forward to it for a variety of reasons, so I actually bothered to download the demo.

01:40:29.007 --> 01:40:31.167

Tom: And guess what the demo contained?

01:40:31.507 --> 01:40:34.927

Phil: Wait, I thought it was a 360 exclusive.

01:40:35.107 --> 01:40:35.287

Tom: No.

01:40:37.827 --> 01:40:38.427

Tom: I don't think so.

01:40:38.447 --> 01:40:42.807

Tom: If it was a 360 exclusive, it very soon after came out on PC.

01:40:43.747 --> 01:40:43.987

Phil: Yeah.

01:40:44.447 --> 01:40:44.807

Tom: Yep.

01:40:44.847 --> 01:40:46.287

Tom: So guess what was in the demo?

01:40:46.927 --> 01:40:49.227

Tom: Remember, this is a promotional free demo.

01:40:50.007 --> 01:40:50.367

Phil: Yeah.

01:40:50.607 --> 01:40:51.547

Phil: Secure ROM.

01:40:52.347 --> 01:40:52.647

Phil: What?

01:40:53.147 --> 01:40:53.447

Tom: Yep.

01:40:54.007 --> 01:40:58.067

Tom: The demo of the game contained the DRM Secure ROM.

01:40:58.747 --> 01:40:59.067

Tom: Yeah.

01:40:59.207 --> 01:40:59.927

Phil: I remember this.

01:40:59.987 --> 01:41:00.227

Tom: Yeah.

01:41:02.287 --> 01:41:10.667

Tom: So, that's the first issue that the game decided to inflict upon itself.

01:41:10.827 --> 01:41:13.887

Tom: The second was, and I also in fact pre-ordered it.

01:41:14.427 --> 01:41:16.027

Phil: It was trying to copy Half-Life 2.

01:41:16.607 --> 01:41:16.927

Tom: Yep.

01:41:17.527 --> 01:41:18.567

Phil: By including Steam.

01:41:19.687 --> 01:41:20.267

Tom: Exactly.

01:41:20.287 --> 01:41:23.607

Tom: Except Secure ROM is even more useless than Steam.

01:41:24.127 --> 01:41:24.667

Phil: Oh, absolutely.

01:41:24.687 --> 01:41:46.647

Tom: Yep, so then, undeterred by this fact completely after figuring out that it was possible to remove Secure ROM at a later date after being finished with the game, I nevertheless pre-ordered it mainly due to the figurine that was part of the packing or the limited edition.

01:41:47.147 --> 01:41:57.687

Phil: I remember this vividly because I had a friend at work who pre-ordered it from Fry's Electronics and it was coming with this figurine and I was like do I really want to pre-order it?

01:41:57.707 --> 01:42:02.347

Phil: I don't know anything about Irrational Games, I'm not sure I want to pre-order it.

01:42:03.687 --> 01:42:13.247

Phil: So I did get a limited release, it comes with a nice embossed cardboard sleeve, but it didn't come with the figurine, but I remember the stories about the figurine at the time.

01:42:13.847 --> 01:42:15.987

Tom: Yep, many of them were broken.

01:42:16.927 --> 01:42:17.927

Phil: All of them were broken.

01:42:18.727 --> 01:42:32.047

Tom: And not only did yours not come in without a figurine, but Jamie Hi-Fi would in fact not give me my broken figurine and was somehow annoyed that I asked for my money back.

01:42:33.767 --> 01:42:37.267

Phil: That's the whole point why you pre-order shit to get the fucking stuff, man.

01:42:37.267 --> 01:42:38.267

Tom: Yep, exactly.

01:42:38.287 --> 01:42:41.647

Tom: Even if it's broken, I still want the thing I paid for.

01:42:42.107 --> 01:42:42.507

Tom: Yeah.

01:42:43.327 --> 01:42:45.007

Phil: Yeah, absolutely.

01:42:45.267 --> 01:42:47.527

Phil: So did you ever get your broken thing?

01:42:47.747 --> 01:42:48.487

Phil: Or did you get the refund?

01:42:48.687 --> 01:42:56.327

Tom: They refused to give it to me, so they eventually, with much outrage and disappointment, gave my money back.

01:42:57.067 --> 01:43:00.607

Tom: It was not until there was a steam sale that I considered buying the game again.

01:43:00.887 --> 01:43:08.527

Tom: I think I paid about $5 for it, which is a fair price for a game without a figurine.

01:43:08.787 --> 01:43:13.747

Tom: The figurine was probably worth about $5 itself, but I wanted my damn figurine.

01:43:14.347 --> 01:43:19.887

Phil: I think I can speak on behalf of Ken Levine, since I've listened to all of his podcasts, and you can listen to his podcasts.

01:43:19.907 --> 01:43:25.807

Phil: He has a show called The Rational Podcast, where he interviews famous developers, so I think at this point I know him.

01:43:25.827 --> 01:43:30.147

Tom: Do you think this consists of him asking them how great Bioshock is?

01:43:31.787 --> 01:43:32.787

Tom: Yep.

01:43:32.867 --> 01:43:42.547

Tom: With the anecdote out of the way, it is actually relevant to the first point I'm going to begin with, which is dedicated to King of Old School from GameSpot.

01:43:42.647 --> 01:43:48.447

Tom: And it's going to be a point that I think you were going to be, perhaps, genuinely outraged about.

01:43:48.467 --> 01:44:04.127

Tom: Now, the reason why the figurine was such, apart from the very fact that I paid for it, the other reason I wanted it even broken was because those were pretty damn awesome figurines, as cheaply made as they were, they looked excellent.

01:44:04.147 --> 01:44:16.647

Tom: And the reason for that is the art style in Bioshock, which is all the characters, including the big daddies and the like, look not even slightly, but exactly like toys, correct?

01:44:18.187 --> 01:44:19.387

Phil: Embarrassingly so.

01:44:19.447 --> 01:44:27.807

Phil: And there is no greater barrier for me to, hurdle for me to have to cross than the aesthetic of the non-playable characters in this game.

01:44:28.547 --> 01:44:30.647

Phil: It is astonishingly bad.

01:44:30.687 --> 01:44:32.507

Tom: It is astonishingly good.

01:44:33.487 --> 01:44:45.647

Tom: And this art style made this probably, I can't think of a game, a non-PC game, because of course I did play this on PC, but it is first and foremost a console game.

01:44:45.667 --> 01:44:52.667

Tom: I cannot think of a console game from 2007 that has technically held up as well with the graphics.

01:44:52.687 --> 01:44:54.167

Tom: And the reason for that is...

01:44:54.527 --> 01:44:55.007

Phil: Wrong.

01:44:55.167 --> 01:44:55.747

Tom: No.

01:44:56.007 --> 01:44:57.007

Tom: I'm in fact correct.

01:44:57.027 --> 01:44:57.647

Tom: I think you're fine.

01:44:57.667 --> 01:44:58.567

Tom: But the reason for that is...

01:44:58.587 --> 01:44:58.867

Phil: Condemned.

01:44:59.387 --> 01:45:00.007

Phil: Condemned.

01:45:00.027 --> 01:45:00.787

Tom: And the reason...

01:45:00.987 --> 01:45:03.827

Tom: Well, actually, I haven't played Condemned yet, but just shut up for a minute.

01:45:05.007 --> 01:45:20.927

Tom: The reason for that is the fact that, and it is clearly a deliberate visual choice based on what Infinite looks like, and as far as I can see anyway, in the game itself, they are meant in fact to look like toys.

01:45:21.047 --> 01:45:34.427

Tom: And this is not just in their immediate appearance, but when they get burnt and various injuries and such like that happens to them, they also look like mangled toys as well.

01:45:34.707 --> 01:45:46.727

Tom: So it's actually a consistent visual style, which you don't find in a game that might have toy-like looking characters by accident generally.

01:45:47.207 --> 01:45:58.787

Tom: And the thing is, you look at it, look at the character models, compare them directly to Bioshock 2, which no longer has such a toy-like look.

01:45:59.467 --> 01:46:02.907

Tom: It's going for a more realistic sort of visual style.

01:46:03.447 --> 01:46:18.887

Tom: And Bioshock actually looks less dated because it's an art style that was pretty much successfully created without being hindered by the technical limitations of an early console release in the generation.

01:46:19.647 --> 01:46:21.707

Phil: Yeah, you're making the Wind Waker argument, right?

01:46:21.727 --> 01:46:25.687

Phil: Which is basically, it's an artistic choice, therefore, it still looks good to this day.

01:46:26.087 --> 01:46:28.447

Phil: Which is a valid argument for Wind Waker.

01:46:29.207 --> 01:46:34.067

Phil: There is no reason why human beings should appear to be made of tin in Bioshock.

01:46:35.947 --> 01:46:38.987

Tom: But there's no reason that Link should be a cartoon either.

01:46:40.147 --> 01:46:42.687

Phil: Except for the fact that the entire world is a cartoon.

01:46:42.967 --> 01:46:51.307

Tom: But the entire world in Bioshock also follows the same tinny look and toy-like look as the characters.

01:46:51.467 --> 01:46:53.307

Phil: They're supposed to be humans, though.

01:46:53.707 --> 01:46:55.567

Phil: So they should look like humans.

01:46:55.587 --> 01:47:01.907

Tom: I believe, while Link is not technically a human, he is a human with elongated ears.

01:47:03.247 --> 01:47:05.447

Phil: Yeah, set that aside, right?

01:47:05.547 --> 01:47:15.567

Phil: Because this thing, I need to know what this is, because in Bioshock Infinite, all the NPCs move in robotic fashion.

01:47:17.307 --> 01:47:18.667

Phil: And so what are they saying?

01:47:18.747 --> 01:47:23.327

Phil: I mean, they clearly in Bioshock knew that these looked terrible, right?

01:47:23.567 --> 01:47:25.187

Phil: They all look like tin toys.

01:47:25.227 --> 01:47:27.787

Phil: They look like tin toys with enamel painting.

01:47:28.167 --> 01:47:30.187

Tom: And that's why they look awesome, not terrible.

01:47:30.207 --> 01:47:33.887

Phil: And is that, was that an artistic choice or was this completely clueless?

01:47:33.887 --> 01:47:44.827

Tom: No, I think that you don't have the same issue that you have in Infinite with the strange movements of the characters because of the way that the story is told, but we'll get to that in a minute.

01:47:44.847 --> 01:47:55.787

Tom: But as far as the visual concept, this is, I don't know, I don't see how you could think this was by accident because the entire world has the same consistency in design.

01:47:56.247 --> 01:48:39.647

Tom: The world, and it's not just in visual look as well, but the way the world is designed, and it's not necessarily to such a deep level that they're thinking we're going to make everything look like toys, but the architectural design of the areas, to me, basically followed the same sort of design of toy houses and the like, where you've got a certain general sort of architectural style you're attempting to replicate, and to do it in a sort of pseudo realistic way, but very miniaturized and very focused, where it then becomes completely different to what it's actually replicating, right?

01:48:40.287 --> 01:48:43.147

Phil: Well, this is exactly what one of my points from last year was.

01:48:43.167 --> 01:48:45.287

Phil: Number one, the level designs are painful.

01:48:45.647 --> 01:48:55.207

Phil: They look, they are like a small shopping mall, which isn't designed, a small shopping mall isn't designed to move you from place to place.

01:48:55.367 --> 01:48:59.287

Phil: It's designed to trap you in areas so that you spend money.

01:49:00.787 --> 01:49:06.667

Phil: These are the things that are horrible about Bioshock is that the characters look like tin robots.

01:49:06.807 --> 01:49:15.767

Phil: The levels are like in a dollhouse, rather, where no design is, it's not designed for traffic flow.

01:49:15.787 --> 01:49:20.207

Phil: It's basically designed because, well, you're in this room and you like this room, we're going to play in this room.

01:49:20.607 --> 01:49:22.987

Phil: If you need to go to another room, then you will figure it out.

01:49:24.127 --> 01:49:32.147

Phil: There's not a flow as there is an architecture where, okay, there's a system set up to freely move you from one point to the next.

01:49:32.647 --> 01:49:46.227

Phil: Now, you say this is deliberate, it has to be deliberate because it's so bad that no one playing this game could say, you really sold on this tin stuff, right?

01:49:46.447 --> 01:49:48.607

Phil: You know this looks like shit, right?

01:49:48.707 --> 01:49:49.887

Phil: You know this looks like shit.

01:49:51.147 --> 01:49:57.867

Tom: It's not just that, it's also consistent because this is in, it has to be deliberate also because of the extreme consistency.

01:49:57.887 --> 01:50:02.427

Tom: It's not like these are mistakes they're making even with reasonable regularity.

01:50:02.447 --> 01:50:05.407

Tom: It's throughout the entire game, every aspect of it.

01:50:05.847 --> 01:50:07.507

Phil: So it has to be an artistic choice.

01:50:08.507 --> 01:50:12.327

Tom: And it's one that I appreciate and you obviously despise.

01:50:12.347 --> 01:50:18.427

Tom: So we disagree there, but it's not even just in the architectural design and visual design.

01:50:18.447 --> 01:50:27.007

Tom: It's also in the design of the plot and also of the dialogue and the way that the story is told.

01:50:27.207 --> 01:50:35.487

Tom: One of the interesting things about the way that the story is told is which buys perfectly into the dollhouse design.

01:50:35.727 --> 01:50:49.247

Tom: Of course, another interesting thing about dollhouse is exactly what you said where you move there are these certain rooms that you basically get trapped in and there's no logic or design to the connection between these areas.

01:50:50.687 --> 01:50:56.927

Tom: This is not just in the general geography of the game, it's also in the storytelling itself.

01:50:56.987 --> 01:51:05.467

Tom: So while you might be listening to the people talking to you as you're going along, you're then going to be trapped in a room as a story scene plays out.

01:51:07.447 --> 01:51:19.847

Tom: So it's also in the storytelling as well, and I can easily see if this did not appeal to you, I do not understand how you could give this game a 9 out of 10.

01:51:21.287 --> 01:51:26.747

Phil: I don't see how I could give this game a 6 out of 10 in remembering it.

01:51:26.767 --> 01:51:38.187

Phil: The story was terrible, the level design was terrible, the combat was terrible, the visual style was terrible, the AI of the NPCs was terrible, they're all just runners.

01:51:38.647 --> 01:51:40.987

Phil: They basically see you and then run up to you.

01:51:42.387 --> 01:51:47.947

Tom: I don't know, once again, this to me creates an excellent aesthetic overall.

01:51:48.947 --> 01:52:01.107

Tom: In the dialogue, which is, by the way, one of the best pastiches in gaming, which is not to say that it's a particularly great pastiche, but by gaming standards, it's one of the best.

01:52:02.027 --> 01:52:17.867

Tom: They're basically copying just general pulp dialogue from, say, 1940s up to the 1960s, and they do a reasonable job of it.

01:52:17.947 --> 01:52:34.987

Tom: Also, not just starting the dialogue, but the voice acting is so ridiculously ham-fisted and over-the-top, which it should be because it's copying radio-style drama voice acting from once again the same time period to the 40s and the 60s.

01:52:35.187 --> 01:52:47.927

Tom: But the reason that it is so excellent as a pastiche and far above any game that I can think of as far as literally just doing a pastiche is concerned is because it doesn't just do the 60s.

01:52:47.947 --> 01:53:08.207

Tom: While it is clearly based in and around 1960, the pastiche as all of the best pastiches do looks beyond the exact time period the pastiche is copying and takes on elements from the culture, from cultural styles leading up to the time period in question.

01:53:08.427 --> 01:53:24.747

Tom: Because of course if you want to create a more authentic and believable representation of any time period, you can't just say okay, let's just copy whatever came out in 1960.

01:53:24.967 --> 01:53:29.027

Tom: Because what came out in 1960 was just a small part of 1960.

01:53:29.047 --> 01:53:42.047

Tom: You've got to look back to what was fashionable or not even fashionable, what was around in 1960 from older eras and what was going out in 1960 that was therefore uncool and all that sort of stuff.

01:53:42.087 --> 01:53:53.947

Tom: And this copies enough stuff from pre-1960s to be a much more complex and successful pastiche than the vast majority of attempts of pastiche in video gaming.

01:53:55.187 --> 01:54:02.327

Phil: I disagree entirely because even by its chronology, it does indeed take place in 1960.

01:54:02.747 --> 01:54:13.667

Phil: However, this is a place that is locked in the 1930s, which is why you have the Art Deco stylings and everything else, the libertarian garbage.

01:54:14.307 --> 01:54:21.567

Phil: And I don't mean that as a commentary on current libertarian politics because I am apolitical for this podcast.

01:54:22.167 --> 01:54:31.927

Phil: But what I'm saying is the over-the-top and rand philosophy or philosophizing that goes on in this game is ridiculous.

01:54:32.847 --> 01:54:35.467

Phil: I'm not making a comment on the political philosophy itself.

01:54:35.767 --> 01:54:37.587

Phil: So is that apologetic enough, do you think?

01:54:37.867 --> 01:54:38.167

Tom: No.

01:54:38.847 --> 01:54:39.727

Phil: Okay, so...

01:54:39.947 --> 01:54:42.607

Tom: We need another few minutes of you saying that.

01:54:43.107 --> 01:54:52.247

Phil: So basically what I'm saying is, yes, your point is correct, but I don't think it applies to this game because the setting is a time capsule.

01:54:52.867 --> 01:54:55.407

Phil: It's something that has been separated away from the world.

01:54:55.887 --> 01:55:01.107

Phil: So even though it takes place in 1960, I never actually thought about that while I was playing the game.

01:55:01.147 --> 01:55:06.307

Phil: I always just pictured myself as being in 1930s Chicago kind of thing.

01:55:07.147 --> 01:55:19.747

Tom: Well, no, I think you can't look at it that way because it is going in over 30 years, even if it is stuck in 1930, the society is going to and culture there is going to progress.

01:55:19.967 --> 01:55:31.007

Tom: And obviously, of course, they didn't come up with their own progression, which is of course a problem, but it's still an excellent 1960s prestige for those reasons.

01:55:31.027 --> 01:55:35.447

Tom: And I think you do need to get anything out of this game.

01:55:35.487 --> 01:55:41.207

Tom: And I would say probably any Ken Levine games is you need to ignore its intentions.

01:55:42.127 --> 01:55:56.367

Tom: And because, as you said, it's in all its hype, it was presented as the Ayn Rand stuff being some and all the press that got all the praise, it was presented as being some amazing philosophical statement, right?

01:55:56.987 --> 01:55:57.307

Phil: Right.

01:55:57.667 --> 01:55:59.047

Tom: That's completely out of bullshit.

01:55:59.067 --> 01:56:01.467

Tom: It's not even over the top Ayn Rand criticism.

01:56:01.927 --> 01:56:12.227

Tom: It's got nothing whatsoever to do with anything closely related to any philosophical stance whatsoever.

01:56:12.307 --> 01:56:26.467

Tom: There is, and it's not even, and presumably they meant to treat it in a better, more complex way, but it is so ridiculously absurd and over the top that it doesn't come through whatsoever.

01:56:26.687 --> 01:56:28.167

Tom: What happened in society?

01:56:28.487 --> 01:56:34.547

Tom: Someone had a pretty awesome idea, went off and built this amazing thing, but oh shit, drugs ruin the society.

01:56:35.107 --> 01:56:37.767

Tom: What the fuck does that have to do with the philosophy?

01:56:37.787 --> 01:56:44.847

Tom: If this had been a totalitarianism or communist society, what the fuck were they going to do when Adam came around differently?

01:56:45.387 --> 01:56:50.227

Phil: In this game, the libertarian philosophy is expressed only in placard form, right?

01:56:50.247 --> 01:56:57.107

Phil: It's only these broadly painted quotes that you see up in the wall, or you hear Rand talk about, right?

01:56:58.107 --> 01:56:59.167

Phil: In the script.

01:56:59.487 --> 01:57:04.287

Phil: But the actual game itself has nothing to do with libertarianism.

01:57:04.307 --> 01:57:05.107

Phil: You're absolutely right.

01:57:08.827 --> 01:57:11.207

Phil: I mean, I'd have to go back and look at some of the art for that.

01:57:11.367 --> 01:57:23.127

Phil: But your larger point is absolutely correct in that, in a libertarian society, you would have a complete legalization of drugs, right?

01:57:23.147 --> 01:57:32.447

Phil: So, if this game were truly putting together a libertarian philosophy, the very last thing that they'd be projecting was that the society was ripped apart by drugs.

01:57:32.807 --> 01:57:36.767

Tom: Well, they do actually, and I think this is possibly a large misinterpretation.

01:57:36.787 --> 01:57:43.727

Tom: I assume this is due to you not having played the game in a year, but it is not a libertarian game.

01:57:43.747 --> 01:57:48.087

Tom: It is a criticism of libertarianism rather than pro-libertarianism.

01:57:48.547 --> 01:57:56.767

Phil: Right, but what I'm saying is, as it is widely reviewed and thought of, they're like, oh, these guys are pro-libertarian.

01:57:56.827 --> 01:57:57.127

Tom: What?

01:57:57.147 --> 01:57:57.867

Tom: Are you serious?

01:57:58.487 --> 01:57:58.907

Tom: Yes!

01:57:59.007 --> 01:57:59.347

Phil: What?

01:57:59.927 --> 01:58:08.547

Phil: And Bioshock 2 was supposed to be a reaction to that, to show that, oh, well, you know, other forms of politics are also great.

01:58:08.547 --> 01:58:10.407

Phil: And I forget what the criticism of Bioshock 2 was.

01:58:10.427 --> 01:58:11.667

Tom: Who the fuck came up with this?

01:58:12.627 --> 01:58:15.247

Phil: I think Brennan Sinclair from gamespot.com.

01:58:16.967 --> 01:58:17.867

Phil: This is mind-blowing.

01:58:17.887 --> 01:58:21.967

Phil: If you listen to the Bioshock 2 podcast they did a couple of years ago.

01:58:21.987 --> 01:58:24.147

Phil: Yeah, go ahead.

01:58:25.747 --> 01:58:28.267

Tom: Yeah, I do not believe that.

01:58:28.287 --> 01:58:28.627

Phil: Sorry.

01:58:28.647 --> 01:58:29.687

Tom: That is incredible.

01:58:30.047 --> 01:58:32.707

Phil: You asked for a direct citation and I gave it to you.

01:58:32.727 --> 01:58:33.567

Tom: That is unbelievable.

01:58:33.587 --> 01:58:43.027

Tom: And the thing is they attempt to do that whole thing with the drugs because, of course, the whole thing is, Adam, let them do whatever the fuck they want and be so amazing.

01:58:43.267 --> 01:58:48.347

Tom: But this, of course, led to this whole collapse of society and all this sort of rubbish.

01:58:48.367 --> 01:58:58.527

Tom: But the way it's presented is that it didn't crumble and get fucked up because of libertarianism, gave these people too much freedom.

01:58:58.727 --> 01:59:08.907

Tom: It got so fucked up because Adam was addictive and or at least gaining power through Adam was addictive and so society got fucked.

01:59:08.927 --> 01:59:23.767

Tom: But the problem with this is if you're going to use drugs as your major point to criticize a philosophy, what the fuck do they think is going to happen in a different type of society?

01:59:24.007 --> 01:59:30.687

Tom: It's an even stupider example because what are the countries that have the worst fucking problem with drugs?

01:59:31.107 --> 01:59:33.907

Tom: The countries that try to police it the most.

01:59:34.187 --> 01:59:36.807

Tom: What are the countries that have the least problem with drugs?

01:59:36.827 --> 01:59:41.067

Tom: It's the countries that police the least.

01:59:41.067 --> 01:59:55.547

Tom: That's not including countries that are already of a low economic standing or have poverty or other problems, which is why, of course, using Somalia as an example of libertarianism is somewhat disingenuous due to the other societal problems.

01:59:56.287 --> 02:00:00.387

Phil: Well, all I'm saying is Somalia is the only example we have of a country without a government.

02:00:00.407 --> 02:00:03.747

Tom: Okay, I see what you're saying.

02:00:03.967 --> 02:00:06.147

Phil: It's not a libertarian government, absolutely not.

02:00:06.207 --> 02:00:07.047

Phil: It's no government.

02:00:07.067 --> 02:00:07.207

Tom: Yeah.

02:00:07.727 --> 02:00:12.367

Phil: And so I was being slightly sardonic and perhaps exaggerating the point, stretching the point to say that...

02:00:12.427 --> 02:00:12.687

Phil: to be continued...

02:00:12.707 --> 02:00:20.507

Phil: That would be a Libertarian Paradise because, yeah, obviously, a true Libertarian Paradise would be closer to Washington state in the United States.

02:00:21.427 --> 02:00:24.847

Phil: To the story, have we touched on the story at all yet?

02:00:25.007 --> 02:00:43.887

Tom: I don't know, but we may as well touch on the story now, and once again, I cannot put this in another way, but it is once again an excellent piece of pastiche because it buys into various fictions of the times and the themes involved in them.

02:00:43.907 --> 02:01:10.307

Tom: So, for example, the politician that is very involved with the people of, with Joe Publick going around in direct rallying and all that sort of stuff, which is basically gone out of modern politics within the same sort of context because, of course, at least in America, as far as I'm aware, of course, you're pretty much far more knowledgeable than I am on American politics, so correct me if I'm wrong in any area.

02:01:10.987 --> 02:01:25.047

Tom: But that aspect of it's gone and it's now more the same sort of lobbying that would have been done to get votes of the lower classes is now more about business lobbying with the upper classes.

02:01:25.067 --> 02:01:46.467

Tom: And, of course, you do get these massive political rallies with everyone, but they're in a different sort of context as opposed to ones of the time where it was more a more direct exchange between the lower classes and the politicians involved, which is not to say that it was to their benefit, but it was a more direct sort of campaigning.

02:01:47.827 --> 02:01:56.267

Tom: Yeah, well, the other reason for doing it in the time period of Bioshock, which would be from the 1930s onwards, would be, of course, just coming out of the Depression.

02:01:56.967 --> 02:02:08.607

Tom: There's not going to be enough votes from the upper class because it would be so diminished, so they would have to be going after the lower middle classes, well, anyway, simply to secure a large amount of votes.

02:02:09.247 --> 02:02:09.787

Phil: Right.

02:02:09.807 --> 02:02:24.467

Phil: Well, coming out of the Depression, particularly in the United States, I mean, there was a real fear that at that time, it's difficult for us to think of here in the 21st century, but at that time, communism was a viable political platform for the West.

02:02:24.907 --> 02:02:35.827

Phil: And so having seen the greatest failure of capitalism, the Great Depression, there was a real concern amongst the status quo that the people might turn to communism.

02:02:36.627 --> 02:02:42.867

Phil: And you can quite imagine it if you had been a factory worker or a farmer, and, you know, farmers were also unionized back then.

02:02:43.807 --> 02:02:59.387

Phil: If you're a factory worker or a farmer and you've just gone through the Great Depression, which was brought about by market forces, something that has absolutely nothing to do with the physical world and how well you made a product or how hard you worked, right?

02:02:59.787 --> 02:03:01.347

Phil: Or you knew that you lost a job.

02:03:01.927 --> 02:03:05.087

Phil: And then if Joe Starlin comes along and says, yeah, capitalism, huh?

02:03:05.127 --> 02:03:07.267

Phil: Well, we gave that a good try, but it really sucks.

02:03:07.607 --> 02:03:08.827

Phil: Here's something you might like.

02:03:08.847 --> 02:03:09.787

Phil: It's called communism.

02:03:10.707 --> 02:03:12.647

Phil: And it all watered down socialism.

02:03:13.307 --> 02:03:15.607

Phil: So in the 30s, there was a real...

02:03:16.467 --> 02:03:22.747

Phil: It was basically a time where all bets were off in terms of what ideology was going to win.

02:03:23.167 --> 02:03:32.027

Phil: And that's where you have this Randian complex come up which you can totally see how in the 1930s, it could have gone either way.

02:03:32.647 --> 02:03:34.407

Phil: They could have stayed the course of capitalism.

02:03:34.427 --> 02:03:39.067

Phil: They could have flipped and gone to the communism cooperative effort.

02:03:39.867 --> 02:03:43.627

Phil: Or they could have gone in this Randian way, which is basically the strongest survive.

02:03:45.767 --> 02:03:54.347

Phil: Let's just minimize government, communism and capitalism and go for a streamlined government that basically is only in armed forces.

02:03:54.847 --> 02:04:01.327

Phil: So I think that basically sets the framework for the storytelling that Ken Levine does in Bioshock.

02:04:01.967 --> 02:04:10.487

Tom: As far as the actual plot not in terms of the politics, another excellent thing that it gets of the period is of course the...

02:04:11.347 --> 02:04:22.527

Tom: I probably said this already, but we need to go into it for another point on the story, is the confidence man or con artist, which of course is a huge cliche from around that time period.

02:04:22.787 --> 02:04:43.627

Tom: And you might think these are all obvious sorts of things, and they are, but the thing is when you look at pastiche in most games, they completely miss the stuff that was actually around in the time period that makes for a reasonable pastiche as far as other mediums will be concerned whatsoever.

02:04:43.647 --> 02:05:04.507

Tom: And it becomes much more either a parody of the era or a pastiche that gets it completely and utterly wrong, such as American Nightmares attempt to pastiche old American science fiction shows where they completely miss the essence of the aesthetics that they're attempting to copy.

02:05:04.527 --> 02:05:11.227

Tom: Whereas here, it's obviously extremely simple and minor stuff that they're getting right, but they are actually getting it right.

02:05:11.247 --> 02:05:23.107

Tom: And whether it's necessarily correct for the world they're attempting to create, given that it is a capsule, they're still following the correct way to achieve a pastiche.

02:05:23.727 --> 02:05:29.527

Tom: And it also comes out in the way that the story is told, rather how the plot unfolds.

02:05:29.547 --> 02:05:31.847

Tom: And this came out in 2007.

02:05:31.867 --> 02:05:33.167

Tom: I think we can do spoilers, right?

02:05:34.327 --> 02:05:35.727

Phil: If spoilers from this point on.

02:05:35.747 --> 02:05:37.507

Tom: Yeah, so you can just stick a warning in there.

02:05:37.907 --> 02:05:45.267

Tom: So the twist, if you can call it that, where you then find out that you are a...

02:05:46.467 --> 02:05:47.147

Tom: What's the term?

02:05:48.747 --> 02:05:52.407

Tom: There's a specific term for the type of hit notice, but I can't remember what it is right now.

02:05:52.827 --> 02:05:55.007

Tom: And I assume you can't either from your silence.

02:05:55.027 --> 02:06:09.447

Tom: But basically, Frank Fontaine, who is the con artist slash entrepreneur slash villain of the game, has sent you off to kill Andrew Ryan, aka Anne Rand, right?

02:06:10.167 --> 02:06:10.487

Phil: Right.

02:06:10.627 --> 02:06:26.487

Tom: So the reason this actually worked as far as the plot unfolding is, and something that you would find in a lot of pulp fiction of the time era, is it had so many jarring moments in the story that stood out as being utterly stupid.

02:06:26.707 --> 02:06:37.347

Tom: Like when you land, when you crash land and then you run in, it makes no sense whatsoever that the character would simply run down into Rapture immediately without thinking about it, right?

02:06:37.567 --> 02:06:38.047

Phil: That's right.

02:06:38.467 --> 02:06:39.727

Phil: I mean, the whole thing...

02:06:39.907 --> 02:06:41.807

Phil: I think what you're talking about is like suggestive...

02:06:42.767 --> 02:06:45.427

Phil: hypersuggestibility, right?

02:06:45.787 --> 02:06:55.267

Phil: And right from the get-go, the character is being basically manipulated through hypnosis.

02:06:56.567 --> 02:07:06.747

Tom: But anyway, so there's random moments where they do these things that are just mind-blowingly bad and stupid.

02:07:07.747 --> 02:07:19.007

Tom: As you would find in a pulp fiction story of the era, all is a lead-up for the reveal where, okay, this made no sense because it actually did make sense all along.

02:07:20.027 --> 02:07:28.627

Tom: And like it or hate it, it's once again really well done pastiche that is accurate, which is not to say that the storytelling is good.

02:07:28.647 --> 02:07:40.067

Tom: And I think the major failing in the story is the extreme grandiosity of what is depicted in the dialogue.

02:07:40.207 --> 02:08:05.587

Tom: I think the best example is when you come up to the surgeon, the first boss in the game, leading into it, there's been these hilarious long passionate speeches about creating asymmetrical faces, why two eyes, why not three, and all these hilarious, really schlocky but amusing random horror diatribes about performing ridiculous plastic surgery.

02:08:07.027 --> 02:08:09.947

Tom: Then you get to the guy and what is the scene?

02:08:10.067 --> 02:08:20.327

Tom: There's two women strung up on a bed that don't have like five eyes and two noses, they're just these dead people on a bed.

02:08:20.607 --> 02:08:33.067

Tom: So they've had this amazing, hilarious, that could have been really, really hilarious horror, if you can call it that, moment in the game.

02:08:33.367 --> 02:08:37.207

Tom: And then what you presented with is such a massive, stupid letdown.

02:08:37.627 --> 02:08:41.187

Phil: Yeah, I mean, the guy should have said, why two boobs?

02:08:41.187 --> 02:08:42.587

Phil: Why one vagina?

02:08:42.947 --> 02:08:44.627

Phil: Why not nine vaginas?

02:08:44.647 --> 02:08:47.267

Tom: And then you come up to this nine-vaginid woman.

02:08:47.847 --> 02:08:49.867

Phil: Why not a face full of vaginas?

02:08:49.907 --> 02:08:50.267

Tom: Yep.

02:08:51.487 --> 02:08:53.127

Phil: Why not eyes for vaginas?

02:08:54.867 --> 02:08:56.247

Phil: Yeah, exactly.

02:08:56.267 --> 02:08:57.747

Phil: And it's just a bunch of dead people.

02:08:57.767 --> 02:08:58.267

Tom: That's right.

02:08:58.507 --> 02:09:03.127

Tom: And I think that's a major problem with how the story is told.

02:09:03.607 --> 02:09:17.807

Tom: The dialogue and the voice acting is basically completely unrelated to what is then depicted in the narrative in the game itself throughout the entire thing.

02:09:17.887 --> 02:09:20.767

Tom: And so, for example, it's in every single point.

02:09:20.787 --> 02:09:23.567

Tom: It's the same with the artist as well.

02:09:23.587 --> 02:09:32.387

Tom: The artist has these, once again, ridiculously grandiose speeches about art and censorship and all this bullshit.

02:09:33.207 --> 02:09:40.807

Tom: Then all your interaction with him is, at one stage, he's got some bombs on a piano and you have to photograph some dead guys for him.

02:09:40.867 --> 02:09:45.547

Tom: It's just completely disparate to what is being described in the dialogue.

02:09:45.707 --> 02:09:52.387

Tom: So the characters that are presented in the dialogue are not the same as the characters that are presented in the game itself.

02:09:52.507 --> 02:09:55.367

Phil: Yeah, the game is completely unbalanced on every level.

02:09:55.687 --> 02:09:57.967

Phil: I would have to say that that's an extension of it.

02:09:58.387 --> 02:10:16.627

Tom: Now, the one other thing I wanted to say about the aesthetic, and this is actually a ridiculously hilarious anachronism, but it is anachronism, but it is found in absolutely every single modern thing produced which is completely bizarre.

02:10:16.947 --> 02:10:23.327

Tom: So, everyone in Rapture is these upper class Toffs from the 1930s, right?

02:10:24.687 --> 02:10:26.727

Phil: Yep, they're certainly privileged.

02:10:27.007 --> 02:10:28.667

Tom: What's the prevailing music in the game?

02:10:30.907 --> 02:10:34.227

Phil: Basically a lot of ragtime.

02:10:35.187 --> 02:10:40.547

Tom: Why the fuck would rich people from the 1930s be listening to ragtime?

02:10:42.707 --> 02:10:53.827

Tom: And at the very least, there should have been, just to make this possibly somewhat plausible, some posters of blackface bands playing this ragtime.

02:10:54.567 --> 02:10:57.067

Tom: That could have made any sense whatsoever.

02:10:57.587 --> 02:11:00.107

Phil: You mean like M&M or Vanilla Ice?

02:11:01.187 --> 02:11:01.827

Phil: No.

02:11:01.847 --> 02:11:10.627

Phil: I know that it's historically accurate to the era, the 1930s, to have this kind of music, but in this perfect world, yeah, they wouldn't have been listening to that.

02:11:10.647 --> 02:11:13.327

Phil: They would have been listening to white people music or classical music.

02:11:13.347 --> 02:11:15.087

Tom: It would have been classical, 100%.

02:11:15.387 --> 02:11:16.727

Tom: Yeah, you're right.

02:11:17.407 --> 02:11:17.907

Phil: You're right.

02:11:20.107 --> 02:11:27.387

Tom: So, that's probably enough about the aesthetic, and I think it's interesting that we basically do not actually disagree on anything, right?

02:11:27.407 --> 02:11:30.147

Tom: We just, you hate it and I like it, right?

02:11:30.747 --> 02:11:32.107

Tom: That's our point of contention.

02:11:32.647 --> 02:11:34.547

Phil: But we agree on the reality of it.

02:11:34.567 --> 02:11:35.407

Tom: That's right, yeah.

02:11:35.487 --> 02:11:38.727

Phil: We agree on the reality of it, and somehow you mistakenly like it.

02:11:38.747 --> 02:11:39.727

Tom: Yeah, or, yeah.

02:11:40.647 --> 02:11:55.187

Tom: But moving on to the gameplay, which is where the game has its major problems, let's begin with these so-called force powers, and that's what they are, and that is easily the greatest hook of the game.

02:11:55.207 --> 02:12:06.327

Tom: The fact that finally a game is doing Star Wars force powers right, even if it's not Star Wars, because Star Wars games themselves, as you said, generally fail to do them in any way.

02:12:06.347 --> 02:12:11.687

Tom: Interestingly, unless they're an RPG, in which case you're not really using them yourself anyway.

02:12:11.707 --> 02:12:12.907

Phil: Yeah, that's right.

02:12:12.927 --> 02:12:14.507

Phil: You're summoning a demon to do it.

02:12:14.587 --> 02:12:15.087

Tom: Exactly.

02:12:15.607 --> 02:12:16.267

Phil: Or a dragon.

02:12:16.287 --> 02:12:16.467

Tom: Yep.

02:12:17.307 --> 02:12:20.207

Phil: So do you think they do them right in this game?

02:12:20.727 --> 02:12:22.687

Tom: The answer to that is yes and no.

02:12:22.707 --> 02:12:36.047

Tom: There's one major problem with them, and that is at least when they're not fully upgraded, and even then, if you're using lightning versus ice, the reality of it is in terms of gameplay, there's not actually a great difference.

02:12:36.067 --> 02:12:46.067

Tom: All it does is, unless there's water involved, all it does is freeze the person in place, and then you can either shoot them or hit them with a wrench, and the ending is different.

02:12:46.267 --> 02:12:48.587

Tom: If they've been hit with ice, then they explode.

02:12:48.967 --> 02:12:55.127

Tom: If they've been hit with lightning, then they just fall onto the ground, flailing from the electricity.

02:12:55.747 --> 02:13:06.627

Tom: So, many of them, there's like three basic styles of powers, and then there's multiple ones that look different, but they're basically the same thing as well.

02:13:07.127 --> 02:13:19.847

Tom: And even the ones that are a different style, like say the bees aren't really the same as using the ice or the lightning, the effect of the gameplay is still once again the same because of how limited the AI in the fights are.

02:13:21.327 --> 02:13:33.447

Tom: So if you're using bees on people, they can still move around, they run around flailing instead of standing still, but the AI doesn't attempt to adapt to what you're doing in any way.

02:13:33.967 --> 02:13:38.267

Tom: So the reason they did this is probably to make it really sandboxy, right?

02:13:38.287 --> 02:13:44.527

Tom: So that you can basically wail on these people with a large amount of powers and just go completely crazy.

02:13:45.167 --> 02:13:56.067

Tom: The problem with that is you can't get a great flow to your use of weapons and the powers because you've got to manually switch between your weapons and your powers.

02:13:56.087 --> 02:14:02.267

Tom: It's not like you can click left click to use a power and right click to use a gun or vice versa.

02:14:02.287 --> 02:14:10.847

Tom: You've got to be manually changing between them which results in the combat being slower than it should for you to be able to build up an interesting number of combos.

02:14:10.927 --> 02:14:17.627

Tom: And even on hard, except for the big daddies, the enemies don't have enough health for you to do this either.

02:14:17.647 --> 02:14:26.567

Tom: So you can maybe use two or three combinations of weapon and power at the absolute most before they're dead.

02:14:27.127 --> 02:14:31.067

Tom: So it appears that they've...

02:14:31.407 --> 02:14:32.807

Tom: And it's also in the areas as well.

02:14:32.827 --> 02:14:52.107

Tom: They've designed the areas generally so that they're quite open and so that you and the enemies can move around completely unhindered by having to run behind cover or navigate through some annoying pathway so that you can easily put together these start, these different combinations of powers and the like.

02:14:52.627 --> 02:15:03.747

Tom: But once again, because of the similarity between many of them and because of the lack of health on the enemies, you never really get to do...

02:15:06.367 --> 02:15:10.887

Tom: You experience enough variety for this to stay interesting over the full length of the game.

02:15:10.927 --> 02:15:17.527

Tom: After a while, it becomes incredibly repetitive because they don't even give you any new enemy types.

02:15:17.547 --> 02:15:18.367

Tom: They give you the same...

02:15:18.867 --> 02:15:25.327

Tom: After about maybe a third of the way into the game, you've seen every single enemy, and all they do is make them tougher in certain areas.

02:15:26.107 --> 02:15:30.847

Phil: I was going to save this for a Bioshock Infinite review, but I'll say it here now.

02:15:32.627 --> 02:15:34.947

Phil: The Force powers are...

02:15:35.747 --> 02:15:45.787

Phil: It's amazing that you said that, what you said, because I had written in my notes that the Force powers are basically just a color palette swap.

02:15:45.807 --> 02:15:46.827

Phil: If they're fire, they're red.

02:15:46.847 --> 02:15:48.027

Phil: If they're electricity, they're blue.

02:15:48.047 --> 02:15:49.267

Phil: If they're ice, they're blue.

02:15:49.367 --> 02:15:52.007

Phil: But essentially, they're just doing the same thing.

02:15:52.027 --> 02:15:55.507

Phil: And guess why the Force powers work in Bioshock?

02:15:56.107 --> 02:15:57.527

Phil: Because they're the grenade.

02:15:57.987 --> 02:16:04.687

Phil: There are no grenades in this game, and the reason why they work is basically because they plant the Force powers on the grenade button.

02:16:05.307 --> 02:16:07.647

Phil: And we all know how to use grenades, so guess what?

02:16:07.687 --> 02:16:08.187

Phil: It works.

02:16:08.187 --> 02:16:18.447

Phil: And they're basically as limited as grenades would be in terms of the gameplay pacing, as the Forces are as limited as grenades would usually be.

02:16:18.467 --> 02:16:21.067

Phil: You don't ever have an unlimited use of grenades, and guess what?

02:16:21.267 --> 02:16:22.987

Phil: You don't have an unlimited use of the Force powers.

02:16:23.007 --> 02:16:29.227

Tom: I would say you do generally have much more use of the Force powers than grenades, but it is a limited...

02:16:30.447 --> 02:16:33.507

Phil: It is limited, and it varies from game to game.

02:16:35.367 --> 02:16:41.887

Phil: But certainly, when it comes down to it, these Forces are nothing more than grenades.

02:16:42.007 --> 02:16:43.347

Tom: Yeah.

02:16:44.087 --> 02:17:00.327

Tom: And the color swapping also actually applies to the weapons, which is more of a problem than with the Force powers, because grenades, you don't need as much variety in them, but at least after you've upgraded them, there's basically no difference between using the pistol and the machine gun, for example.

02:17:00.347 --> 02:17:01.987

Tom: No, or the shotgun with the machine.

02:17:02.727 --> 02:17:06.287

Phil: After a time, you can shoot and kill someone with a shotgun at 30 feet.

02:17:07.247 --> 02:17:08.227

Tom: It's absurd.

02:17:08.247 --> 02:17:09.747

Tom: And it once again makes...

02:17:09.767 --> 02:17:14.167

Tom: It means there's absolutely no depth in the combat whatsoever.

02:17:14.187 --> 02:17:24.947

Tom: So the only appeal is the visual enjoyment of using the Force powers, because it is cool freezing someone, then hitting them with the wrench until they explode, right?

02:17:25.607 --> 02:17:25.967

Phil: Yeah.

02:17:26.047 --> 02:17:26.567

Phil: That's cool.

02:17:26.587 --> 02:17:26.767

Tom: Yeah.

02:17:27.127 --> 02:17:31.747

Tom: And that's the only appeal of the combat, which wears thin very, very quickly.

02:17:31.987 --> 02:17:49.347

Tom: And the other major problem is, I think the big daddies completely fucked them over, because if they didn't have big daddies in this game, they would have surely come up with at least better bosses than the really terrible bosses that they have and more variety in enemies.

02:17:49.347 --> 02:17:50.967

Tom: And there's only one...

02:17:51.487 --> 02:17:57.387

Phil: Well, they don't have big daddies in Infinite, and they don't replace them with bosses.

02:17:57.587 --> 02:18:04.307

Tom: Well, no, they do have, but in Infinite, they've got two or three tough enemies that come around.

02:18:04.327 --> 02:18:05.687

Phil: Like the George Washington robot.

02:18:05.707 --> 02:18:07.047

Tom: Which is more than in Bioshock.

02:18:08.447 --> 02:18:15.867

Tom: But with the big daddies, there's only one fight in the game against the big daddy that is at all interesting.

02:18:16.027 --> 02:18:18.047

Tom: And that is the first fight against the big daddy.

02:18:18.427 --> 02:18:20.887

Tom: And the reason for that is, look at the design of that level.

02:18:21.847 --> 02:18:29.967

Tom: It's basically kind of like a racing course with the track going around a middle area where you can't move.

02:18:30.487 --> 02:18:35.707

Tom: And what's the major strength of the big daddy that sets them apart from the other enemies in the game?

02:18:36.087 --> 02:18:37.487

Tom: That is their charging ability.

02:18:37.647 --> 02:18:40.227

Tom: Why does that then make that fight so much more intense?

02:18:40.247 --> 02:18:47.027

Tom: It's because the area is so narrow that you've got to be really on your guard to avoid it, and you've got to be paying attention to what they're doing.

02:18:47.447 --> 02:19:02.687

Tom: Whereas in every other big daddy fight, because they've not designed the other areas for the big daddy, because they just wander around the game all over the place, the charge becomes no harder to avoid than the shooting.

02:19:02.707 --> 02:19:11.647

Tom: So you're basically just strafing sideways around these enemies with a large amount of health that are otherwise basically no different to the other enemies you're fighting.

02:19:12.967 --> 02:19:25.047

Tom: So once again, they don't manage to fill the void that they should be of giving the players something more intense and a bigger challenge to come up against.

02:19:25.067 --> 02:19:34.047

Tom: And I think they're probably even less interesting to fight than the other enemies in terms of using force powers because they have so much health.

02:19:34.067 --> 02:19:34.927

Tom: They get boring.

02:19:35.307 --> 02:19:41.907

Tom: Even if you can finally use a reasonable amount of combos against them, they take like a minute or two to kill.

02:19:42.567 --> 02:19:45.507

Tom: After a minute, who the fuck cares, right?

02:19:46.127 --> 02:19:48.367

Phil: Yeah, I agree, absolutely.

02:19:48.467 --> 02:19:51.487

Phil: And also, what did you do with the little sisters?

02:19:51.507 --> 02:19:53.547

Phil: Did you harvest them?

02:19:53.547 --> 02:19:55.667

Phil: What's the option besides harvesting them?

02:19:55.967 --> 02:19:58.387

Tom: Well, you don't have to actually interfere with them at all.

02:19:58.647 --> 02:20:00.987

Tom: You can just let the big daddies wander around with them.

02:20:01.527 --> 02:20:05.087

Tom: That's the only other option, and then you can just either harvest them or not.

02:20:05.107 --> 02:20:06.307

Tom: I chose not to harvest them.

02:20:07.067 --> 02:20:07.407

Phil: Why?

02:20:08.407 --> 02:20:12.627

Tom: It's the canon thing to do, I would say, 100%.

02:20:12.687 --> 02:20:16.047

Tom: Because the protagonist in the game is not actually you.

02:20:16.067 --> 02:20:18.427

Tom: The protagonist in the game is Tanenbaum.

02:20:18.447 --> 02:20:27.207

Tom: The plot is entirely about her redemption, not your own characters getting a family or whatever utterly stupid ending it comes up with.

02:20:27.547 --> 02:20:44.767

Tom: The whole plot is designed around Tanenbaum's redemption and obviously her convincing the hypnotized guy to save the little sisters is far more canon than him following Fontaine's instructions to harvest them.

02:20:46.387 --> 02:20:57.247

Phil: No, okay, that's good, that's good, because I've done similarly ethical or moral things in other games on the basis of the character, like John Marston in Red Dead Redemption.

02:20:57.267 --> 02:21:00.767

Phil: There were things that I did not do in that game because it did not befit the character.

02:21:01.647 --> 02:21:04.467

Phil: I did not care about Bioshock or the character.

02:21:04.587 --> 02:21:12.847

Phil: They gave me no reason to care about the character, so I harvested every little sister so I could get, you know, plasma juice.

02:21:13.607 --> 02:21:19.787

Phil: And as a result, I got the quote bad ending, but I don't think there's a good ending in this game.

02:21:19.807 --> 02:21:21.507

Tom: Definitely not.

02:21:21.587 --> 02:21:23.527

Phil: Certainly not as it relates to the final battle.

02:21:23.567 --> 02:21:23.907

Tom: Yeah.

02:21:24.507 --> 02:21:34.767

Tom: And the one last thing is, the other problem with the design of the game is not just the combat that becomes extremely repetitive and shallow.

02:21:35.287 --> 02:21:46.507

Tom: It's also, the game is basically, the main focus in what it's getting you to do is 90% of the time fetch quests.

02:21:46.907 --> 02:21:55.327

Tom: At the end, I know the end of the game got a huge amount of criticism because it's a long fetch quest followed by an escort mission, but the entire game is that.

02:21:55.447 --> 02:22:06.887

Tom: The ending, the only reason that was more annoying than the rest of the game, and I found it less annoying because at least fetching stuff, actually older stuff, you were putting on a big daddy suit, so there was some sort of visual change.

02:22:08.507 --> 02:22:12.407

Tom: But the rest of the game is completely constant fetch quest.

02:22:12.427 --> 02:22:15.087

Tom: Go here for this iron and bring it back to me.

02:22:15.107 --> 02:22:16.027

Tom: Go here and do that.

02:22:16.367 --> 02:22:24.307

Tom: It's incredibly simple and banal in the way it directs the player around.

02:22:25.047 --> 02:22:41.587

Tom: Once again, perhaps the reason for that was to put a focus on the sandboxy type of combat, but that's not really how the combat ended up being, so it just feels incredibly chore-like, having to wander back and forth with items and all that sort of bullshit.

02:22:43.087 --> 02:22:45.727

Phil: I've heard the same criticisms and not related with them.

02:22:46.547 --> 02:22:52.427

Phil: My only problem with the ending was just the horrible boss battle at the end, followed by the horrible cutscene at the end.

02:22:52.867 --> 02:22:54.647

Tom: What was your problem with the boss battle?

02:22:55.887 --> 02:22:57.987

Phil: It just was really video gamey.

02:22:58.767 --> 02:22:59.847

Tom: The whole game was?

02:23:00.407 --> 02:23:01.747

Phil: Yeah, but this was like...

02:23:02.987 --> 02:23:08.547

Phil: When you get to the end of this game, it has all these pretensions of being something greater than your typical video game.

02:23:08.887 --> 02:23:11.967

Phil: You expect something better than a typical video game ending.

02:23:12.787 --> 02:23:17.647

Phil: I didn't expect a Mario 64 ending to this game.

02:23:18.447 --> 02:23:19.487

Phil: It wasn't pleasurable.

02:23:19.587 --> 02:23:20.647

Phil: It was just tedious.

02:23:21.287 --> 02:23:25.527

Phil: Then they basically just have this cutscene voiceover that explains the whole thing.

02:23:26.187 --> 02:23:27.167

Phil: That's all, folks.

02:23:27.267 --> 02:23:27.687

Tom: I don't know.

02:23:27.707 --> 02:23:31.527

Tom: I didn't mind, but I didn't really go into it with any of those expectations.

02:23:31.847 --> 02:23:36.367

Phil: Well, yeah, I mean, it was really the worst letdown of the game.

02:23:36.387 --> 02:23:39.767

Phil: It's probably the second worst ending of a video game of this generation.

02:23:40.487 --> 02:23:41.527

Tom: I wouldn't say that at all.

02:23:41.607 --> 02:23:47.567

Tom: The other reason is, as far as the story is concerned, once again, the plot ends long before that.

02:23:47.587 --> 02:23:53.927

Tom: The plot basically ends when you get up to Fontaine.

02:23:54.207 --> 02:23:59.927

Tom: It basically ends when you meet Tenenbaum face to face.

02:24:01.567 --> 02:24:03.307

Tom: Everything in the story is being covered.

02:24:03.327 --> 02:24:13.007

Tom: The moral choices that the player could make has been solved there and therefore either Tenenbaum has been redeemed or not at that point in the game.

02:24:13.107 --> 02:24:16.927

Tom: That's the end of the entire arc of the plot.

02:24:17.607 --> 02:24:21.447

Tom: From that point onwards, I wasn't really expecting anything in the plot whatsoever.

02:24:21.467 --> 02:24:27.967

Tom: I didn't think that as far as the gameplay was concerned, the boss battle, that it was particularly bad.

02:24:27.987 --> 02:24:43.827

Tom: I thought it was probably the most interesting part of the game in terms of gameplay because it tied back to the first big daddy fight where there was some sort of tension and spontaneity to what the enemy was doing.

02:24:45.387 --> 02:24:47.027

Phil: Okay, I just remembered another ending.

02:24:47.047 --> 02:24:49.787

Phil: It's the third worst ending of a video game this generation.

02:24:50.147 --> 02:24:52.387

Phil: The worst was Crackdown, the second worst was...

02:24:52.527 --> 02:24:57.687

Phil: No, the worst was The Condute on the Wii, the second worst was Crackdown on the Xbox, the third was this game.

02:24:57.747 --> 02:25:05.327

Phil: Because as I remember the boss battle in this game, you're basically just running around, hiding behind a bunch of servers or closets.

02:25:07.187 --> 02:25:08.487

Phil: I mean, what is the end?

02:25:08.507 --> 02:25:10.587

Phil: What is the end boss battle in this game?

02:25:10.607 --> 02:25:12.627

Tom: I don't think there's anywhere to hide in it, actually.

02:25:13.167 --> 02:25:20.447

Phil: There were just long corridors, and it basically involved you recharging and then attacking him and then hiding and recharging and attacking him.

02:25:21.067 --> 02:25:22.507

Tom: I don't remember anywhere you could hide.

02:25:22.527 --> 02:25:24.707

Tom: It was in an open sort of area.

02:25:24.707 --> 02:25:28.967

Tom: Maybe there was a thing in the middle of the area that you ran behind, perhaps?

02:25:29.907 --> 02:25:34.147

Tom: But basically, you had to shoot him a certain amount, then he'd go back to recharge and you stabbed him.

02:25:35.507 --> 02:25:46.287

Tom: It wasn't amazing, but I do believe, I do feel that it was probably the second best fight in the game, as it was more of a challenge in the rest of the game, and he did something different.

02:25:46.307 --> 02:25:54.527

Tom: It didn't really do much different to The Big Daddy's, but it was like the ultimate version of The Big Daddy's in his behavior.

02:25:54.967 --> 02:26:08.067

Tom: But one really bizarre thing about it was the entire game, and I don't know if you played it with Vita Chambers on or off, I played it with on just to see what the hell they were like, the entire game up to that point had been with Vita Chambers, right?

02:26:08.087 --> 02:26:10.847

Tom: And when the game was released, you had to play with Vita Chambers.

02:26:11.087 --> 02:26:15.227

Tom: Suddenly when the boss battle begins, it announces, oh, by the way, there are no Vita Chambers.

02:26:15.247 --> 02:26:17.667

Tom: When you die, it's game over and you start the boss battle again.

02:26:19.867 --> 02:26:21.987

Tom: Is that not just completely fucking bizarre?

02:26:25.927 --> 02:26:30.647

Phil: Yeah, that's a bit of a let down.

02:26:30.827 --> 02:26:34.747

Phil: I played with the Vita Chambers because I was just trying to get through the game.

02:26:35.447 --> 02:26:37.787

Tom: I don't think you're likely to die even on hard.

02:26:37.807 --> 02:26:48.667

Tom: I was never really close to dying, but that just seems like a completely bizarre design to have this mechanic based around failure in the entire game up to that point.

02:26:48.667 --> 02:26:54.647

Tom: Then suddenly, just announce it on a loading screen, by the way, you can't save here.

02:26:54.667 --> 02:26:55.807

Tom: We're autosaving now.

02:26:55.987 --> 02:26:59.247

Tom: You can't save here, and there are no Vita Chambers anymore.

02:27:00.007 --> 02:27:01.767

Tom: It's just completely and utterly bizarre.

02:27:03.787 --> 02:27:05.287

Tom: That's the one thing we didn't discuss.

02:27:05.307 --> 02:27:06.687

Tom: What did you think of the Vita Chambers?

02:27:08.407 --> 02:27:11.387

Phil: I didn't die that much, so I didn't really care.

02:27:14.827 --> 02:27:16.167

Phil: They sent me back to the same level.

02:27:16.407 --> 02:27:21.167

Phil: It's basically they've inflicted them on Bioshock Infinite by default.

02:27:22.327 --> 02:27:23.387

Phil: Whatever, I don't care.

02:27:23.827 --> 02:27:41.787

Tom: I think with the way that the combat plays out, I didn't mind them because if I died in a battle, which was very, very rare, because it got so uninteresting after a certain point, I was perfectly happy to just go back in and cheaply kill everyone.

02:27:45.027 --> 02:27:46.947

Phil: And the checkpointing was generous enough.

02:27:47.547 --> 02:27:57.807

Tom: The final two things that are very quick that I want to comment on is, another fascinating thing about it, is the native aspect ratio of the game is 4 to 3, not 16 to 9.

02:27:58.347 --> 02:28:50.827

Tom: So if you're playing in widescreen, you actually have areas of the screen cut off as opposed to the other way around, as most games have, and I assume no one is going to agree with me whatsoever, but I actually, and this isn't just because I use a 4 to 3 monitor, I apply this to console games as well, which I play in 16 to 9, I think more games should actually use 4 to 3 aspect ratio on and off, because it actually completely alters how a perspective behaves and what sort of visual feeling the game is given, not just in terms of shot framing and all that sort of thing, but in first person perspective game, if you put a game to 4 to 3, it completely alters your perception of depth, peripheral vision and a whole range of things.

02:28:50.847 --> 02:29:05.407

Tom: And it can be used to create a unique feeling, which is unique now because all games use 16 to 9, but it can be used to create a different sort of look, which can actually suit certain games.

02:29:05.567 --> 02:29:13.087

Tom: For example, in Bioshock, it actually is beneficial for the game to be in 4 to 3 because of the melee combat.

02:29:14.127 --> 02:29:36.047

Tom: To me, anyway, melee is generally depth, more easily represented in first person in 4 to 3, because you can then be more focused on what is directly in front of you, whereas if you've got 16 to 9, it not only raises your peripheral vision, it also increases the field of view, which means you've got more focus on further depth and less focus close up to you.

02:29:36.607 --> 02:29:42.107

Phil: Yeah, it's much better for melee because in melee circumstances, your range of vision and peripheral vision is extremely limited.

02:29:43.247 --> 02:29:46.567

Phil: Okay, and you had some other points as well before we close out.

02:29:46.587 --> 02:29:48.507

Tom: Yeah, just a few minor things.

02:29:49.347 --> 02:29:51.847

Tom: And they both tie back to Spec Ops The Line.

02:29:52.547 --> 02:29:54.007

Tom: Funnily enough, the first is...

02:29:54.707 --> 02:30:18.287

Tom: Once again, the fact that the music is not just a generic orchestral score added so much to the enjoyment of the combat, at least early on when it hadn't become so repetitive, in the same way that the rock music makes the combat at certain times in Spec Ops The Line much more enjoyable than it actually is.

02:30:19.067 --> 02:30:24.627

Tom: Killing enemies to ragtime jazz is pretty awesome, I thought it was anyway.

02:30:25.207 --> 02:30:29.367

Phil: Yeah, I wouldn't know, because as usual I played it with the sound off.

02:30:30.347 --> 02:30:45.127

Tom: The second point that ties back to Spec Ops The Line is another thing that Bioshock does extremely well is its depiction of Art Deco and the other game that springs immediately to mind in recent memory that also depicted Art Deco is Spec Ops The Line.

02:30:45.147 --> 02:31:09.887

Tom: The reason, once again, and another point that you may be outraged by, the reason that it represents Art Deco better than most representations, also not in games, is the extremely cartoony and toy-like look of the game, whereas in Spec Ops The Line, they have a much more realistic look and they therefore attempt to represent Art Deco more accurately.

02:31:10.067 --> 02:31:11.207

Tom: What does this result in?

02:31:11.487 --> 02:31:29.467

Tom: Gaudy, and of course Art Deco itself is incredibly gaudy in its own way, but really inaccurate, just stupid, bad representations of Art Deco that don't really capture the feeling of Art Deco, but also aren't an accurate technical representation of it either.

02:31:30.187 --> 02:32:02.767

Tom: And because they're not an accurate technical representation, the fact that they don't capture the feel of Art Deco becomes much more ridiculously obvious and annoying, and it becomes this incredibly stupid bad knockoff that just demonstrates the low level of art design and lack of expertise, which is not to say that the people involved in this show aren't good art designers, but their area of expertise is not in attempting to represent that area of the art world.

02:32:03.227 --> 02:32:20.707

Tom: Whereas if you then represent Art Deco as it is in Bioshock in a much more stylized way so that it becomes a different sort of thing and part of the overall aesthetic of the game then become any flaws in the representation then do not matter so much.

02:32:21.467 --> 02:32:31.867

Phil: I've got to disagree on Spec Ops stuff, but basically in Spec Ops they were going for broad stylistic strokes and if you want to say the same thing about Bioshock then I'd be happy with that.

02:32:32.047 --> 02:32:34.687

Tom: I don't think they were going for broad stylistic.

02:32:34.707 --> 02:32:46.127

Tom: What I would say to let Spec Ops line off on that part is the general style that they were using there was deliberately that way.

02:32:46.147 --> 02:32:54.247

Tom: I don't think that they were all using broad strokes in the same way as Bioshock but they were deliberately making it a poor representation.

02:32:54.267 --> 02:32:55.427

Tom: So I'll give you that.

02:32:55.467 --> 02:32:56.007

Phil: Here's the deal.

02:32:56.027 --> 02:32:57.727

Phil: There's so much in Bioshock.

02:32:57.827 --> 02:32:58.867

Phil: I absolutely agree with you.

02:32:58.887 --> 02:33:04.787

Phil: I think the people in interviews back this up, the interviews for the Spec Ops guys, they knew exactly what they were doing on every level.

02:33:06.927 --> 02:33:13.867

Phil: In Bioshock, there are so many things that are subpar from a technical perspective, from an artistic understanding perspective.

02:33:15.007 --> 02:33:16.647

Phil: Could it all be earnest?

02:33:16.667 --> 02:33:18.207

Phil: Could it all be on purpose?

02:33:18.347 --> 02:33:24.267

Phil: Because so many people like this game, and I've always said that the only reason people like this game is because they're ignorant.

02:33:24.947 --> 02:33:30.367

Phil: This is probably the first time they're exposed to Ragtime, probably the first time they're exposed to Art Deco.

02:33:30.627 --> 02:33:39.647

Phil: So they see something and they're like, oh, this game was amazing, the world that it created, not knowing that, well, yeah, this actually existed in the real world about 100 years ago.

02:33:40.087 --> 02:33:42.327

Phil: You just weren't exposed to it until now.

02:33:43.707 --> 02:33:51.907

Phil: When you see this come along with popular music all the time, you see this come along with movies all the time, movies being remade, right?

02:33:52.707 --> 02:34:03.827

Phil: So if someone sees a movie that's been remade and has no knowledge of the original source material, they must think that, wow, this guy is a great director or that was a great script, right?

02:34:04.167 --> 02:34:06.367

Phil: Well, hey, it was based on something done before.

02:34:06.387 --> 02:34:09.387

Phil: Yeah, but they wouldn't have been as cool back then, right?

02:34:10.327 --> 02:34:16.447

Phil: So how much of this do you honestly attribute to them, like the robotic NPCs?

02:34:16.907 --> 02:34:18.347

Phil: That has to be on purpose.

02:34:18.987 --> 02:34:31.627

Tom: Well, the thing is, even though there is technically a lot of stuff that is subpar, I think the stuff that is subpar technically is more on the gameplay side of things rather than aesthetically.

02:34:31.627 --> 02:34:47.007

Tom: And the things that are technically subpar aesthetically, such as when you're looking out of Rapture and you see these just incredibly terrible depiction of the buildings from the outside that look like they're from a bad-looking PS2 game, right?

02:34:47.687 --> 02:34:48.227

Phil: Yes.

02:34:48.247 --> 02:34:59.307

Tom: Which, by the way, bizarrely, as far as I can remember, one of the most iconic scenes that everyone says was amazing in Bioshock is when you go in the bathysphere and you see Rapture underwater.

02:34:59.947 --> 02:35:00.287

Phil: Yeah.

02:35:00.307 --> 02:35:01.087

Tom: That looks like shit.

02:35:01.107 --> 02:35:02.607

Tom: And it looked like shit at the time.

02:35:03.047 --> 02:35:04.167

Phil: What are they talking about?

02:35:04.187 --> 02:35:04.367

Phil: What?

02:35:05.507 --> 02:35:06.407

Tom: They're insane.

02:35:07.527 --> 02:35:09.187

Phil: They're insane or we're insane, but...

02:35:09.207 --> 02:35:11.107

Tom: But certainly someone here is insane.

02:35:11.667 --> 02:35:12.527

Phil: And it's not us.

02:35:12.567 --> 02:35:12.747

Tom: No.

02:35:14.447 --> 02:35:25.907

Tom: I really do believe in Infinite and 2 drive this home to me so much because 2 leaves behind so much of the stuff I'm talking about here and Ken Levine isn't involved.

02:35:26.147 --> 02:35:28.007

Tom: Infinite brings so much of it back.

02:35:28.027 --> 02:35:31.967

Tom: I cannot possibly believe that it is not...

02:35:32.987 --> 02:35:33.447

Phil: Awesome.

02:35:33.447 --> 02:35:34.167

Tom: Deliberate.

02:35:34.267 --> 02:35:40.607

Tom: Or even if it's not deliberate, it's something wrong with him that is at least consistently wrong with him.

02:35:41.067 --> 02:35:45.647

Phil: So that is amazing because a lot of people say the same thing about Bioshock 2, right?

02:35:46.627 --> 02:35:50.087

Phil: That it's technically more proficient, but it's creatively limited, right?

02:35:50.347 --> 02:36:00.967

Phil: Well, obviously Ken Levine has this creativity in spades, but obviously from a technical gameplay, if Bioshock 2 improved on it and righted the wrongs, it was done by an entirely different studio for Take 2.

02:36:01.707 --> 02:36:15.267

Phil: And if all of those things return in Infinite, which is everything I'm almost done with Infinite, it's basically exactly the same, the same problems in Bioshock come up in Infinite.

02:36:15.947 --> 02:36:16.987

Phil: That's incredible.

02:36:17.367 --> 02:36:19.427

Phil: That really makes me want to play the second game now.

02:36:20.247 --> 02:36:25.887

Tom: The second game, well, you can wait for the review, but yeah, that's basically the bottom line with it.

02:36:27.167 --> 02:36:28.787

Phil: I'll go out and get it this week.

02:36:29.127 --> 02:36:31.867

Phil: Do you think that should be the next game I play then after Infinite?

02:36:32.467 --> 02:36:33.267

Tom: I'd say why not?

02:36:34.847 --> 02:36:35.307

Tom: Why not?

02:36:36.447 --> 02:36:37.847

Tom: And then we can do the reverse.

02:36:38.167 --> 02:36:41.567

Tom: You can discuss Two when I eventually get up to Infinite.

02:36:41.747 --> 02:36:43.667

Tom: You can discuss Infinite while I discuss Two.

02:36:43.687 --> 02:36:48.367

Tom: I think that's a fascinating thing.

02:36:48.747 --> 02:36:53.527

Tom: Even if you despise everything about his style, which you do, right?

02:36:54.287 --> 02:36:55.547

Phil: No, I don't.

02:36:55.587 --> 02:37:06.267

Phil: If it is his style, if this crazy robotic tin toy thing is his style with limited gameplay, then I think it's beyond him.

02:37:06.287 --> 02:37:11.387

Phil: I know he plays games, so I think it might have to do with his team.

02:37:11.487 --> 02:37:12.347

Phil: I just don't get it.

02:37:12.767 --> 02:37:13.387

Phil: I don't get it.

02:37:13.407 --> 02:37:13.687

Tom: Yeah.

02:37:14.107 --> 02:37:25.807

Tom: But what I'm saying is even though it's not for you, I think it deserves, even if you think it is complete and utter crap, it deserves some degree of respect for its extreme consistency.

02:37:25.827 --> 02:37:33.827

Tom: If I came into this hating everything about it, I would still think this is aesthetically quite an incredible achievement in many ways.

02:37:33.967 --> 02:37:37.927

Tom: Even if I basically despised everything about the aesthetic.

02:37:39.807 --> 02:37:40.467

Phil: Yeah, I agree.

02:37:41.527 --> 02:37:46.247

Tom: And so with all of that in mind, what's your prediction for my score?

02:37:47.267 --> 02:37:50.267

Phil: Well, I gave it a 9, amazingly.

02:37:50.287 --> 02:37:54.687

Tom: We are going to have to use that for our average score, combining both.

02:37:56.267 --> 02:37:59.287

Phil: I think you would give it a 4.5.

02:38:00.647 --> 02:38:05.207

Phil: No, no, wait, wait, you said you respected the choices, so I'm going to say a 5.5.

02:38:05.207 --> 02:38:06.947

Tom: I didn't even say I respected the choices.

02:38:06.967 --> 02:38:12.967

Tom: I think if you'll listen, Claire, carefully, I actually generally greatly enjoyed the aesthetic.

02:38:13.667 --> 02:38:14.907

Phil: Yeah, so 5.5.

02:38:15.167 --> 02:38:27.787

Tom: And the champ 4GX champ, or whatever the fuck he's called, the guy from the Goof Thru Yourself podcast, his prediction was 6 out of 10, and you were both wrong.

02:38:27.807 --> 02:38:32.147

Tom: Well, I am giving it a 7 out of 10, mind-blowingly.

02:38:33.847 --> 02:38:37.147

Phil: That is mind-blowing, and I don't know how you justify it.

02:38:37.167 --> 02:38:41.107

Tom: Well, I think you heard exactly why I justified it throughout the entire thing.

02:38:41.707 --> 02:38:44.087

Phil: That's true, we did just talk about it for an hour and a half, so...

02:38:44.107 --> 02:38:46.367

Tom: I think you know exactly how I justified it.

02:38:47.147 --> 02:38:50.607

Phil: So with that, we're going to end episode 14 of The Game Under Podcast.

Phil: Again, if you're listening this long into the podcast, we greatly appreciate it, and obviously you're telling friends, and continue to do so on Twitter and everything else because our listenership is going up, and we really, really appreciate it.

Phil: You can come to the site, we post on it periodically, you can read all of Tom's old reviews, gameunder.net.

Phil: Follow me on Twitter at GameUnderPhil, and yeah, thanks for listening to us on Stitcher and iTunes and all the rest of it.

Phil: We really appreciate it, we'll be back next week with some more game impressions.

Phil: So with that, I am Phil Fogg.

Tom: I'm Tom Towers.

Phil: And we have no creative outro thing, so...

Tom: We're no Ken Levine.

Phil: Go team.

Phil: Go team Game Under.

Game Under Episode 13

Stream above, or right-click then save as to download here. You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

Opening Theme
0:00:14 Original Composition Inspired by Killzone 3

Intro
0:01:25 It's Certainly a Thrill

Pre-Trademark Banter
0:01:58 Out of Africa - Phil's Obsessed

Trademark Banter
0:04:06 Phil Buys Some Games

Featured Conversation
0:08:45 The Ethics and Reality of Used Games and Piracy
0:13:31 Phil Comes Out (as a game hoarder)
0:15:34 Back to Piracy and Used Games
0:25:18 Lords or Arcana Mystery
0:26:18 The Ethics and Reality of Used Games and Piracy Resumes

De-Railment
0:31:00 Anthropological Study of a GameStop
0:33:00 Last of Us Final Thoughts
0:34:10 Uncharted 3 is Racist (and Family Guy and Punjab Cuisine)
0:36:00 We are Down with Saudi Arabia
0:36:29 Last of Us Continues (Best Game Ever?)
0:37:00 No More Heroes Game of the Generation?
0:37:44 Top 25 DS Games of All Time
0:48:48 Last of Us - The Tone

First Impressions
0:51:45 Killzone 3
1:00:48 More Game Store Stories
1:03:16 Back to Killzone 3

S.T.A.L.K.E.R Segment
1:20:00 First, Some History
1:39:39 Aural Review of S.T.A.L.K.E.R: Shadow of Chernobyl

Outro: Solarium
2:44:36 From the DS10Forum.com - The Haunted Mansion Compilation Album.

Africa, we love you. 

Africa, we love you. 

Game Under Episode 12

Stream above, or right-click then save as to download here. You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

This week we continue (and end) our Naughty Dog obsession with Tom's completion of Uncharted 3 (he reveals his score as well).   

Phil Fogg is joined for the second half of our show by Dave Ader, where they discuss The Last of Us with plenty of gameplay and story spoilers. 

Please Note Spoiler Indicators below: 

Intro
0:00:17 Blink and You'll Miss It

Trademark Banter 
0:02:15 Phil Gets a PS3 Super Slim

Aural Review
0:06:37 Uncharted 3
0:25:00 Spoilers Begin Here

Final Impressions
1:03:08 The Last of Us with Guest Co-Host Dave Ader
1:15:40 Spoilers Begin Here

Game Under Episode 11

Stream above, or right-click then save as to download here. You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

Trademark Banter
0:01:45 Australia Dominates Iraq, is now on par with Iran
0:04:53 Phil Has a Kindle/ Book Suggestion 
0:06:25 Tom's Deadly Premonition Review is up, we talk about his review

Ongoing Impressions
0:08:40 Phil comments on one week with last of Us
0:14:15 Splinter Cell Discussion (on stealth)


News
0:15:15 Aussie Prices for the Next Gen & NZ Wii U for $200!
0:19:45 Xbox ONE-80. Microsoft's existential crisis reaches boiling point
0:23:20 So will we get one?
0:24:10 One Time Check-in Theory
0:25:10 What's the difference Between XBOX3 and PS4?
0:31:50 Phil Fish, Racism, Nintendo etcetera
0:34:10 Sony. It was good while it lasted (Patch Bricking)
0:38:00 Our E3 Coverage Last Week. We touch on Mirror's Edge, Titanfall and other omissions.
0:41:25 NPD
0:45:30 Which would we buy in the top ten?
0:48:05 Oculus Rift Talk and Phil's Dating Advice

Aural Review
0:54:20 Uncharted 2 (some spoilers, but c'mon) Doom 2, Last of Us, Donkey Kong and many other games discussed as we go through some game design basics. Also, Tom's Shocking score reveal for Uncharted 2.



Transcript

00:00:20.685 --> 00:00:24.345

Tom: Hello, and welcome to episode 11 of The Game Under Podcast.

00:00:24.585 --> 00:00:27.905

Tom: I am Tom Towers, and I'm joined by Phil Fogg.

00:00:28.285 --> 00:00:29.585

Phil: Hello, I'm Phil Fogg.

00:00:30.025 --> 00:00:38.405

Tom: And today, we're gonna be doing an oral review of Uncharted, and we're gonna talk about the big, mind-blowing Xbox One news.

00:00:38.425 --> 00:00:45.245

Tom: Yes, even more mind-blowing than the last lot of mind-blowing Xbox One news.

00:00:45.265 --> 00:00:54.145

Tom: But before all of that, we're gonna go into everyone's favorite segment, and probably the only reason anyone listens to the show, and that is our trademark banter.

00:00:54.925 --> 00:00:59.165

Phil: Well, but before we go into our trademark banter, I have to interrupt it with my trademark banter.

00:00:59.705 --> 00:01:00.065

Tom: Sure.

00:01:00.185 --> 00:01:05.725

Tom: Well, I mean, part of the banter is each of us vying for the top trademark banter spot.

00:01:06.245 --> 00:01:09.645

Phil: Yeah, but we're also trying to interrupt each other as much as possible.

00:01:09.765 --> 00:01:11.745

Tom: Well, that's the banter aspect of it.

00:01:11.905 --> 00:01:16.145

Phil: Just before everyone stops listening, you said you were gonna give an oral review of Uncharted.

00:01:16.165 --> 00:01:17.525

Phil: You did that last week, mate.

00:01:17.745 --> 00:01:19.665

Tom: So Uncharted 2, Uncharted 2.

00:01:19.705 --> 00:01:21.105

Phil: Oh, as well?

00:01:21.725 --> 00:01:23.505

Tom: Yes, no, just Uncharted 2.

00:01:24.245 --> 00:01:26.245

Phil: Oh, only Uncharted 2.

00:01:26.685 --> 00:01:31.785

Tom: Yeah, I could recount my Uncharted 1 review if you prefer as well.

00:01:32.405 --> 00:01:34.565

Phil: No, you can just go on the internet and download that.

00:01:34.805 --> 00:01:35.205

Tom: Okay.

00:01:35.745 --> 00:01:37.705

Phil: It was pretty damn good as far as I'm concerned.

00:01:38.305 --> 00:01:44.345

Tom: Yeah, and I mean, we don't really need any more Uncharted reviews given that we also have your review up on the side.

00:01:44.785 --> 00:01:45.925

Phil: The definitive review.

00:01:46.925 --> 00:01:50.765

Phil: You can read it in less time than it takes to introduce a podcast.

00:01:51.025 --> 00:01:51.305

Tom: Yeah.

00:01:52.125 --> 00:01:52.545

Phil: All right.

00:01:52.565 --> 00:01:55.505

Phil: So let's see how you go with this trademark banter.

00:01:55.945 --> 00:01:56.505

Phil: Mr.

00:01:56.765 --> 00:01:59.765

Phil: Encroaching on My Territory, go ahead, tell your interesting story.

00:01:59.945 --> 00:02:11.205

Tom: I've certainly got the most important and interesting news or topic of discussion is likely to grace trademark banter for at least another four years.

00:02:11.225 --> 00:02:19.965

Tom: And that is that Australia has managed to qualify for its third World Cup in a row and its fourth overall.

00:02:21.265 --> 00:02:22.365

Phil: That sounds very impressive.

00:02:22.385 --> 00:02:25.705

Phil: Who else qualified on the same day?

00:02:26.525 --> 00:02:28.045

Tom: No one qualified on the same day.

00:02:28.065 --> 00:02:30.445

Tom: Well, actually, yeah, no one qualified on the same day.

00:02:30.465 --> 00:02:44.305

Tom: On the same day, Jordan won a qualification spot, not a qualification, a playoff against, I think it was, Uzbekistan, who will then play the fifth place South American team for a spot at the World Cup.

00:02:45.225 --> 00:02:47.445

Phil: Yes, Iran and South Korea, right?

00:02:47.565 --> 00:02:49.085

Tom: Yep, they also qualified.

00:02:50.145 --> 00:02:56.065

Tom: So the Asian teams confirmed then are South Korea, Iran, Japan and Australia.

00:02:57.105 --> 00:03:01.565

Phil: Wait, Iran is in the South Pacific region?

00:03:02.965 --> 00:03:04.925

Tom: Iran is in the Asian confederation.

00:03:06.605 --> 00:03:07.645

Phil: Asian, okay.

00:03:07.665 --> 00:03:15.405

Phil: So what mighty football, soccer playing force did Australia beat to get this glorious title?

00:03:16.325 --> 00:03:16.885

Tom: Iraq.

00:03:20.125 --> 00:03:32.105

Tom: Now, before you laugh at this, yes, before you laugh at this, or technically after you've laughed at this, it was in fact, can you predict what the score would have been given that you think it was against Iraq?

00:03:32.825 --> 00:03:47.265

Phil: Given that every one of the team members would have been given political asylum and allowed to stay in the country, sir, you know, I'm assuming that Australia won 28-0, or nil, as it's called.

00:03:47.565 --> 00:04:17.885

Tom: No, this is not Oceania anymore, so it was an extremely tough one-nil victory, and this may blow your mind, but Iraq won the Asian Cup in 2007, including them beating us in the round of 16 or the quarterfinals, I can't remember which it was exactly, and over the years, they have been something of a bogey team for us, so having to play them in the final match for qualification was actually quite a challenge compared to many teams we could have been against.

00:04:18.225 --> 00:04:19.765

Phil: Well, yeah, good for them.

00:04:19.785 --> 00:04:23.065

Phil: Now, do they, they actually, they don't, they're not like real Iraqis, right?

00:04:23.085 --> 00:04:25.465

Phil: They train in the UK or something like that, I'm sure.

00:04:25.485 --> 00:04:27.265

Tom: I'm not sure about that.

00:04:27.285 --> 00:04:30.805

Tom: They don't play in Iraq, though, when they've got home matches, they play in Qatar.

00:04:31.905 --> 00:04:33.205

Tom: But they are real Iraqis.

00:04:35.025 --> 00:04:38.345

Tom: I'm not a Qatari national team, which is mostly composed of Brazilians.

00:04:39.145 --> 00:04:42.425

Phil: Or Liverpool, which mostly is composed of Nigerians.

00:04:43.105 --> 00:04:44.745

Tom: Yeah, well, that's not a national team.

00:04:45.705 --> 00:04:46.625

Phil: No, still, though.

00:04:46.985 --> 00:04:48.005

Tom: So, yeah.

00:04:48.865 --> 00:04:52.145

Tom: But there's not really much more to say about that, except good.

00:04:52.925 --> 00:05:01.865

Phil: Yeah, well, trademark banner, I'm going to try and pull back our paying listeners and those that somehow get around our paywall.

00:05:03.465 --> 00:05:04.545

Phil: I got a Kindle this week.

00:05:05.285 --> 00:05:05.705

Tom: Excellent.

00:05:06.305 --> 00:05:09.545

Phil: Yeah, I haven't turned on the TV since, like, Sunday.

00:05:10.605 --> 00:05:21.425

Phil: But more germane to that is, I mean, I just can't believe how much I'm reading now, but a good gaming book that I got was hardcoregaming101.net.

00:05:21.585 --> 00:05:27.745

Phil: They're a website, apparently, in the same, you know, universe as ours, because they're a.net.

00:05:27.765 --> 00:05:30.925

Phil: hardcoregaming101.net.

00:05:30.945 --> 00:05:33.125

Tom: So you're currently promoting a competitor.

00:05:33.765 --> 00:05:42.385

Phil: They have a book called The Guide to Classic Graphic Adventures, which I bought and I'm reading, and it's just fascinating stuff.

00:05:42.725 --> 00:05:44.605

Phil: You would really appreciate this.

00:05:44.625 --> 00:05:45.145

Phil: It's nothing...

00:05:45.305 --> 00:05:50.645

Phil: It's all about, you know, point-and-click adventure games and everything, and right now I'm reading about Sierra.

00:05:50.865 --> 00:05:51.265

Tom: Excellent.

00:05:51.845 --> 00:05:56.245

Phil: The hardcover would probably be better, but harder to come by.

00:05:56.265 --> 00:05:59.185

Phil: I think the physical copy is like $27.

00:05:59.205 --> 00:06:01.805

Phil: You can get the Kindle version for $10, but it's totally rad.

00:06:01.865 --> 00:06:07.165

Phil: The Guide to Classic Graphic Adventures, and I'm thoroughly enjoying it.

00:06:07.305 --> 00:06:09.885

Phil: So that's my trademark banter.

00:06:10.185 --> 00:06:10.865

Tom: Excellent.

00:06:12.365 --> 00:06:21.265

Tom: And the only other thing to add, which is not really part of trademark banter, but it is another trademark feature, which is the Tom Towers promotional section.

00:06:22.105 --> 00:06:28.845

Tom: Recently posted on LaserLemming was finally, after about probably a month after I should have posted, the Deadly Premonition review.

00:06:29.805 --> 00:06:31.445

Phil: Right, yeah, I read that.

00:06:31.465 --> 00:06:34.665

Phil: Deadly Premonition director's cut.

00:06:37.125 --> 00:06:41.165

Phil: And I thought it was, as always, extremely well written.

00:06:42.505 --> 00:06:49.925

Phil: Though I thought it was frontloaded with a lot of negative criticism for a 3.5 out of 5 star review.

00:06:50.605 --> 00:06:57.005

Tom: Well, I think I wouldn't disagree with that, but there's a reason that it was frontloaded with the criticism.

00:06:57.925 --> 00:07:01.385

Phil: Oh yeah, yeah, I totally understood it, but I don't think anyone else would have.

00:07:01.385 --> 00:07:07.685

Phil: I mean, the game itself is heavily frontloaded with its most negative components.

00:07:08.465 --> 00:07:15.125

Phil: And the review reflected that, and that's when I tweeted Swery, you know, that this is a review...

00:07:15.145 --> 00:07:16.245

Tom: Skip the first several paragraphs.

00:07:17.725 --> 00:07:20.185

Phil: I told him this is a review that is much like your game.

00:07:20.325 --> 00:07:22.845

Phil: You know, it doesn't end the way you think it's going to.

00:07:23.365 --> 00:07:34.405

Phil: Though you thought it ended quite predictably, and there is some signposting in that game, and we're going to keep it spoiler free, because it's still an important game that game scholars should try and play.

00:07:36.745 --> 00:07:53.365

Phil: But yeah, I knew why you were doing it, but I thought that if I were reading this as an outsider, someone who probably isn't used to reading non-traditional reviews, it was kind of front-loaded with the negative stuff.

00:07:53.385 --> 00:07:58.365

Phil: And I respect that, and I think it was a great choice for the review.

00:07:59.505 --> 00:08:08.005

Phil: I think that for people reading your stuff for the first time, like Suiri, probably would have been a little bit more dissuaded from the game.

00:08:08.525 --> 00:08:16.745

Tom: Yeah, well, I'm not sure he could dissuade Suiri himself from the game, but I agree with that, but that doesn't bother me whatsoever.

00:08:16.805 --> 00:08:21.985

Phil: No, and it shouldn't, because you're not writing it for them, you're writing it as a piece of writing.

00:08:22.005 --> 00:08:23.005

Tom: It's not a press release.

00:08:23.545 --> 00:08:26.325

Phil: No, it's a writing exercise, you're not writing it to sell the game.

00:08:27.025 --> 00:08:35.785

Phil: I mean, if you were, you would have done what Destructoid did and front-load it with all the good stuff, and then go, oh my god, but it's so bad, it's a good kind of thing.

00:08:36.705 --> 00:08:38.105

Tom: Yeah, and give it a 10 out of 10.

00:08:38.725 --> 00:08:40.305

Phil: Yeah, completely disingenuous.

00:08:41.625 --> 00:08:57.605

Phil: One game, however, that is being front-loaded with plenty of praise and for good reason, though you're not hearing a lot about it because people are being mostly, spoiler, respectful, is The Last of Us, the game that came out last week.

00:08:57.825 --> 00:08:59.125

Phil: I've had it now for a week.

00:08:59.805 --> 00:09:04.465

Phil: I'm about four or five hours into it, and I'm doing pretty good in it.

00:09:05.205 --> 00:09:07.505

Phil: The game has held up extremely well.

00:09:07.525 --> 00:09:15.645

Phil: It's just a little bit of a challenging game to play after you've been working all day because it is so draining emotionally.

00:09:16.205 --> 00:09:18.505

Tom: Is it draining in terms of gameplay as well?

00:09:18.565 --> 00:09:20.905

Tom: As in, is it a very hard game to play?

00:09:22.085 --> 00:09:28.005

Phil: Not for me, but Velvet tried it, and she was having trouble, and she's like a better gamer than I am.

00:09:29.005 --> 00:09:29.585

Phil: But this is...

00:09:31.365 --> 00:09:38.825

Phil: Probably the biggest thing I could bring to the conversation this week is that it's the best stealth game I've played since the first Splinter Cell.

00:09:39.845 --> 00:09:44.285

Phil: Now, Splinter Cell was a very difficult game with lots of repetition.

00:09:44.305 --> 00:09:45.285

Phil: This game is not.

00:09:46.445 --> 00:09:50.085

Phil: But in terms of its combat, this does have very challenging enemies.

00:09:50.885 --> 00:09:51.805

Phil: You have to be alert.

00:09:51.945 --> 00:09:53.665

Phil: You have to be on top of your controls.

00:09:53.685 --> 00:09:54.685

Phil: You have to have a plan.

00:09:55.965 --> 00:09:56.785

Phil: The other correction...

00:09:57.725 --> 00:10:00.565

Phil: The first correction I had from last week is I talked about the listen mode.

00:10:00.625 --> 00:10:03.525

Phil: This was basically after having played only an hour and a half of it.

00:10:04.025 --> 00:10:08.485

Phil: The listen mode is basically like detective mode in any of the Arkham games.

00:10:09.225 --> 00:10:13.865

Phil: So it's not quite as in your face as those modes.

00:10:13.885 --> 00:10:18.025

Phil: But basically, if you listen carefully, you can see enemies behind a wall.

00:10:19.305 --> 00:10:22.625

Phil: If they're not making noise, however, you can't see them.

00:10:23.045 --> 00:10:27.925

Phil: So if they're standing perfectly still, you can be like, okay, good.

00:10:27.945 --> 00:10:28.765

Phil: This room is clear.

00:10:28.785 --> 00:10:29.585

Phil: I'll go into it.

00:10:29.865 --> 00:10:31.985

Phil: And then there'll be someone right there waiting for you.

00:10:33.025 --> 00:10:34.705

Phil: Because they're doing the same thing to you.

00:10:34.805 --> 00:10:35.825

Phil: They've heard you.

00:10:36.025 --> 00:10:40.525

Tom: You've got to be careful how you're moving, as well as listening for them themselves.

00:10:41.225 --> 00:10:42.185

Phil: Yeah, absolutely.

00:10:42.865 --> 00:10:44.505

Phil: I mean, it's very tense.

00:10:44.505 --> 00:10:46.885

Phil: The gameplay itself is very tight.

00:10:47.745 --> 00:10:48.865

Phil: The enemies are great.

00:10:49.085 --> 00:10:52.045

Phil: The levels are well laid out.

00:10:53.325 --> 00:10:54.845

Phil: Extraordinarily linear.

00:10:55.205 --> 00:11:01.705

Phil: But that's because this game is really pushing this generation in terms of graphics and physics and everything else.

00:11:02.965 --> 00:11:04.405

Phil: So it has to be linear.

00:11:04.425 --> 00:11:06.705

Phil: It can't be an open world experience.

00:11:07.245 --> 00:11:09.925

Tom: Do you think that's beneficial to the story, that it's so linear?

00:11:10.665 --> 00:11:11.685

Phil: Well, very much so.

00:11:11.765 --> 00:11:14.385

Phil: This is a Naughty Dog game, and this is what they're doing.

00:11:15.365 --> 00:11:24.785

Phil: It is strongly determined by the story requires it, the tension requires it, the gameplay requires it.

00:11:24.805 --> 00:11:28.845

Phil: I mean, you can't necessarily have stealth in an open world setting very effectively.

00:11:29.805 --> 00:11:30.425

Tom: Absolutely.

00:11:30.985 --> 00:11:31.405

Phil: Yeah.

00:11:31.445 --> 00:11:33.885

Phil: So, I mean, it is all perfect for this game.

00:11:33.905 --> 00:11:41.645

Phil: It's such a nice world that you wish you could go explore, but you are really on a tightrope in this game.

00:11:43.325 --> 00:11:44.025

Phil: And that's fine.

00:11:44.625 --> 00:11:48.625

Phil: Like, as you've talked about, or you'll talk later about Uncharted 2.

00:11:50.085 --> 00:11:51.605

Phil: So, all in all, it's holding up well.

00:11:51.645 --> 00:11:58.365

Phil: You asked me if Ellen Page is as bad in this game as she is in Actress, and I do have to correct that as well.

00:11:58.385 --> 00:12:01.685

Phil: She's in Beyond Two Souls.

00:12:01.785 --> 00:12:05.245

Tom: I know, that was a joke, because the character looks a fair bit like her.

00:12:05.885 --> 00:12:25.725

Phil: Yeah, well, initially she was supposed to be based on her, and then they lowered her age to kind of desexualize her, and then also because another Sony first party was making a game with Ellen Page, they had to make it a little less obviously her.

00:12:26.185 --> 00:12:28.925

Phil: But so far I'm really hoping to beat it this weekend.

00:12:29.745 --> 00:12:33.545

Phil: Yeah, and then hopefully you'll have exposure to it pretty shortly thereafter.

00:12:34.025 --> 00:12:34.805

Phil: Wink, wink.

00:12:35.685 --> 00:12:39.005

Tom: We could be looking out for final impressions from you on the next podcast then.

00:12:39.365 --> 00:12:39.885

Phil: Definitely.

00:12:39.985 --> 00:12:41.225

Phil: In fact, I guarantee it.

00:12:41.945 --> 00:12:47.725

Tom: Anything you could say if this doesn't happen, that you might do such as eat a hat or something along those lines.

00:12:48.885 --> 00:12:51.785

Phil: I will do the next podcast entirely sober.

00:12:52.385 --> 00:12:55.505

Tom: Not sure anyone will want to hear that, so let's hope it does happen.

00:12:56.905 --> 00:12:58.585

Tom: So is that all for The Last of Us?

00:12:59.065 --> 00:13:00.685

Phil: Well, yeah, I mean, that's the thing.

00:13:00.705 --> 00:13:05.805

Phil: You can't talk about this game without spoiling it if you're not thoughtful.

00:13:06.365 --> 00:13:15.605

Phil: I have listened to three podcasts this week that have said we're going to talk about Last of Us and we're not going to spoil it, and every single one of them, be it...

00:13:16.665 --> 00:13:20.905

Phil: Yeah, the IGN one, the giant bomb, they spoiled it in some degree.

00:13:21.505 --> 00:13:29.305

Phil: And either bringing up a gameplay element that hadn't been yet introduced or saying blank about the story.

00:13:29.325 --> 00:13:31.925

Phil: And it's like fucking idiots.

00:13:33.265 --> 00:13:35.045

Phil: I mean, you know, I did stop listening.

00:13:35.305 --> 00:13:38.045

Phil: Yeah, the Game Informer podcast, oh, we're not going to spoil anything.

00:13:38.065 --> 00:13:43.325

Phil: I had to like emergency pull out the ear headphones because as it goes, like, oh, yeah.

00:13:43.345 --> 00:13:44.665

Phil: And then when I went to shut up.

00:13:44.685 --> 00:13:56.205

Phil: So but if you have a PlayStation 3 and you have played Uncharted, you must buy The Last of Us or in some way acquire it.

00:13:57.165 --> 00:14:09.865

Phil: If you haven't played the Uncharted games, but you like gritty games or games that are technically challenging or even a little bit of stealth, I hate stealth.

00:14:09.925 --> 00:14:10.945

Phil: Let's just put that out there.

00:14:11.465 --> 00:14:14.485

Phil: Ever since Splinter Cell, for the most part, I've hated stealth in games.

00:14:14.845 --> 00:14:16.465

Phil: And prior to that, I was always bad at it.

00:14:16.485 --> 00:14:18.565

Tom: Because Splinter Cell did it better than most or?

00:14:19.505 --> 00:14:25.045

Phil: They reinvented stealth on the original Xbox, I found.

00:14:25.625 --> 00:14:29.145

Phil: And also it was very pleasing graphically, which took off a lot of the edge.

00:14:29.165 --> 00:14:36.765

Phil: But also, I mean, in the original Splinter Cell, it wasn't like in Metal Gear where you had to walk a certain path and do certain things.

00:14:36.785 --> 00:14:39.005

Phil: They really gave you several different ways to do it.

00:14:39.545 --> 00:14:45.785

Phil: So if you wanted to sneak around and put on a silencer and shoot out the lights first, then you could do it that way.

00:14:45.925 --> 00:14:51.085

Phil: But if you want to do it another way, you could just go on with the lights on and all the rest of it.

00:14:52.265 --> 00:14:54.385

Phil: So yeah, I am thoroughly enjoying it.

00:14:54.525 --> 00:14:56.805

Phil: And it's not really my type of game.

00:14:56.825 --> 00:15:03.325

Phil: And I think that anyone who can appreciate challenging game mechanics is going to enjoy it.

00:15:05.105 --> 00:15:08.025

Phil: I'm going to be really interested to hear what you have to say about it.

00:15:08.645 --> 00:15:10.345

Phil: We'll probably do a spoiler cast at that point.

00:15:10.365 --> 00:15:11.625

Phil: We'll put it at the end of the show.

00:15:11.705 --> 00:15:16.945

Phil: Because by the time you beat it, no one's going to give a shit anyway, because they'll all be playing the next thing.

00:15:17.305 --> 00:15:19.145

Tom: So with that, we'll move into the news.

00:15:19.325 --> 00:15:25.305

Tom: And as has been the case in many podcasts recently, we will be beginning with Xbox One.

00:15:25.525 --> 00:15:32.745

Tom: And before we move on to the mind-blowing part, we now have official prices for all the consoles, I believe.

00:15:33.625 --> 00:15:35.785

Phil: Yeah, down here in Australia for the Next Gen.

00:15:36.985 --> 00:15:38.905

Phil: Xbox3 is going to be...

00:15:40.045 --> 00:15:41.265

Tom: $660?

00:15:41.805 --> 00:15:43.385

Phil: $660.

00:15:44.385 --> 00:15:48.005

Phil: PlayStation 4 is going to be $550.

00:15:49.185 --> 00:15:51.245

Phil: And the Wii U $430.

00:15:52.065 --> 00:16:03.145

Tom: So there's a nice bit of continuity between them all with them, each being about $100 different in price compared to one another in the way that you rate them, in descending order.

00:16:03.685 --> 00:16:05.845

Phil: This means a huge success for the Wii U.

00:16:05.905 --> 00:16:14.645

Phil: I think down here, people are going to basically be looking at the Wii, see the number of games drawing up for it, and be like, OK, well, what's next?

00:16:14.885 --> 00:16:22.265

Phil: I can spend $400, $500, or $700 if we round.

00:16:23.085 --> 00:16:37.865

Tom: Me looking at those prices, the Wii U does seem like easily the most enticing product, not just because it's so much less, but because it is close to $400, which seems a lot more reasonable than if you're moving close to $500 or over.

00:16:37.885 --> 00:16:39.605

Phil: That's pretty, yeah.

00:16:39.625 --> 00:16:42.985

Phil: I mean, in New Zealand this week, the Wii U went on sale for $200.

00:16:43.005 --> 00:16:44.165

Phil: I mean, what do you think about that?

00:16:44.185 --> 00:16:45.845

Phil: I mean, why do you think that is?

00:16:45.885 --> 00:16:50.465

Phil: Is this excess, you know, stock or...?

00:16:50.665 --> 00:16:54.645

Tom: Well, that was at Dick Smith, and they often do clearance sales like this.

00:16:54.825 --> 00:17:03.945

Tom: So what I would say is more likely than any other possible conspiracy theory, it was simply that they had a reasonable amount of Wii U's.

00:17:04.305 --> 00:17:13.205

Tom: Not a lot, like a few, in a few stores here and there that they wanted to shift to f*** up shelf space, probably for the PS4 and the Xbox One.

00:17:14.025 --> 00:17:14.865

Tom: Yeah, I agree.

00:17:14.885 --> 00:17:24.325

Tom: Which does have a conspiracy, but I think it's more due to the fact that they had probably not many lying around, which in Australia and probably New Zealand and maybe in America, you can comment on that.

00:17:24.625 --> 00:17:35.545

Tom: Generally, if shops, if shop chains have a few of any sort of console lying around, they want to then get rid of it, because consoles, of course, take up quite a bit of shelf space.

00:17:35.565 --> 00:17:36.805

Phil: Bit of shelf.

00:17:36.825 --> 00:17:41.065

Phil: In New Zealand, that could be as few as 200, right?

00:17:41.285 --> 00:17:41.825

Tom: Or less.

00:17:41.845 --> 00:17:48.745

Tom: I mean, it could literally be there were five stores with two each left in their shops, so they then had a clearance sale.

00:17:49.305 --> 00:17:51.365

Tom: Because it was pick up and collect only.

00:17:51.965 --> 00:17:52.245

Phil: Right.

00:17:52.265 --> 00:17:55.425

Phil: There's probably ten Dick Smiths in New Zealand, realistically.

00:17:56.125 --> 00:18:03.985

Phil: And if each store had three, you know, and they're looking at E3 going, oh, okay, well, we backed the wrong horse here.

00:18:05.145 --> 00:18:06.345

Phil: Let's shuffle these along.

00:18:06.745 --> 00:18:07.505

Phil: Yeah, you're right.

00:18:07.525 --> 00:18:11.785

Phil: It's actually a non-story, but damn, 199 bucks, I'd buy one.

00:18:12.345 --> 00:18:16.645

Tom: Yeah, and that's New Zealand dollars, so that's like $20 in any real currency.

00:18:17.745 --> 00:18:27.445

Phil: At least now there's a $100 separation between the Xbox3 and the PlayStation4 down here in Australia, or $110 separation.

00:18:27.845 --> 00:18:29.025

Phil: That's a big deal.

00:18:29.305 --> 00:18:30.405

Tom: Yeah, that is huge.

00:18:31.105 --> 00:18:37.465

Phil: You'd have to be pretty dedicated to the Xbox to say, okay, you know, 700 bucks.

00:18:38.645 --> 00:18:50.125

Phil: I mean, when it's all said and done, by the time you buy another controller, which is another 70 bucks, and a game, you're walking out of there over 800 bucks.

00:18:51.005 --> 00:18:51.285

Tom: Yep.

00:18:52.385 --> 00:18:59.785

Tom: Yeah, but I mean, when you compare it to previous console price launches, it's probably not as exorbitant as you might think.

00:19:00.745 --> 00:19:02.085

Phil: Oh, it's pretty exorbitant, man.

00:19:02.165 --> 00:19:12.025

Phil: I know what you're saying, that I should get used to this, but I would totally import a PlayStation 4 or Xbox3 at this point.

00:19:14.085 --> 00:19:23.245

Phil: If they had solid state drives, my only concern about importing a console from another country is how that hard drive is going to do in shipping.

00:19:23.485 --> 00:19:23.765

Tom: Yep.

00:19:24.665 --> 00:19:27.845

Tom: Well, with the PS4, you can easily change the hard drive, so...

00:19:28.705 --> 00:19:29.845

Phil: Yeah, that's true.

00:19:29.945 --> 00:19:30.525

Phil: That's true.

00:19:30.645 --> 00:19:35.525

Phil: I know for the Xbox3, it's not, so I mean, you can't change it.

00:19:35.605 --> 00:19:38.045

Phil: It's not a consumer-changeable item, so...

00:19:38.825 --> 00:19:41.745

Tom: Which is just absurd at only 500 gigabytes.

00:19:42.145 --> 00:19:46.125

Phil: Yeah, enough dilly-dallying, because we're in the area of talking about region locking.

00:19:46.925 --> 00:19:50.565

Phil: Obviously, the biggest news of this week was the Xbox One 80.

00:19:51.085 --> 00:19:52.145

Phil: You see what I did there?

00:19:52.165 --> 00:19:52.765

Tom: Yes, I did.

00:19:54.685 --> 00:19:58.465

Tom: Gobsmacked by the originality of that part.

00:19:58.585 --> 00:20:09.225

Phil: Giant Bomb basically got the scoop on this one, but we're just blazed through this, because it can't be a single person in the world who's interested in gaming that doesn't already know this, but we'll take turns.

00:20:09.225 --> 00:20:12.005

Phil: No more always online requirement.

00:20:12.365 --> 00:20:15.265

Tom: The console no longer has to check in every 24 hours.

00:20:16.185 --> 00:20:20.885

Phil: All game disks will work on Xbox One as they do on the Xbox 360.

00:20:21.145 --> 00:20:24.625

Tom: An internet connection is only required when initially setting up the console.

00:20:25.465 --> 00:20:29.785

Phil: All downloaded games will function the same when online or offline.

00:20:30.025 --> 00:20:33.225

Tom: No additional restrictions on trading games or learning disks.

00:20:34.225 --> 00:20:36.045

Phil: And region locks have been dropped.

00:20:36.885 --> 00:20:37.325

Tom: Excellent.

00:20:38.085 --> 00:20:39.105

Phil: Thank you very much.

00:20:39.945 --> 00:20:40.785

Phil: Yeah, what the hell?

00:20:41.085 --> 00:20:52.985

Phil: I mean, how do you launch a system, decree a series of rules, wait two weeks, do E3 where you're going to get the largest amount of media possible?

00:20:54.085 --> 00:21:03.145

Phil: The message comes out from E3 that basically man in the street asks Phil, so what's the deal with the Xbox One?

00:21:03.165 --> 00:21:07.465

Phil: I'm going to say $100 more, no use games, right?

00:21:07.585 --> 00:21:07.885

Phil: Yeah.

00:21:08.125 --> 00:21:14.385

Phil: I mean, the message has been set, and then a week after E3, they go the other direction.

00:21:16.085 --> 00:21:18.065

Tom: Can you imagine if they had done this at E3?

00:21:19.585 --> 00:21:20.265

Phil: On stage?

00:21:20.345 --> 00:21:20.645

Tom: Yeah.

00:21:21.465 --> 00:21:22.085

Phil: You know what?

00:21:22.265 --> 00:21:28.465

Phil: I think if Sony's conference had come first and then they had 8 hours to wait the way Sony did, they would have.

00:21:30.045 --> 00:21:31.045

Tom: That's a good point actually.

00:21:32.125 --> 00:21:38.825

Phil: They would have got up there and said, hey you guys, that last conference thing, just forget that ever happened.

00:21:39.085 --> 00:21:39.905

Phil: We're here to tell you.

00:21:39.925 --> 00:21:40.585

Tom: We were just joking.

00:21:41.025 --> 00:21:42.645

Phil: We were just joking, you know.

00:21:43.405 --> 00:21:52.005

Phil: Now this is something that Microsoft has been doing because with Windows 8 came out and they had this whole Metro thing and they took away the desktop.

00:21:52.425 --> 00:21:59.545

Phil: And now the first service, not a service pack, but the first update for Windows 8 gives you the option to boot to the desktop.

00:22:00.305 --> 00:22:04.105

Phil: It brings back the start button and on and on and on.

00:22:04.125 --> 00:22:15.085

Phil: So, I mean, on the one hand, this is a good sign that this huge corporation is able to like listen to its consumers and make changes on the fly.

00:22:16.645 --> 00:22:19.965

Phil: And in November, all of this will mean nothing, right?

00:22:20.245 --> 00:22:32.585

Phil: So for an Xbox fan, he basically goes from the last couple of weeks of enduring hell, listening to all his buddies pay out on the Xbox to go, okay, good, okay, we're done, okay.

00:22:34.025 --> 00:22:39.865

Phil: And then for everyone else, for Nintendo fans, it means nothing because they weren't going to buy this anyway.

00:22:41.105 --> 00:22:46.345

Phil: For PlayStation fans, it's like, oh, okay, well, cool, you know, I mean, whatever.

00:22:46.865 --> 00:22:50.685

Phil: But for the general gamer, in November, this means nothing.

00:22:50.705 --> 00:22:58.285

Phil: It means they go into the store, one's a hundred bucks and comes with a Kinect and maybe you think, oh, extra hundred bucks, that must be the more powerful one.

00:22:59.165 --> 00:23:02.525

Phil: Better off investing now than later, and I already have an Xbox Live.

00:23:04.305 --> 00:23:07.885

Phil: Or you go into the store and go, oh, PlayStation 4 is a hundred bucks less.

00:23:08.545 --> 00:23:09.705

Phil: I'll get the PlayStation 4.

00:23:10.705 --> 00:23:14.285

Phil: So there you go, that's my entire take on this whole flip flop.

00:23:14.945 --> 00:23:18.805

Tom: Well, has this changed your opinion as to your interest in getting one?

00:23:19.565 --> 00:23:21.185

Phil: Oh yeah, at this point, I'll get one.

00:23:21.425 --> 00:23:21.725

Tom: Okay.

00:23:22.405 --> 00:23:24.305

Phil: If the games are there, I'll get one.

00:23:25.105 --> 00:23:30.285

Phil: I mean, I got and enjoyed a 360 this generation along with my PlayStation 3.

00:23:31.265 --> 00:23:39.125

Phil: And now that I know that I'll be able to play these games forever, which was my one hang up with it, I'd happily buy one.

00:23:40.345 --> 00:23:47.685

Phil: The thing is, they do have this, you have to, internet connection is required when initially setting up the console.

00:23:48.565 --> 00:23:51.245

Phil: I believe that this requirement will be dropped in a couple of months.

00:23:52.105 --> 00:24:11.305

Tom: They don't really go into detail on what that means, because they do say all games will work on Xbox One as they do on Xbox 360, which implies that they should work without necessarily having to connect online to the internet when you first set up, as that will be contradicting that.

00:24:11.985 --> 00:24:22.645

Phil: Yeah, but what they're saying is, you buy the fucking console, you bring it home, you want to play it, you got to first hook it up to the internet, and the reason for that is, this console is launching in four months.

00:24:22.845 --> 00:24:33.645

Phil: I mean, they have already, this is going to be a firmware update for consoles that have already been manufactured or are in the pipeline being manufactured for the next month and a half, right?

00:24:33.905 --> 00:24:54.725

Phil: So a lot of these things like region locking and requiring the internet to play every game and 24-hour check-ins, a lot of that stuff is going to be not in the firmware necessarily, probably the region locks are, but a lot of that's going to be built in on the chip as a part of the operating system of the Xbox3.

00:24:55.185 --> 00:24:59.005

Phil: So that's what that update is all about.

00:24:59.065 --> 00:25:10.665

Phil: I guarantee that after the first couple of months, when they've sold through their initial merchandise, that this thing will just be a regular console you can take home, never connect to the internet and play discs on.

00:25:11.385 --> 00:25:14.665

Tom: So just wait a few months before getting one, is what you're saying.

00:25:15.045 --> 00:25:16.565

Phil: Which you should anyway, really.

00:25:16.585 --> 00:25:38.325

Tom: Now, my only thing with this is, my only take on what you've already said would be that when they did have these features, which is what they were, it made more sense to have such a higher price, even though they were features that no one was going to enjoy.

00:25:38.405 --> 00:25:43.345

Tom: There was something there to differentiate the price visibly more than just Kinect.

00:25:43.365 --> 00:25:53.825

Tom: So actually removing this stuff, even though it is of course stuff no one wants in there, makes it seem even harder to take the higher price to me.

00:25:55.605 --> 00:26:02.485

Phil: Well, I mean, the higher price is necessitated by one thing and one thing only, and that is the Kinect, right?

00:26:03.245 --> 00:26:04.305

Tom: Absolutely, I understand that.

00:26:04.325 --> 00:26:11.185

Tom: I just mean when you then compare the features, it's even less differentiated.

00:26:11.405 --> 00:26:17.785

Phil: Well, okay, I'm just going to get into the nitty-gritty of where I stand on the hardware in terms of PlayStation 3 and 360.

00:26:17.805 --> 00:26:19.385

Phil: The only thing I have...

00:26:19.705 --> 00:26:36.105

Phil: They all look comparable to me, but Jonathan Blow says that the developer, Braid, says that the Xbox3 will dedicate basically a third of its RAM to the three different operating systems that it is running, whereas the PlayStation 4 does not.

00:26:36.365 --> 00:26:38.125

Phil: Now, you know, take that with a grain of salt.

00:26:38.145 --> 00:26:44.325

Phil: He's going to be launching his next game, The Witness, on the PlayStation 4 along with the PC, but he's also a fairly straightforward guy.

00:26:44.345 --> 00:26:49.665

Phil: I don't think he's going to put his credibility online with other developers by, you know, just saying something that's not true.

00:26:50.805 --> 00:26:54.765

Phil: Okay, so having said that, let's say that both of them are equal in terms of hardware.

00:26:55.165 --> 00:26:58.225

Phil: Both of them now charge the same amount for online play.

00:26:59.805 --> 00:27:01.965

Phil: Both of them are DRM-free.

00:27:02.025 --> 00:27:03.525

Phil: Both of them are region-free.

00:27:03.525 --> 00:27:06.265

Phil: Both of them now apparently have excellent controllers.

00:27:07.145 --> 00:27:18.405

Phil: And you'll be interested to note, I didn't know if you heard from the Killzone developers, they're moving the aim and the shoot down to the triggers as opposed to the R1, L1.

00:27:19.305 --> 00:27:20.025

Tom: No, I do not.

00:27:20.785 --> 00:27:22.865

Tom: That's our miniature Yakuza Kills one minute.

00:27:23.985 --> 00:27:28.245

Phil: Forty seconds, so they moved them down to the R2, L2.

00:27:29.705 --> 00:27:40.545

Phil: So yeah, in terms of differentiation, the only thing now standing, until people mention how much the games are going to cost themselves, is the $100.

00:27:40.645 --> 00:28:04.245

Phil: And it would be easy for Microsoft at this point, who has already done the market research, has in fact already successfully implemented a subsidized game console plan in the United States, not only in their own stores, but other large retailers like Best Buy and Walmart, where you can go in and buy a $99.360 with a two-year subscription to Xbox Live Gold, right?

00:28:04.505 --> 00:28:04.765

Tom: Yep.

00:28:05.625 --> 00:28:26.045

Phil: If you take away this $100 advantage that Sony has with a subsidized Microsoft plan, which I honestly fully intend will come before launch, then why would you get the Sony, if you've already got an Xbox Live account with your friends list and your points and everything else?

00:28:26.985 --> 00:28:32.845

Tom: Well, that would be a major selling point, but you'd still have your $360.

00:28:34.545 --> 00:28:43.405

Phil: Yeah, you'd still have your $360, but $360, like I said last week, they're going to drop the $360 like a hot potato.

00:28:43.605 --> 00:28:49.965

Phil: Sony is sticking by the PlayStation 3 with these major masthead games coming out this year.

00:28:50.765 --> 00:28:54.205

Phil: After November, you are not going to find a $360 game.

00:28:54.225 --> 00:29:00.925

Phil: I guess third-party publishers, like the big stuff like Madden and Call of Duty and everything will still continue to come out for it.

00:29:01.625 --> 00:29:07.325

Phil: But their lineup has been pretty slim for the last eight months anyway.

00:29:07.525 --> 00:29:18.165

Tom: But those people, do you think it's necessarily worth the investment for them to pay so much just to keep up with their friends that might move on to the Xbox One?

00:29:19.025 --> 00:29:25.905

Phil: Well, if you look at, you know, you're talking about how, like, you'll probably only get a PlayStation 4 because of, you know, your friends on Killzone.

00:29:26.085 --> 00:29:26.345

Phil: Yeah.

00:29:27.285 --> 00:29:29.005

Phil: So you've answered your own question there.

00:29:29.025 --> 00:29:38.325

Tom: Well, well, yes and no, because I think the thing is, let's look back at the Xbox One, the actual Xbox One.

00:29:38.905 --> 00:29:43.285

Tom: Moving on from that, I cannot remember a single person from my friends list there.

00:29:43.305 --> 00:29:44.805

Tom: Take it that I can remember one.

00:29:45.245 --> 00:29:50.965

Tom: Apart from one, I can't remember a single person I had on there that I did not know from anywhere else.

00:29:50.965 --> 00:29:58.625

Tom: So with the people that I'm moving on to the PS4 with, it would be with people I know in other avenues.

00:29:58.625 --> 00:30:10.985

Tom: So if it did actually come down to it, if the Xbox One had 50 exclusives that I wanted, I would go for it over the PS4 and just miss out on Killzone 4.

00:30:12.185 --> 00:30:20.285

Phil: Not to get too high pollutant about this, but Xbox Live as a social network is relevant and is valid as Twitter or Facebook, which I know to you means nothing.

00:30:20.325 --> 00:30:29.665

Phil: But what I'm saying is you can't just leave Facebook for Google Plus and then tell your 20 friends, hey, guys, I miss hearing from you.

00:30:29.685 --> 00:30:35.905

Phil: Come over here to Google Plus because they've all got 20 people of their own who are still on Facebook, right?

00:30:36.465 --> 00:30:38.505

Phil: And that's what I'm saying about Xbox Live.

00:30:38.525 --> 00:30:46.745

Phil: If you've been playing Call of Duty for the last five years on Xbox Live, you have a game score of 75,000.

00:30:46.825 --> 00:30:48.265

Phil: You have a name that's known.

00:30:48.485 --> 00:30:50.285

Phil: You have a reputation.

00:30:50.585 --> 00:30:58.505

Phil: You're not going to, for $100, switch over to the PlayStation 4 and then start rolling with these noobs you don't know.

00:30:58.525 --> 00:31:02.405

Phil: And then you tell your friends, hey, dude, PlayStation 4 is really cool.

00:31:02.425 --> 00:31:08.205

Phil: Yeah, that's fine, but everyone is still on the Xbox Live.

00:31:08.225 --> 00:31:08.925

Phil: That's where we are.

00:31:11.025 --> 00:31:12.425

Tom: I'd say that's probably fair enough.

00:31:12.905 --> 00:31:14.105

Phil: Region locks have been dropped.

00:31:14.285 --> 00:31:15.725

Phil: Great for us, obviously.

00:31:15.745 --> 00:31:18.265

Phil: The 360 was region locked.

00:31:18.765 --> 00:31:20.225

Phil: It was left up to the publishers.

00:31:20.845 --> 00:31:26.905

Phil: And then whenever Microsoft wanted to not allow Japanese people to import, they would apply it to a game.

00:31:26.925 --> 00:31:28.065

Phil: So that was fair.

00:31:28.325 --> 00:31:33.505

Phil: So this is even better, that if they're just going to drop all region locking, makes my life a lot easier.

00:31:33.765 --> 00:31:41.485

Tom: And this is the only part, the only feature where the PS4 and Xbox One are both ahead of the Wii U.

00:31:41.605 --> 00:31:49.245

Phil: Yeah, but no bagging on Nintendo in this regard because that's always been their policy, like forever.

00:31:50.025 --> 00:31:52.425

Phil: So, you know, at least they're consistent.

00:31:52.665 --> 00:31:55.045

Phil: You know what you're getting into when you buy a Nintendo platform.

00:31:55.185 --> 00:31:56.225

Phil: Yeah.

00:31:56.345 --> 00:32:06.905

Phil: Phil Fish, who is a racist, the guy behind Fez, he's racist because of the comments he made about Japanese game developers at GDC last year.

00:32:06.925 --> 00:32:13.765

Tom: So, there's probably quite a few people who would say you're racist for your comments made last week about Nintendo.

00:32:13.785 --> 00:32:14.085

Phil: No, no.

00:32:14.305 --> 00:32:15.805

Phil: Nintendo was racist.

00:32:15.825 --> 00:32:20.885

Tom: No, I understand that, but the accusations, there would be people who would think that was racist.

00:32:21.305 --> 00:32:24.765

Tom: I'm not saying they'd be right, but that would be an interpretation held by many.

00:32:25.465 --> 00:32:33.685

Phil: No, well, I'm supported on probably the most listened to podcast on the internet and the number one podcast on Neogaf.

00:32:34.045 --> 00:32:35.705

Phil: Guess what they were talking about this week?

00:32:36.745 --> 00:32:37.785

Tom: Nintendo's racism?

00:32:38.405 --> 00:32:38.885

Phil: Yes.

00:32:40.265 --> 00:32:47.545

Phil: They were talking about how Nintendo was so racist, and everyone knows what podcast I'm listening to.

00:32:47.625 --> 00:32:55.005

Tom: By its very nature, I don't think the majority defense is a very good one to choose when dealing with racism.

00:32:55.485 --> 00:32:58.265

Phil: No, I'm not giving a defense to my actions.

00:32:58.805 --> 00:33:00.045

Phil: I was calling out racism.

00:33:00.585 --> 00:33:04.445

Phil: You know, the first thing people want to do when they're called a racist is to call me racist.

00:33:04.465 --> 00:33:05.265

Phil: Well, guess what?

00:33:05.565 --> 00:33:08.105

Phil: They're the racist, because I got in first.

00:33:08.385 --> 00:33:09.925

Phil: All I'm doing is telling that...

00:33:09.945 --> 00:33:11.785

Phil: I'm not calling for any majority defense.

00:33:11.925 --> 00:33:16.845

Phil: All I'm saying is other podcasts are listening, and they're riding our coattails again.

00:33:17.205 --> 00:33:20.285

Phil: And I thought that this had come to a stop when we got no listeners.

00:33:21.085 --> 00:33:24.825

Phil: But apparently, this has started again.

00:33:24.845 --> 00:33:26.865

Phil: And I will be listening.

00:33:27.305 --> 00:33:32.965

Phil: I will be listening to the most popular podcasts, and I will be calling you guys out when you steal our shtick.

00:33:33.345 --> 00:33:34.265

Phil: It's not even a shtick.

00:33:34.905 --> 00:33:36.645

Phil: We can't make this stuff up.

00:33:36.705 --> 00:33:37.665

Phil: It's so bad.

00:33:38.665 --> 00:33:42.965

Phil: Anyway, the racist Phil Fish won't be releasing Fez 2 for any Xbox platforms.

00:33:42.985 --> 00:33:47.005

Phil: And you remember this is the cheapskate who released the broken game for the 360?

00:33:47.025 --> 00:33:48.585

Tom: Yep, and then begged for money to fix it.

00:33:49.225 --> 00:33:49.605

Phil: Nice.

00:33:49.865 --> 00:33:52.845

Tom: And they didn't give me a review copy either for Steam, so fuck them.

00:33:54.605 --> 00:34:01.545

Phil: That's another reason to buy an Xbox, is because racist Phil Fish will not be releasing Fez 2 for it.

00:34:02.345 --> 00:34:03.025

Phil: And guess what?

00:34:03.625 --> 00:34:04.265

Phil: I'll be buying...

00:34:04.785 --> 00:34:07.005

Phil: Oh no, I'm not going to buy any of his racist games.

00:34:07.725 --> 00:34:21.065

Phil: So over there at Sony, their response has got to be, well, it was good while it lasted, and this week we were reminded how great Sony is on the internet, and hopefully our $5 a month will help them buy new servers and whatnot.

00:34:21.085 --> 00:34:23.445

Phil: Why don't you tell us what happened over there?

00:34:23.465 --> 00:34:40.725

Tom: Well, basically they released update version 4.45, which featured probably the best update they have ever released online, and the only notable one, the other notable update was when they removed Linux, which is obviously not a good update.

00:34:40.725 --> 00:34:41.785

Tom: So with this update...

00:34:42.485 --> 00:34:45.385

Phil: No, no, the best update was when they...

00:34:45.405 --> 00:34:51.205

Phil: remember that time that February had 28 days?

00:34:51.805 --> 00:34:52.165

Tom: Oh, yeah.

00:34:52.325 --> 00:35:02.325

Phil: And then to save energy costs, they disabled your PlayStation 3 from being able to play any games.

00:35:03.745 --> 00:35:08.005

Tom: Well, it was good for the environment and also for your electricity bills.

00:35:08.985 --> 00:35:10.185

Phil: What did this moot patch do?

00:35:10.405 --> 00:35:18.245

Tom: Well, what it was meant to do was give the option to finally turn off trophy notifications, which I would have been all over.

00:35:18.625 --> 00:35:18.905

Tom: And...

00:35:19.625 --> 00:35:20.365

Phil: Oh, that's pretty good.

00:35:20.385 --> 00:35:26.585

Phil: You know, in Last of Us, there are notoriously very few trophies because they did not want to break the immersion of the game.

00:35:27.205 --> 00:35:28.285

Tom: True does to them for that.

00:35:28.925 --> 00:35:32.825

Tom: I mean, they've got trophies popping up every 12 seconds on Uncharted.

00:35:33.625 --> 00:35:35.585

Phil: Yeah, it's like a teenage boy on the Internet.

00:35:35.705 --> 00:35:36.045

Tom: Yeah.

00:35:37.465 --> 00:35:47.365

Tom: So, unfortunately, apart from giving the option to disable your trophy notifications, it also disabled many people's PS3s.

00:35:48.145 --> 00:35:48.525

Phil: Yes.

00:35:49.505 --> 00:35:55.125

Phil: And you might be thinking, oh, this is probably only disabling old PlayStation 3s.

00:35:55.145 --> 00:36:01.405

Phil: But no, if you go onto the Sony forums, it's PlayStation Fats, it's PlayStation Slims, it's PlayStation Slims.

00:36:01.425 --> 00:36:02.825

Phil: It's PlayStation Virginia Slims.

00:36:04.885 --> 00:36:06.145

Phil: They're all being taken down.

00:36:06.165 --> 00:36:11.745

Phil: Basically, after you apply this update, it just camps you out on the ribbon sparkly screen.

00:36:11.905 --> 00:36:12.225

Tom: Yep.

00:36:12.825 --> 00:36:14.205

Phil: And you can't proceed from there.

00:36:14.445 --> 00:36:21.945

Tom: Yeah, and they have taken it offline, so you don't need to worry about accidentally signing in and somehow accidentally updating.

00:36:22.585 --> 00:36:25.165

Tom: So at least that risk is now gone.

00:36:25.285 --> 00:36:29.345

Tom: But So2 has the option to turn off trophy notifications.

00:36:29.805 --> 00:36:30.845

Tom: So it's a sad day.

00:36:31.725 --> 00:36:37.765

Phil: If you're a pig and you have enough PlayStation 3s, you can build a brick house, because that's all your PlayStation 3 is going to be good for.

00:36:38.765 --> 00:36:41.405

Phil: There is actually a workaround.

00:36:41.405 --> 00:36:45.785

Phil: I didn't know this, but you can boot your PlayStation into safe mode and then restore it.

00:36:46.965 --> 00:36:57.645

Phil: Yeah, if you press and hold the power button, and it beeps, and it'll beep twice, and it'll beep twice again, it boots into its safe mode, and then you can either choose to restore it or reformat it.

00:36:57.765 --> 00:36:58.825

Phil: So that's kind of cool.

00:36:59.285 --> 00:37:10.325

Tom: Did you know you can also, on the PlayStation Fats, clean the PS3 by having the fan go on at maximum speed for a short period?

00:37:11.525 --> 00:37:12.025

Phil: How?

00:37:12.725 --> 00:37:21.205

Tom: What you do is you turn it off at the back, then you hold down the power button, and I may be remembering this incorrectly, but something like this.

00:37:21.425 --> 00:37:29.845

Tom: You hold down the power button, then you turn it back on the back, and the fan will go on at an extreme speed for about 15 seconds.

00:37:30.465 --> 00:37:34.325

Phil: Oh, like my PlayStation 3 doesn't summer for about four months.

00:37:34.465 --> 00:37:34.765

Tom: Yeah.

00:37:36.285 --> 00:37:37.165

Phil: That's pretty cool.

00:37:37.205 --> 00:37:42.385

Phil: Okay, so all in all, you were not going to be buying one of these Xbox ones anyway.

00:37:42.405 --> 00:37:44.645

Phil: I mean, god, 700 bucks!

00:37:45.165 --> 00:37:58.305

Tom: Yeah, I mean, there is nothing that appeals to me on the console except for D4, I swear it's a new game, but there was not a single Xbox game that at all piqued my interest whatsoever.

00:37:58.825 --> 00:38:07.965

Phil: Yeah, and I do want to say, I've heard from some people, the games we omitted from last week's coverage, you could have heard about and you did hear about everywhere else.

00:38:07.985 --> 00:38:12.385

Phil: The games we chose to talk about in our E3 coverage were games that we were interested in.

00:38:12.405 --> 00:38:14.645

Phil: And that wasn't much.

00:38:15.665 --> 00:38:21.125

Phil: Yeah, I mean, Titanfall is obviously on the, it's a Microsoft exclusive PC, Xbox One.

00:38:21.605 --> 00:38:22.945

Phil: That's the game from Respawn.

00:38:22.965 --> 00:38:27.505

Phil: That's arguably the most attractive game that they've got as an exclusive over there.

00:38:27.665 --> 00:38:28.705

Tom: Absolutely.

00:38:28.745 --> 00:38:35.365

Phil: But yeah, I mean, it looks phenomenal, but not for me, but for you maybe, it's all multiplayer online.

00:38:35.865 --> 00:38:42.485

Tom: I mean, for me, that's something I would be interested in following from a distance without actually playing it.

00:38:42.505 --> 00:38:46.585

Tom: But I have no interest in playing a Respawn game.

00:38:46.745 --> 00:38:50.825

Tom: I mean, let's be honest, it's going to be another Call of Duty.

00:38:51.905 --> 00:38:52.745

Phil: I'm not interested.

00:38:52.945 --> 00:38:53.245

Tom: Yeah.

00:38:53.345 --> 00:39:03.965

Tom: The closest thing that the people involved with it have done to doing something new and interesting was the Call of Duty 4 reboot where they rebooted the Call of Duty series.

00:39:03.985 --> 00:39:06.685

Tom: The only thing they changed was the setting.

00:39:07.165 --> 00:39:19.025

Tom: They did not change anything about the gameplay, so I'm assuming this is just going to be Call of Duty in space, which is fascinating and it would be fun, but at this stage, meh.

00:39:20.145 --> 00:39:22.305

Tom: I've had about 10 years of Call of Duty, that's enough.

00:39:22.965 --> 00:39:23.705

Phil: Meh, indeed.

00:39:24.585 --> 00:39:25.225

Phil: Meh, indeed.

00:39:26.045 --> 00:39:30.125

Phil: We didn't talk about Mirror's Edge 2 last week, though.

00:39:30.185 --> 00:39:33.765

Tom: But we were meant to, so that was just an error on our parts.

00:39:34.125 --> 00:39:37.725

Phil: Yeah, and so I mean, number one, DICE is developing it.

00:39:37.745 --> 00:39:44.885

Phil: I thought if EA was going to bring back Mirror's Edge 2, they would just totally exploit the fuck out of it and give it to some no-name developer.

00:39:45.785 --> 00:39:50.025

Phil: But the fact that DICE is doing it means this is going to be a labor of love, just like the first one.

00:39:50.925 --> 00:39:58.025

Tom: And the trailer just looked extremely good, and if that is the gameplay, that is going to be just incredible.

00:39:58.085 --> 00:40:14.545

Tom: And once again, the color scheme bothers me, but I think it actually works better with how the graphics are now, because from watching the trailer, it moved at a much faster pace, and there was much more fluency.

00:40:14.545 --> 00:40:32.845

Tom: So with the extreme color scheme they were using, it made the color sort of meld together more and blend together, whereas on the original, because it was slower, you were staring at these primary colors as static things, so it should be less distracting here.

00:40:32.845 --> 00:40:45.845

Phil: Yeah, it has a much more fluid look to it, a little bit more evocative of the original Alan Wake, which had this, like I've talked before, an otherworldly effect that was somewhat closer to reality.

00:40:47.365 --> 00:40:57.105

Phil: I think, yeah, so much more closer to human vision than camera vision, and maybe that's one thing that the next generation of consoles is going to be able to bring to us.

00:40:58.185 --> 00:41:04.405

Phil: So that is a game that we did not mention last week that we totally planned on and should have mentioned, but...

00:41:04.785 --> 00:41:07.085

Tom: And we didn't mention Halo 5 because we don't care.

00:41:07.945 --> 00:41:10.125

Phil: Well, and they didn't even say it was Halo 5.

00:41:10.145 --> 00:41:13.785

Phil: They were just like the next Halo game, and it was basically Master Chief in a poncho.

00:41:13.805 --> 00:41:16.605

Tom: I think it's been since confirmed as Halo 5.

00:41:16.625 --> 00:41:16.965

Phil: It has?

00:41:17.305 --> 00:41:21.985

Tom: Well, I don't know if it's been confirmed, but everyone is referring to it as Halo 5, so...

00:41:22.065 --> 00:41:23.445

Phil: Well, okay, great.

00:41:23.465 --> 00:41:24.285

Phil: I mean, good on ya.

00:41:25.265 --> 00:41:27.325

Phil: You know, I loved Halo 4, so...

00:41:28.245 --> 00:41:31.825

Phil: Let's move on to If It's Okay, Good Sir, NPD.

00:41:32.105 --> 00:41:34.565

Tom: Well, it's not okay, but I will humor you.

00:41:34.985 --> 00:41:38.445

Phil: Well, it happens about once a month, and this month we're gonna do something a little bit different.

00:41:38.705 --> 00:41:44.645

Phil: I will say that overall retail, the industry was down by 25% over this time last month.

00:41:46.945 --> 00:41:53.325

Phil: Massively huge, and it was so bad that, you know, consoles weren't releasing hardware sales figures.

00:41:53.365 --> 00:41:57.025

Phil: I mean, usually Microsoft wants to do that, that they weren't even trumpeting that.

00:41:57.045 --> 00:42:00.765

Phil: This week I think they were even below the DS or 3DS or whatever.

00:42:00.785 --> 00:42:01.345

Phil: It doesn't matter.

00:42:01.505 --> 00:42:13.845

Tom: Do you think that this is because of E3 and the new consoles given release dates and prices, or do you think it is just indicative of the general downturn getting even worse?

00:42:14.365 --> 00:42:16.285

Phil: It's May, and it's just the downturn.

00:42:17.105 --> 00:42:24.705

Phil: It's the lack of exciting games, because Last of Us doesn't hit in this one, and Last of Us isn't exclusive, so it doesn't count.

00:42:25.045 --> 00:42:29.745

Phil: But just looking at the top ten here, and I'll give you time to think over this.

00:42:29.765 --> 00:42:33.765

Phil: I'll tell the viewers at home, listeners at home what the top ten were, in order.

00:42:34.225 --> 00:42:36.565

Phil: Just let me know if any of these jump out at you at all.

00:42:36.845 --> 00:42:39.865

Phil: Starting at number ten, Lego Batman 2.

00:42:40.445 --> 00:42:43.485

Phil: Quite frankly, it's only on the list, because it was released for every console.

00:42:43.545 --> 00:42:56.745

Phil: So Lego Batman 2, Battlefield 3 for the HD systems, Bioshock Infinite at number eight, NBA 2K13, it's NBA finals time in the United States.

00:42:57.445 --> 00:42:58.745

Phil: Metro Last Light.

00:42:59.365 --> 00:43:01.905

Tom: That's surprising to see it that high, I would say.

00:43:02.945 --> 00:43:04.865

Tom: And it has done very well.

00:43:04.885 --> 00:43:07.765

Tom: I believe it sold over 3 million units thus far.

00:43:07.785 --> 00:43:13.205

Tom: So that is absolutely huge when you consider how niche 2033 was.

00:43:14.345 --> 00:43:24.865

Tom: And even more shocking, even more shocking, the sales of 3 million units, according to the publishers Deep Silver, this was a great result as opposed to a crushing disappointment.

00:43:25.965 --> 00:43:28.585

Phil: Well, Deep Silver is a much smaller developer.

00:43:28.605 --> 00:43:37.105

Phil: I don't even think or know actually, I don't think that they're publicly held like these other companies that crow about how poor these sales are.

00:43:38.265 --> 00:43:39.965

Phil: And they're a much slimmer operation.

00:43:40.005 --> 00:43:44.565

Phil: Obviously, yeah, I mean, so that's great that they appeared at all.

00:43:45.405 --> 00:43:55.045

Phil: Luigi's Mansion, 3DS, number 4, Dead Island Riptide, which is just basically a cheap cash in, got in number 4.

00:43:55.085 --> 00:43:57.765

Tom: And that is another Deep Silver published game, by the way.

00:43:57.785 --> 00:43:59.845

Phil: Yeah, it is actually two in the top ten.

00:43:59.865 --> 00:44:02.085

Phil: So they're doing very well at the moment.

00:44:02.965 --> 00:44:08.045

Phil: They'll be churning out some regrettable games soon with their ill-gotten gains.

00:44:08.305 --> 00:44:12.905

Phil: Number 3, Donkey Kong Country Returns for the 3DS and Wii, not Wii U.

00:44:13.145 --> 00:44:17.705

Tom: So clearly everyone hates this series, as has been shown with the backlash.

00:44:18.265 --> 00:44:19.305

Phil: Yep, and number...

00:44:20.305 --> 00:44:22.165

Phil: Yep, people talking with their wallets.

00:44:22.225 --> 00:44:22.545

Tom: Yep.

00:44:23.885 --> 00:44:26.005

Phil: Number 2, Call of Duty Black Ops 2.

00:44:26.405 --> 00:44:26.905

Phil: Why not?

00:44:27.285 --> 00:44:28.185

Tom: Not a surprise there.

00:44:28.885 --> 00:44:29.605

Phil: Yep, why not?

00:44:29.845 --> 00:44:33.945

Phil: And then finally, again, this totally surprises me.

00:44:34.905 --> 00:44:39.685

Tom: I was in some disagreement with you as it too had been surprising, and on the VG press...

00:44:40.805 --> 00:44:42.105

Phil: We haven't said what game it is yet.

00:44:42.165 --> 00:45:02.065

Tom: Yep, Robio did in fact confirm that it has a lot to do with the comic it's based on, and God's Among Us is actually a comic book series, I believe he said, so it is in the title, as we were wondering about a while ago, so that's not actually surprising that it might still be up so high, I would say.

00:45:02.085 --> 00:45:12.025

Phil: Well, in Injustice God's Among Us, the fighting game made by the Mortal Kombat guys set on the DC universe is number one seller.

00:45:12.785 --> 00:45:24.425

Phil: So God's Among Us, I mean, if comic book aficionados and collectors bought it just because of collecting, I mean, that's good for what, 16,000 copies?

00:45:25.365 --> 00:45:28.705

Phil: But the rest of it, I guess it's a new fighting game.

00:45:28.965 --> 00:45:30.665

Tom: And it has Batman in it, so...

00:45:31.245 --> 00:45:34.785

Phil: So, NPD, probably the most boring month of them all.

00:45:34.805 --> 00:45:43.525

Phil: Of those ten, if I were to give you a free pass that says you can buy any of these games that you haven't already played, go ahead and get it, what would it be?

00:45:43.965 --> 00:45:45.605

Tom: Any single one or all of them?

00:45:45.625 --> 00:45:46.845

Phil: Any single one, just one.

00:45:47.705 --> 00:45:49.305

Tom: Does it have to be for a console I have?

00:45:49.325 --> 00:45:51.225

Tom: Are you going to throw in a console for me as well?

00:45:51.245 --> 00:45:56.225

Phil: No, free console thrown in, but you can only use that console to play this one game, then I take the console back.

00:45:56.525 --> 00:45:58.365

Tom: Luigi's Mansion, Dark Moon.

00:46:01.545 --> 00:46:02.645

Phil: Really?

00:46:02.765 --> 00:46:03.205

Tom: Easily.

00:46:03.925 --> 00:46:07.185

Phil: I have a 3DS, why would I want to buy Luigi's Mansion 2?

00:46:07.805 --> 00:46:11.465

Tom: Because it's Luigi's Mansion and it is, by all accounts, awesome.

00:46:12.945 --> 00:46:14.385

Phil: Mario!

00:46:16.565 --> 00:46:17.445

Phil: Mario!

00:46:17.465 --> 00:46:22.445

Tom: If you're not a fan of Luigi's Mansion, I take it.

00:46:23.725 --> 00:46:24.945

Phil: I dug it, it's cool.

00:46:24.965 --> 00:46:30.005

Phil: I bought it at fucking launch with a console to play it, so I'd say I'm a pretty big fan.

00:46:30.405 --> 00:46:31.985

Tom: So then what are you complaining about?

00:46:32.885 --> 00:46:34.205

Phil: I sold it back 2 weeks later.

00:46:36.265 --> 00:46:36.965

Phil: Those were the days.

00:46:38.225 --> 00:46:40.165

Tom: What single game on this would you buy?

00:46:41.205 --> 00:46:48.045

Phil: You know, it'd be a toss up between Bioshock Infinite or Donkey Kong Country Returns.

00:46:50.685 --> 00:46:53.145

Phil: I'm not sure I could go back to Wii graphics at this point.

00:46:54.345 --> 00:46:56.625

Tom: I would hope you get Donkey Kong Country Returns.

00:46:56.645 --> 00:46:59.005

Tom: That is a challenging 2D platform.

00:46:59.025 --> 00:47:00.685

Tom: You do realize that, right?

00:47:01.205 --> 00:47:06.845

Phil: I know what it is, and I beat Donkey Kong Country 1, 2 and 3.

00:47:07.265 --> 00:47:09.305

Phil: So I know what I'm getting into here.

00:47:10.085 --> 00:47:10.705

Phil: Oh, God!

00:47:11.405 --> 00:47:18.645

Tom: How can you have beaten Donkey Kong Country yet have so much trouble with Mario, which is much easier to play?

00:47:19.165 --> 00:47:20.385

Phil: It was made by Rare.

00:47:20.665 --> 00:47:24.185

Phil: It was made by English speaking people, and I understood where they were coming from.

00:47:26.185 --> 00:47:27.605

Phil: And I played a lot.

00:47:27.965 --> 00:47:30.805

Phil: And I didn't beat 3 until about 2 years ago.

00:47:31.565 --> 00:47:32.685

Phil: But I don't know.

00:47:32.785 --> 00:47:34.105

Phil: These things don't make sense.

00:47:34.325 --> 00:47:37.685

Phil: You know, it's very complicated.

00:47:39.465 --> 00:47:40.585

Phil: All right, well, you know what?

00:47:40.605 --> 00:47:47.445

Phil: I'd probably get Call of Duty Black Ops 2 just so I could see what the Nintendo Wii U console thing was like.

00:47:48.125 --> 00:47:48.925

Phil: So there you go.

00:47:48.945 --> 00:47:52.865

Phil: That's the game I'd get Call of Duty Black Ops 2 for the Nintendo Wii U.

00:47:52.925 --> 00:47:53.585

Tom: Excellent.

00:47:55.225 --> 00:48:00.385

Tom: The only way you could have chosen a less popular choice was to go with Dead Island, I would say.

00:48:01.225 --> 00:48:05.365

Phil: Yeah, for the decapitated booby torso.

00:48:07.165 --> 00:48:12.185

Tom: So moving on from NPD, we've got a final short bit of news here.

00:48:12.865 --> 00:48:22.145

Tom: And we're just leading to it by announcing that apparently the Oculus Rift received in total $16 million in backing on Kickstarter.

00:48:22.745 --> 00:48:23.365

Phil: Yeah, right on.

00:48:23.525 --> 00:48:24.825

Tom: Yep, so that is huge.

00:48:24.965 --> 00:48:39.905

Tom: And even bigger news related to the Oculus Rift is that there is going to be the erotic game that everyone backing the project for no doubt has fantasized about and secretly, secretly donated their money for.

00:48:40.005 --> 00:48:48.745

Tom: And this is going to be made by developers who worked on the likes of Rage, the Call of Duty series, Lost Planet, Madden and Planetside 2.

00:48:49.285 --> 00:48:50.805

Tom: It's called...

00:48:51.125 --> 00:48:51.825

Tom: What's it called?

00:48:51.845 --> 00:48:52.305

Tom: I've forgotten.

00:48:53.025 --> 00:48:54.805

Phil: Oculus Rift Erotic Adventure Game?

00:48:54.825 --> 00:48:55.985

Tom: No, that's not the title of it.

00:48:56.925 --> 00:48:57.505

Tom: That's not...

00:48:57.525 --> 00:49:04.325

Tom: The game is called Wicked Paradise, and it's described as a world with highly realistic inhabitants.

00:49:04.345 --> 00:49:09.165

Tom: You could walk into a bar, notice a beautiful lady, start talking to her and seduce her.

00:49:09.185 --> 00:49:13.625

Phil: How are you going to do that?

00:49:15.785 --> 00:49:17.665

Phil: Certainly not using my wit and charm.

00:49:19.205 --> 00:49:23.305

Tom: Is anyone noticing a small problem with the Oculus Rift interface here?

00:49:23.805 --> 00:49:25.885

Tom: What's going to happen when you have seduced her?

00:49:26.625 --> 00:49:28.525

Phil: Okay, here's the biggest problem.

00:49:29.125 --> 00:49:30.825

Phil: Imagine walking into a bar.

00:49:31.085 --> 00:49:33.225

Phil: Okay, I'm with you up to that point.

00:49:34.985 --> 00:49:36.885

Phil: I walk to the bar, I order a drink.

00:49:37.245 --> 00:49:38.985

Phil: Okay, this is all good so far.

00:49:39.605 --> 00:49:40.625

Phil: Order another drink.

00:49:40.785 --> 00:49:42.065

Phil: Okay, great.

00:49:42.705 --> 00:49:50.025

Phil: Notice a beautiful lady, feel insecure, ignore her, have another drink, leave the bar.

00:49:51.345 --> 00:49:55.145

Phil: I mean, if this is a reality simulator, that's what would happen in my life.

00:49:56.365 --> 00:49:58.505

Phil: I'm supposed to talk to her and seduce her?

00:49:59.285 --> 00:50:00.845

Phil: You can do that in Yakuza games.

00:50:01.425 --> 00:50:02.405

Tom: Yep, indeed.

00:50:02.705 --> 00:50:05.525

Tom: But it's not virtual reality in Yakuza games.

00:50:06.485 --> 00:50:16.445

Phil: Well, the Oculus Rift, I will answer your question, but the Oculus Rift, I've thought about, you know, I've seen these things since the 90s, back when you were just a pup.

00:50:18.665 --> 00:50:20.905

Phil: I've seen these things and I'm like, okay, I get it.

00:50:20.925 --> 00:50:24.765

Phil: These big heavy clunky things you put on your head and they're horrible and they don't work.

00:50:25.445 --> 00:50:39.605

Phil: I have heard the most skeptical of skeptical people who have actually experienced the Oculus Rift gush about it and just hope that this game is rifted or that game is rifted, which really has me interested in this.

00:50:39.705 --> 00:50:52.025

Phil: You know, they talk about games where you're in a mech and you look down and you expect to see your legs and you move your legs just to see if they move, you know?

00:50:52.425 --> 00:51:00.465

Phil: Because if you're looking down and you're, oh, there's a pair of legs, oh, there's some hands, you want to move your hands just to see if they move, you know?

00:51:01.865 --> 00:51:03.705

Phil: It's got to be pretty impressive.

00:51:03.725 --> 00:51:10.425

Phil: And so far, right now, it's only the developers' kits out there that have pretty degradated graphics and all the rest of it.

00:51:10.985 --> 00:51:13.505

Phil: I'm excited to see what they can do with this thing.

00:51:14.285 --> 00:51:21.465

Phil: Now, to answer your question, once you do seduce this woman, yeah, what are you supposed to do?

00:51:22.705 --> 00:51:24.705

Phil: I'm assuming your head has a lot...

00:51:24.845 --> 00:51:28.065

Phil: I mean, you can only move your head around, right?

00:51:28.385 --> 00:51:28.825

Tom: Correct.

00:51:28.965 --> 00:51:31.525

Tom: Well, you could also use a treadmill to walk around.

00:51:31.545 --> 00:51:35.785

Phil: No, that's a lot of effort.

00:51:36.005 --> 00:51:38.225

Phil: I mean, how does walking help you in a situation?

00:51:38.985 --> 00:51:44.905

Phil: The bottom line is, you're going to be seeing virtual reality nakedity, right?

00:51:45.105 --> 00:51:45.385

Tom: Yeah.

00:51:45.405 --> 00:51:45.805

Phil: Nakedness.

00:51:45.925 --> 00:51:52.965

Tom: Yeah, but you will have to use third-party peripherals for any other more immersive experiences after the seduction.

00:51:53.605 --> 00:51:54.525

Phil: This is the other thing.

00:51:54.545 --> 00:52:01.525

Phil: I had a great friend back in the 90s say, okay, you know, this game was so great.

00:52:01.845 --> 00:52:13.945

Phil: I was wearing this virtual reality headset at E3, and there was an apple on a table, and I could pick up the apple, and I could move the apple towards my face, and it was just like I was eating an apple.

00:52:13.965 --> 00:52:17.585

Tom: Apart from the part where you're eating an apple, that is.

00:52:17.645 --> 00:52:22.605

Phil: Yeah, we were sitting, we happened to be at a kitchen table, and I grabbed an apple, I'm like, here, give it another try.

00:52:22.965 --> 00:52:33.425

Phil: I mean, you know, that is what virtual reality has been up to this point, is like, oh man, I could pick up an apple and eat an apple, except the actual tasting of the apple.

00:52:33.725 --> 00:52:39.785

Phil: It's like, okay, well, I mean, you know, I know a lot of gamification could be added to this.

00:52:40.165 --> 00:52:43.585

Phil: I know that driving a car in a video game isn't just like driving a car.

00:52:43.605 --> 00:52:46.945

Phil: I know that shooting a gun in a video game is nothing like shooting a gun in real life.

00:52:46.965 --> 00:52:51.005

Phil: So, you know, the bottom line is, I'm really excited about the Oculus Rift.

00:52:51.025 --> 00:53:01.965

Phil: And, you know, I know it's just like the first generation of hopefulness, and I'm really excited to see when this stuff starts to bleed over into regular PC gaming and console.

00:53:01.985 --> 00:53:14.145

Tom: Now that you do have a more powerful PC, would you actually consider getting this over a console, given that it is, I think, going to go on sale for something around $300, so actually cheaper than a console?

00:53:14.825 --> 00:53:21.045

Phil: If it has developer support, and it's already being supported, I think, by the Crytek engine and the Unreal Engine natively?

00:53:21.285 --> 00:53:21.545

Tom: Yep.

00:53:21.745 --> 00:53:22.545

Phil: Absolutely.

00:53:22.645 --> 00:53:24.145

Phil: I mean, why wouldn't you do that?

00:53:24.625 --> 00:53:25.765

Tom: Over a console, though?

00:53:26.645 --> 00:53:28.805

Phil: Oh, yeah, for 300 bucks, yeah.

00:53:28.825 --> 00:53:43.945

Phil: I feel like if I had a finite amount of money and I can control what the left and right arrows on a keyboard does, and then basically just wear it and then use a mouse, yeah, I'd be all for it.

00:53:43.965 --> 00:53:56.205

Phil: I mean, as long as it doesn't cause nausea the way the 3DS does for me, I'd have to test it first, but assuming that it works the way that people are crying about it, absolutely, I'd give it a try.

00:53:56.385 --> 00:53:56.785

Tom: Excellent.

00:53:56.805 --> 00:53:58.165

Tom: So you are all behind it then?

00:53:59.045 --> 00:54:10.165

Phil: I'm all behind the concept of it, and as I said, I've heard the most skeptical people on the internet gush about it, so there has to be something going for it.

00:54:11.565 --> 00:54:17.205

Phil: I think with that we'll close out the news, and I've already talked about the game that I've been playing mostly this week.

00:54:18.185 --> 00:54:19.765

Phil: Last week we talked about Uncharted.

00:54:19.785 --> 00:54:21.545

Phil: You were going to start Uncharted 2.

00:54:21.745 --> 00:54:23.025

Phil: Did you get a chance to do that?

00:54:23.045 --> 00:54:24.125

Tom: Yes, I did.

00:54:25.845 --> 00:54:28.285

Tom: And I have since finished Uncharted 2.

00:54:29.005 --> 00:54:30.025

Phil: What?

00:54:30.745 --> 00:54:31.445

Phil: You glutton.

00:54:32.645 --> 00:54:33.725

Tom: Well, they're quite short.

00:54:33.765 --> 00:54:38.545

Tom: I mean, it took probably under 10 hours, or maybe around 10 hours to play through.

00:54:39.085 --> 00:54:40.885

Tom: They're not long games at all.

00:54:41.245 --> 00:54:41.665

Tom: So...

00:54:42.405 --> 00:54:46.605

Phil: Will this include any spoilers, my man?

00:54:47.365 --> 00:54:48.005

Tom: No, it will not.

00:54:48.665 --> 00:54:50.705

Phil: Okay, well, this game is from quite a while ago.

00:54:53.145 --> 00:54:54.185

Phil: But I just want to give one...

00:54:54.285 --> 00:54:56.205

Phil: This is right at the very start of the game.

00:54:56.585 --> 00:54:56.845

Tom: Yep.

00:54:57.085 --> 00:55:05.945

Phil: Right at the very start of the game, they start out at a tropical bar, and then they move into a stealth setting.

00:55:05.965 --> 00:55:06.945

Phil: What did you think about...

00:55:07.105 --> 00:55:10.405

Phil: How did you like that opening, first of all, before they moved into the stealth setting?

00:55:10.665 --> 00:55:12.145

Tom: The bar scene specifically?

00:55:13.845 --> 00:55:15.325

Tom: Well, here's the thing.

00:55:15.345 --> 00:55:36.745

Tom: The first thing I noticed about the bar scene was what they have done really badly, compared to the first Uncharted, is they have not found the balance between having the cutscenes look close enough to the gameplay where you don't notice it that it looks better, but it looks good enough where they can frame their shot so that everything looks perfect in the shot.

00:55:37.325 --> 00:55:46.205

Tom: So the first thing I noticed was that obviously, technically, this wasn't the first thing I noticed, given that the gameplay followed directly afterwards, but not technically.

00:55:46.225 --> 00:56:07.645

Tom: The first thing I noticed was what they've done here is they've made the cut scenes look a lot more painterly and they make it look more like they've filmed the actors and then painted them over, whereas in the first Uncharted, they looked like they had slightly higher res models, polygonal models of the characters themselves.

00:56:07.665 --> 00:56:13.605

Tom: So the first thing I noticed about that scene was the disparity when compared to the gameplay.

00:56:14.365 --> 00:56:20.765

Tom: And the other bizarre thing I noticed about this scene was the fact that it looked bad.

00:56:21.425 --> 00:56:41.725

Tom: And at first I thought this was due to me playing it in 576p and playing something that was designed to be played in 1080p or 720p, but I went to YouTube and it looks washed out, the contrast is off, and I don't know, the depth looks all wrong.

00:56:41.745 --> 00:56:50.645

Tom: It just looks nowhere near as polished and consistent as the actual game does, even though it is of high fidelity.

00:56:51.485 --> 00:56:53.585

Phil: Wow, I'm so sorry I asked.

00:56:55.025 --> 00:56:56.505

Phil: I thought it was a great intro.

00:56:56.525 --> 00:57:00.245

Phil: You got the English guy and this new character, Chloe.

00:57:00.265 --> 00:57:06.745

Tom: See, now can I just ask, did this stand out to you at all when playing the game?

00:57:07.345 --> 00:57:09.845

Phil: When playing the game, yeah, it was great, because it's just like...

00:57:09.865 --> 00:57:12.745

Tom: No, no, no, I mean the graphics parts that I'm talking about.

00:57:12.885 --> 00:57:14.125

Phil: Oh, no, no, no, no, no.

00:57:17.465 --> 00:57:25.105

Phil: I just love the scene, I love the setting, and I love the characters that were there, and the interplay between them.

00:57:25.585 --> 00:57:39.305

Tom: As to the actual scene, I would say it was definitely a much better opening than Uncharted, simply for the fact that an early stage Alana was not involved in it.

00:57:40.105 --> 00:57:51.625

Tom: Beyond that, I think it did suffer from many of the problems that Uncharted did right at the beginning, in that Chloe, who is the new love interest, right?

00:57:51.645 --> 00:58:05.125

Tom: She begins off incredibly underdeveloped, and the English guy, they're both such extreme stereotypes as well, and the most hilarious thing about this is though, the new woman is Australian, right?

00:58:06.785 --> 00:58:09.625

Phil: Apparently, she could be South African, quite frankly.

00:58:09.725 --> 00:58:11.285

Tom: Well, she's meant to be Australian.

00:58:11.885 --> 00:58:12.305

Phil: Is she?

00:58:12.325 --> 00:58:15.925

Phil: I mean, they make no reference to Nate going down under.

00:58:15.945 --> 00:58:19.605

Tom: Well, according to the Wiki, she is Australian.

00:58:21.105 --> 00:58:44.445

Tom: She uses Australian slang, and they cast an Australian actress to play her, and instead of choosing an Australian actress who has some sort of stereotypical Australian accent, they've chosen Claudia Black, who is famous for English sounding or South African, as you said, but the point being, who has an accent that is anything but Australian.

00:58:45.345 --> 00:58:52.885

Phil: Yeah, and I think that adds to it, because they basically wanted to sound somewhat exotic without lending her a specific background.

00:58:53.245 --> 00:58:54.145

Phil: I found it annoying.

00:58:54.645 --> 00:59:12.505

Tom: Yeah, well, I think what it is, either A, they had no idea what an Australian accent was, or B, they knew exactly what an Australian accent was, and because she was meant to be this hardcore edging love interest, they decided to steer well clear of the Australian accent.

00:59:13.605 --> 00:59:17.105

Phil: Oh, you didn't want them sounding like our Prime Minister, Julia Gillard.

00:59:18.285 --> 00:59:20.465

Tom: That's what I'm thinking with her character.

00:59:22.665 --> 00:59:25.745

Phil: Who is actually Welsh, you know, by birth.

00:59:28.205 --> 00:59:32.925

Phil: I thought that they basically cast her on a voice, and her voice is very sexual.

00:59:33.405 --> 00:59:38.005

Phil: It's exceedingly breathy and deep.

00:59:38.445 --> 00:59:45.185

Tom: By this you mean it sounds like she is a career smoker with a bad case of emcema.

00:59:46.085 --> 00:59:47.825

Phil: Or a transvestite.

00:59:48.745 --> 00:59:52.965

Phil: Either way, I can see why they cast her.

00:59:53.165 --> 00:59:56.005

Phil: She is everything that Elena is not.

00:59:56.045 --> 01:00:08.425

Phil: She is a hard driving sexual object, whereas Elena is more of a bookish, nebbish kind of person.

01:00:09.905 --> 01:00:13.585

Phil: But I did not like her as a character.

01:00:13.605 --> 01:00:17.185

Phil: I thought they overplayed her ass ridiculously.

01:00:17.685 --> 01:00:21.565

Tom: Well, it wasn't just her ass, they also did that with Elena as well.

01:00:22.545 --> 01:00:23.025

Phil: Did they?

01:00:24.125 --> 01:00:26.045

Tom: There were a couple of references there as well.

01:00:26.645 --> 01:00:29.505

Tom: It was that they completely overplayed the ass joke.

01:00:29.505 --> 01:00:31.345

Tom: It wasn't that they overplayed it with her.

01:00:31.685 --> 01:00:34.885

Tom: They did it throughout the entire game constantly, including...

01:00:35.785 --> 01:00:48.605

Phil: The reason why you're correct on that is because I'm playing another Naughty Dog game, and the first time I saw this 14-year-old girl climb a ladder in front of me, I went, where's the Naughty Dog joke?

01:00:50.165 --> 01:00:56.865

Phil: I mean, this is the time when the guy is down and the female character climbs the ladder.

01:00:57.265 --> 01:00:58.745

Phil: Where's the joke?

01:01:00.905 --> 01:01:02.265

Phil: So you know they overplayed it.

01:01:04.085 --> 01:01:12.905

Tom: But here's what I'm saying about the opening cutscene and why it worked so much better than how Uncharted 1 began.

01:01:13.145 --> 01:01:21.685

Tom: And that is, I don't think that Chloe was at all a more engaging character to begin with than Alana and the English guy as well.

01:01:21.765 --> 01:01:28.185

Tom: I think they were both really underdeveloped at this stage in the story, but they were actually relevant to the story.

01:01:28.425 --> 01:01:33.365

Tom: And you know, there was some mystery as to what their role was going to be in the story.

01:01:33.385 --> 01:01:36.965

Tom: So both of them, you thought, okay, they could be on our side or not.

01:01:37.665 --> 01:01:38.165

Phil: Yeah.

01:01:38.265 --> 01:01:40.325

Tom: That was not there at all in the first one.

01:01:41.865 --> 01:01:44.405

Phil: Wait, wait, but in the first one, you do have that moment.

01:01:44.585 --> 01:01:48.505

Phil: And again, this is spoiler territory, guys, for a game that's seven years old.

01:01:48.525 --> 01:01:50.145

Tom: I would have just said there's no spoilers.

01:01:50.525 --> 01:01:52.245

Phil: There's plenty of spoilers ahead.

01:01:52.565 --> 01:01:53.445

Tom: Yeah.

01:01:54.665 --> 01:01:59.845

Phil: Post the sub with Sully, there is some question.

01:02:00.445 --> 01:02:03.165

Tom: Yeah, but that's like two hours into the game.

01:02:03.165 --> 01:02:04.925

Phil: Okay, you're saying, but right off the bat.

01:02:04.945 --> 01:02:07.185

Phil: Yeah, you're right, because I was dealing with these people.

01:02:07.205 --> 01:02:08.625

Phil: I'm like, are these guys friendly?

01:02:08.845 --> 01:02:09.745

Phil: Are these guys not?

01:02:09.765 --> 01:02:10.565

Phil: Where's Sully?

01:02:10.585 --> 01:02:11.285

Phil: Where's Elena?

01:02:11.965 --> 01:02:22.065

Tom: Yeah, but more importantly, and this is where Uncharted 2 is vastly improved over Uncharted 1, and it is evident right at the beginning.

01:02:22.825 --> 01:02:26.905

Tom: So, as you said, it doesn't continue on from the bar scene.

01:02:26.925 --> 01:02:35.325

Tom: It moves from the bar scene into a totally different setting, and this was actually following an opening that was also unrelated to the bar scene that was in a different setting.

01:02:36.125 --> 01:02:59.065

Tom: So, already they've set up the fact that this is going to move from setting to setting in a very cohesive manner, which I don't think worked particularly well with how they told the story, because it did prevent them from building up much narrative momentum, but what it did was completely change how the gameplay unfolded.

01:02:59.125 --> 01:03:11.665

Tom: In Uncharted 1, you start off in a tropical setting on some boat shooting people, you end up in a tropical setting on an island shooting people, and this lasts for hours and hours.

01:03:11.945 --> 01:03:26.565

Tom: And after a while, and the other reason it's so bad in Uncharted 1 is within this one tropical setting, you're moving through the same area multiple times, like three or four times through the exact same spot to move on to another.

01:03:26.885 --> 01:03:38.005

Tom: So it very much emphasizes the repetition in the setting in Uncharted 1 until you do move from the jungle to the exotic town.

01:03:38.265 --> 01:04:01.545

Tom: In Uncharted 2, it starts off in one setting, moves to another, then to another, and so at the very beginning, instead of having the one setting overdone, it's moving you from setting to setting very quickly as it introduces the game mechanics, which is a brilliant way to slowly introduce mechanics through an extended tutorial setting, which is what the first two hours of an Uncharted 2 are.

01:04:01.565 --> 01:04:07.125

Tom: And it's not until the end of the game where they have you in the one setting for an extended period of time.

01:04:07.405 --> 01:04:12.525

Tom: At which stage you're then used to the game and you've been all around the world.

01:04:12.705 --> 01:04:16.585

Tom: So that's the right time, I would say, to then have the player settled down somewhere.

01:04:16.965 --> 01:04:21.245

Tom: And I think that is played absolutely perfectly in Uncharted 2.

01:04:22.185 --> 01:04:30.465

Phil: I do now realize why the impact of that bar setting in a tropical setting, why that had such impact.

01:04:30.485 --> 01:04:43.225

Phil: And that is because I forgot the opening scene of the game, which of course is that classic vertical climb up a train with Nate making all the usual self-comments about, God, how did I get into this situation?

01:04:43.245 --> 01:04:44.945

Phil: And it's so cold and all the rest of it.

01:04:45.165 --> 01:04:55.945

Phil: And he finally gets up to the top and you feel like you've really accomplished something and some guy shoots you and then it fades and then it goes back to this tropical setting.

01:04:55.965 --> 01:04:57.325

Phil: How did this all get started?

01:04:57.785 --> 01:05:05.145

Phil: And I thought that was a wonderful opening and it talks to what you're talking about, which is this variety of settings.

01:05:05.605 --> 01:05:14.245

Phil: And I think that probably coming from the most desperate situation where you've just seen Nate shot, possibly dead, how did this all get started?

01:05:15.185 --> 01:05:29.285

Phil: Moving from the snow to a tropical island where light beers are being served was a massive impact because it was kind of like, Nate's dead, and then you get moved to a, oh, this is all very nice, who are these people?

01:05:29.985 --> 01:05:32.245

Phil: And then from there, they move into that stealth level.

01:05:32.645 --> 01:05:36.405

Phil: And then from there, I mean, I don't even know where it goes.

01:05:36.425 --> 01:05:38.265

Phil: It just keeps rolling and rolling and rolling.

01:05:38.385 --> 01:05:49.805

Tom: Well, I actually carry through this contrast, which works extremely well for the tutorial because in the opening scene where you are climbing, the whole point of it is that Nate is not in control.

01:05:49.825 --> 01:05:54.785

Tom: Then instead of moving on with the story, he would continue not being in control.

01:05:54.785 --> 01:05:58.965

Tom: It does go to the cell section where he is 100% in control.

01:05:58.985 --> 01:06:03.625

Tom: He's basically being a dickhead, robbing a place, and he's in full power of it.

01:06:03.985 --> 01:06:07.585

Tom: And they basically play on that until they have introduced all the mechanics.

01:06:07.605 --> 01:06:18.725

Tom: So even in the settings following that, until they've gone through their extremely long-winded tutorial 100%, it's always in a setting where Nate is the aggressor and is in control.

01:06:19.205 --> 01:06:36.605

Tom: So they have tailored the story to perfectly suit the gameplay rather than the other way around, whereas in Uncharted 1, they were telling the story in a much more traditional action film sort of way, which worked against the gameplay to a degree.

01:06:36.625 --> 01:06:42.045

Tom: So here they've reversed how they're doing that, which is to the game's great benefit.

01:06:42.065 --> 01:06:45.485

Tom: Now, the great change in it is actually the stealth.

01:06:45.645 --> 01:07:01.405

Tom: Now, they did play with stealth in Uncharted 1, by which I mean they said you should go and kill this person quietly, but the reality of the situation was you could maybe kill one or two people before you were eventually inundated in a shootout, right?

01:07:01.925 --> 01:07:02.285

Phil: Right.

01:07:02.285 --> 01:07:12.965

Phil: I mean, you could basically drop down on a guy and knock him out, or you could sneak up on a guy and choke him out, but it was only a matter of time before it devolved into regular gameplay.

01:07:13.125 --> 01:07:13.425

Tom: Yeah.

01:07:13.985 --> 01:07:42.025

Tom: But in Uncharted 2, not only do they have sections where you actually have to kill everyone stealthily, which adds so much to it, because it gives the game yet another thing to have the player doing, which, being Uncharted, being a game that does not focus on doing any single thing extremely well, the more things that they do do reasonably well make the whole experience so much better.

01:07:42.185 --> 01:08:03.405

Tom: But even in combat, in a lot of areas, you can actually play it as a stealth game, so you can hide somewhere and carefully watch what the people are doing and formulate a plan as to how to kill at least the majority of them before you get into a gun battle with the few remaining, or on a few occasions even all of them.

01:08:03.565 --> 01:08:11.505

Tom: And this isn't just where they've sign posted, how you've got to be quiet, where there are a lot of occasions where that happens, where you can then kill people you want.

01:08:11.605 --> 01:08:15.345

Tom: But this is in areas where it's assumed that you are in combat.

01:08:15.485 --> 01:08:20.205

Tom: So there is actually a genuine stealth mechanic that can be utilized in a lot of the battles.

01:08:20.825 --> 01:08:29.325

Tom: And that adds so much to the combat, because the actual mechanics of the combat, they're still only mediocre.

01:08:29.665 --> 01:08:40.645

Tom: So if you've then got a mediocre stealth mechanic involved as well, it means that there is so much less repetition, and it gives you something else to think about as well.

01:08:40.785 --> 01:08:43.265

Tom: So it gives you some strategy to take into battles.

01:08:43.805 --> 01:08:55.085

Tom: Now, the other incredible improvement in the combat, which was not mediocre in Uncharted 1, it was just abysmally bad, is the cover.

01:08:55.245 --> 01:09:08.465

Tom: They've gone from completely nonsensical cover placement that not only made no sense as far as the composition of the battles and the levels, they also looked incredibly stupid.

01:09:08.485 --> 01:09:17.145

Tom: So you would be walking through a church aisle and there would be giant slabs of stone stuck there for no discernible reason, right?

01:09:17.825 --> 01:09:19.605

Phil: Well, a very clear reason.

01:09:20.045 --> 01:09:27.625

Tom: Well, yeah, the clear reason being the combat, but no narrative reason, no logical reason beyond the gameplay.

01:09:28.425 --> 01:09:36.125

Tom: And the gameplay wasn't much justification because they were placed so poorly that they didn't make sense in terms of the gameplay either in their placement.

01:09:37.245 --> 01:09:54.025

Tom: But in Uncharted 2, they have put the cover in incredibly clever places to force the player to get sucked in some areas where they're really getting overthrown by the encroaching enemies, which results in some really tense things.

01:09:54.685 --> 01:09:58.665

Tom: And so they've got sections where you can hole up, where you can move forward.

01:09:58.665 --> 01:10:00.505

Tom: It's very well done.

01:10:00.525 --> 01:10:03.705

Tom: It's not extremely good because it is so limited.

01:10:04.245 --> 01:10:08.485

Tom: It is also very directed and obvious.

01:10:08.505 --> 01:10:12.625

Tom: So you can predict where the cover is going to be.

01:10:13.325 --> 01:10:16.725

Tom: So it is still very rudimentary design, but it is well done.

01:10:17.045 --> 01:10:19.565

Tom: And it makes a huge difference with the combat.

01:10:19.585 --> 01:10:22.365

Tom: And it also affects how the AI behaves.

01:10:22.625 --> 01:10:37.065

Tom: So in Uncharted, what they had to do to make the battles tough because of how poorly designed the levels were, they had to have the enemies spawn behind you so that you were fighting them on both ends.

01:10:37.165 --> 01:10:54.845

Tom: Here, instead of doing that, because they've designed the cover well enough to direct the enemies towards you in a discernible and challenging manner, they have improved matters further and made it more varied by increasing the number of different enemies you face.

01:10:55.425 --> 01:11:02.185

Tom: And this adds yet more strategy to the combat where you then got to be considering what enemies to kill and what enemies not to kill.

01:11:02.905 --> 01:11:23.105

Tom: And the only other changes to the combat are minor things such as you can zoom in if you've got a rifle, which is, I can only assume, was not introduced at that stage due to the early age of modern third-person shooters because that is the most obvious and logical thing to do, right?

01:11:23.125 --> 01:11:23.545

Tom: Right.

01:11:24.405 --> 01:11:43.025

Phil: Yeah, I mean, it was included in Grand Theft Auto 3, so, I mean, it's pretty obvious that that should be a part of a game, but, you know, I think Uncharted, they were, the original Uncharted, they were, even though it didn't come out at launch, they were rushing it along as fastly as they could to produce a basic game, so.

01:11:43.445 --> 01:11:51.145

Phil: Well, certainly one of the things with the variety of enemies that were added in this game, that's certainly something that comes up in Last of Us as well.

01:11:52.025 --> 01:12:09.585

Phil: I mean, there are basically four or five different classes of enemy in the Last of Us, and if they are, let's just say, the human military enemy, they're going to act differently to just the regular human enemy, and then you have other classes beyond that.

01:12:10.645 --> 01:12:13.705

Phil: But this also ties back to level design.

01:12:14.525 --> 01:12:30.005

Phil: In Last of Us, if they are the human military level, you can just sprint to the exit, and if you're good enough at navigating levels, as I am, you can get by them and just proceed to the next level.

01:12:30.625 --> 01:12:37.185

Phil: Whereas in other levels, if they're another kind of enemy, they're just going to keep respawning, and you have to deal with the situation.

01:12:37.845 --> 01:12:38.905

Tom: Is that at all cheap?

01:12:39.625 --> 01:12:46.225

Phil: Well, I'd say that it is as cheap as me sprinting my way past the military enemies.

01:12:51.385 --> 01:12:59.145

Tom: Speaking of cheap, another thing I've changed in the combat is you remember me complaining about the grenades in Uncharted 1, right?

01:12:59.645 --> 01:12:59.905

Phil: Yep.

01:13:00.765 --> 01:13:11.565

Tom: Well, what they've done is they have made them much more effective against enemies so that there is some motivation to use them if you've got a group of enemies close together.

01:13:11.845 --> 01:13:16.665

Tom: But quite bizarrely, they have made them even less dangerous to you.

01:13:17.045 --> 01:13:23.185

Tom: You can have them land literally at your feet, on hard, and not be killed.

01:13:23.785 --> 01:13:29.725

Tom: But what they do do is they make it have much more visual and aural impact.

01:13:29.745 --> 01:13:37.745

Tom: So when it lands, the screen gets distorted as it explodes and there's a buzzing noise in the speakers.

01:13:38.245 --> 01:13:49.425

Tom: So it does actually change the combat to a degree because it is disorienting if you are having multiple grenades land at your feet and exploding.

01:13:49.445 --> 01:14:07.485

Tom: So even though just absolutely bizarrely, the fact that they do basically no damage to you, it almost makes them have a larger impact on combat because of the fact that they do have an explosion with some visual and aural impact.

01:14:07.945 --> 01:14:10.525

Tom: Now, so that all sounds great.

01:14:10.685 --> 01:14:13.245

Phil: Oh, especially the aural impact thing.

01:14:13.265 --> 01:14:15.525

Phil: It just reminds me of a VHS movie I used to own.

01:14:15.545 --> 01:14:15.845

Tom: Yeah.

01:14:16.645 --> 01:14:19.645

Tom: Well, not so good is the platforming.

01:14:19.785 --> 01:14:25.725

Tom: And what I will say is, you told me it was much more signposted than Uncharted 1, correct?

01:14:26.425 --> 01:14:27.125

Phil: I felt so.

01:14:27.145 --> 01:14:30.485

Phil: I thought they overdid the yellow pipes more so in this game.

01:14:30.945 --> 01:14:35.785

Phil: But in the ice levels, it was a fucking mess.

01:14:36.185 --> 01:14:40.425

Phil: In the ice levels, I had no idea where I could jump or where I couldn't jump.

01:14:40.685 --> 01:14:42.305

Phil: Could this be an easy jump to make?

01:14:42.405 --> 01:14:43.925

Phil: Could this be a leap to my death?

01:14:44.285 --> 01:14:57.365

Phil: And that was the one failing of Uncharted 2 for me, was once you got into the ice levels, you had no idea where to go, where you could safely jump, where you couldn't, where you could throw a rope, and where you couldn't.

01:14:57.745 --> 01:14:59.065

Phil: Is that where you're talking about?

01:14:59.165 --> 01:15:00.265

Tom: Well, here's the thing.

01:15:00.345 --> 01:15:03.625

Tom: It does tie into what you're saying, but I've got a different reason for it.

01:15:03.625 --> 01:15:08.005

Tom: I would say that the signposting is not too extreme.

01:15:08.305 --> 01:15:17.865

Tom: I would say, except for some of the yellow pipes, some of the more ridiculous ones, overall, it's no more signposted than the original Uncharted.

01:15:18.045 --> 01:15:22.445

Tom: Some of the ice areas, as you said, I would say are less signposted than the first game.

01:15:22.585 --> 01:15:28.185

Tom: But the major change is Uncharted 2 is so much more directed and linear.

01:15:28.645 --> 01:15:31.265

Tom: So you've got, there is no choice.

01:15:31.285 --> 01:15:37.925

Tom: You have to move along these very obvious jumping points and places to move.

01:15:38.965 --> 01:15:47.205

Tom: To me, this makes it harder to follow because there are going to be times where the direction fails more so than the signposting.

01:15:47.805 --> 01:15:56.305

Tom: The problem with that is, if you're doing it entirely through direction, what happens is you get lazy on your physics and your game logic.

01:15:56.325 --> 01:16:09.085

Tom: So there are so many surfaces in Uncharted 2 which are lower than surfaces you can climb with nothing on them that Nate just jumps into and knees for no discernible reasons.

01:16:09.305 --> 01:16:19.945

Tom: There are so many ledges that are jutting out that are as visually obvious as other ledges that you can grab that you are going to jump into and Nate's just going to fall off to his death.

01:16:20.485 --> 01:16:41.085

Tom: And on top of that, there are so many areas that you have walked on and can access that you can't jump back down to without dying instantly, yet the paths you were meant to follow a few steps away, you're going to do a 20-meter jump which you have not been able to survive anywhere else, and he's going to do a roll.

01:16:41.545 --> 01:16:43.225

Phil: Yeah, yeah, yep, yep, yep.

01:16:43.245 --> 01:16:47.505

Phil: There's a lot of laziness in this, and I did release this in a pretty quick turnaround time.

01:16:47.845 --> 01:16:55.185

Phil: I've got to say for our listeners, of course, we are listening to an oral review of Uncharted 2, a PlayStation 3 exclusive from Naughty Dog.

01:16:56.285 --> 01:16:58.325

Phil: I gave this game a 10 out of 10.

01:16:58.365 --> 01:16:59.785

Phil: I thought it was a perfect game.

01:17:00.085 --> 01:17:05.845

Phil: It did have its shortfalls, and certainly the traversal provided most of those.

01:17:06.345 --> 01:17:09.285

Phil: Also the bad ending, which I think we're probably going to get to.

01:17:10.245 --> 01:17:16.625

Phil: But the traversal parts of it was like, there were certain times where they didn't signpost it at all.

01:17:16.845 --> 01:17:21.985

Phil: Like, so in some of the urban settings, it's like, oh, so now I can jump on signs?

01:17:22.205 --> 01:17:22.605

Tom: Yeah.

01:17:23.365 --> 01:17:34.025

Tom: Well, those were the parts I enjoyed because those were the parts that were more in the vein of what the first game did so extremely well.

01:17:34.645 --> 01:17:37.025

Tom: And I have my own term for this.

01:17:37.025 --> 01:17:38.125

Tom: You call it traversal.

01:17:38.165 --> 01:17:40.345

Tom: I call it contemporary platforming.

01:17:40.365 --> 01:17:47.405

Tom: So I put Mirror's Edge in the same genre as the traversal or contemporary platforming parts of Uncharted.

01:17:47.425 --> 01:17:52.045

Tom: And in the first Uncharted, I cannot think of a game that did it better than Mirror's Edge.

01:17:52.825 --> 01:18:04.145

Tom: In Uncharted 2, there were a few moments where it was almost as enjoyable as far as the puzzle-solving and the actual platforming skill were involved.

01:18:04.665 --> 01:18:14.125

Tom: And those were moments where there was a moment of revelation, where you're exploring this area, and there might have been a couple of red herrings.

01:18:14.465 --> 01:18:21.225

Tom: And then suddenly you realize, oh, wait a minute, why the fuck is there a post with 50,000 signs on it?

01:18:21.485 --> 01:18:26.065

Tom: And you jump onto it and think, fuck yes, that was actually what I was meant to be doing all along.

01:18:27.045 --> 01:18:30.425

Tom: And those were the best moments to me with the platforming.

01:18:30.525 --> 01:18:30.745

Tom: And...

01:18:31.625 --> 01:18:34.145

Phil: So the signposts were literally signposts.

01:18:35.225 --> 01:18:38.705

Tom: That works on a hilarious level as well, doesn't it?

01:18:38.725 --> 01:18:41.625

Phil: See, like, when I think I'm a horrible platformer, right?

01:18:41.645 --> 01:18:41.785

Tom: Yeah.

01:18:42.025 --> 01:18:45.425

Phil: So when I talk about traversal, I'm just talking about how you get about in a level.

01:18:46.365 --> 01:18:50.705

Phil: So the best platforming experience I ever had...

01:18:51.125 --> 01:19:12.545

Phil: I don't mean that, but what I'm saying is, when I'm playing Donkey Kong Country, and I'm jumping from vine to vine to vine, and then you land, you know, and you're timing that stuff perfectly, that sort of thing happens in Uncharted 2, where you just get this rhythm down, where you're moving from point to point to point, and if you fuck up any one of those, you're gonna have to restart.

01:19:13.065 --> 01:19:14.645

Phil: So there is something on the line.

01:19:14.705 --> 01:19:17.985

Phil: It's kind of like playing Blackjack in Vegas or whatever.

01:19:18.685 --> 01:19:25.085

Phil: You're doing something instinctively that does have a material cost if you fail.

01:19:25.345 --> 01:19:41.565

Tom: Except, I'm gonna have to disagree a little with that, because I would say the vast majority of the moments where you do get into an excellent rhythm in the platforming, and it is enjoyable, but it is only due to how linear and directed the levels are.

01:19:42.885 --> 01:19:46.205

Phil: Yeah, no more directed than Donkey Kong Country or Mario Brothers 3.

01:19:46.525 --> 01:19:46.905

Phil: I mean...

01:19:47.145 --> 01:19:47.825

Tom: Yep, absolutely.

01:19:47.845 --> 01:19:59.765

Tom: And there were literally times with how directed the platforming was, and it was generally in the parts where you get in the perfect flow, where I was literally thinking, well, why am I playing this?

01:19:59.785 --> 01:20:31.105

Tom: Because this would be in a cut scene, and they could have animated it more interestingly, and it would have been just as interesting, because my input is so completely meaningless, because most of the times where there was a chance for you to have an error and die were sections where they slowed it down and were involving movement puzzles, say, where you were moving through gears and that sort of thing, or where something could hit you off a ledge, and those were the parts that didn't have much flow to them.

01:20:31.585 --> 01:21:08.685

Tom: So I would say the parts that did have flow to them, they were more due to the direction, and there were a lot of moments in Uncharted where they got the balance perfect, where you were moving through an area that required some level of platforming skill, where you needed to time what you were doing, and because they had the jumping physics so good, and the clipping detection so good, and because they had had such consistency in what was a landable thing and whatnot, you got the same level of bringing flow as you were moving through the levels, but it was through your own ability that you got that flow.

01:21:10.365 --> 01:21:11.525

Phil: Yeah, I agree entirely.

01:21:11.685 --> 01:21:40.925

Tom: But what I will say about the platforming is, despite my disappointment in what it is, for the overall pacing of the game, it does work, and the whole hook of the Uncharted series is not that it does any one thing well, so for the overall structure of the game, I don't think you can fold it too greatly for what it is, because it is so directed, it does mean that the vast majority of the platforming is very flowing.

01:21:41.125 --> 01:22:15.585

Tom: Personally, I got lost much more than in Uncharted 1, because the way I play platforming is by exploring a lot and working out all the rules of the game world, so rather than following how the game is attempting to direct me, so that has resulted in me getting lost a lot more than in 1, but apart from my own stupidity, it's probably beneficial to the overall pacing of the game for people that might not be good at platformers, because there are a couple of sections in Uncharted where you could get stuck in platforming.

01:22:16.485 --> 01:22:31.005

Tom: Here, the only places where that happens is where they do stuff up the direction, but I would say that's more rare than in Uncharted 1, so despite my criticism of it, I can see why they went for this, and for the most part, they did pull it off.

01:22:31.025 --> 01:22:38.025

Tom: It's just a bit disappointing that they didn't continue to do the other stuff about the platforming to the same degree of quality.

01:22:38.305 --> 01:22:43.985

Phil: I think with Naughty Dog's games, the traversal part of it or the platforming part of it has never been the game in itself.

01:22:43.985 --> 01:23:02.625

Phil: It's just a way to get you to the next thing, and that's certainly true of Crash Bandicoot, where you didn't really feel like you were in control as you were running towards the camera, or in Jak and Daxter, where the platforming took a backseat to the collecting and combat and story, and I think that this is just an evolution of that with the Uncharted series.

01:23:02.925 --> 01:23:26.345

Tom: Yeah, well, I would agree and disagree with that because that is basically what I'm saying about the overall structure and intention, but the thing is, Crash Bandicoot and Jak and Daxter were still both fully functional and consistent in their design of the platforming, whereas here there is gross, vast inconsistencies throughout the platforming.

01:23:26.905 --> 01:23:36.185

Phil: Well, I'd say, yeah, I'd say there's probably only, in Uncharted 2, there was really only one level I felt that was inconsistent, that I've already talked about.

01:23:36.205 --> 01:23:45.325

Phil: I thought in all the other levels, I knew exactly what I was expected to do, but that did lend to the experience of, am I even really playing this game?

01:23:45.405 --> 01:23:48.645

Tom: No, but they're not inconsistent in what they're doing.

01:23:48.665 --> 01:23:55.325

Tom: They're inconsistent in the quality of the platforming and also inconsistency in the logic of the game world.

01:23:56.285 --> 01:23:56.845

Phil: Oh, certainly.

01:23:57.105 --> 01:24:04.305

Phil: And that's something that we've had since Doom 2, where you have different level designers designing different levels.

01:24:04.385 --> 01:24:10.705

Phil: And there's not that one, you know, or tear impression on a game, unfortunately.

01:24:11.085 --> 01:24:25.565

Phil: Which is what Nintendo is still excellent at, which is, in Mario Galaxy, you know from one level to the next, it doesn't matter if there were 19 level designers, you know precisely what is going to happen when you press a certain button or button combination.

01:24:25.565 --> 01:24:32.485

Tom: Absolutely, but the last part of that is not just the level design, it is the design of the controls, the physics and...

01:24:32.865 --> 01:24:34.365

Phil: Absolutely, the engine.

01:24:34.385 --> 01:24:41.945

Tom: I don't think there's really any excuse for that being inconsistent, which it is quite obviously in Uncharted 2.

01:24:43.125 --> 01:24:55.925

Phil: It could be because Amy Hennig, you know, the game's director, is not, you know, attuned to the, you know, more technical aspects of game development and is more attuned to the directorship of it.

01:24:55.945 --> 01:25:01.505

Phil: You know, and so when it comes to these technical things, she leaves it up to technical people.

01:25:01.925 --> 01:25:14.245

Phil: But yeah, you do need good game, you need consistent game development tools and engines and all the rest of it, so that no matter how artistic or creative a level designer wants to be, they're still playing with the same rule set.

01:25:14.685 --> 01:25:22.445

Phil: And that's something that I absolutely agree happened with Uncharted 2, is that yeah, from time to time, you had a lot of inconsistency.

01:25:22.685 --> 01:25:39.865

Phil: And that may have been as a result of some game directorship, you know, of the director stepping in and saying, well, you know, can you make it a little bit tougher for Nate to get to this level, because we need to play to really feel like they've accomplished something when they get to the end of this, because we're going to have an emotional moment, blah, blah, blah.

01:25:40.165 --> 01:25:45.865

Tom: With all that in mind, this is going to be my brief final summary before we do actually talk about a couple of other things.

01:25:46.665 --> 01:26:05.785

Tom: After playing Uncharted, which I gave a 5.5, right, with how glowing a lot of the stuff I've been saying about, I can't help but feel that I am overrating a great deal of the game just because it is such a mind-boggling improvement over Uncharted 1 all in all and as a whole package.

01:26:05.805 --> 01:26:11.565

Tom: I mean, it is just a completely better game.

01:26:11.585 --> 01:26:20.445

Tom: They've done, apart from a couple of the details, they've done everything they did in Uncharted and drastically better, except for the platforming.

01:26:20.465 --> 01:26:28.085

Tom: They've taken stuff that was mediocre or bad in Uncharted and made it consistently at least mediocre or good.

01:26:28.585 --> 01:26:32.685

Tom: And it's all been combined in absolutely excellent pacing.

01:26:32.705 --> 01:26:45.485

Tom: But at the same time, I can't get out of the back of my mind that I am, a lot of my reaction to this is because of the fact that it is such a huge improvement over Uncharted.

01:26:45.505 --> 01:26:49.685

Tom: And that taken in a vacuum, it is not actually as good as I'm thinking it is.

01:26:49.965 --> 01:26:52.765

Phil: It is as good as you are thinking it is.

01:26:52.785 --> 01:26:56.865

Phil: This game got one of the greatest meta critics.

01:26:57.425 --> 01:26:58.785

Phil: It's up there with Last of Us.

01:26:58.805 --> 01:27:00.365

Phil: It's got 96 out of 100.

01:27:00.845 --> 01:27:05.945

Phil: And the reason why it's better than the original is because the original was them experimenting with this.

01:27:06.545 --> 01:27:15.345

Phil: Plus it has all of the character development that you've invested in the first game, moved over to the second game, which only gets better in the third game.

01:27:15.365 --> 01:27:18.965

Phil: It is as good as you think it is.

01:27:19.405 --> 01:27:21.905

Phil: You're not being tomfooled into it.

01:27:21.925 --> 01:27:22.185

Tom: No.

01:27:22.225 --> 01:27:30.825

Tom: Well, I may be being tomtowers fooled into it, because if you've read any of his reviews, you'll know they are quite convincing.

01:27:30.845 --> 01:27:35.185

Tom: So what I will say is this, though, in my final summary.

01:27:35.205 --> 01:27:37.765

Tom: Now, you said it's got a 96 Metacritic, right?

01:27:38.205 --> 01:27:38.645

Phil: Mm-hmm.

01:27:38.885 --> 01:27:41.505

Tom: What's your prediction of my score based on what I've said?

01:27:42.605 --> 01:27:45.525

Phil: Well, you gave Uncharted, which I gave a 10 to.

01:27:45.545 --> 01:27:46.365

Tom: Yeah.

01:27:46.785 --> 01:27:48.725

Phil: Actually, I think I gave it an 8.5.

01:27:49.465 --> 01:27:50.625

Phil: I gave it a 9.5.

01:27:50.645 --> 01:27:52.445

Phil: You gave it a 5.5.

01:27:53.905 --> 01:28:00.145

Phil: I think you're probably going to give this a 7 out of 10.

01:28:01.105 --> 01:28:01.985

Tom: Well, close.

01:28:02.225 --> 01:28:03.405

Tom: Well, here's the thing.

01:28:03.405 --> 01:28:09.205

Tom: I probably would have given it a 7 out of 10, but I gave Tomb Raider a 4 out of 5.

01:28:09.225 --> 01:28:14.025

Tom: So I'm forced to then give this the same score as Tomb Raider.

01:28:14.785 --> 01:28:15.825

Phil: Oh, my God.

01:28:15.845 --> 01:28:17.325

Phil: You're giving this 4 stars?

01:28:17.345 --> 01:28:17.545

Tom: Yep.

01:28:17.565 --> 01:28:19.065

Tom: I'm giving this an 8 out of 10.

01:28:19.105 --> 01:28:19.925

Phil: Whoa.

01:28:20.525 --> 01:28:21.965

Phil: You used to be cool, man.

01:28:22.025 --> 01:28:23.745

Tom: That's a big score for me.

01:28:24.725 --> 01:28:25.905

Phil: That is amazing.

01:28:25.925 --> 01:28:27.105

Phil: 4 out of 5?

01:28:27.845 --> 01:28:32.825

Phil: For a game that everyone loves, and you're just saying, yep, that's right, I love it, too.

01:28:33.045 --> 01:28:33.945

Tom: Yep, I know.

01:28:33.945 --> 01:28:40.885

Tom: But I think I'm still okay, because I was worried about that until I heard you say the Metacritic was 9.6.

01:28:40.945 --> 01:28:45.585

Phil: Okay, I'm going to give you something here.

01:28:46.745 --> 01:28:51.805

Phil: The side characters, I'm going to give you the choice of two side characters in this game.

01:28:52.545 --> 01:28:53.945

Phil: You tell me who is cooler.

01:28:54.065 --> 01:29:01.805

Phil: You have Jeff, the cameraman, who wonderfully dismisses with a line, Yeah, thanks Jeff.

01:29:03.405 --> 01:29:04.445

Phil: And you have Tenzin.

01:29:05.805 --> 01:29:08.145

Phil: What do you have to say about either of these two characters?

01:29:08.165 --> 01:29:10.405

Phil: Do you have a favorite?

01:29:11.525 --> 01:29:12.185

Phil: What do you like?

01:29:12.785 --> 01:29:14.345

Phil: This is spoiler territory, folks.

01:29:14.885 --> 01:29:16.985

Phil: We're plunging deep into spoilerism here.

01:29:17.085 --> 01:29:20.425

Phil: So if you're an idiot and haven't played Uncharted 2 yet, spoilers ahead.

01:29:20.485 --> 01:29:22.105

Tom: Here's what I'll say.

01:29:23.245 --> 01:29:34.265

Tom: As we will eventually be getting to this in our brief discussion, which is like a stretch on forever, Tenzin has by far the best acting performance in the game without question.

01:29:34.745 --> 01:29:39.505

Tom: He also has by far the worst voice acting performance in the game without question, but...

01:29:39.965 --> 01:29:41.005

Phil: What are you talking about?

01:29:41.025 --> 01:29:44.785

Phil: The Sherpa that can't speak any English has the worst voice acting?

01:29:45.085 --> 01:29:46.445

Phil: What, do you speak Sherpa now?

01:29:46.465 --> 01:29:48.325

Tom: No, I don't, but I don't need to speak Sherpa.

01:29:48.345 --> 01:29:49.665

Tom: He sounds like utter shit.

01:29:50.665 --> 01:29:54.425

Phil: Well, you're a racist because he's speaking Nepalese, not Sherpa.

01:29:54.445 --> 01:29:56.405

Phil: Okay, Sherpa is not a language.

01:29:56.725 --> 01:29:57.545

Phil: He is a Sherpa.

01:29:57.565 --> 01:30:00.605

Tom: You've clearly never been on a climbing expedition.

01:30:00.625 --> 01:30:02.445

Tom: I think you'll find Sherpa is a language.

01:30:02.565 --> 01:30:05.425

Tom: It is internationally documented.

01:30:05.445 --> 01:30:18.085

Tom: They all speak the same language so that any climber from any place can go to any mountain because people from different countries climb different mountains, so it's easier to have an official professional language in place.

01:30:18.385 --> 01:30:20.885

Phil: Well, why wouldn't that be English, French or Yiddish?

01:30:21.145 --> 01:30:27.765

Tom: Well, I didn't say it wasn't, but it's colloquially known as Sherpa-ish due to their poor grasp of English, you see.

01:30:27.845 --> 01:30:28.645

Phil: Sherpa is.

01:30:28.665 --> 01:30:28.985

Tom: Yep.

01:30:29.645 --> 01:30:29.905

Tom: Yep.

01:30:29.925 --> 01:30:31.785

Phil: Alright, so what about Jeff, the cameraman?

01:30:32.405 --> 01:30:35.545

Tom: No, I'm finished on Tenzin.

01:30:35.565 --> 01:30:36.605

Phil: No, we get back to Tenzin.

01:30:36.625 --> 01:30:37.985

Tom: No, no, no, it ties into Jeff.

01:30:38.065 --> 01:30:39.005

Tom: It ties into Jeff.

01:30:39.485 --> 01:30:40.465

Phil: Alright, here we go, folks.

01:30:40.525 --> 01:30:41.405

Tom: Here we go, Jeff.

01:30:41.425 --> 01:30:42.405

Tom: The moment you've all been waiting for.

01:30:42.965 --> 01:30:44.525

Tom: The moment you've all been waiting for.

01:30:46.425 --> 01:31:01.305

Tom: I think you've got to love the guy because he realized that Alana's camera was a piece of shit and got her to upgrade to something that was vaguely, almost believably professional.

01:31:01.385 --> 01:31:04.485

Tom: So I think that's his major strength as a character.

01:31:05.865 --> 01:31:06.025

Phil: Yeah.

01:31:07.105 --> 01:31:07.985

Phil: Oh, okay.

01:31:07.985 --> 01:31:08.245

Tom: Yeah.

01:31:08.985 --> 01:31:19.725

Tom: And as for Tenzin, and despite that about Jeff, I'm still gonna have to go with Tenzin because he has a hat, which is awesome and he looks a little bit like the guy from Strangers of the Wrath.

01:31:21.225 --> 01:31:22.425

Phil: Yeah, he does a little bit.

01:31:22.525 --> 01:31:26.685

Phil: He looks very indigenous American, if that's a term.

01:31:27.845 --> 01:31:38.945

Phil: Jeff, of course, meets his tremendous demise where Lazarevich executes Jeff in front of Drake and Alana, which I thought was great.

01:31:39.685 --> 01:31:41.425

Phil: I love Jeff for his dispensability.

01:31:41.985 --> 01:31:43.405

Phil: He never served a purpose.

01:31:44.345 --> 01:31:46.125

Phil: I love the fact that Nate was jealous.

01:31:46.145 --> 01:31:48.885

Tom: See, this is what they should have done to Alana in the first game.

01:31:49.345 --> 01:31:51.725

Tom: She was just as dispensable.

01:31:51.745 --> 01:31:54.925

Tom: Someone should have just shot her.

01:31:55.085 --> 01:32:04.125

Phil: What I loved about this, right, is that Nate, you know, cock-jockey Nate, you know, he's riding Chloe over here, Alana over there, you know.

01:32:04.985 --> 01:32:10.445

Phil: You know, Jeff is just the cameraman who's along with Alana on a very tough job.

01:32:10.965 --> 01:32:27.525

Phil: And right from the get-go, or right from the get-go, you know, if you want to go there, Nate is giving Jeff a hard time and being felt like all put out, as if, you know, he's like replaced him in...

01:32:27.545 --> 01:32:28.545

Phil: Replace Nate.

01:32:28.545 --> 01:32:29.285

Tom: He's jealous.

01:32:29.285 --> 01:32:30.285

Phil: Yeah, exactly.

01:32:30.305 --> 01:32:30.665

Phil: Right.

01:32:30.685 --> 01:32:30.965

Phil: Yeah.

01:32:31.145 --> 01:32:32.585

Phil: Oh, nice input, Jeff.

01:32:32.605 --> 01:32:32.825

Phil: Yeah.

01:32:32.925 --> 01:32:34.125

Phil: I'll consider that, Jeff.

01:32:35.045 --> 01:32:36.245

Phil: Good idea, Jeff.

01:32:36.785 --> 01:32:37.105

Phil: Right?

01:32:37.165 --> 01:32:37.445

Tom: Yeah.

01:32:37.625 --> 01:32:41.105

Phil: And then he gets shot and he's like, oh, wow, that sucks, huh?

01:32:41.645 --> 01:32:45.525

Phil: So in terms of comedy value, I think Jeff is great.

01:32:45.905 --> 01:32:58.785

Phil: Tenzin is up there as one of the greatest video game partners ever, with his rope-yielding abilities and yeti-killing abilities.

01:32:59.165 --> 01:33:01.505

Phil: Doesn't speak English, lives in a village with a yak.

01:33:01.705 --> 01:33:03.545

Phil: Did you pet the yak when you were in the town?

01:33:04.285 --> 01:33:05.105

Phil: How was that yak?

01:33:05.425 --> 01:33:06.305

Tom: It was very soft.

01:33:06.625 --> 01:33:11.165

Phil: What did you think about that experience where the gameplay was essentially walking through the Tibetan village?

01:33:11.525 --> 01:33:22.165

Tom: Well, I think if that had been the beginning, I would have hated the game because I was so pleased with the being in Uncharted because they didn't go there, which basically every big release has to do.

01:33:22.165 --> 01:33:23.565

Tom: Tomb Raider did that, right?

01:33:23.585 --> 01:33:29.985

Tom: The opening is her just walking around saying, Yeah, but that's after Uncharted 2.

01:33:30.005 --> 01:33:35.445

Tom: Yeah, I'm saying all games do this, so I would have been pissed off if Uncharted 2 did that.

01:33:35.745 --> 01:33:38.245

Tom: At that time in the game, I thought that was well put.

01:33:38.685 --> 01:33:39.765

Tom: That was a good thing to have there.

01:33:40.565 --> 01:33:41.265

Phil: Nice piece.

01:33:41.485 --> 01:33:49.385

Tom: And this leads perfectly into something else about Uncharted, which you mentioned in our Cursed Mountain discussion, right?

01:33:51.425 --> 01:33:58.105

Tom: You said that Uncharted 2 had just as much Buddhist culture in it as Cursed Mountain, right?

01:34:00.405 --> 01:34:03.365

Phil: I may have dismissively made that ridiculous point.

01:34:03.385 --> 01:34:05.425

Phil: Yes, I mean, they have the prayer flags.

01:34:05.845 --> 01:34:08.025

Tom: They have the prayer flags.

01:34:08.045 --> 01:34:09.125

Tom: They have the prayer wheel.

01:34:09.905 --> 01:34:11.585

Tom: And here's the thing.

01:34:11.865 --> 01:34:15.965

Tom: It's true they have those things in it, but the prayer flags may as well be bunting.

01:34:18.505 --> 01:34:26.405

Tom: And the other thing that I find fascinating about the way they've done this is they go on in their hype.

01:34:26.425 --> 01:34:28.045

Tom: I don't know if they did this with Uncharted 2.

01:34:28.065 --> 01:34:39.425

Tom: I haven't watched all the videos yet, but in the first Uncharted, one of the things I was really pimping was attempting to say they weren't just inspired by Indiana Jones, saying they were big fans of 1930s madinaise and they watched 100 of them, right?

01:34:39.645 --> 01:34:46.805

Tom: Well, there's nothing in that depiction of Tibet of 1930s madinaise whatsoever.

01:34:47.045 --> 01:35:12.825

Tom: And that's what I was saying was so good about Cursed Mountain is in 1930s madinaise and up to the 50s, and this started going out in the 60s, if you were doing your pulp story and you had something from a different land in it that you were making exotic and whatnot, you would take what was actually the culture or what you were told was the culture, which was likely a load of bullshit, but...

01:35:13.385 --> 01:35:16.405

Phil: Like fortune cookies and, you know...

01:35:16.665 --> 01:35:17.225

Tom: That's right.

01:35:17.245 --> 01:35:18.225

Phil: That kind of thing, yeah.

01:35:18.245 --> 01:35:30.245

Tom: But you take some degree of research on the thing itself and you would include what the thing actually was, then you would go off in a new direction, like eating blue resin makes you into Nazis.

01:35:30.925 --> 01:35:31.525

Phil: Oh, good God.

01:35:31.545 --> 01:35:32.105

Tom: This, of course...

01:35:33.365 --> 01:35:34.625

Tom: That's not the case in Uncharted.

01:35:34.645 --> 01:35:41.325

Tom: They've just got a prayer wheel stuck in there, like Indiana Jones might have some guy with a traditional knife stuck in there.

01:35:42.245 --> 01:35:51.045

Tom: And they missed that whole thing, which is a major part of what made stuff pre-1960s pulp different.

01:35:51.425 --> 01:35:53.185

Tom: And that went out pre-19...

01:35:53.285 --> 01:35:58.045

Tom: after the 60s, because, of course, from that stage on, everyone had been overexposed to it.

01:35:58.065 --> 01:36:06.805

Tom: So then it was, let's just see how we can come up with an interesting new idea that has nothing to do with the source material, right?

01:36:07.025 --> 01:36:09.245

Tom: And that is what Uncharted is doing.

01:36:09.245 --> 01:36:18.445

Tom: So I just find it hilariously bizarre that they go to such a length to distance themselves from admitting that they're inspired by Indiana Jones.

01:36:20.205 --> 01:36:20.625

Phil: Yeah.

01:36:21.405 --> 01:36:22.125

Phil: That's pretty good.

01:36:22.145 --> 01:36:23.065

Phil: Yeah.

01:36:23.345 --> 01:36:26.345

Phil: Now, I have like three questions for you, but I want you to finish...

01:36:26.365 --> 01:36:29.165

Phil: You finish what you're going to say, and then I'll get into our questions.

01:36:30.605 --> 01:36:38.565

Phil: But just to tease and don't respond to it, I think this is one of the worst endings in a video game ever, and I want to hear your thoughts on that.

01:36:38.925 --> 01:36:44.945

Phil: But before we get to that, I do want you to cover the territory that you need to, and then I have a few other questions as well.

01:36:44.965 --> 01:36:48.125

Tom: I've got one other thing quickly that I thought was interesting.

01:36:48.585 --> 01:36:50.425

Tom: Now, you said this lacks soul.

01:36:50.605 --> 01:36:52.725

Tom: I mean, has soul in Tomb Raider?

01:36:52.745 --> 01:36:53.305

Tom: It doesn't, right?

01:36:55.025 --> 01:37:02.665

Phil: Yes, and that is imbued mostly because of the relationship between Nate and Sully and Nate and Elena, in my opinion.

01:37:02.685 --> 01:37:04.065

Tom: And I can buy that, though I...

01:37:04.545 --> 01:37:08.065

Tom: To me, the soul walks elsewhere in Tomb Raider, but they are...

01:37:08.085 --> 01:37:09.665

Tom: It's funny that this is...

01:37:10.365 --> 01:37:11.205

Tom: Tomb Raider was...

01:37:12.725 --> 01:37:24.185

Tom: Got so much flack for ripping off Uncharted, because Tomb Raider is actually, in many ways, the antithesis of Uncharted, or at least Uncharted 2, I should say, specifically.

01:37:24.425 --> 01:37:34.425

Tom: Because in Tomb Raider, the major focus in the design of Tomb Raider was not on set pieces and not on the overall pacing, and that was a major flaw in the game.

01:37:34.705 --> 01:37:39.705

Tom: But the greatest focus on Tomb Raider was getting all the mechanics absolutely right.

01:37:39.845 --> 01:37:48.445

Tom: So they had to get the shooting feeling really good, they had to get the cover perfect, they had to get the movement extremely flowing and solid, and they had to get the jumping physics right.

01:37:48.825 --> 01:38:03.345

Tom: They had to get all the mechanics and all the individual aspects of the game extremely well done, but they didn't then care as much about the overall pacing and the overall composition of the game.

01:38:03.485 --> 01:38:14.965

Tom: Whereas in Uncharted 2, it's the reverse of that, where the focus is of the overall composition of how the game plays out and not the individual parts themselves as far as the mechanics are concerned.

01:38:15.105 --> 01:38:19.445

Phil: Now, I agree 100% and that was exactly what I was going to say.

01:38:20.565 --> 01:38:26.805

Phil: There's only one thing that Tomb Raider rips off from Uncharted and it's an inconsequential thing that I'm not even going to bring up.

01:38:27.505 --> 01:38:38.125

Phil: But in every other way, it is the exact opposite, in that it focuses on the game play precision and mechanic primarily and the story secondarily.

01:38:38.205 --> 01:38:43.945

Phil: Whereas with Uncharted, the reason why you go through all of those levels is to get through to the cutscenes.

01:38:44.745 --> 01:38:57.885

Tom: And that's actually detrimental in many ways to the game play in Tomb Raider, because of course how you depict a story gives the game play designers more insight into what the pacing should be.

01:38:58.325 --> 01:39:00.445

Phil: Yeah, yeah, exactly.

01:39:00.465 --> 01:39:07.865

Tom: So then they're going to know, well, we need a crescendo here, we need a climax here, and that sort of thing, which is what Tomb Raider was lacking so much.

01:39:08.205 --> 01:39:16.025

Phil: And that's what was missing in the precursor to Tomb Raider, and that is Tomb Raider Underworld, where there was no real pacing.

01:39:16.025 --> 01:39:25.145

Phil: It was just either a relentless or just a plodding, or a plodding, then a relentlessness, and it never really had any cadence to it.

01:39:25.285 --> 01:39:31.205

Phil: And we always talk about pacing, but cadence might be even more precise, right?

01:39:31.225 --> 01:39:33.825

Tom: Yeah, I would say that's probably a better description.

01:39:35.545 --> 01:39:41.845

Tom: Now, the final thing I want to say is, you can give me some insight into this.

01:39:42.765 --> 01:39:57.025

Tom: Having lived so long in America, what the fuck is going on with Americans' bizarre, incredibly exploitive, and mind-boggling offensive obsession with the Yugoslavian wars?

01:39:57.805 --> 01:39:58.765

Tom: What's the deal with this?

01:39:58.785 --> 01:40:10.465

Tom: Because they did it in GTA IV, it was not as bad in GTA IV, because Rockstar, for all my criticism of them, when they do satirize or parody something, they do it well.

01:40:10.485 --> 01:40:20.805

Tom: Their flaw is they're not having the ball to go after anything big, so they go after the Yugoslavian war, which I assume most Americans know absolutely nothing about.

01:40:21.305 --> 01:40:22.965

Phil: I know nothing about it.

01:40:23.225 --> 01:40:25.345

Tom: And have no relation to whatsoever.

01:40:25.825 --> 01:40:30.865

Tom: This is a huge thing in Australia, because there are so many Yugoslavian immigrants, of course.

01:40:33.465 --> 01:40:38.245

Tom: But in Grand Theft Auto IV, they actually had an interesting...

01:40:40.005 --> 01:40:41.985

Phil: Oh, the Bosnian War.

01:40:42.545 --> 01:40:44.805

Phil: Herzkivina, Bosnia, yeah.

01:40:45.405 --> 01:40:46.785

Phil: Yeah, we know what that is.

01:40:47.145 --> 01:40:48.265

Phil: Yeah, yeah, yeah.

01:40:48.285 --> 01:41:03.305

Tom: They had an interesting take on that, because for all we knew, the main character in Grand Theft Auto IV could in fact himself have been a war criminal, and it was certainly implied that he was involved in crimes against humanity.

01:41:03.365 --> 01:41:05.625

Tom: So that was actually an interesting, satirical take.

01:41:05.645 --> 01:41:19.025

Tom: And despite being incredibly exploitative, and there's no way they could have got away with doing that or would have even contemplated doing that with, say, having someone coming back from Abu Grub to America.

01:41:19.805 --> 01:41:27.625

Phil: The whole Rockstar thing, I mean, there's a famous movie where Niko is directly referenced.

01:41:27.645 --> 01:41:32.665

Phil: He has the same sweater, he limps, the same haircut, everything about him.

01:41:32.685 --> 01:41:34.345

Phil: Are you familiar with that film?

01:41:34.605 --> 01:41:35.665

Phil: Do you know it peripherally?

01:41:35.685 --> 01:41:36.745

Phil: I don't think so.

01:41:37.185 --> 01:41:47.725

Phil: Yeah, I mean, the character of Niko is based off of a, specifically off of a movie character from a film made about this conflict.

01:41:47.745 --> 01:41:53.985

Phil: You know, because, you know, far be it for Rockstar to come up with an original concede.

01:41:54.485 --> 01:41:55.085

Tom: That's right.

01:41:55.685 --> 01:41:58.085

Tom: But that's literally a direct comparison.

01:41:59.085 --> 01:42:07.625

Tom: Having Niko, equivalent to Americans, it's only off by, you know, five years or a decade, not even a decade in terms of time.

01:42:07.645 --> 01:42:19.865

Tom: I would be having the person coming to America being an American war veteran that was torturing people at Abu Ghraib or something like that, or murdering Iraqi civilians.

01:42:19.865 --> 01:42:22.405

Tom: It's that exploitative, right?

01:42:22.405 --> 01:42:23.385

Tom: You see what I'm saying?

01:42:24.005 --> 01:42:32.805

Tom: If you're actually aware of the situation, and if you're not in America, or at least if you're in Australia, you would be because it is a big thing in Australia because of all the immigrants.

01:42:33.085 --> 01:42:38.305

Tom: But at least GTA 4 actually did something vaguely interesting with it.

01:42:38.345 --> 01:42:59.305

Tom: In Uncharted, they've basically just taken what is currently the case, as I'm sure everyone is aware of, that is war criminals who were involved in Yugoslavian crimes against humanity going around the world evading capture, and they've basically turned him into some ridiculous comic book villain.

01:42:59.485 --> 01:43:05.725

Tom: I mean, it's just the most ridiculous exploitation you could possibly do.

01:43:06.425 --> 01:43:08.285

Phil: That character was based on...

01:43:08.665 --> 01:43:12.525

Phil: Niko is based on Sasha from a movie called Behind Enemy Lines.

01:43:14.285 --> 01:43:17.725

Phil: So, you know, you can check that out for yourselves, folks.

01:43:17.745 --> 01:43:18.905

Phil: But yeah, you're absolutely right.

01:43:18.925 --> 01:43:19.785

Phil: They take it...

01:43:20.165 --> 01:43:30.165

Phil: And basically the character is entirely stereotypical, superficial, ridiculous, Mario-level boss by the end of it, right?

01:43:30.505 --> 01:43:39.685

Phil: He's this massive smurf that you have to run around in a circle and shoot something that will shoot back in his face and then you can hit him.

01:43:40.285 --> 01:43:43.705

Tom: I mean, that whole thing is just so incredibly distasteful.

01:43:44.285 --> 01:43:50.485

Tom: Now, you might think that's a big criticism, but I do enjoy distasteful stuff, so I did enjoy that despite everything I've just said.

01:43:51.105 --> 01:43:56.945

Tom: But as for the actual ending, now, what was your major problem with it?

01:43:56.965 --> 01:44:00.825

Tom: Because I thought it was improvement on the ending of Uncharted 1.

01:44:01.685 --> 01:44:16.685

Phil: Well, it just turned into what I call a traditional Super Mario boss, where basically you butt stomp the ground to move the boss up into the air, he lands on his shell, and then you get to hit him in his weak spot.

01:44:17.605 --> 01:44:19.385

Phil: That is what this end level is.

01:44:19.745 --> 01:44:24.885

Phil: And they had received criticism for their end level after Uncharted.

01:44:25.145 --> 01:44:36.485

Phil: They knew this was an area that they had to improve upon, and their choice was to go to Mario 64, which in and of itself is great, but doesn't fit this game at all.

01:44:37.665 --> 01:44:48.465

Phil: Basically, you just run around in a circle backwards using a shotgun to shoot, you know, blue shit on this guy.

01:44:48.845 --> 01:44:53.325

Phil: He goes, oh, I can't see, or oh, I feel weak, whatever the case was.

01:44:53.345 --> 01:44:54.865

Tom: Despite his apparent invincibility.

01:44:55.825 --> 01:44:57.345

Phil: And then you shoot him again, right.

01:44:57.365 --> 01:45:02.645

Phil: Yeah, you shoot the kryptonite trees, and then Superman's fallible, and you go in, you pound him in the face.

01:45:02.665 --> 01:45:08.065

Phil: And you do this like three times or five times, and then you win, right.

01:45:08.965 --> 01:45:19.265

Phil: Now, Uncharted 3, they do do a better job at the end, boss, but I think this continued the history of terrible endings from Naughty Dog.

01:45:19.285 --> 01:45:20.405

Tom: Well, here's what I would say.

01:45:20.965 --> 01:45:27.145

Tom: I thought on a pure gameplay level, I enjoyed it because it did something different with the combat.

01:45:27.165 --> 01:45:32.945

Tom: It wasn't a particularly interesting boss battle, but well, I couldn't at least basically just run around in a circle.

01:45:32.965 --> 01:45:34.725

Tom: Bear in mind, I was playing in hard.

01:45:35.065 --> 01:45:39.845

Tom: I had to actually learn the layout of the area, where all the ammo was.

01:45:39.865 --> 01:45:42.265

Tom: I mean, it wasn't a badly designed thing.

01:45:42.285 --> 01:45:42.565

Tom: It was...

01:45:43.205 --> 01:45:46.925

Phil: I had to do the same thing, but ultimately, we're both doing the same thing.

01:45:47.545 --> 01:45:49.305

Phil: And the fact is, I didn't think...

01:45:49.445 --> 01:45:53.785

Phil: I think that end boss levels are unbecoming for this franchise.

01:45:53.805 --> 01:45:54.565

Tom: Well, that's the thing.

01:45:54.585 --> 01:45:57.865

Tom: I would say that in and of itself, I thought it was a good...

01:45:58.005 --> 01:45:59.525

Tom: a solid boss.

01:45:59.545 --> 01:46:03.545

Tom: Nothing particularly good about it, but it was certainly enjoyable.

01:46:03.565 --> 01:46:04.485

Tom: But the thing is...

01:46:04.905 --> 01:46:08.665

Phil: Why couldn't they have gone from the crumbling bridge thing...

01:46:08.685 --> 01:46:08.845

Phil: Yep.

01:46:09.465 --> 01:46:09.825

Phil: Right?

01:46:09.905 --> 01:46:12.445

Phil: That preceded it to the very end?

01:46:13.465 --> 01:46:15.705

Tom: The crumbling bridge thing was at the end.

01:46:15.705 --> 01:46:17.125

Tom: That was after the boss battle.

01:46:17.685 --> 01:46:19.765

Phil: Oh, well, did they skip the boss battle?

01:46:19.785 --> 01:46:21.445

Tom: That's what I was about to say.

01:46:21.585 --> 01:46:22.225

Tom: Here's the thing.

01:46:22.365 --> 01:46:27.845

Tom: As far as the way the story is laid out, it was completely unnecessary.

01:46:27.865 --> 01:46:32.005

Tom: It should have been a narrative showdown between the two.

01:46:32.165 --> 01:46:48.365

Tom: And it also makes no sense whatsoever from the story's perspective to end it in that way, because Lozarevich at the end says, when Nate finally has the chance to kill him, well, you, blah, blah, blah, you don't have the balls, you're a good person, so you're not going to kill me, right?

01:46:49.105 --> 01:46:50.005

Tom: And so he doesn't.

01:46:50.665 --> 01:46:54.245

Tom: Conveniently, these guys jump out of the jungle and kill him for Nate.

01:46:54.985 --> 01:46:57.305

Tom: There's one major problem with this.

01:46:57.325 --> 01:47:04.125

Tom: If you remember only moments ago, Nate shot him repeatedly in cold blood to kill him.

01:47:04.705 --> 01:47:07.585

Phil: And if given the choice, I would have shot him.

01:47:07.605 --> 01:47:08.165

Tom: That's right.

01:47:08.245 --> 01:47:16.305

Tom: But I mean, if that had killed him, that would have been a far more logical ending for both the story and for the game.

01:47:16.325 --> 01:47:24.025

Tom: If he had got there just before he fucking drank the blue resin and shot him then and there, it would have made more sense.

01:47:24.485 --> 01:47:31.345

Phil: Yeah, and keep in mind that he killed 16,000 people who worked for Zarevich up to this point.

01:47:31.365 --> 01:47:34.545

Tom: I love that they comment on that in the dialogue, though.

01:47:34.965 --> 01:47:35.465

Phil: Oh, they do?

01:47:35.485 --> 01:47:39.225

Tom: Yeah, he says, You're not much different from me, Nate.

01:47:39.425 --> 01:47:42.125

Tom: How many people have you killed even today?

01:47:42.525 --> 01:47:43.665

Tom: Or something along those lines.

01:47:43.805 --> 01:47:44.945

Tom: And I thought that was awesome.

01:47:46.285 --> 01:47:51.725

Phil: You sure he doesn't say, how many people have you killed today?

01:47:53.125 --> 01:47:56.925

Phil: Wait, that's not the right voice.

01:47:56.985 --> 01:47:58.765

Phil: Keep going, keep going, move on.

01:47:59.625 --> 01:48:05.385

Tom: So that was basically, I think that's the only good thing to take away from the ending, was that line.

01:48:05.585 --> 01:48:15.245

Tom: But here's the worst part of the ending, which you will get to hear our own rendition of after the podcast, or rather at the very end of the podcast, after our outro.

01:48:15.265 --> 01:48:22.645

Tom: And that is the small discussion between Alana and Nate at the very end.

01:48:23.305 --> 01:48:24.345

Phil: I thought it was sweet.

01:48:24.905 --> 01:48:25.525

Phil: I loved it.

01:48:25.585 --> 01:48:26.665

Phil: I thought it was great.

01:48:26.725 --> 01:48:27.965

Phil: It moved me to tears.

01:48:27.985 --> 01:48:28.405

Tom: Really?

01:48:28.525 --> 01:48:30.485

Phil: And I'm not afraid to say it.

01:48:30.805 --> 01:48:33.185

Phil: I thought it was the best thing in video games ever.

01:48:33.205 --> 01:48:33.905

Phil: I loved it.

01:48:34.785 --> 01:48:37.265

Tom: I thought it was just absolutely atrocious.

01:48:37.385 --> 01:48:38.145

Tom: It was awful.

01:48:38.165 --> 01:48:39.565

Phil: I'm a sentimental bloke.

01:48:39.685 --> 01:48:41.145

Phil: I thought it was wonderful.

01:48:41.165 --> 01:48:42.485

Phil: I thought it was really cute.

01:48:42.525 --> 01:48:43.925

Tom: You know what it sounds like, though?

01:48:44.005 --> 01:48:47.325

Tom: I mean, here's the bizarre thing about it is this.

01:48:48.205 --> 01:48:50.945

Tom: It should have been a good moment.

01:48:51.305 --> 01:48:53.205

Tom: It's written fine for that.

01:48:53.225 --> 01:48:55.065

Tom: It's incredibly corny.

01:48:55.325 --> 01:48:56.505

Tom: I have no problem with corn.

01:48:57.205 --> 01:48:58.265

Tom: That's not my issue with it.

01:48:58.305 --> 01:48:59.685

Phil: Yeah, he loves corn.

01:48:59.705 --> 01:49:00.385

Tom: I love corn.

01:49:01.265 --> 01:49:02.385

Phil: Hardcore corn.

01:49:02.765 --> 01:49:10.345

Tom: My issue with it is the delivery of it from both Nolan North and whatever the fuck the woman is called.

01:49:11.085 --> 01:49:19.685

Tom: They deliver it like it is some fucking satirical cartoon that is making fun of writing like that.

01:49:20.265 --> 01:49:20.965

Phil: You're wrong.

01:49:21.625 --> 01:49:23.645

Phil: Let's just move on because you're wrong.

01:49:23.885 --> 01:49:25.265

Phil: You're embarrassing yourself.

01:49:25.465 --> 01:49:26.065

Tom: Listen to me.

01:49:26.485 --> 01:49:38.805

Tom: On SBS, there is currently a show on SBS One, which is a post-Simpsons cartoon where every single line is some ironic parable.

01:49:39.745 --> 01:49:44.025

Phil: Well, isn't that every animated fucking cartoon in the last 15 years?

01:49:44.225 --> 01:49:47.605

Tom: This is post-Simpsons then.

01:49:47.745 --> 01:49:49.485

Tom: This is on a degree beyond that.

01:49:50.185 --> 01:49:53.445

Phil: This is my major problem with animated shorts.

01:49:53.665 --> 01:50:00.885

Phil: I mean, everything is so goddamn, you know, self-referential and, you know, postmodern.

01:50:00.925 --> 01:50:01.785

Phil: I've had it.

01:50:01.865 --> 01:50:02.585

Phil: I'm done with it.

01:50:02.605 --> 01:50:05.305

Tom: Yeah, but why do you like this?

01:50:05.325 --> 01:50:07.125

Tom: Because this was delivered in...

01:50:07.885 --> 01:50:12.365

Tom: If you put this in that show, you would not find an iBit.

01:50:12.585 --> 01:50:13.865

Phil: Big spoilers.

01:50:13.885 --> 01:50:16.205

Phil: Yep.

01:50:16.385 --> 01:50:17.865

Phil: Elena was dead.

01:50:17.945 --> 01:50:20.705

Phil: You find out she's alive in this scene.

01:50:22.205 --> 01:50:24.685

Tom: But you find out she's alive before those lines.

01:50:26.625 --> 01:50:28.245

Phil: You find out she's alive.

01:50:28.465 --> 01:50:30.145

Phil: You find out she's alive.

01:50:30.165 --> 01:50:31.225

Phil: That's the biggest thing.

01:50:31.245 --> 01:50:34.485

Phil: So you're like, oh, she's alive, and here she is talking cute with Nate.

01:50:34.505 --> 01:50:40.365

Tom: So what you're saying is, this fact is enough for you to ignore the awful delivery of the lines.

01:50:41.625 --> 01:50:42.425

Tom: Okay, that's fine then.

01:50:42.445 --> 01:50:43.405

Tom: I've got no problem with that.

01:50:44.845 --> 01:50:45.885

Tom: I've got no problem with that.

01:50:45.905 --> 01:50:48.505

Tom: I just thought it was mind-bogglingly awful.

01:50:49.465 --> 01:50:50.905

Phil: Are we done here, my friend?

01:50:50.925 --> 01:50:51.525

Tom: Yep, we're done.

01:50:52.285 --> 01:50:54.685

Phil: Because you cannot bear to talk.

01:50:54.705 --> 01:50:55.325

Phil: You think we're done.

01:50:55.345 --> 01:51:01.125

Tom: You cannot bear to talk for it any longer after I've just cut you down and destroyed you.

01:51:02.065 --> 01:51:03.145

Phil: Two things, vehicle levels.

01:51:03.165 --> 01:51:03.365

Tom: Yes.

01:51:05.045 --> 01:51:06.285

Phil: Up or down, yes or no?

01:51:07.065 --> 01:51:08.645

Tom: Vehicle levels in what context?

01:51:09.645 --> 01:51:10.485

Phil: Like, not like.

01:51:11.205 --> 01:51:14.145

Tom: No, I mean, what are you referring to as the vehicle levels?

01:51:14.165 --> 01:51:18.145

Tom: When you're walking around on the train, are you classing that as a vehicle level?

01:51:18.165 --> 01:51:20.365

Phil: No, driving trucks, jumping from truck to truck.

01:51:20.685 --> 01:51:21.285

Tom: I enjoyed it.

01:51:21.345 --> 01:51:22.085

Tom: I'll give it an up.

01:51:23.065 --> 01:51:28.185

Phil: Okay, next thing, you're in the village where the tank is chasing you, up or down?

01:51:29.505 --> 01:51:30.505

Tom: I'll give that an up as well.

01:51:31.625 --> 01:51:32.645

Phil: Oh, really?

01:51:32.805 --> 01:51:37.105

Phil: Because that's where I got stuck quite a bit until I figured out what the hell I was supposed to be doing.

01:51:37.685 --> 01:51:39.325

Tom: Were you trying to kill the tank?

01:51:40.225 --> 01:51:42.985

Phil: I don't know what I was trying to do, but I could not figure it out.

01:51:43.005 --> 01:51:47.525

Phil: That's the only point that I got stuck other than jumping from ice level to ice level.

01:51:47.545 --> 01:51:56.085

Tom: It was actually, as far as I can remember, I can't remember exactly what it was, but there was some confusion at the very beginning.

01:51:56.545 --> 01:52:06.945

Tom: One major problem with that is, it gets the direction of the old area off to a poor start, so you then have doubts in your mind as to what you're meant to be doing.

01:52:07.145 --> 01:52:21.025

Tom: What helped begins is, you've got the tank directly in front of you, and there's cover there, and there isn't even a pathway to the right, so you move into the cover and you think, okay, I've got to somehow kill the tank, right?

01:52:21.085 --> 01:52:34.045

Tom: But what you've actually got to do is, you move further to the side to a particular spot with nothing special about it whatsoever, at which stage the tank blows a hole in the wall and the camera moves to direct you along the pathway.

01:52:34.465 --> 01:52:34.965

Tom: So yeah.

01:52:34.985 --> 01:52:35.865

Phil: Yeah, exactly.

01:52:36.145 --> 01:52:41.205

Phil: It is kind of what we were talking about before though in terms of signposting being inconsistent.

01:52:41.205 --> 01:52:41.725

Tom: That's right.

01:52:41.745 --> 01:52:44.825

Phil: But anytime you want to play this online, I am up for it.

01:52:44.825 --> 01:52:46.765

Phil: I am fully patched and ready to go.

01:52:46.785 --> 01:52:49.905

Phil: The co-op in this game is amazingly good.

01:52:51.485 --> 01:52:52.265

Phil: What is the co-op?

01:52:52.285 --> 01:52:54.045

Tom: Is it presumably not through the story?

01:52:54.965 --> 01:53:09.685

Phil: No, the co-op presents you with some levels through the game where they provide different story elements and you have to play with another friend, up to three friends, and basically you are going through these different levels.

01:53:09.705 --> 01:53:13.905

Phil: But it is an entirely different story that adds to the full story.

01:53:13.925 --> 01:53:14.985

Tom: So it has its own story.

01:53:15.705 --> 01:53:17.465

Phil: Yeah, it is really great.

01:53:17.485 --> 01:53:17.705

Tom: Excellent.

01:53:18.485 --> 01:53:20.705

Phil: Yeah, so I'm up for that whenever you want to play that.

01:53:21.705 --> 01:53:23.385

Phil: Let me know in the coming days.

01:53:23.625 --> 01:53:29.645

Tom: And I just want to say the bonus features that were so awesome in Uncharted 1 returned.

01:53:29.865 --> 01:53:30.685

Tom: So thank god for that.

01:53:30.705 --> 01:53:32.985

Phil: Yeah, I mean, good job on that stuff.

01:53:33.005 --> 01:53:34.865

Tom: Have you tried the Next Gen filter?

01:53:35.805 --> 01:53:36.225

Phil: No.

01:53:36.245 --> 01:53:38.725

Tom: Okay, I'm not going to tell you what it does.

01:53:38.745 --> 01:53:40.045

Tom: You need to go and turn that on.

01:53:40.425 --> 01:53:41.985

Tom: It is hilarious what it does.

01:53:42.205 --> 01:53:44.885

Phil: I assume it was lots of bloom and lens flare.

01:53:45.445 --> 01:53:46.365

Tom: I will not comment.

01:53:47.025 --> 01:53:47.385

Phil: Okay.

01:53:47.405 --> 01:53:48.625

Tom: I will not spoil it for you.

01:53:48.765 --> 01:53:50.905

Tom: Go and turn it on and have your mind blown.

01:53:51.805 --> 01:53:58.505

Phil: All right, well, dear listener, just as an inside joke, if you've listened this far into the show, you know how long the show has lasted.

01:53:58.725 --> 01:54:04.585

Phil: We had originally pitched internally between Tom and myself that this would be a 60-minute show.

01:54:05.645 --> 01:54:12.605

Phil: So you can giggle about that and know that upcoming we will have a 60-minute show and God knows what it will look like.

01:54:12.945 --> 01:54:18.765

Tom: I'm thinking what it will be is probably 60 minutes of us reading from the Uncharted script.

01:54:20.085 --> 01:54:24.505

Phil: And have you any intention to play Uncharted 3?

01:54:24.525 --> 01:54:28.325

Tom: I will be starting it probably tomorrow, if not today.

01:54:28.345 --> 01:54:33.605

Tom: So it should be treated to yet another episode full of Uncharted.

01:54:33.685 --> 01:54:38.185

Phil: My brief spoiler is going to be I believe that as with...

01:54:38.605 --> 01:54:41.485

Phil: I told you Tomb Raider is better than any of the Uncharted games.

01:54:42.485 --> 01:54:43.145

Phil: As a game.

01:54:45.005 --> 01:54:49.365

Phil: I think Uncharted is better than Uncharted 2, but I liked Uncharted 2 more.

01:54:49.385 --> 01:54:50.545

Tom: That's my expectation.

01:54:51.305 --> 01:54:52.985

Phil: Yeah, just sequel stuff.

01:54:53.005 --> 01:55:02.665

Tom: If it is not a vastly superior game, technically I will be probably not only disappointed, but quite surprised given that that's generally how Naughty Dog works.

01:55:03.525 --> 01:55:08.365

Phil: And there's some disappointing things about it that I can't wait to talk to you about next episode.

01:55:08.785 --> 01:55:11.425

Tom: Also, I can't wait to see the crap all over your favorite parts.

01:55:12.285 --> 01:55:14.505

Phil: Yep, we're going to close off episode 11 at that.

01:55:14.925 --> 01:55:22.685

Phil: We do have a special bonus after the outro where Tom and I are going to reenact the final scene of Uncharted 2.

01:55:22.705 --> 01:55:24.545

Phil: It's something that you must listen to.

01:55:24.565 --> 01:55:26.205

Phil: It's something we rehearsed all week.

01:55:27.405 --> 01:55:36.245

Phil: I disagreed with some of the blocking on the set, but eventually we came to terms and we did record this in a local church.

01:55:36.605 --> 01:55:38.665

Tom: So it might be a little echoing.

01:55:39.305 --> 01:55:44.865

Phil: Yeah, it might be a little bit of echo on it, but I'm going to add the soundtrack, which will probably block out a lot of that.

01:55:44.885 --> 01:55:49.685

Phil: And boy, did those heels hurt.

01:55:50.605 --> 01:55:51.945

Phil: In any case, you're listening to...

01:55:51.965 --> 01:55:54.005

Tom: I'm sure you won't get to see the outfit he was in.

01:55:54.905 --> 01:55:55.585

Tom: It was pretty spectacular.

01:55:55.605 --> 01:55:56.185

Phil: Thank you for listening.

01:55:56.865 --> 01:55:59.525

Phil: Yeah, well, the rubber chafed as well.

01:55:59.585 --> 01:56:00.445

Phil: I'll just add that.

01:56:01.305 --> 01:56:03.205

Phil: You've listened to episode 11.

01:56:03.505 --> 01:56:05.305

Phil: Congratulations, achievement unlocked.

01:56:05.685 --> 01:56:08.165

Phil: Please do come to our website, gameunder.net.

01:56:08.225 --> 01:56:11.505

Phil: But if you don't want to do that, just tell a friend about the podcast.

01:56:11.525 --> 01:56:15.425

Phil: Don't go to iTunes and review it or rate it or any of that crazy stuff.

01:56:16.165 --> 01:56:18.005

Phil: But tell a friend, hey, you can listen to this.

01:56:18.025 --> 01:56:20.285

Phil: If they listen to Stitcher, they can listen to us on that.

01:56:21.125 --> 01:56:26.485

Phil: You can follow me on Twitter at GameUnderPhil.

01:56:26.925 --> 01:56:29.285

Phil: And the reason to do that is because I won't spam you.

01:56:29.305 --> 01:56:30.845

Phil: I'll just tell you when shows are coming up.

01:56:31.445 --> 01:56:35.645

Phil: And also ask for you to give us input on a show just before we record.

01:56:35.685 --> 01:56:37.225

Phil: And you'll get mentioned on the show.

01:56:37.765 --> 01:56:42.545

Phil: Sometimes I also give out our Skype number, so you can call in and be on the show.

01:56:42.745 --> 01:56:44.165

Phil: So, GameUnderPhil.

01:56:44.805 --> 01:56:49.565

Phil: And with that, I am Phil Fogg, 1L2G's.

01:56:49.585 --> 01:56:50.125

Phil: And you are?

01:56:50.585 --> 01:56:52.245

Tom: Well, actually, you are Thomas.

01:56:52.465 --> 01:56:53.805

Tom: And I am George Woodman.

01:56:55.565 --> 01:56:59.925

Phil: And here is our rendition of the final scene of Uncharted 2.

01:57:07.326 --> 01:57:11.046

Phil: So on a scale of 1 to 10, how scared were you that I was going to die?

01:57:11.646 --> 01:57:12.046

Phil: Four.

01:57:12.906 --> 01:57:13.366

Phil: Four?

01:57:15.286 --> 01:57:15.926

Phil: A four?

01:57:15.966 --> 01:57:16.446

Tom: Yeah.

01:57:17.186 --> 01:57:18.486

Phil: You were at least an eight.

01:57:18.826 --> 01:57:19.526

Tom: An eight?

01:57:20.286 --> 01:57:21.446

Phil: You were a total eight.

01:57:21.526 --> 01:57:22.026

Tom: An eight?

01:57:22.046 --> 01:57:23.846

Tom: Those guardian things were an eight.

01:57:24.326 --> 01:57:25.226

Phil: Are you kidding me?

01:57:25.346 --> 01:57:26.866

Tom: Yeah, those were terrifying.

01:57:27.666 --> 01:57:29.006

Phil: Then what's a ten?

01:57:29.606 --> 01:57:30.266

Tom: Clowns.

01:57:31.086 --> 01:57:32.646

Phil: Clowns over my dead.

01:57:33.386 --> 01:57:33.646

Tom: I...

01:57:33.666 --> 01:57:35.166

Tom: I hate clowns.

01:57:35.906 --> 01:57:36.446

Phil: Clowns?

01:57:37.566 --> 01:57:39.106

Tom: I hate clowns.

01:57:39.986 --> 01:57:40.806

Phil: Oh my word.

01:57:41.106 --> 01:57:42.326

Phil: You thought I was dead.

01:57:42.446 --> 01:57:42.826

Tom: No.

01:57:43.766 --> 01:57:45.346

Phil: No, you thought I was gone.

01:57:46.646 --> 01:57:47.366

Phil: Yes, you did.

01:57:47.486 --> 01:57:48.806

Tom: No, I had you all along.

01:57:49.526 --> 01:57:50.686

Phil: I saw you shed tears.

01:57:50.786 --> 01:57:51.866

Phil: You shed a bunch of them.

01:57:53.566 --> 01:57:53.906

Phil: Mm-hmm.

01:57:54.326 --> 01:57:55.126

Tom: It was raining.

01:57:55.586 --> 01:57:56.486

Phil: No, it was not.

01:57:56.646 --> 01:57:58.546

Tom: You were unconscious and it was raining.

01:57:58.986 --> 01:58:01.686

Phil: It was totally sunny out and you were bawling.

01:58:02.126 --> 01:58:04.646

Tom: It was not sunny and you were unconscious.

01:58:05.406 --> 01:58:07.426

Phil: Whatever, I kept your tears in a jar.

01:58:07.706 --> 01:58:08.326

Phil: I have proof.



Game Under Episode 10

Stream above, or right-click then save as to download here. You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

E3 Reactions
Microsoft:
0:07:25 Microsoft Apologizes for Rape
0:09:50 The Price - Would we buy it?
0:16:00 The Games - MGS5, Dead Rising 3, Forza, Quantum Break and discussion of FMV games, The Last Express, Ryse, Killer Instinct,
0:30:05 We Declare RARE Dead
0:31:20 D4 From SWERY65
0:32:45 PSN+ Coming to XBLive
0:33:55 Synopsis of Microsoft Conference
Sony:
0:36:35 The Physical Box
0:38:55 No DRM. Bam!
0:42:55 $399. Bam!
0:43:55 Mic Drop
0:47:50 Bye-bye Free Multiplayer (Tom and Phil fight over $5)
0:55:35 Tom posits, "How did they get away with it?"
0:57:20 The Games - GT6, GTA5, Last of Us, Beyond, FF15, Kingdom hearts 3, Assassin's Creed, Diablo 3.
0:58:20 Diablo 3 Discussion - Battle.net or not?
1:00:00 Vita Stuff
1:01:05 Last Guardian News
1:01:40 Synopsis of Sony Conference
1:04:15 WTFinal Fantasy 15 (and Phil says what Square Should Do)
Nintendo:
1:08:40 Tom Says They "Won" E3
1:10:10 Phil "Ahems" Then Says Nintendo Did Great but ...
1:10:45 Phil Melts Down on how Racist Nintendo Is
1:13:00 Phil continues in his normal tone, and says that Nintendo is doing fine
1:13:20 Tom Brings Up Cammy
1:14:55 A 3D Mario! In 2D!
1:20:05 Super Smash Bros.
1:21:30 Pokemonx and Pokemony
1:22:45 We Declare Retro Dead
1:27:05 Third Party Games
1:28:10 Eidos. Whores.

First Impressions
1:30:35 Last of Us First Impressions from Phil

Aural Reviews
1:47:55 Uncharted: Drakes Fortune (An Aural Review) - and some Jurassic Park Talk, and some lesbian room-mate talk. Okay, that was link bait. Sorry.
2:36:45 Metro 2033 (An Aural Review) 

Outro 
3:14:40 Phil Fogg's Uncharted Review: The Musical.

Game Under Episode 9

Stream above, or right-click then save as to download here. You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

"Kissy Face Deals."

Tom Towers and Phil Fogg give analysis of the latest news, E3 hype and predictions
and some hands-on impressions of Remember Me and a mystery game.  We also take our first live call from a listener.

0:00:45 Introductory statements
0:01:30 Games we picked up this week (aka Trademark Banter)

Feature One: E3 Predictions with Our Anonymous Source
0:07:30 Final Fantasy 15?
0:08:25 Final Fantasy 15 a Sony Exclusive?
0:10:50 Respawn's Project an MS Exclusive?
0:12:00 Sony Will Also Have "always on" DRM
0:14:05 Vita Price Drop?
0:18:10 3DS Price Drop? (and why Tom reviles handheld consoles)
0:19:10 Release Dates, but No Prices
0:20:10 What Will Naughty Dog Show?
0:20:55 Fallout 4 and Kingdom Hearts 3?
0:22:25 New Peripheral from Nintendo?
0:24:00 Zelda, SSBU, Metroid?
0:25:25 Wii U Price Drop?
0:29:35 Live call from listener on Last Guardian E3 Predictions.
0:35:00 Tom and Phil talk about The Last Guardian
0:27:20 Sony's Indy/ Art Obsession

First Impressions
0:37:55 Remember Me
1:01:50 Mystery Game Preamble
1:04:35 Mystery Game Impressions

News
1:12:45 The Straight Dope from Microsoft on Xbox One
1:14:55 Phil's Brain Completely Melts Down, mentions Bin Laden and US Immigration Policy (and Apple)
1:16:15 Straight Dope Resumes
1:23:30 Sony's Dilemma
1:26:05 The Console Future for Phil and Tom
1:28:06 Keifer is Snake? Snaaaake!
1:32:00 (Same Topic) Why GTA4 Should Have Been a Call to Jihad (just kidding NSA)
1:34:26 (Same Topic) He's not even American
1:35:01 (Same Topic) Fake Australians
1:36:23 Last of Us Critical Reception
1:43:40 Trickery (and mis-pronunciation of hyperbole) - Greater discussion of reviews
1:48:30 Animal Crossing Reviews
1:52:11 Drunken Dude Busted (Tekken related)
1:55:41 Final E3 Predictions from Phil


Final Impressions
1:56:22 Remember Me (no seriously)
2:01:33 Deadly Premonition (farewell, sweet prince)