Game Under Podcast 125

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Introduction
0:00:08 Back to Normal

First Impressions - Towers
0:01:46 Minecraft Dungeons
0:07:40 But What Does the ESRB Think?

First Impressions - Fogg
0:20:13 Diablo III for Switch (Diablo 3 for the SEO)

Tom Towers Reacts... the the NEWS!
0:23:21 Australia Drops the Hammer on Fallout 76
0:26:50 Sony About to Reveal Playstation 5
0:29:15 A-League's Future in Australia

First Impressions - Towers
0:32:27 Final Fantasy VII remake (Final Fantasy 7 for SEO) :P

Tom Towers Reacts... the the NEWS! Part Deux
0:45:45 Arcane Studios Documentary Reveals Half-Life Lost Episode

Trademark Banter
0:48:30 Microsoft Being Cool About Backward Compatibility
0:50:45 Mercenaries: Playground of Destruction

What's in the Box?!
0:52:55 Tom Reveals a Recent Purchase

First Impressions
1:17:30 Resident Evil 3 Remake Game Revisited
1:22:30 Journey from That Game Company

Final Impressions
1:38:30 Sky: Children of Light

Flashback
1:53:30 A Much Younger Tom and Phil Discuss Journey in 2013

Transcipt

Tom: Hello and welcome to episode 125 of the Game Under Podcast.

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Tom: I'm your host Tom Towers, and I'm joined by Phil Fogg to discuss the likes of Minecraft Dungeons, Resident Evil 3 and Final Fantasy VII.

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Tom: Are you flabbergasted by that level of up-to-date content?

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Phil: I am shocked and I'm bringing up the indie front.

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Phil: Are we talking about Death and Taxes and Beat Cop?

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Tom: As well as Journey and Sky.

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Phil: I'm shocked that we're just jumping straight into it though.

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Phil: I mean, we're in these unprecedented times.

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Phil: Don't we have something more globally impacting to talk about?

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Tom: Well, we do have, I think, some news perhaps.

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Phil: Are we still in the unprecedented times?

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Tom: I think so.

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Phil: Because I saw a bunch of riots and I didn't see a lot of social distancing.

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Phil: I saw a lot of face masks.

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Tom: Riots aren't unprecedented.

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Phil: Yeah, that means we're back to normal.

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Phil: That means we're back to normal.

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Phil: Everyone's looting and, you know.

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Tom: Masks are pretty popular at riots as well.

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Phil: Yeah, well, back from WTO riots back in Seattle back in the day.

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Tom: The conservative Democratic Party is back to following the Republicans' lead, I believe, with Joe Biden doing his best dementia impressions.

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Phil: Best what?

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Tom: Dementia impressions.

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Tom: Oh, yeah.

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Tom: So following on from Trump taking the lead.

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Phil: Yeah, yeah.

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Phil: Well, we all need 80-year-old presidents, that's for sure, in these unprecedented times.

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Phil: So, look, do you want to just jump straight into...

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Phil: I'm actually interested in what you have to say about Minecraft Dungeons, because I didn't think you had much exposure to the source material, Minecraft.

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Tom: I have, beyond my anecdote of being convinced that I bought a copy of it, and by this time, I'm not sure why I haven't pirated it to check it out on the basis that I bought it, but do not have access to the code.

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Tom: But beyond that, and watching clips of big Minecraft fans on YouTube, I do not really have any exposure to it, other than also the political beliefs of Notch.

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Tom: Beyond that, I have no exposure to Minecraft.

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Tom: My main interest in Minecraft was recent, with the release of the retraced version of it.

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Tom: But there is no retracing in Minecraft Dungeons, sadly.

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Phil: Okay, now with Minecraft, you've got Xbox Whatever Pass, Game Pass, so surely Minecraft is a part of that?

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Tom: No, but Minecraft Dungeons is.

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Phil: So you downloaded this, you played it on PC with a PlayStation 4 controller?

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Tom: With a mouse and keyboard.

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Tom: And this is the logical way to play it, because it is essentially a Diablo-style top-down RPG clickathon.

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Tom: And that just makes the most sense to play with a mouse and keyboard.

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Tom: You've got your hotkeys, a 1 to 3 for your special skills, you've got your potion button, and you click on things.

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Tom: So it works best with a mouse and keyboard.

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Tom: But it is tremendously simple and easy, so I can see that it will work perfectly fine with a controller.

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Tom: Essentially, the combat boils down to two things.

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Tom: If you are using ranged attacks, you simply need to spam arrows, which have a very hefty knockback effect, so that enemies never come close to you.

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Tom: And if you are using a sword, then you basically just need to face the enemy and spam attack, and they are then unable to hit you.

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Tom: Now, as you can raise the difficulty well beyond the recommended level, the enemies...

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Tom: the quantity seems to increase, and they also are much more dangerous, and seem to do a bit more damage, so that you end up having to combine your ranged and melee attacks, so that it isn't quite as mind-numbingly simple as it first appears, but it is still tremendously simple.

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Tom: They do make things a bit more interesting in the boss battles so far.

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Tom: For instance, one of the bosses is Enderman, named after the internet horror copypasta Slenderman, which is responsible for, I believe, one murder.

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Phil: Oh, only one murder.

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Phil: So obviously Minecraft has got a long way to go before it catches up with Pokemon Go.

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Tom: Well, Minecraft, I think, is responsible for zero murders.

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Tom: So until we get an Enderman-inspired stabbing, rather than a Slenderman-inspired boss, Minecraft is utterly pathetic and worthless when it comes to inspiring murderers.

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Phil: So just to take a step back...

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Tom: I was just going to say, the Enderman boss, for instance, makes things a little bit more interesting than the rest of the game, because unlike the standard enemies, where they do have a few different little tricks, which I'll get into in a minute, it does do something that requires a little bit more strategy and planning, because it can disappear and reappear behind you in a horror-enemy sort of style, so it requires a little bit more thought.

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Tom: And another boss that made things interesting was a cauldron, which summoned jelly monsters that had a lot of ranged attacks.

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Tom: So you essentially had to run around, avoiding them and sniping at the cauldron or running in to hit it.

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Tom: So in the boss battles, they make things a lot more interesting.

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Tom: In the standard dungeon crawl, although they do introduce enemies like spiders that if they hit you with a web, you get held in place.

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Tom: Enemies that can heal other enemies, drunkards who throw potions at you and things like that.

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Tom: It all really boils down to simply keeping your enemies at a safe distance until there's few enough of them that you can go in and hit them with the melee attacks.

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Tom: So I have never played Diablo in much detail, but compared to the top-down RPGs I'm familiar with, like Fallout, Planescape, Torment, Knox, which is much more like this, that's a much more arcadey one, it is really, really simple and doesn't appear to have much depth.

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Tom: The leveling system, for instance, so far, appears to consist of you upgrading, I think it's up to three enchantments on your weapon, so that's really simple as well.

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Phil: Okay, so just as soon as you said that there's some, first of all, that boss that you described sounds pretty much like a 3D Mario boss, one that disappears and reappears and summons other minor enemies.

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Tom: Yeah, the cauldron boss as well is very much in that sort of vein.

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Phil: I'm going to read you the, because that prompted me to look up the ESRB rating of this game, because usually any sort of alcohol consumption would push it into a teen rating, I believe.

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Tom: Well, they're technically drinking potions, I believe, but they're sort of stumbling around, shining, flashing red in a very blushing, sort of drunken, louse manner.

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Phil: This is how ESRB describes the game.

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Phil: This is a puzzle adventure game in which players mine pixelated landscapes to harvest stylized cube-like materials.

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Phil: From a first-person perspective, players traverse an open-world environment.

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Phil: Hang on a second.

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Phil: Is this the Minecraft?

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Phil: This is Minecraft.

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Tom: That's the wrong ESRB, I believe.

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Phil: Okay, sorry.

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Phil: Though not encouraged, we'll keep going.

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Phil: Though not encouraged, players can engage in violent acts such as lighting animals on fire and harming animals with weapons.

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Tom: I heard that as arming animals with weapons.

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Tom: I hope that was what it actually said.

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Tom: It probably wasn't.

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Phil: No.

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Phil: Mild explosions are occasionally heard as players use dynamite to fend off creatures.

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Phil: Now I've got a...

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Phil: Do you know what the Minecraft Dungeons ESRB is?

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Tom: My guess is gonna be PG?

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Phil: E10.

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Phil: E10, so E10+.

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Tom: So that would be equivalent to a G here.

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Phil: Yeah, and so the better...

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Phil: Here's the description.

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Phil: This is an action adventure game in which players lead an adventurer on a quest to save villages from an evil force.

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Phil: From a top-down perspective, is it top-down and isometric?

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Tom: Yes, it is.

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Phil: Okay, so players explore pixelated landscapes or stylized look like cubes.

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Phil: And it actually sounds tamer than the actual...

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Phil: Enemies generally collapse slash fall apart or disappear in puffs of smoke when defeated.

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Tom: I think they usually fall dying to the ground before they disappear.

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Phil: Now, I'm sorry, that might be a spoiler then for later levels.

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Tom: Potentially.

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Phil: Yep, so this is...

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Phil: Now, I'm actually playing...

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Phil: I'm pretty far into Diablo III on the Switch right now.

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Phil: So as you know from prior shows, I was a big fan of the Dark Alliance Baldur's Gate series that I played on PlayStation 2 and PSP.

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Phil: And I've never played Diablo until Diablo III on Switch.

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Phil: And I don't think I'll give impressions of it ever other than now, because everyone knows what Diablo III is.

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Phil: It's very, it's comfort food.

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Phil: But the thing that just puts it up separately from any of the other looter type games I've played of this nature is the extreme polish.

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Phil: Like the audio is great.

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Phil: The options are tremendous.

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Phil: The graphics are great.

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Phil: But really, when it comes down to it, it is very, it sticks very close to the formula.

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Phil: So in this game, do you have party members?

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Tom: Well, it is interesting that you bring up polish and presentation.

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Tom: And to answer your question, there is an online component to it.

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Tom: I've played every dungeon I've done so far online and no one has joined me.

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Tom: I've also attempted to join other players and found none.

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Tom: So I assume that there may be some issue on my end that I have to figure out a workaround to, as I did with Forza Horizon 4, before I could play it online.

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Tom: But it is designed for co-op.

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Tom: You can even do local co-op with, I believe, at least two players.

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Tom: I'm not sure if you can do it with more.

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Tom: The wording was slightly ambiguous, as I believe it said, please attach at least two controllers to play local co-op.

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Tom: So it is very much designed as a simple clickathon to play with friends.

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Tom: And the presentation is what stands out.

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Tom: As you said, you are attempting to save villagers, specifically they are indeed villagers, but they've been under the despotic rule of the arch illager who went mad with power of some sort.

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Tom: And the story is basically limited to tiny snippets of bite size dialogue at the beginning of narration, sorry, at the beginning of each level and at the end of each level.

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Tom: And as you're going through the level, you're sort of doing objectives related to what's going on in the story.

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Tom: So for instance, in one level, you may be trying to stop the magic production for the arch illager, that will be the cauldron level.

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Tom: So in that, the final boss is against the cauldron.

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Tom: And earlier than that, you are freeing villagers that have been caught in certain section of the village and things like that.

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Tom: But it is all presented very tongue and cheek, but in a really fun, again, simple manner.

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Tom: And the small snippets just fit perfectly to set the tone without being at all intrusive or living out its welcome as some sort of serious story that you have to pay a high degree of attention to in a good way.

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Tom: And the music is a perfect accompaniment.

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Tom: The sounds of the arrows and the sounds the enemies make, the sounds you're hitting enemies and the sounds of explosions are all great.

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Tom: The thing that really stands out, and you can really see how Minecraft became such a phenomenon, is it just looks amazing.

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Tom: It is on the level aesthetically of something like Lego.

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Tom: The best example of this is, obviously, everything is blocky, but it works so brilliantly where, as you're going through levels, one of the best, most offensive weapons you come across is blocks of TNT.

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Tom: So they're obviously blocky blocks of TNT.

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Tom: Yep, when you pick them up, they stack on your character's block head, and it is just absolutely brilliant.

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Tom: So this is my first exposure to Minecraft, and it is immediately apparent how it became such a massive phenomenon.

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Phil: I think everything is blocky was the beta version of Everything is Awesome for the Lego movie.

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Phil: Everything is blocky.

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Phil: Look, I was interested, Mojang developed it, but also it was co-developed with Double 11, and looking at their, they've been around since 2012.

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Phil: And they've kind of done ports, and they've done support work on a bunch of stuff, including Crackdown 3, hey, which I'm playing, and Prison Architect, which is very interesting.

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Phil: I've got to look into that.

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Phil: So it's good that this is a good, nice little reward from Microsoft.

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Phil: I wonder if Microsoft owns them at this point, if they're going to own them.

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Tom: I think they did buy them at some point, didn't they?

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Phil: I don't know.

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Phil: We'll find out or someone will tell us, but they're a company based out of the UK.

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Phil: I know Microsoft went through and bought up a whole bunch of studios.

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Phil: So this game reflects well on Minecraft.

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Tom: Fact check, Microsoft bought Mojang for $2.5 billion.

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Phil: Yeah, that's known.

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Phil: We had a big show about it.

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Phil: I'm talking about Double 11, the studio that worked with them.

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Phil: I think they're still independent, but they've worked on everything from Little Big Planet to Goat Simulator to Lego Harry Potter, as I said, Prison Architect and Crackdown 3, Pixel Junk Shooters.

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Phil: I love seeing little studios get a hand up and work on something of this magnitude because obviously it's going to sell like crazy.

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Phil: I was wondering if perhaps your lack of online players just means that this isn't big in Japan because of the time zone that we're in.

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Phil: You know, that's usually who we're playing with in the evenings at least.

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Tom: Surely Minecraft is big even in Japan?

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Phil: Yeah, I don't know.

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Phil: Xbox isn't, Microsoft isn't, PCs aren't particularly.

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Phil: Right, you think it's a universal appeal.

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Phil: Any, now in terms of, you've got your short arrows as your long range weapon, short range weapon I'm guessing is your pickaxe?

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Tom: Well, for me so far, all I've found is swords.

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Phil: Okay, because it would make sense that you would use a pickaxe.

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Tom: Yep.

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Phil: And is the environment destructible?

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Tom: Not that I've noticed at all.

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Tom: Okay.

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Tom: And just the last two gameplay things I forgot to mention is the potion mechanic is very interesting because essentially you have a, and this applies to your magic skills as well, your potion is a recharging potion, like regenerating health in a sense.

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Tom: So whenever you use a potion, it will eventually regenerate, meaning if you're low on health in a fight, but you don't have your potion to use, you can kind of run away and hide until it eventually regenerates.

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Tom: And your magic spells and special skills work like that as well, which is a more standard sort of thing.

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Tom: But it is interesting to see that applied to a potion mechanic, which essentially results in the sort of gameplay structure of regenerating health in a first-person shooter, where it is often beneficial to run away and hide if things have gone a bit wrong, where that isn't necessarily the case in a lot of top-down RPGs, or at least in the same way.

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Tom: And the other thing is that I think does not work as well as that, because that works really well with the simplicity of how the game works.

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Tom: What is, I think, a little bit disappointing is the levels are pretty big, but to get to the end, you can basically skip 50% of them.

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Tom: But the rewards for exploring so far are pretty meager.

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Tom: You will essentially end up with an overabundance of arrows, at least I have so far, whether you're exploring or not.

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Tom: And you get only a small amount extra emeralds, which is the currency in the game.

00:18:58.740 --> 00:19:06.960

Tom: If you go around exploring, looking for chests and even rarer loot in regards to armor and weapons that you find.

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Tom: So exploration is not very well rewarded so far, but that did seem to be improving with each dungeon.

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Tom: But so far, that is a pretty disappointing aspect to it.

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Tom: Just because the levels are so big compared to what you need to do, you would expect a better reward just beyond the XP of killing more enemies for actually exploring them.

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Phil: That's disappointing because yeah, the exploration is the other element of a looter.

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Phil: That's really, there's only two things with a looter.

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Phil: Story, if you include that, but obviously the looting and in the exploring.

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Phil: I'm hopeful that this will be a good entree for many people that have never played this style of game.

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Phil: If I was a development studio, I'd be building something right now for it to be a follow on to this.

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Phil: Nothing to do with Minecraft, of course, but something that would appeal to that same demographic of people who didn't experience this kind of game up until Minecraft gave it the exposure.

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Phil: Anyway, that's what I'd be doing.

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Phil: Is that it for Minecraft Dungeons?

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Tom: That is pretty much it.

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Phil: Okay, I'm gonna, if you don't mind, I'll just take a minute to just close out my Diablo III impressions on the Switch.

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Phil: Yeah, on the Switch, I was told that in the handheld mode, the text would not be a problem.

00:20:32.840 --> 00:20:36.300

Phil: It is not great, but it's certainly much better up on the big screen.

00:20:36.660 --> 00:20:39.900

Phil: But up on the big screen, it starts to look like a PlayStation 3 game.

00:20:40.000 --> 00:20:46.700

Phil: So yeah, the other annoying thing about it, it's got the most annoying starting menu ever.

00:20:46.880 --> 00:20:52.960

Phil: Obviously, when you start a game, and you've been playing it for a long time, you just mash the default button to get through to the actual gameplay.

00:20:52.980 --> 00:20:54.000

Phil: Yep.

00:20:54.160 --> 00:20:56.640

Phil: In this one, they have an alternate button.

00:20:57.140 --> 00:21:09.640

Phil: If you do that, at one point, you will open the Nintendo eStore to download a language pack that you already have and was installed with the game when you first install it.

00:21:10.440 --> 00:21:15.700

Phil: So you'll go, A, just to skip past the Blizzard screen and then A, to press any button.

00:21:15.960 --> 00:21:17.300

Phil: And then you press A again.

00:21:17.380 --> 00:21:23.780

Phil: Well, that's the one that's going to open up the Nintendo eShop and attempt to download a language pack.

00:21:24.200 --> 00:21:29.800

Phil: So that's the most annoying starting prompt to a video game I've ever seen.

00:21:30.360 --> 00:21:33.440

Phil: And I've seen a few, so I thought that was worth bringing up.

00:21:34.020 --> 00:21:36.780

Phil: Besides that, though, I was really underwhelmed because I'd heard for years...

00:21:36.800 --> 00:21:41.800

Phil: I've been playing these kinds of games, like Record of Lodoss War and Baldur's Gate forever.

00:21:42.440 --> 00:21:43.860

Phil: And I was really expecting more.

00:21:45.140 --> 00:21:48.200

Phil: I was expecting like a radically, significantly better.

00:21:48.740 --> 00:21:54.500

Phil: It is nothing more than just a really competent, very enjoyable take on the genre.

00:21:55.580 --> 00:21:58.400

Tom: Isn't that what Diablo was essentially famous for, though?

00:21:59.280 --> 00:22:06.240

Phil: Well, see, I've always just been on the sidelines because I was like, you know, I had other things going on and, you know, I never got around to Diablo either.

00:22:06.420 --> 00:22:11.180

Phil: When it first came out, my PC wasn't good enough or that seems to be always the case with Diablo.

00:22:11.780 --> 00:22:15.780

Phil: And then it finally, or I didn't have enough time in my life to play it.

00:22:16.160 --> 00:22:18.980

Phil: And then finally it comes to Switch where you've always got time to play.

00:22:19.820 --> 00:22:21.220

Phil: So it's a perfect match.

00:22:21.360 --> 00:22:25.060

Phil: And I hate to repeat the cliche, it's a perfect game for the Switch.

00:22:25.820 --> 00:22:27.960

Phil: And I'm really enjoying it.

00:22:28.000 --> 00:22:35.700

Phil: I just thought that there was gonna be something more than just a very well-executed piece of interactive entertainment.

00:22:36.200 --> 00:22:38.240

Tom: But draws from other sources.

00:22:39.460 --> 00:22:40.660

Phil: Yeah, yeah, exactly.

00:22:40.680 --> 00:22:42.900

Tom: That's kind of Blizzard's MO as well.

00:22:44.220 --> 00:22:45.440

Phil: Well, yeah.

00:22:45.640 --> 00:22:46.740

Phil: Hey, and I'll take it.

00:22:47.380 --> 00:22:50.100

Phil: Don't get me wrong, I'm loving it and having fun with it.

00:22:51.180 --> 00:22:53.320

Phil: Just was expecting something different.

00:22:54.760 --> 00:22:55.140

Phil: Anyway.

00:22:56.520 --> 00:22:58.360

Tom: It sounds like you got Diablo to me.

00:23:00.240 --> 00:23:07.040

Tom: And before we move on, we should probably point out that Diablo does actually pre-date Baldur's Gate.

00:23:08.900 --> 00:23:10.300

Tom: To give it its full credit.

00:23:11.160 --> 00:23:11.660

Phil: Thank you.

00:23:11.680 --> 00:23:14.240

Phil: And it probably pre-dates Record of Lodoss War as well.

00:23:14.300 --> 00:23:15.440

Phil: So, yeah.

00:23:15.460 --> 00:23:16.420

Phil: Hey, look, you know what?

00:23:16.600 --> 00:23:17.440

Phil: Turn it on its head.

00:23:17.820 --> 00:23:18.900

Phil: You're absolutely right.

00:23:18.920 --> 00:23:20.920

Phil: Those are the, yep, boy, you saved me there.

00:23:21.020 --> 00:23:21.420

Phil: All right.

00:23:22.500 --> 00:23:26.040

Phil: Now to our new segment, Tom Towers reacts to the news.

00:23:26.240 --> 00:23:32.800

Phil: Tom, I'm gonna read you a story that you have not heard yet and you're gonna react to it and then I'm gonna react to your reaction.

00:23:32.820 --> 00:23:34.680

Phil: Are you ready for news story number one?

00:23:34.700 --> 00:23:35.080

Tom: Yes.

00:23:35.760 --> 00:23:40.460

Phil: Now, this only happened today in our own country, Australia.

00:23:41.620 --> 00:23:55.060

Phil: Our Australian Competition and Consumer Commission has basically taken EB Games or GameStop to task for failing to refund consumers for the Fallout 76 game.

00:23:56.440 --> 00:23:59.540

Phil: So basically, Fallout 76 came out.

00:23:59.820 --> 00:24:07.180

Phil: It was an online game that had, you know, connection issues and also bugs within the game.

00:24:08.200 --> 00:24:13.660

Phil: And people went to GameStop and EB Games and said, I want my money back.

00:24:13.680 --> 00:24:14.760

Phil: This is a broken game.

00:24:16.800 --> 00:24:23.340

Phil: And basically, they were repeatedly told by people working at EB Games, no, you can't return a game for being buggy.

00:24:24.580 --> 00:24:34.940

Phil: So today, the ACCC has said, nope, a game can be returned for having technical glitches, and you must refund anyone who asks for a refund of Fallout 76.

00:24:36.100 --> 00:24:37.700

Tom: Which is perfectly fair, I would say.

00:24:38.560 --> 00:24:42.200

Phil: Yep, and all you got to do is email EB Games to request a refund.

00:24:43.840 --> 00:24:52.080

Phil: I don't know if you'll have a receipt, but you are giving up your right to play Fallout 76 with that version of the game.

00:24:52.460 --> 00:24:55.040

Phil: So I guess you've got to put it on the shelf or uninstall it.

00:24:55.760 --> 00:24:57.300

Phil: You'll be on the Honest System, no doubt.

00:24:58.840 --> 00:24:59.760

Phil: What's your take on that?

00:24:59.760 --> 00:25:05.900

Tom: I think the Honest System in this case will work perfectly because I don't think anyone wants to play Fallout 76.

00:25:07.740 --> 00:25:08.580

Phil: Yeah, yeah.

00:25:08.720 --> 00:25:18.440

Phil: But what do you think about that concept of like, hey, I got stuck in a wall, or we'll be talking about Journey later and I'll be talking about the glitches I had with that game.

00:25:18.460 --> 00:25:21.900

Phil: Does that make it a defective...

00:25:23.440 --> 00:25:24.120

Phil: I mean, like, if...

00:25:24.880 --> 00:25:28.580

Tom: It obviously depends on how bad something is.

00:25:29.020 --> 00:25:35.560

Tom: But when you get to the level of something like Fallout 76, I think it makes perfect sense.

00:25:37.160 --> 00:25:42.100

Phil: Yeah, well, like, what if I'm watching a movie, and as I often find, a continuity error?

00:25:42.820 --> 00:25:56.400

Phil: Like, the actor was talking and he was looking down, then they cut to the scene another angle and he's looking up, or, you know, a glass is moved, or they're drinking out of a glass, and there's less water than there was, or more water than there was, you know.

00:25:56.940 --> 00:25:59.820

Phil: Should I be able to take that DVD back, because it contains errors?

00:26:00.820 --> 00:26:03.980

Tom: It depends on how bad the continuity error is, I would say.

00:26:05.620 --> 00:26:13.060

Phil: Well, there was recently an animated movie where they'd left the ping pong on a pencil, ping pong ball on a pencil in, you know?

00:26:13.080 --> 00:26:13.260

Phil: Yep.

00:26:13.360 --> 00:26:16.840

Phil: I mean, and it got patched out, apparently.

00:26:16.980 --> 00:26:22.680

Phil: I think it was the first movie to get a patch, if you don't count, you know, Star Wars, the original episodes.

00:26:23.740 --> 00:26:42.940

Tom: Which I think is an important part of this equation, where if you're in a world where patches are a possibility and you have a defective product that isn't being fixed, then I don't think there's really much of an excuse for it.

00:26:43.880 --> 00:26:44.820

Phil: No, I agree.

00:26:45.420 --> 00:26:45.880

Phil: I agree.

00:26:45.900 --> 00:26:47.220

Phil: I share your reaction.

00:26:48.080 --> 00:27:07.640

Phil: Now, this number two one doesn't need much of a reaction, but by the time that this podcast publishes, or probably just before or just after this show publishes, Sony is going to be revealing the PlayStation 5, the hardware, more details, and probably some exclusive games for it as well on June the 4th.

00:27:08.420 --> 00:27:17.260

Phil: So are you interested in that at all, excited by it, do you have any thoughts as to what shape you want the PlayStation 5 to be?

00:27:17.760 --> 00:27:20.360

Tom: I want a banana-shaped PlayStation.

00:27:21.440 --> 00:27:21.840

Phil: Okay.

00:27:21.860 --> 00:27:24.140

Tom: Like the controller, but that is the console.

00:27:25.460 --> 00:27:27.180

Phil: So you think that the...

00:27:27.180 --> 00:27:27.760

Phil: interesting.

00:27:28.360 --> 00:27:33.760

Phil: So you think that the console that they announce may well just be the controller that they've already revealed?

00:27:34.780 --> 00:27:37.000

Tom: No, I don't think it will be the controller.

00:27:37.160 --> 00:27:39.800

Tom: Remember the banana controller concept?

00:27:39.820 --> 00:27:40.460

Phil: Yeah, the Batarang.

00:27:41.320 --> 00:27:41.560

Tom: Yes.

00:27:41.580 --> 00:27:45.500

Tom: I want the console itself to be of a similar sort of design.

00:27:46.820 --> 00:27:57.940

Tom: It won't be the controller, but it will be a console like that that will stand up on these two legs in some impressive balancing act.

00:27:58.760 --> 00:27:59.260

Phil: Okay.

00:27:59.300 --> 00:28:00.540

Phil: Where would you put the disc?

00:28:01.920 --> 00:28:03.320

Tom: It would be no disc.

00:28:03.740 --> 00:28:04.780

Phil: A no disc console.

00:28:05.660 --> 00:28:06.640

Phil: It's a discless console.

00:28:09.400 --> 00:28:11.680

Phil: Well, that works so well for Microsoft, so why not?

00:28:13.000 --> 00:28:22.660

Phil: The other thing I wanted to ask you about was, as we come out of these unprecedented times, you're a big fan of football in Australia, and we had talked off air about whether...

00:28:22.680 --> 00:28:24.500

Tom: No, I'm just backing off there.

00:28:24.520 --> 00:28:25.460

Tom: I've changed my mind.

00:28:25.480 --> 00:28:30.040

Tom: I've gone next level in my concept idea here.

00:28:30.600 --> 00:28:35.040

Tom: It will indeed, if you get just one of them, be a discless console.

00:28:35.440 --> 00:28:47.620

Tom: But if you get two and you place them leg to leg so that they are forming the shape of a disc, you will place a disc between them which will levitate on laser beams as it is being read.

00:28:48.900 --> 00:28:51.680

Phil: This thing's going to be expensive, especially if you have to buy two of them.

00:28:51.760 --> 00:28:53.500

Tom: Sony consoles often are expensive.

00:28:55.420 --> 00:28:57.340

Tom: They were pioneers in Blu-ray.

00:28:57.360 --> 00:28:59.620

Phil: And DVD.

00:28:59.620 --> 00:29:00.840

Tom: And DVD, I have faith.

00:29:02.200 --> 00:29:04.560

Tom: The next step is the levitating disc drive.

00:29:05.720 --> 00:29:07.000

Phil: It's frictionless, man.

00:29:07.020 --> 00:29:13.280

Phil: I mean, so, you know, it'd be low energy required to read the disc, I'm assuming.

00:29:15.360 --> 00:29:18.240

Phil: Hey, A-League, it's the Australian Football League.

00:29:18.300 --> 00:29:19.680

Phil: It's coming back, I understand.

00:29:20.180 --> 00:29:22.340

Tom: Well, the A-League thinks it's coming back.

00:29:22.760 --> 00:29:25.100

Tom: Fox doesn't want it to come back, essentially.

00:29:25.120 --> 00:29:25.500

Phil: Really?

00:29:26.000 --> 00:29:28.640

Phil: And they're the ones that pay for the A-League, right?

00:29:28.660 --> 00:29:29.760

Tom: They don't want to pay for it.

00:29:31.300 --> 00:29:39.160

Tom: So they're hoping to not pay for the rest of the season or at least pay a vastly reduced amount.

00:29:40.100 --> 00:29:43.520

Phil: So is it as you predicted, will there be some teams that don't come back?

00:29:44.900 --> 00:29:47.800

Tom: Well, I think there's a reasonable chance of that.

00:29:47.820 --> 00:30:06.640

Tom: It could also be seen as an opportunity by the FFA to get rid of some of the teams that they don't like or that contribute little in many people's eyes like Central Coast and Wellington.

00:30:07.140 --> 00:30:36.620

Tom: But in theory, most of the teams on their own merits would have a low chance of survival because basically every team, except for Melbourne Victory, Melbourne City, Sydney FC, Western Sydney Wanderers and to a lesser extent, Brisbane Raw and Perth Glory, are all basically funded by the A League itself.

00:30:37.720 --> 00:30:51.320

Tom: As long as the FFA itself were to survive and wanted to continue with a similar structure of League, in theory, they should all be able to survive.

00:30:51.340 --> 00:30:59.620

Phil: Okay, but you're sceptical that they will come back this year because Fox doesn't want to pay the TV rights for this year, I guess.

00:31:00.040 --> 00:31:01.860

Tom: Well, I think probably they will.

00:31:03.040 --> 00:31:07.100

Tom: They will probably come back, but when will be a question?

00:31:07.800 --> 00:31:31.040

Tom: Because you would assume that the A League will probably just give in to get it over and done with, with losing a lot of revenue from the television deal, because I don't think they have much faith in getting another contract with Fox, so they may just try and get as little money out of it as they can.

00:31:31.120 --> 00:31:45.600

Tom: By the same token, if they're not trying to get another contract out of Fox for next season, they may just think fuck Fox and can the league.

00:31:45.600 --> 00:32:07.000

Tom: But one thing to remember from the perspective of a Melbourne Victory fan is that Sydney FC is currently winning the league, and you would expect that the Sydney-based FFA would like another opportunity to award Sydney both with the first place position on the ladder and grand final.

00:32:08.140 --> 00:32:12.280

Phil: Yeah, so possibly like what I would suggest would be a truncated tournament season.

00:32:12.300 --> 00:32:13.120

Tom: Well, that is the plan.

00:32:13.140 --> 00:32:17.200

Tom: The plan is to play the last rounds in a round-robin format.

00:32:17.960 --> 00:32:19.580

Phil: Okay, so surely that will come.

00:32:19.640 --> 00:32:26.800

Tom: It's being reduced, but the thing is Fox is not so much interested in that happening.

00:32:28.100 --> 00:32:35.400

Phil: Okay, well thanks for that update because I had been thinking about it, had been thinking about you and where the A-League was headed.

00:32:36.600 --> 00:32:39.060

Phil: But we probably should get back on to games.

00:32:39.080 --> 00:32:47.440

Phil: You've also been playing the Final Fantasy VII Remake, been playing that on the PlayStation 4, I'm guessing?

00:32:47.500 --> 00:32:50.400

Tom: Yes, and technically just the demo of it.

00:32:51.380 --> 00:32:51.840

Phil: Oh, okay.

00:32:51.860 --> 00:32:56.060

Phil: Does the demo carry over to the full game and how long is the demo?

00:32:56.080 --> 00:33:06.000

Tom: I think the demo does not carry over to the full game, but it is only about 30 minutes to an hour depending on how fast you are.

00:33:06.620 --> 00:33:10.320

Phil: So it would take longer to download it and install it than it would to play it?

00:33:10.940 --> 00:33:12.540

Tom: Depending on the internet speed, yes.

00:33:14.180 --> 00:33:18.460

Phil: I'm guessing it's like probably a 7 gig or is that too much?

00:33:18.480 --> 00:33:20.460

Tom: I think it's much bigger than 7 gigabytes.

00:33:20.520 --> 00:33:27.320

Tom: I do not recall how big, but I would guess maybe in the 10 to 30 gigabyte range.

00:33:29.160 --> 00:33:37.520

Phil: So if it was a Call of Duty demo, it would be a 80 gig download with a day one patch that's 120 gig, I'm guessing.

00:33:37.540 --> 00:33:37.900

Tom: Correct.

00:33:37.920 --> 00:33:39.320

Tom: So it's actually quite small.

00:33:39.940 --> 00:33:40.280

Phil: Okay.

00:33:40.300 --> 00:33:41.620

Phil: So you're playing it on PlayStation 4?

00:33:41.620 --> 00:33:41.980

Tom: Yes.

00:33:42.580 --> 00:33:45.940

Phil: And what's your experience with Final Fantasy VII, the originals?

00:33:45.960 --> 00:34:00.320

Tom: Well, Final Fantasy VII was one of my first experiences on the PlayStation, borrowing it and the console itself from, I believe, Blockbuster at the time.

00:34:01.640 --> 00:34:04.520

Phil: You probably didn't borrow it from them, you probably rented it from them.

00:34:04.600 --> 00:34:04.940

Tom: Yes.

00:34:05.560 --> 00:34:05.840

Phil: Yes.

00:34:06.260 --> 00:34:10.040

Tom: Would you be able to explain the difference between borrowing and renting?

00:34:10.440 --> 00:34:13.400

Phil: Well, borrowing would be me lending you something for free.

00:34:13.420 --> 00:34:13.960

Phil: Okay, yes.

00:34:14.580 --> 00:34:17.180

Phil: Rent, there has to be an exchange of monetary...

00:34:17.200 --> 00:34:18.980

Tom: Maybe I temporarily stole it.

00:34:19.840 --> 00:34:22.260

Phil: Yeah, okay, that's all right, shoplifting is fine.

00:34:22.380 --> 00:34:24.580

Phil: We're into a shoplifting at The Game Under Podcast.

00:34:24.860 --> 00:34:28.120

Phil: Episode 125, if you've just joined us.

00:34:28.340 --> 00:34:33.640

Tom: Pro tip, don't try sticking a PlayStation console down your trousers, though.

00:34:34.520 --> 00:34:35.020

Phil: Oh, yeah.

00:34:35.040 --> 00:34:36.300

Tom: It's a little bit awkward to walk.

00:34:36.920 --> 00:34:37.220

Phil: Yeah.

00:34:37.700 --> 00:34:50.720

Tom: But anyway, Final Fantasy VII, one of my first experiences on the original PlayStation console and one of my favourite games ever.

00:34:51.280 --> 00:34:59.780

Tom: It's in the top three Final Fantasies for me with Final Fantasy VIII and Final Fantasy X.

00:35:00.280 --> 00:35:17.340

Tom: And I think it has a contender for greatest opening in a game ever where you thrust right into the action of engaging in an eco-terrorist attack on a Mako reactor.

00:35:18.620 --> 00:35:39.540

Tom: And the demo essentially is this epic opening seen from the original, done in high fidelity with hand-made renderings in HD of the environments you went through in the original game.

00:35:40.640 --> 00:35:44.080

Tom: The same sort of banter that was there in the original as well.

00:35:46.160 --> 00:35:58.120

Tom: And a totally new combat system, which I'll get to in a minute because the aesthetic quality of it, I think, is inferior to the original.

00:35:59.340 --> 00:36:16.140

Tom: It captures much of the feel in terms of colour and grittiness, but I think it has a lot to do with the combat system and the voice acting and the music.

00:36:16.480 --> 00:36:21.460

Tom: I think it doesn't capture the darkness of the original Final Fantasy VII.

00:36:21.780 --> 00:36:30.520

Tom: And this may change later on, but from my memory, Final Fantasy VII's, the original's opening was extremely dark.

00:36:30.680 --> 00:36:39.800

Tom: The first thing that kind of makes things more light-hearted than the original is that the banter is voice acted.

00:36:41.120 --> 00:36:56.360

Tom: And the voice acting is perfectly adequate, but Final Fantasy VII dialogue is not written well enough that it benefits very much from being read aloud and acted.

00:36:56.920 --> 00:37:14.080

Tom: And the actors do what you would with dialogue like that, which is emphasize the banter aspects and the silliness of it, rather than the narrative tone of what is happening in the world you're exploring.

00:37:14.760 --> 00:37:29.660

Tom: And the other issue is I think the high fidelity orchestration is inherently less dark than the midi music version of those same songs.

00:37:30.200 --> 00:37:31.160

Phil: Yeah, I can see that.

00:37:32.040 --> 00:37:36.980

Tom: Which is obviously not to say that you cannot make dark music in an orchestra.

00:37:37.420 --> 00:37:55.180

Tom: Certainly, Final Fantasy VII's music is not dark compared to many orchestral pieces, but the translation you do not get quite the same feeling when you are changing it like that.

00:37:55.200 --> 00:38:00.980

Phil: It's hard to do grime with an orchestra, and it's hard not to do MIDI without grime.

00:38:00.980 --> 00:38:01.720

Tom: Yeah, exactly.

00:38:01.740 --> 00:38:02.560

Phil: That is my contention.

00:38:02.560 --> 00:38:02.920

Tom: Yes.

00:38:03.560 --> 00:38:14.120

Tom: There are a lot of symphonies that are much more grimy than anything in any game, but it is certainly a greater level of skill required.

00:38:16.540 --> 00:38:20.600

Tom: So the tone is partly there, but not completely.

00:38:21.060 --> 00:38:30.640

Tom: The other thing is I'm not convinced that the idea of re-

00:38:31.340 --> 00:38:45.160

Tom: and making everything, then playing through it from the perspective of a movable camera really makes for something that is as visually interesting on the same level as the original game.

00:38:46.420 --> 00:38:58.080

Tom: A controlled perspective just inherently allows you to make more interesting environments, because you know exactly where people are looking and everything they're going to see.

00:38:58.380 --> 00:39:12.780

Tom: So it's still detailed, but the details are less interesting, because people don't know where you're going to be focusing all the time, and you can guide where you expect the player to look to some degree, but not to the same level.

00:39:13.160 --> 00:39:40.940

Tom: So visually, it doesn't really hold up to the original either, but again, because the original is such a brilliant work of art, an inferior reimagining of it is still extremely engrossing and engaging, and where I think it does live up to the original, albeit in a completely different way, is in combat.

00:39:41.480 --> 00:39:57.360

Tom: I had no idea what to expect from the combat, and I was pleasantly surprised because the last Final Fantasy game I have played is 12, which was a complete disappointment in terms of combat.

00:39:57.380 --> 00:40:22.080

Tom: It was a bad rendition of MMORPG combat, and obviously I wasn't expecting that in this, but no one really criticised Final Fantasy XII for its lackluster combat, so I was just assuming that the changes in Final Fantasy combat system over the years since then were probably as underwhelming and uninteresting as that.

00:40:22.080 --> 00:40:32.260

Tom: But this is a fascinating combination of almost beat-em-up style combat and control of teammates.

00:40:32.260 --> 00:40:57.440

Tom: So essentially you've got a dodge button and a block button, both of which require some degree of timing, and you've got two types of attack, with the difference being if you're using a heavy attack that does more damage, you are really slow in moving around, and dodging is a difficulty, and if you are using the fast attack, you can move around very quickly.

00:40:57.680 --> 00:41:09.160

Tom: So basically you have to think about your heavy attack timings based on what the enemies are doing and where they are and that sort of thing.

00:41:09.540 --> 00:41:32.700

Tom: And the battles just flow in and out of one another brilliantly in a very interesting way because the traditional RPG combat structure is you basically go through completely meaningless battles where you just press X or Enter or A the entire time and the enemy just dissolves before you.

00:41:33.000 --> 00:41:39.660

Tom: Then you run into tougher enemies and then really tough ones and bosses and so forth.

00:41:40.180 --> 00:41:55.940

Tom: Here it's basically the same and in a fascinating way because even though you are in theory playing in a much more direct manner, the easy fights, that's pretty much still all you're doing is just spamming X.

00:41:56.280 --> 00:42:08.820

Tom: So because it's following the same structure as the original levels to some degree, you're not getting bogged down by the detailed combat in meaningless battles.

00:42:08.840 --> 00:42:22.680

Tom: It's only in battles against tougher enemies with more interesting patterns or dangerous arrangements of enemies that you actually have to play it in a more cerebral manner.

00:42:23.640 --> 00:42:27.100

Tom: So that allows for excellent pacing opportunities.

00:42:27.520 --> 00:42:59.420

Tom: So once you get to the boss at the end, which is a real highlight that combines weak points on the enemy, not in terms of elemental weaknesses, elemental weaknesses, dodging moments, blocking moments, basically the entire repertoire of things, and also having to switch between Barret and Cloud for when ranged and close quarters combat is more effective.

00:43:00.180 --> 00:43:06.240

Tom: That just is an amazing demonstration of the potential that the system has.

00:43:06.680 --> 00:43:22.140

Tom: And the following on from that when you're escaping is a great example of how well this can be used for pacing, because you basically just breeze through the level up to the boss, which is an epic fight and really difficult.

00:43:22.980 --> 00:43:43.940

Tom: Then after that, as you're trying to run through the level and escape, they throw in some dangerous combinations of enemies that you're not expecting and also tough enemies as well in a way that really adds to the tension of you running away from this Mako reactor that is about to blow up.

00:43:44.340 --> 00:43:56.180

Tom: So from a presentation perspective, to me it's a noticeable, arguably a big step back from the original.

00:43:57.060 --> 00:44:13.800

Tom: But from a gameplay perspective, I wouldn't say it's necessarily better, but it is a completely different take on things that has the potential to be used in fascinating and potentially better narrative ways later on.

00:44:15.180 --> 00:44:19.500

Phil: Did you play any of Final Fantasy XV, the most recent main entry?

00:44:20.260 --> 00:44:23.760

Tom: No, I have not, but it looks absolutely hilarious.

00:44:24.480 --> 00:44:28.400

Phil: Yeah, I started it and it was hilarious, so I really want to get back to it.

00:44:29.460 --> 00:44:37.380

Phil: I just don't have that much time to actually sit in front of a TV and play games as I do with, say, the Switch, for example.

00:44:37.400 --> 00:44:41.920

Phil: And this Final Fantasy VII Remake is a PlayStation 4 exclusive.

00:44:42.320 --> 00:44:48.780

Phil: It's received universally high praise, which is kind of swaying me a little bit.

00:44:48.820 --> 00:44:57.920

Phil: And it's also good to see amongst the credits names like Tetsuo Nomura, Yomatsu on music, Kitase Producing.

00:44:57.920 --> 00:45:07.060

Phil: And, you know, it's good to see a lot of the familiar names on the job, though I haven't always been a massive fan of Tetsuo Nomura.

00:45:08.260 --> 00:45:13.240

Phil: But that's because I like the older RPG, older Final Fantasy games.

00:45:14.680 --> 00:45:16.160

Phil: Yeah, you're really selling me on it.

00:45:16.180 --> 00:45:17.100

Phil: Are you sold on it?

00:45:17.220 --> 00:45:19.600

Phil: Will you be picking up the full version, do you think?

00:45:19.620 --> 00:45:28.320

Tom: I'm not sure if I'll pick up the full version, but it's certainly something that I will keep an eye on, because I'm not convinced that it will ever be finished.

00:45:29.760 --> 00:45:33.060

Phil: Well, but you can enjoy it just for this episode, I'm sure.

00:45:36.020 --> 00:45:47.480

Tom: If I was to play, for instance, half of it, and 20 years later there was no third part, and 50 years later I was dead and there was no fourth part, I would be annoyed.

00:45:49.320 --> 00:45:51.800

Phil: Well, it's worked so well for Half-Life, though.

00:45:53.900 --> 00:45:56.020

Phil: I see they're not sparing any dollars on this.

00:45:56.040 --> 00:45:58.520

Tom: It's a lot of VR version.

00:45:58.540 --> 00:45:59.940

Phil: There are many games.

00:46:01.380 --> 00:46:08.720

Phil: Danny O'Dwyer's latest documentary, there was actually basically a completed episode, or there is a completed episode.

00:46:09.860 --> 00:46:10.780

Tom: Was it an ad?

00:46:11.620 --> 00:46:12.360

Phil: No, no, no.

00:46:12.940 --> 00:46:14.720

Phil: Well, his show.

00:46:14.740 --> 00:46:21.360

Phil: The latest documentary is not an ad, and I wish I could remember who the studio is, because I actually watched the whole thing.

00:46:21.380 --> 00:46:23.220

Phil: It was very fascinating.

00:46:23.240 --> 00:46:35.200

Phil: It was about a studio that has a lot of games that were almost completely finished, get cancelled on them, and one of the first games that they featured looked like it was absolutely amazing.

00:46:35.880 --> 00:46:39.420

Phil: All right, well, it is Arkane Studio.

00:46:39.880 --> 00:46:53.240

Phil: So, Arkane Studios is the latest studio to be featured in Danny O'Dwyer's Noclip YouTube series, or Patreon series, I should say, but you can see them on YouTube.

00:46:53.860 --> 00:47:04.420

Phil: And there's three games that they made that weren't released, one called The Crossing, which to me is worth looking at the documentary in and of itself.

00:47:04.440 --> 00:47:06.840

Phil: I think it's a fascinating concept, The Crossing.

00:47:06.860 --> 00:47:10.760

Tom: Is this the developer of Ark's Fatalis and Prey?

00:47:12.340 --> 00:47:12.700

Phil: Yes.

00:47:12.760 --> 00:47:13.620

Tom: And Dishonored?

00:47:14.320 --> 00:47:14.600

Phil: Yep.

00:47:14.720 --> 00:47:16.120

Tom: And Bioshock 2?

00:47:16.980 --> 00:47:17.840

Phil: Yep.

00:47:18.300 --> 00:47:20.160

Phil: Dishonored would be what they're most famous for.

00:47:20.180 --> 00:47:21.840

Tom: Fallout 76.

00:47:23.880 --> 00:47:25.800

Phil: Well, possibly they were contributing.

00:47:26.020 --> 00:47:29.880

Phil: But yeah, well, they work for Bethesda now, so everyone's involved with that.

00:47:29.900 --> 00:47:31.400

Tom: There's one that they should have cancelled.

00:47:31.820 --> 00:47:32.140

Phil: Yeah.

00:47:32.160 --> 00:47:38.260

Phil: Well, Half-Life Ravenholm got the plug pulled on it with basically two weeks left on the game.

00:47:39.640 --> 00:47:42.460

Phil: Steam or Valve pulled the plug on it.

00:47:43.060 --> 00:47:44.080

Phil: And it looked actually...

00:47:44.100 --> 00:47:50.220

Tom: That's disappointing because that's the only good part in a Half-Life game outside of Episode II.

00:47:51.700 --> 00:47:56.600

Tom: So a return to it would have been fascinating, particularly if it wasn't developed by Valve.

00:47:57.360 --> 00:47:58.740

Phil: That's exactly what it was called.

00:47:58.760 --> 00:48:00.500

Phil: I think it was called Return to Ravenholm.

00:48:01.600 --> 00:48:02.360

Phil: And they...

00:48:02.380 --> 00:48:06.440

Phil: You know how a couple of its shows a few years ago were like, oh, but what...

00:48:06.680 --> 00:48:09.420

Phil: They would have to introduce something new if they were going to go back to it.

00:48:09.620 --> 00:48:11.700

Phil: And they came up with some cool elements.

00:48:11.720 --> 00:48:22.580

Phil: So yeah, for the first thing in a long time that's been good on Noclip is the untold history of Arkane Studios, Arkane with a K, of course.

00:48:23.840 --> 00:48:29.520

Phil: Okay, well, if that's it for your Final Fantasy VII impressions, you've been talking a bit, so I'll give you a bit of a break.

00:48:29.580 --> 00:48:31.220

Phil: I'll give you some trademark banter.

00:48:32.160 --> 00:48:43.580

Phil: You may recall that when the Xbox One X came out, that's the most expensive and most recently available Xbox, they touted how you could...

00:48:43.840 --> 00:48:46.840

Phil: it was backward compatible with original Xbox games.

00:48:46.860 --> 00:48:47.060

Tom: Yep.

00:48:47.760 --> 00:48:48.840

Phil: And so I've actually...

00:48:48.860 --> 00:48:51.660

Tom: That's what the extra power is for, for the emulator.

00:48:52.300 --> 00:48:53.560

Phil: Yep, exactly.

00:48:54.080 --> 00:49:23.660

Phil: And so I was like, because I have a pretty large original Xbox collection, and I have three very dodgy, three or four very dodgy original Xboxes that hardly work, and hardly work with the exaggeration, I've been considering getting an Xbox One X, like seriously, and even though it's like 600 or 700 bucks, I was like, if it can play some of my original Xbox games, it could be worth it, or maybe I'll wait and see what happens with the Xbox S.

00:49:24.160 --> 00:49:25.860

Phil: Well, that's the new one, right?

00:49:25.880 --> 00:49:28.660

Phil: Yeah, Xbox Series X, not S.

00:49:29.680 --> 00:49:41.340

Phil: So to be clear, the Xbox One S is the current one that's out that can play original Xbox games, and the X is the new one that's recently coming out this year.

00:49:41.720 --> 00:49:42.680

Phil: Glad to clarify that.

00:49:42.860 --> 00:49:43.500

Phil: Thanks, everyone.

00:49:44.440 --> 00:49:46.940

Phil: So I was like, should I hold out?

00:49:46.960 --> 00:50:01.440

Phil: So I started researching it, and I found out that they've very quietly introduced the Xbox original capability, backward compatibility, into all Xbox ones, including my launch one.

00:50:02.320 --> 00:50:04.960

Phil: So I basically ran OK.

00:50:04.980 --> 00:50:08.180

Phil: So there's a list of over 100 games, I think.

00:50:09.080 --> 00:50:14.400

Phil: I had about 14 of them, so of course the first one I put in is the one everyone wants, which is Crimson Skies.

00:50:15.080 --> 00:50:17.540

Phil: And yeah, you put your original disc in there.

00:50:18.760 --> 00:50:24.800

Phil: It says, OK, we're going to download an update for this game, which means we're going to download the game.

00:50:25.160 --> 00:50:29.340

Phil: So, you know, it's like a 3 to 6 gigabytes of data.

00:50:30.700 --> 00:50:34.760

Phil: And then basically they're using your original Xbox disc as an activation key.

00:50:35.300 --> 00:50:45.260

Phil: Yeah, it's pretty limited, like I said, out of the hundreds of Xbox games I've got, there's only about 12, and I've installed some.

00:50:45.640 --> 00:50:54.420

Phil: And I started playing Mercenaries, Playground of Destruction, and actually like three quarters of the way through it.

00:50:54.460 --> 00:51:00.060

Phil: And the reason why I stopped playing it originally was because the original Xbox couldn't keep up with it.

00:51:01.120 --> 00:51:09.600

Phil: It was just a frame rate, you know, it was just like what the last, what was that, Eco, Eco, the second, the second one last?

00:51:11.560 --> 00:51:12.580

Tom: The Colossus one?

00:51:12.600 --> 00:51:13.340

Tom: Shadow of the Colossus.

00:51:13.360 --> 00:51:18.080

Phil: Yeah, yeah, it was one of those experiences where the place, the original Xboxes couldn't keep up with it.

00:51:18.500 --> 00:51:23.780

Phil: And now I'm playing Mercenaries, Playground of Destruction, and it's an amazing game.

00:51:23.800 --> 00:51:26.300

Phil: It was released by LucasArts, and I won't get into it here.

00:51:26.320 --> 00:51:27.520

Phil: I'll say that for another time.

00:51:28.100 --> 00:51:31.860

Phil: But I'm just so happy with Microsoft that they've done this.

00:51:33.180 --> 00:51:35.440

Phil: Because it gives me confidence now.

00:51:36.060 --> 00:51:40.380

Phil: You know me, I'm typically buying PlayStation over Xbox, the last generation.

00:51:41.260 --> 00:51:44.800

Phil: But now, when it comes to picking up a game, it's available on both.

00:51:45.000 --> 00:51:49.820

Phil: I'm picking the Xbox one, because there's a pretty good chance it's going to play on the future console.

00:51:50.940 --> 00:52:00.020

Phil: And in fact, just today, or actually a couple of days ago, Microsoft announced that the Xbox Series X is going to launch with thousands of games across four generations of Xbox.

00:52:00.860 --> 00:52:13.540

Phil: And they're going to have HDR reconstruction built into it, and quick time, and higher resolutions, and double the frame rate.

00:52:13.700 --> 00:52:20.720

Phil: So I'm really happy that they're committed to this backward compatibility movement.

00:52:20.920 --> 00:52:27.840

Phil: And it's actually made a difference in terms of me thinking about what is the first console I'm going to buy when they come out later this year.

00:52:28.760 --> 00:52:30.400

Phil: So this little stuff like this works.

00:52:30.420 --> 00:52:32.740

Phil: I know people say backward compatibility doesn't matter.

00:52:33.980 --> 00:52:38.460

Phil: And obviously I'm biased, because I've got hundreds of games in the Xbox format.

00:52:39.320 --> 00:52:42.980

Phil: But I just thought that was a real class act, and I'm so thrilled that they did it.

00:52:43.500 --> 00:52:47.240

Tom: Agreed, and I am all for backwards compatibility.

00:52:47.980 --> 00:52:49.420

Phil: Controversy on the show.

00:52:50.660 --> 00:52:53.560

Phil: And I, for one, am all for the thing you just talked about.

00:52:55.500 --> 00:52:59.980

Phil: I'm going to punish you, I'm going to put you back and make you give us first impressions of RE3.

00:53:01.900 --> 00:53:07.260

Phil: Well, you're punished anyway, because most of the stuff on our list today is tower-centric.

00:53:08.640 --> 00:53:17.540

Phil: But I was curious about something that you'd mentioned while we're in trademark banner, about something that you bought recently.

00:53:18.280 --> 00:53:19.660

Phil: So it's kind of box-related.

00:53:19.760 --> 00:53:20.620

Phil: What's in the box?

00:53:20.640 --> 00:53:21.460

Phil: What did you get?

00:53:22.100 --> 00:53:22.820

Phil: What did you get?

00:53:22.840 --> 00:53:29.820

Tom: Well, you have to guess what is in the box based on what is written on the box.

00:53:30.740 --> 00:53:31.140

Phil: Okay.

00:53:32.400 --> 00:53:34.120

Tom: So I will have to go and get the box.

00:53:34.140 --> 00:53:34.740

Phil: Read it to me?

00:53:35.080 --> 00:53:35.700

Phil: Oh, here we go.

00:53:35.740 --> 00:53:38.120

Phil: Okay, I'll play Go Get the Box music while you do that.

00:53:44.032 --> 00:53:45.492

Phil: Tom's going to get the box now.

00:53:46.412 --> 00:53:48.212

Phil: We're listening to Go Get the Box music.

00:53:49.712 --> 00:53:50.312

Phil: It's pretty good.

00:53:50.792 --> 00:53:51.552

Phil: I like this song.

00:53:52.352 --> 00:53:55.152

Phil: I should play it more, not just when he's going to go get a box.

00:53:56.472 --> 00:54:02.292

Phil: That way I can think back to this time where he was going to go get a box every time I hear this song now.

00:54:02.632 --> 00:54:07.152

Phil: Now every time you hear this song, you'll also think of Tom Towers going to get the box.

00:54:08.112 --> 00:54:08.812

Phil: Tom, are you back?

00:54:10.112 --> 00:54:10.712

Phil: He's not back.

00:54:12.432 --> 00:54:15.312

Phil: Well, we might have a truncated version of the Go Get the Box song.

00:54:18.072 --> 00:54:18.992

Phil: I think he's coming back.

00:54:19.012 --> 00:54:20.972

Phil: Here he comes.

00:54:20.992 --> 00:54:25.272

Phil: Here comes the words written on the box with Tom Towers.

00:54:27.832 --> 00:54:31.092

Phil: Tom Towers and What's Written on the Box.

00:54:33.192 --> 00:54:40.912

Phil: We're done listening to the Go Get the Box music and now here's Tom Towers to tell us what's written on the box.

00:54:43.692 --> 00:54:45.312

Phil: I don't think he's going to get the box.

00:54:45.332 --> 00:54:46.732

Phil: I think this is the end of the podcast.

00:54:46.752 --> 00:54:51.412

Phil: Well, thank you for listening to episode 125 of The Game Under Podcast.

00:54:51.692 --> 00:54:55.352

Phil: I've been your host, Phil Fogg, and I was joined by Tom Towers.

00:54:55.632 --> 00:55:00.972

Phil: Today we talked about Minecraft Dungeons, Final Fantasy VII.

01:03:10.512 --> 01:03:16.172

Tom: Top Gear, Super Mario All-Stars, one copy of that only.

01:03:16.572 --> 01:03:17.032

Phil: Brilliant.

01:03:17.092 --> 01:03:17.972

Phil: That's worth a lot of money.

01:03:18.072 --> 01:03:19.072

Tom: Yup.

01:03:19.252 --> 01:03:21.592

Tom: Unirally, did I mention Top Gear?

01:03:21.612 --> 01:03:21.892

Tom: Yes.

01:03:21.912 --> 01:03:29.292

Tom: Donkey Kong Country 2, Busby and another game that I cannot recall right now for some reason.

01:03:29.932 --> 01:03:30.772

Phil: Okay, sweet.

01:03:30.932 --> 01:03:32.932

Phil: Well, I've got a few hundred games for that system.

01:03:33.632 --> 01:03:34.972

Phil: No duplicates like you.

01:03:34.992 --> 01:03:36.332

Phil: I don't know what's going on there.

01:03:36.472 --> 01:03:42.372

Phil: But I think you can pick up games relatively good, and I'll give you some recommendations for games.

01:03:42.392 --> 01:03:45.772

Phil: And so how is it hooked up to your TV or monitor?

01:03:45.792 --> 01:04:01.112

Tom: Well, originally I just used RCA cables to the television, but basically everything except for Top Gear looks awful without upscaling on a large television, on a large HD television.

01:04:01.912 --> 01:04:20.992

Tom: So I've since then been using the Gainer $15 upscale, and either the technology has massively improved over the years, or the people suggesting that unless you got a $200 upscaler were completely full of shit.

01:04:21.592 --> 01:04:32.132

Tom: Because this $15 upscaler, it certainly does very slightly, detrimentally affect the colours.

01:04:33.072 --> 01:04:54.792

Tom: For the games I've tried, I don't notice any significant input latency, and it really does make a huge difference to the fuzziness of playing without it, with a virtually zero detriment to colours, and to me so far, no difference in input lag.

01:04:58.632 --> 01:05:16.632

Phil: I don't often play Super Nintendo games, but when I do, I have a clone system that is hooked up to RCA cables into the back of my TV, and then I just play it on 4-3 ratio, and that works well.

01:05:17.492 --> 01:05:19.492

Tom: I am playing it on 4-3 ratio.

01:05:20.412 --> 01:05:22.072

Tom: I certainly do not have it stretched.

01:05:24.012 --> 01:05:38.072

Tom: The one disadvantage of the Gain Upscaler, and I have failed to find any upscalers for purchase that will allow you to output an image in 4-3.

01:05:38.832 --> 01:05:43.732

Tom: The one I actually did find, 2, one was not available anywhere.

01:05:43.752 --> 01:05:54.452

Tom: The other, the review of it I found, said that you can switch between 4-3 and 16-9, but all the shops selling it say you can't.

01:05:54.732 --> 01:06:21.612

Tom: So unless you can alter the aspect ratio on whatever you are viewing the thing through, but this would apply just to plugging in the SNES itself anyway, I would recommend doing much more research than I did because I did only the cursory research to find one where you can switch the aspect ratio.

01:06:21.632 --> 01:06:41.652

Tom: Because if you have a monitor or television that has better colors to it, but you can't change the aspect ratio, to me games of this era, the graphical quality comes from the colors.

01:06:41.852 --> 01:06:51.492

Tom: I tried the SNES on my monitor, which is IPS, and the colors look significantly better than on the television.

01:06:53.552 --> 01:07:03.852

Tom: There's a night and day difference and a richness even to things like the Super Mario games that just completely change the experience.

01:07:03.852 --> 01:07:21.872

Tom: And in Super Mario, for instance, where you've got really basic geometry, to me, it's arguably better to have it stretched and high quality colors than to not have it stretched and worse quality colors.

01:07:23.252 --> 01:07:31.512

Tom: Which is also a demonstration of how well the upscaler does not get in the way of outputting high quality colors.

01:07:32.072 --> 01:07:34.532

Phil: What's the name of the upscaler that you purchased?

01:07:34.892 --> 01:07:38.052

Tom: The Gainer Mini upscaler.

01:07:38.912 --> 01:07:40.552

Tom: G-A-N-A.

01:07:41.112 --> 01:07:43.832

Tom: And it is $15, I believe.

01:07:44.412 --> 01:07:46.232

Phil: And it's available on eBay, I'm assuming?

01:07:46.432 --> 01:07:51.272

Tom: I think it's on eBay and Amazon and AliExpress as well, I think.

01:07:51.912 --> 01:07:53.012

Phil: Okay, upscaler.

01:07:53.692 --> 01:07:57.992

Phil: And also buyers beware, on eBay you'll see RCA to...

01:07:57.992 --> 01:07:59.972

Phil: Component.

01:08:00.272 --> 01:08:10.892

Phil: You'll see Super Nintendo to HDMI, which is basically just something that you plug in the back of the SNES and you plug it into the HDMI, and oftentimes they will not work.

01:08:12.112 --> 01:08:19.512

Phil: Because there's no upscaling going on, they're just selling you, technically correct, it is a plug that will plug in the back of the SNES.

01:08:19.752 --> 01:08:29.772

Tom: Any analog plugs to digital will require some sort of computer circuitry to be switching the image.

01:08:30.072 --> 01:08:33.012

Tom: So any just straight leads will not work.

01:08:33.432 --> 01:08:38.792

Phil: Will not work at all, but you can't do anything about it on eBay because they're technically correct.

01:08:39.472 --> 01:08:44.172

Phil: And I went through this a few years ago, I said, oh man, I'll get four of them, that's great.

01:08:45.512 --> 01:08:46.972

Phil: None of them work, they're all useless.

01:08:48.052 --> 01:08:48.932

Phil: So that's encouraging.

01:08:49.132 --> 01:08:52.152

Phil: The other way I usually play my SNES games is using a Retron 5.

01:08:52.552 --> 01:09:04.912

Phil: So the thing that I've got going on, even though I've got three Super Nintendo's, they're all US power, and I try and reduce the amount of US power consoles I plug in and hook up.

01:09:05.292 --> 01:09:11.832

Phil: So I always try and go with an Australian purchased device whenever I can.

01:09:13.012 --> 01:09:25.212

Phil: The Retron 5 is okay, but I certainly prefer the much cheaper clone that I've got, which was just one of those $30 jobs you get off eBay, where you can plug in an original SNES, and it's got the original SNES circuit board inside.

01:09:26.272 --> 01:09:28.272

Phil: But that's really great, I'm really happy about that.

01:09:28.292 --> 01:09:30.592

Phil: So is it permanently hooked up to your TV?

01:09:31.592 --> 01:09:35.432

Tom: No, but it is currently on the floor next to the television.

01:09:36.012 --> 01:09:41.692

Tom: So it's sort of close to being permanently hooked up to the television.

01:09:42.212 --> 01:09:51.692

Phil: And I don't know how much the SNES Mini now costs, but that's also another great option, particularly if you want to hack it and put a bunch of other stuff on.

01:09:51.752 --> 01:09:53.572

Phil: I haven't, because I just haven't.

01:09:53.592 --> 01:09:56.112

Tom: Well, this was technically free, so...

01:09:56.132 --> 01:09:56.712

Phil: You can't beat it.

01:09:57.232 --> 01:09:57.972

Tom: You can't beat it.

01:09:58.052 --> 01:10:02.272

Tom: And just one thing I would say, because I am...

01:10:02.292 --> 01:10:24.732

Tom: or I enjoy emulation, but the SNES games that I have emulated are compared to what this looks like, upscale to 1080p on my IPS monitor, stretching notwithstanding, there is a massively noticeable difference in the quality of the colors.

01:10:25.372 --> 01:10:26.092

Phil: Yeah, yeah.

01:10:26.112 --> 01:10:28.132

Phil: And I've always been an emulation snob.

01:10:28.212 --> 01:10:31.252

Phil: You know, I'm just like, why emulate when you've got the originals?

01:10:31.272 --> 01:10:32.772

Phil: Use the originals, they always look better.

01:10:33.792 --> 01:10:35.192

Tom: But if you don't have the originals...

01:10:35.932 --> 01:10:41.012

Phil: Then you can do it for historic purposes, but just know that you're not getting the same experience.

01:10:42.172 --> 01:10:42.712

Tom: Okay, cool.

01:10:42.732 --> 01:10:58.612

Tom: And the one other thing I would add about it is, while I've never owned an SNES or NES, my most recent, my oldest Nintendo console, rather, is the Nintendo 64.

01:10:59.152 --> 01:11:06.992

Tom: I have played the SNES and NES a lot at my cousin, so I do have experience with it.

01:11:07.332 --> 01:11:31.472

Tom: And it is pretty funny going from a disc-based console, and even compared to the N64, to this, this feels significantly more durable, even though it is lighter, and has some feeling of invincibility to it, as opposed to other consoles.

01:11:31.532 --> 01:11:58.052

Tom: And it is, I need to clean it, and it is rather ratty in many ways, yet it works perfectly, and all the buttons and putting the cartridges in and out is pretty much what I remember it being like in the perfect condition SNES of my cousins.

01:12:00.472 --> 01:12:01.612

Phil: I'm going to give you some homework.

01:12:01.632 --> 01:12:05.752

Phil: So number one, it's also easy to pick up controllers for it these days.

01:12:06.232 --> 01:12:08.072

Tom: It had two with it, amazingly.

01:12:08.532 --> 01:12:22.672

Phil: And the other thing I was going to do for your homework, this is going to blow your mind, I'm not sure you're ready for it, but the plug that leads out of the back of a Super Nintendo is identical to the plug that leads out of an N64 and a GameCube.

01:12:23.012 --> 01:12:28.552

Tom: That is in fact how I was able to plug it into the television with RCA.

01:12:31.252 --> 01:12:38.092

Phil: Okay, so have you tried plugging your new Super Duper Gana Mini into the back of your N64 to see if that works?

01:12:38.512 --> 01:12:39.512

Tom: I will have to do that.

01:12:39.592 --> 01:12:49.272

Tom: And I'm also planning to try that with my Wii U PS2 and GameCube and whatever else is around when I get around to it.

01:12:49.772 --> 01:12:55.352

Tom: Because it will be, and I suspect you probably won't get the same sort of gains in it.

01:12:55.372 --> 01:13:11.852

Tom: The commentary I found on specifically the Gana, which also claims that you can use another one for switching between 4, 3 and 16 to 9 and all other sources seem to claim otherwise, so who knows if they're accurate.

01:13:12.052 --> 01:13:20.772

Tom: But they suggest that for more recent consoles, a different sort of upscaler is a better choice.

01:13:22.732 --> 01:13:28.472

Phil: Let me just clarify, so this Gana thing, does it have a plug on it that plugs into the back of your SNES?

01:13:29.772 --> 01:13:34.192

Tom: It has RCA inputs and HDMI output.

01:13:35.052 --> 01:13:38.632

Phil: Okay, that's right, because on the back of the SNES, you had the RCA outputs.

01:13:39.512 --> 01:13:40.272

Phil: Not just the...

01:13:40.532 --> 01:13:42.692

Phil: yeah, so what I'm talking about is a little grey plug.

01:13:42.712 --> 01:13:49.552

Tom: So on the SNES, you've got the MultiOut, which is what is compatible with the N64 and GameCube.

01:13:49.952 --> 01:13:55.772

Tom: You've got the standard single aerial style output.

01:13:56.752 --> 01:13:58.432

Tom: And is there a third one, or is that it?

01:14:00.332 --> 01:14:00.912

Phil: No, that's it.

01:14:01.952 --> 01:14:02.372

Phil: That's it.

01:14:02.492 --> 01:14:03.212

Phil: But the back...

01:14:03.232 --> 01:14:05.432

Phil: I didn't know that the back of the N64...

01:14:05.432 --> 01:14:11.392

Phil: Yeah, see, the back of the N64 only has that one proprietary plug out.

01:14:11.412 --> 01:14:12.992

Phil: It doesn't have any RCA out.

01:14:13.012 --> 01:14:14.072

Phil: The PlayStation one does.

01:14:14.092 --> 01:14:18.112

Tom: Correct, but the MultiOut is what is the RCA cable.

01:14:18.372 --> 01:14:19.952

Tom: They just call it MultiOut.

01:14:20.932 --> 01:14:23.212

Tom: So it's not RCA to RCA.

01:14:23.252 --> 01:14:29.072

Tom: It's Nintendo's plug thing so that they can sell you leads to RCA.

01:14:29.892 --> 01:14:36.732

Phil: Okay, so just to be very clear, the plug out that is on this gainer is the one that will fit into the N64 as well.

01:14:36.752 --> 01:14:39.552

Tom: No, the input on the gainer is RCA.

01:14:40.692 --> 01:14:41.692

Phil: Oh, gotcha, gotcha, gotcha.

01:14:41.712 --> 01:14:42.492

Phil: Okay, I'm an idiot.

01:14:42.512 --> 01:14:44.852

Phil: Yep, yep, yep, yep, yep.

01:14:44.932 --> 01:14:53.192

Tom: MultiOut is just simply the Nintendo in the vein of Apple RCA cable.

01:14:53.652 --> 01:15:03.072

Phil: Okay, I've got countless RCA switches that I could send to you too, so you could hook up to four different devices to the gainer without having to unplug it all the time.

01:15:03.092 --> 01:15:04.772

Phil: You just slide the switch along.

01:15:06.272 --> 01:15:07.252

Phil: We can look forward to that.

01:15:07.852 --> 01:15:08.292

Tom: Excellent.

01:15:08.952 --> 01:15:13.092

Tom: I believe, unfortunately, the SNES is region locked though, isn't it?

01:15:14.912 --> 01:15:16.172

Phil: It's a physical region lock.

01:15:18.992 --> 01:15:19.912

Phil: Yeah, so...

01:15:19.952 --> 01:15:22.332

Tom: And I would assume yours is NTSC.

01:15:23.012 --> 01:15:25.132

Phil: It is NTSC, yeah, yeah.

01:15:25.212 --> 01:15:27.312

Phil: But I know the N64, it doesn't matter.

01:15:27.612 --> 01:15:29.412

Phil: Oh yeah, it does matter, because I tried to play some...

01:15:30.172 --> 01:15:33.332

Phil: I tried to play Episode 1 Podracer on it, and it didn't work.

01:15:33.352 --> 01:15:35.392

Tom: As of this morning, that is a great game.

01:15:35.852 --> 01:15:37.112

Phil: Yeah, it is a great game.

01:15:39.052 --> 01:15:49.612

Phil: So, other things that people have been looking forward to, besides Final Fantasy VII Remake, has been another remake that I believe you've recently played the demo for, also on the PlayStation 4, I'm assuming.

01:15:49.632 --> 01:15:52.132

Tom: No, I played this on PC, on Steam.

01:15:53.092 --> 01:15:53.892

Phil: Oh, it's on Steam.

01:15:54.572 --> 01:15:59.532

Phil: You know, what else is on Steam now is that pirate game for Xbox, Sea of Thieves.

01:15:59.552 --> 01:16:00.232

Tom: Sea of Thieves.

01:16:00.492 --> 01:16:02.172

Phil: Yeah, that's on Steam now.

01:16:04.152 --> 01:16:06.832

Tom: So that means it must be free on Games Pass for PC, I assume.

01:16:06.972 --> 01:16:07.852

Phil: It has to be.

01:16:07.952 --> 01:16:09.512

Phil: Yeah, I assume so.

01:16:10.812 --> 01:16:14.652

Tom: Speaking of Games Pass, just a short aside before...

01:16:14.672 --> 01:16:18.272

Phil: I think we're on our fourth Speaking Of, so I'll see if I can keep it going.

01:16:19.532 --> 01:16:23.272

Tom: Games Pass is an amazing utility.

01:16:23.452 --> 01:16:35.272

Tom: I was looking to finally get into Pathologic at some point, but I owned Pathologic and Pathologic Classic HD.

01:16:35.292 --> 01:16:45.732

Tom: Pathologic 2, despite being called 2, is actually a reimagining of the original Pathologic, so there's basically three versions of the one game.

01:16:46.852 --> 01:16:51.492

Tom: And another game in a similar vein I was interested in was Plague Tale.

01:16:51.832 --> 01:16:53.672

Tom: I believe it's a ridiculous title.

01:16:54.812 --> 01:16:58.272

Tom: And they're all free on Games Pass, apparently.

01:16:59.772 --> 01:17:01.192

Phil: It's not the game I was thinking of.

01:17:01.212 --> 01:17:02.492

Phil: I was thinking of a different game.

01:17:03.232 --> 01:17:13.332

Tom: Pathologic is by, I think they're called Icepick Lodge, an avant-garde Russian game developer.

01:17:13.352 --> 01:17:15.452

Tom: Famous for the void outside of this.

01:17:16.172 --> 01:17:17.332

Phil: RPG survival game.

01:17:18.212 --> 01:17:19.512

Phil: That's not the one I was thinking of.

01:17:21.112 --> 01:17:23.812

Tom: I believe one reviewer described it as Skyrim Lite.

01:17:26.632 --> 01:17:30.132

Phil: I don't know how you'd get any lighter than Skyrim Lite.

01:17:30.712 --> 01:17:33.672

Phil: Probably if you made it Home Alone or whatever it was called.

01:17:34.972 --> 01:17:41.412

Phil: But speaking of games that you don't want to be left home alone with, I believe you've been playing Resident Evil 3 on PC.

01:17:41.432 --> 01:17:43.492

Tom: Yes, the demo for it.

01:17:45.072 --> 01:17:46.632

Tom: There's not much to say about it.

01:17:46.652 --> 01:17:56.592

Tom: It suffers from the same issue of remaking an isometric game to 3D.

01:17:56.732 --> 01:18:00.712

Tom: It's going to make that environment significantly less interesting.

01:18:00.732 --> 01:18:09.852

Tom: Here, you're dealing with an environment that just is not of the same standard of interest in the original as Final Fantasy VII was.

01:18:09.912 --> 01:18:18.672

Tom: When you are translating that to 3D, the result is even more bland and uninteresting.

01:18:20.512 --> 01:18:28.752

Tom: The other issue is, again, it follows the environment pretty closely to what I remember Resident Evil 2 being.

01:18:29.232 --> 01:18:35.492

Tom: At least in the demo, for me that didn't result in particularly interesting encounters.

01:18:36.332 --> 01:18:38.432

Tom: There was absolutely no tension.

01:18:39.872 --> 01:18:46.252

Tom: There was always, it felt like, too much room to be able to easily avoid zombies.

01:18:47.472 --> 01:18:55.752

Tom: And you could put too much space between you and zombies with no difficulty to be able to shoot them.

01:18:56.092 --> 01:19:05.072

Tom: It feels more like Revelations than RE4, RE5 and presumably RE6 is in a similar vein, style mechanics.

01:19:05.452 --> 01:19:26.092

Tom: In Resident Evil Revelations, at least the first one and what I played at the second, the design of the levels was very compact, very corridor based, so that if you were coming up against zombies, you were in much more immediate threat and you had to sprint away.

01:19:26.152 --> 01:19:29.732

Tom: It was difficult to get space between you and zombies.

01:19:29.932 --> 01:19:49.672

Tom: Here that wasn't the case at all, but it is a demo, so things may be easier and less tense than they are in the actual game itself, so that people aren't put off playing.

01:19:50.232 --> 01:20:00.112

Phil: You went into this, obviously, you downloaded it, you bothered to do it, so you obviously went into this with high hopes, but came out of it less like meh.

01:20:00.572 --> 01:20:04.012

Tom: It was thoroughly disappointing, I found it to be.

01:20:06.452 --> 01:20:07.572

Phil: Well, I'm sorry to hear that.

01:20:07.592 --> 01:20:09.452

Phil: I was never a fan of Resident Evil 3.

01:20:09.472 --> 01:20:19.112

Tom: The one thing I will say it had going for it, which is kind of a reverse of Final Fantasy VII, is the voice acting.

01:20:20.072 --> 01:20:34.412

Tom: The Resident Evil series has really settled into a great level of self-aware hoaxiness without becoming annoying and pretentious.

01:20:34.652 --> 01:20:43.112

Tom: So the small snippets of story and character banter was highly amusing and entertaining.

01:20:44.452 --> 01:20:46.912

Phil: Yeah, I think only the Japanese are capable of that.

01:20:47.052 --> 01:20:50.352

Phil: Maybe the British, but yeah, definitely the British.

01:20:50.992 --> 01:20:53.592

Phil: But there's certainly not many other cultures.

01:20:54.972 --> 01:21:01.512

Phil: For me, my favorites are two, and then I jump straight to Code Veronica, then four, then five, obviously.

01:21:01.592 --> 01:21:06.152

Phil: And then I haven't really been interested in any of the other games since then.

01:21:07.072 --> 01:21:10.232

Phil: But I have them all, and I'm going to play them all at some point.

01:21:10.432 --> 01:21:14.972

Phil: I was actually really interested in playing a remake on the GameCube.

01:21:16.132 --> 01:21:17.672

Phil: I was reading about that last night.

01:21:17.872 --> 01:21:21.992

Phil: And then probably jumping to the remake of two.

01:21:23.032 --> 01:21:28.472

Tom: The remake of the original, as we have heard on the show, is a fantastic game.

01:21:28.992 --> 01:21:29.392

Phil: Yeah.

01:21:29.652 --> 01:21:31.132

Phil: So why am I doing that?

01:21:31.152 --> 01:21:33.852

Phil: Why would I go back and play the GameCube version?

01:21:35.572 --> 01:21:41.872

Tom: Well, the only difference with the more recent version of the remake of the original is that it's in HDs, isn't it?

01:21:42.392 --> 01:21:45.932

Tom: It's essentially a remastering of the GameCube remake.

01:21:46.772 --> 01:21:47.992

Phil: I'd have to do research.

01:21:48.012 --> 01:21:49.632

Phil: I thought it was something brand new.

01:21:49.672 --> 01:21:52.172

Tom: The Resident Evil 2 remake is something brand new.

01:21:52.232 --> 01:21:52.732

Phil: Brand new.

01:21:54.232 --> 01:22:09.012

Phil: Because I tried playing the Saturn version of the original about two years ago, and it's really not playable at this point for someone who's just trying to get into it and sort of see what it's about, unfortunately.

01:22:09.792 --> 01:22:11.032

Phil: It's functional and everything.

01:22:11.132 --> 01:22:14.792

Phil: It's just got pretty poor checkpointing and resources.

01:22:15.272 --> 01:22:20.592

Phil: You know, it's an old game where you're supposed to try and get as much value out of it as possible by playing it over and over and over again.

01:22:20.612 --> 01:22:23.712

Phil: So, yeah, I'm interested to see whether...

01:22:23.912 --> 01:22:27.572

Phil: This has to be leading to a remake of RE4 and Code Veronica.

01:22:29.552 --> 01:22:30.772

Phil: I think they've already announced for it.

01:22:30.792 --> 01:22:31.332

Phil: I'm not sure.

01:22:31.692 --> 01:22:40.992

Phil: Okay, well, I thought maybe next we would talk about another old game that we both recently started and finished this year.

01:22:42.452 --> 01:22:46.972

Phil: Because you've been a big protagonist of Sky from That Game Company.

01:22:46.992 --> 01:22:49.552

Phil: In fact, it made your ten best games of...

01:22:49.832 --> 01:22:52.492

Tom: I believe the fifth best game of the decade.

01:22:52.712 --> 01:22:53.892

Phil: Of the decade, yep.

01:22:54.352 --> 01:22:54.732

Phil: And...

01:22:56.112 --> 01:22:59.052

Phil: But we both went back and played Journey recently.

01:22:59.472 --> 01:23:02.912

Phil: I played it on the original hardware on a PlayStation 3.

01:23:03.932 --> 01:23:05.032

Phil: And you played it on...

01:23:05.432 --> 01:23:07.512

Tom: The free PS4 version.

01:23:08.312 --> 01:23:09.392

Phil: So is it free for everyone?

01:23:09.412 --> 01:23:11.572

Tom: It's free for everyone.

01:23:12.272 --> 01:23:16.272

Tom: As well as the Drake's Fortune collection.

01:23:16.292 --> 01:23:17.332

Tom: Or whatever the fuck it's called.

01:23:17.592 --> 01:23:18.152

Phil: Yeah, yeah.

01:23:18.172 --> 01:23:20.832

Phil: And I'm not bothering to download any of that.

01:23:21.952 --> 01:23:23.172

Phil: I've got Journey on disc.

01:23:23.192 --> 01:23:27.872

Phil: I've got the collector's edition, which has Flow, Flower, Journey.

01:23:28.712 --> 01:23:29.412

Phil: I didn't tell you this.

01:23:29.432 --> 01:23:31.712

Phil: It's got three games that they did at a game jam.

01:23:32.552 --> 01:23:34.012

Phil: That you're probably very interested in.

01:23:35.352 --> 01:23:41.852

Phil: And then also making of videos that I've looked through on YouTube so I could send them to you, but they don't have them on YouTube.

01:23:42.012 --> 01:23:46.332

Phil: And they're interviews with all the people at...

01:23:47.612 --> 01:23:48.632

Phil: Kelly, what's her name?

01:23:48.652 --> 01:23:50.232

Tom: Calla Santiago.

01:23:50.452 --> 01:23:50.872

Phil: Yeah.

01:23:51.152 --> 01:23:52.092

Tom: Janova Chan.

01:23:52.112 --> 01:23:53.772

Phil: Janova Chan and the other guy.

01:23:53.952 --> 01:23:57.612

Phil: And so it's really a nice little package.

01:23:57.712 --> 01:23:59.452

Phil: So it's a collector's edition.

01:24:00.552 --> 01:24:04.152

Phil: It does require that you install them and I think in some way download them.

01:24:05.352 --> 01:24:07.792

Phil: So I played Journey back when it came out.

01:24:08.652 --> 01:24:09.312

Tom: As did I.

01:24:09.792 --> 01:24:10.092

Phil: Yep.

01:24:10.212 --> 01:24:16.752

Phil: And I thought in light of what you've been saying about Sky and that you were going to go back and play Journey, I said, well, fine, I'll do that too.

01:24:16.772 --> 01:24:19.552

Phil: It's only like two hours, I think, to play through the whole game.

01:24:20.632 --> 01:24:22.632

Tom: Or even less depending on how fast you are.

01:24:23.132 --> 01:24:23.532

Phil: Yeah.

01:24:23.552 --> 01:24:27.312

Phil: So I'll just give you a voice arrest and I'll give you my impressions.

01:24:27.332 --> 01:24:31.992

Phil: First of all, visually it was very impressive still.

01:24:32.052 --> 01:24:39.792

Phil: And this is playing on a launch PlayStation 3 on a modern HDTV using a PlayStation 3 controller.

01:24:40.732 --> 01:24:44.572

Phil: The sand looked just as glorious as it did the first time I saw it.

01:24:46.172 --> 01:24:48.412

Phil: The aesthetic of it, I quite enjoyed.

01:24:50.672 --> 01:24:52.432

Phil: And was very unified.

01:24:52.452 --> 01:24:56.612

Phil: It reminded me, the architecture in some places reminded me of The Last Guardian.

01:24:56.632 --> 01:24:57.812

Phil: Definitely.

01:25:00.152 --> 01:25:11.292

Tom: I think Journey, though, is very much influenced, as well as Sky and potentially other Genova Shen games, by Ico and Shadow of the Colossus.

01:25:11.772 --> 01:25:14.292

Phil: Yeah, and you can see that come through quite clearly.

01:25:14.312 --> 01:25:23.032

Phil: I've just been reading a Making Of interview with That Game Company for Flower, which I should send you a copy of.

01:25:23.052 --> 01:25:26.132

Phil: It's like a four-page interview in Edge.

01:25:29.112 --> 01:25:30.532

Phil: And they're very thoughtful.

01:25:30.772 --> 01:25:36.492

Phil: What I like about every detail of Journey is that there's nothing that's out of place in any way.

01:25:38.232 --> 01:25:43.792

Phil: And there are themes for every level, but they all fit and they all flow, not to.

01:25:52.192 --> 01:25:56.312

Phil: I'm really going to get it together today.

01:25:56.332 --> 01:26:03.672

Phil: So now what happens was, though, it crashed my PlayStation 3 and lost my save several, several times.

01:26:03.772 --> 01:26:06.872

Phil: And in fact, it got to the point where I knew it would crash.

01:26:07.312 --> 01:26:09.372

Phil: It was crashing at the same point every time.

01:26:09.772 --> 01:26:21.052

Phil: So basically what I tried to do was limit my view on the screen so there was less moving bits, because whenever something was too many things on the screen, it would kill the PlayStation.

01:26:21.512 --> 01:26:25.932

Phil: So I'd have to figure out how to turn the camera, walk forward, but turn the camera to the left.

01:26:25.952 --> 01:26:27.432

Phil: So it's just looking at the sand dune.

01:26:28.212 --> 01:26:29.492

Phil: And I got through it like that.

01:26:30.092 --> 01:26:33.412

Phil: And ultimately I got through the end of the game.

01:26:33.472 --> 01:26:41.872

Phil: I played it online because I wanted to see if anyone else was out there to interact with, because you can talk more about the hook of the game.

01:26:43.032 --> 01:26:48.232

Phil: And sadly, there's no one out there at all, even though I was online the entire time.

01:26:48.412 --> 01:26:54.352

Tom: When I played the PS3 version originally, for some reason I ran into a few players, weirdly.

01:26:55.952 --> 01:27:00.012

Phil: Well, we can't say it wasn't big in Japan, so it can't be that excuse.

01:27:01.352 --> 01:27:06.992

Phil: So, like, you know, I guess that's where I'll let my impression stop until I hear more of what you have to say.

01:27:07.772 --> 01:27:24.052

Phil: Ultimately, though, Gameplayed as a single player game is not fulfilling as, you know, it's just not as fulfilling and certainly seems like a very lonely experience and obviously not the intended...

01:27:24.072 --> 01:27:33.832

Phil: They probably intended to be a very lonely game if there's no one else to play with, which is the point, but certainly wasn't as involving as if...

01:27:34.372 --> 01:27:35.952

Phil: And more difficult, too.

01:27:35.972 --> 01:27:39.632

Phil: I mean, there are some levels where it's more difficult to get through if you're trying to do it yourself.

01:27:39.992 --> 01:27:42.812

Tom: Yep, because you charge one another...

01:27:43.212 --> 01:27:43.632

Phil: Yeah, exactly...

01:27:43.632 --> 01:27:43.632

Tom: .

01:27:43.632 --> 01:27:45.912

Tom: in the same way you do in Sky.

01:27:46.372 --> 01:27:47.652

Phil: Yeah, so it was really...

01:27:48.472 --> 01:27:50.492

Phil: You had some frustration in some levels.

01:27:52.032 --> 01:27:52.912

Phil: But, yeah.

01:27:52.952 --> 01:27:54.932

Phil: So how was your experience?

01:27:55.692 --> 01:28:14.192

Tom: Well, it's useful that you played the PS3 version because that reminded me that I ran into a lot of technical problems with slowdown and things like that as well, as well as not running into many other players when I originally played it on PS3.

01:28:14.352 --> 01:28:30.272

Tom: And when I did, they just kind of ran off and did their own thing, except for one in the vertical level where you're filling it up with water and one at the end in the snow area.

01:28:30.872 --> 01:28:39.072

Tom: And in my original playthrough, I think those both hurt the experience a lot, particularly the technical deficiencies.

01:28:40.252 --> 01:28:44.232

Tom: You will recall that when I originally played it, I was not a fan at all.

01:28:44.252 --> 01:28:48.292

Tom: I found it to be very dull and uninteresting.

01:28:48.652 --> 01:29:24.112

Tom: And I think the biggest contributing factor to that was the technical problems, because for the aesthetic of Journey to Work, I think you need an uninterrupted flow with it, because as well as in terms of the gameplay, visually as well, it is playing with sudden grandiose reveals and then troughs of desert where there is not much going on visually and shadow areas later on and that sort of thing.

01:29:24.692 --> 01:29:41.932

Tom: So when you get to the big grandiose reveal and it's at 10 frames per second and the music starts, it kind of ruins the effect of it and the momentum of the game, that the game itself is trying to build as well.

01:29:41.952 --> 01:29:50.912

Tom: So playing this on the PS4 version was basically a completely different experience and I ended up really enjoying it.

01:29:53.352 --> 01:30:01.952

Tom: And the higher resolution as well, the original from what I can remember must have been 720p, not 1080p.

01:30:02.272 --> 01:30:38.012

Tom: At the higher resolution, you can really see the detail in the sand so much better, but more importantly than that, you can see details in the architecture and in the Tibetan prayer-like threads of cloth and your character as well, which allows you to enjoy this cloth-like puppet texture that is throughout these levels and appreciate as you're going along, realising that which is a fascinating thing in Sky as well.

01:30:38.232 --> 01:30:46.832

Tom: Even though you're going through these desert areas, there's this aquatic theme to the way everything looks like.

01:30:46.852 --> 01:31:02.992

Tom: The Tibetan prayer-threads of cloth are all like aquatic reeds at the bottom of a water, and the flying creatures are all clearly aquatic based.

01:31:03.532 --> 01:31:10.932

Tom: And that's apparent not just in the watery level that is there, it's apparent throughout the entire game.

01:31:11.252 --> 01:31:19.072

Tom: So when you have technical things getting in the way of that, that to me ruined the experience, so it was a completely different thing.

01:31:19.512 --> 01:31:20.752

Tom: The music as well...

01:31:20.772 --> 01:31:22.172

Phil: Can I interject before?

01:31:22.272 --> 01:31:26.772

Phil: Because you're saying, oh, well, I didn't appreciate this game back then because of technical issues.

01:31:28.112 --> 01:31:28.932

Phil: Could it be...

01:31:29.212 --> 01:31:40.012

Phil: Now, keeping in mind your screenshot of Deadly Premonition, I don't disagree, because did you play this game on a 12 inch standard definition television through RCA cables initially?

01:31:40.292 --> 01:31:41.692

Tom: Well, actually, I can't remember.

01:31:41.712 --> 01:31:44.112

Tom: I may well have actually played it on that television.

01:31:44.472 --> 01:31:46.912

Tom: That would actually be correct probably.

01:31:47.172 --> 01:31:47.752

Phil: Yeah, yeah.

01:31:47.772 --> 01:31:49.092

Phil: And now you're seeing it in HD.

01:31:49.172 --> 01:31:49.812

Phil: Yeah.

01:31:50.012 --> 01:31:51.372

Phil: So let's just be clear about that.

01:31:51.392 --> 01:31:54.312

Phil: Some of your technical issues may have been due to the hardware.

01:31:55.692 --> 01:31:56.472

Phil: But the other question...

01:31:56.492 --> 01:32:27.272

Tom: But I do think that things like the slowdown were what really got in the way of the experience, because the momentum that it builds up of slowing you down, then speeding up with a feeling of freedom as you're flying or skiing down something and grandiose reveals, that really gets shat on by having those grandiose reveals running at 10 frames per second.

01:32:28.052 --> 01:32:36.232

Phil: The other question I was going to ask is, could this new enjoyment of the game be some sort of change inside of you as a person over the intervening years?

01:32:36.572 --> 01:32:43.932

Phil: Or possibly, are you wearing rose-tinted glasses because of how favorably you enjoyed Sky?

01:32:45.092 --> 01:32:55.052

Tom: I think it's not necessarily either of those things, but I think it is a acquired taste and my appreciation for it.

01:32:55.112 --> 01:33:06.112

Tom: I'm more open to appreciating it based not so much on Sky as the interviews I saw with Jenova Chen.

01:33:07.232 --> 01:33:28.232

Tom: And on top of that, I would also argue that probably I was also a little bit annoyed by the commentary that some of the game got, which I don't think I was necessarily wrong because the way it was described, that is not my experience of it at all.

01:33:30.152 --> 01:33:39.152

Tom: It's not this Zen-like experience of otherworldly mind expansion.

01:33:39.852 --> 01:34:09.792

Tom: To me, it is appreciating something that is visually beautiful and orally beautiful and that plays with those things in terms of a very basic gameplay loop of slowing you down and allowing you some freedom to fly around more freely, which was not the sense of the game that I got at the time at all.

01:34:11.092 --> 01:34:13.712

Phil: You would have been able to hear the game just as well.

01:34:13.732 --> 01:34:16.292

Phil: Did that also slow down when you played it the first time?

01:34:16.352 --> 01:34:18.672

Tom: The sound sometimes also slowed down.

01:34:19.792 --> 01:34:27.692

Tom: And some of the criticism of the sound I still have, I don't think that the grandiose moments are really...

01:34:27.952 --> 01:34:33.452

Tom: that the music does not live up to the visuals or the gameplay of the grandiose moments.

01:34:33.712 --> 01:34:46.932

Tom: But this time I appreciated the music in the slower moments and it really carried you through them and kept your interest where you could be getting really bored out of your mind.

01:34:47.612 --> 01:34:52.952

Tom: And I think that was the strength of the music and I don't think it's a failing that it didn't live up to the grandiose moments.

01:34:52.972 --> 01:35:02.632

Tom: I think it knew that it should get out of the way and let how the game looked be the focus and the freedom of flying be the focus.

01:35:08.467 --> 01:35:09.567

Phil: I'm just letting you go here.

01:35:10.027 --> 01:35:11.647

Tom: Okay, well, that was the end of that statement.

01:35:12.107 --> 01:35:12.587

Phil: Okay.

01:35:14.407 --> 01:35:15.667

Tom: I'm seeing if I have anything else.

01:35:16.147 --> 01:35:16.387

Phil: Yeah.

01:35:17.967 --> 01:35:20.327

Phil: Because I've got to see Quinn before she goes to sleep.

01:35:20.767 --> 01:35:21.887

Phil: Yep.

01:35:22.007 --> 01:35:24.127

Phil: So I figured we'd do this, then Sky.

01:35:25.487 --> 01:35:27.607

Tom: I think that's probably all I have to say about Journey.

01:35:28.087 --> 01:35:28.507

Phil: Okay.

01:35:28.787 --> 01:35:31.427

Tom: And Sky should be a short following on from that.

01:35:31.707 --> 01:35:39.327

Phil: Yep, and then I want to just do some promotion on The Game Under site for what we've done since the last show.

01:35:40.447 --> 01:35:43.627

Phil: So we'll have to wrap up your impression of Journey.

01:35:44.847 --> 01:35:46.727

Tom: That is the end of my Journey impressions.

01:35:46.967 --> 01:35:50.507

Phil: Yeah, I know it's the end of your impressions, but you've got to put a bow on it somehow.

01:35:54.907 --> 01:35:55.847

Phil: So I'll just pick up here.

01:35:57.507 --> 01:36:06.947

Phil: So obviously you enjoyed the experience of The Game much more, and you don't think that that was influenced by how much you appreciate and enjoy it.

01:36:07.007 --> 01:36:11.287

Phil: You enjoy Sky, but just more of an awareness of where the creators were coming from.

01:36:12.207 --> 01:36:16.247

Phil: I went into Journey Hostile because I hated Flow and I hated Flower.

01:36:16.847 --> 01:36:26.587

Phil: I liked Flower a little bit better than Flow, but not by much because it relied on six axis controls and they were absolutely horrible and the game was barely playable.

01:36:27.127 --> 01:36:29.907

Phil: And so I actually quite enjoyed Journey when I played it.

01:36:30.227 --> 01:36:32.407

Phil: I found it to be a good game at the time.

01:36:34.047 --> 01:36:46.527

Phil: I was distracted, as were you, with the hype-like critical praise it was receiving, but I still thought it was probably my top ten of games for that year because it was so unique and different and well executed.

01:36:48.747 --> 01:36:52.847

Phil: So you're now leaving Journey with a favorable impression.

01:36:53.307 --> 01:37:09.747

Tom: Yeah, I ended up really, really enjoying it and I would agree with your impressions of it at the time much more now and it certainly stands out as an original and iconic game of that generation.

01:37:09.767 --> 01:37:17.667

Tom: I think it does indeed deserve praise even if the praise didn't necessarily describe it particularly well.

01:37:17.867 --> 01:37:29.547

Tom: And definitely I will say I had better experiences with other players this time and you can really see similarities with what they were doing in Sky there.

01:37:29.807 --> 01:37:42.707

Tom: Sky is very much built on journey with less of a focus on the slowing you down and letting you then reach grandiose peaks.

01:37:43.907 --> 01:37:47.907

Tom: But still very much the dynamic of other players is there in Sky.

01:37:48.567 --> 01:37:57.347

Phil: I just went to our never updated or used scores archive on The Game under.net and I gave it a 9 out of 10 in 2013.

01:37:57.407 --> 01:38:00.787

Phil: And you can listen to my impressions of the game in episode 22.

01:38:02.567 --> 01:38:03.707

Tom: Did I give it a score?

01:38:04.167 --> 01:38:04.827

Phil: You did not.

01:38:05.467 --> 01:38:07.187

Tom: I've got to give it a score now, I just realised.

01:38:07.207 --> 01:38:08.847

Tom: And I just got the dice to do so.

01:38:12.547 --> 01:38:17.627

Tom: And it gets a 9, no, an 8 out of 10.

01:38:18.367 --> 01:38:19.447

Phil: 8 out of 10, very good.

01:38:19.467 --> 01:38:22.087

Phil: I'll add that to the scores archive.

01:38:23.367 --> 01:38:29.407

Phil: And yeah, I just clicked on the link for episode 22, which I think was called Jenova's Witness.

01:38:30.907 --> 01:38:32.927

Phil: And I actually gave it a long review.

01:38:32.947 --> 01:38:38.867

Phil: It went from minute 17 to minute 35, and then we spent four hours in a Killzone minute.

01:38:39.107 --> 01:38:42.267

Phil: So, sounds typical to the time.

01:38:42.807 --> 01:38:45.287

Phil: The name of that episode was indeed Jenova's Witness.

01:38:45.487 --> 01:38:47.087

Phil: So, that's great.

01:38:47.107 --> 01:38:48.687

Phil: So, you are now Jenova's Witness.

01:38:48.847 --> 01:38:50.487

Tom: Yes, I am a believer.

01:38:51.067 --> 01:39:01.287

Phil: You are going to give us final impressions of your game, Sky, even though it's hard to imagine, given that you have given such wonderful full impressions prior in the written form and on this podcast.

01:39:01.427 --> 01:39:12.727

Tom: Yes, well, I can now give final impressions, given that I have unlocked all of the elders, which I believe means that I have technically finished the game.

01:39:13.827 --> 01:39:17.147

Tom: And a couple of things to note.

01:39:18.067 --> 01:39:31.067

Tom: I don't really need to go into much details or impressions, but it is basically a MMORPG, so it has been a fascinating experience watching the game change over its lifetime.

01:39:31.107 --> 01:39:35.087

Tom: It must be getting on to being about a year old now or around that.

01:39:35.807 --> 01:39:37.047

Phil: Oh, more, I'd say, yeah.

01:39:37.047 --> 01:39:58.487

Tom: Yep, and when you get to a certain level, the interest in the game, other than trying to be as efficient as possible in collecting candles and making friendships to trade hearts with people, is looking for glitches and exploits and things like that.

01:39:58.567 --> 01:40:04.767

Tom: And a lot of it has seemed like it is deliberate, and a lot of it has seemed like it isn't.

01:40:05.187 --> 01:40:29.607

Tom: But that has made for a really fascinating and interesting high-level play from one of the better terms, where you're able to find random candles in an area that you're not meant to get to from a level, random old spirits from former seasons that shouldn't be there, floating in the air.

01:40:31.547 --> 01:40:47.387

Tom: Again, in another area you're not meant to get to, how to get into an area that is meant to be a place to reward beta players and people that have bought a certain cape to support the company using glitches, things like that.

01:40:47.507 --> 01:41:00.407

Tom: And if that's deliberate, it is a brilliant way of doing high-level play, but one does suspect that perhaps it isn't, given that a lot of the stuff often gets fixed on and off.

01:41:00.927 --> 01:41:13.247

Tom: So maybe it is a happy accident that once you've been playing for a long time, you get to explore and break the game in interesting ways that are beneficial and fun.

01:41:13.467 --> 01:41:20.167

Tom: There are other things that are certainly deliberate that they have been adding to later seasons.

01:41:20.187 --> 01:41:24.227

Tom: For instance, I should add the seasons as they've gone along.

01:41:24.727 --> 01:41:32.547

Tom: To begin with, each season was at least a month long, and I think they have all been $15.

01:41:32.667 --> 01:41:45.747

Tom: And if you pay $15, what you end up with is getting extra items from the season and extra candles as you play and an extra candle by default each day.

01:41:46.107 --> 01:41:55.507

Tom: As they've gone along, the seasons have lengthened out to the point from 30 to 40 to now 60 days.

01:41:56.147 --> 01:42:11.447

Tom: And $15 to me is a bit ridiculous given that some of the seasons were just one month and essentially all they added was a spirit that you found in the normal areas of the game and a few extra items.

01:42:11.467 --> 01:42:14.787

Tom: That seemed like not really good value for money.

01:42:15.067 --> 01:42:18.507

Tom: But the latter seasons, the stories have got more complex.

01:42:18.767 --> 01:42:26.947

Tom: They've added areas with them and the spirits have been in the new areas and they're also significantly longer and also have more items.

01:42:26.967 --> 01:42:30.647

Tom: So it's more of a reasonable price now.

01:42:30.787 --> 01:42:42.747

Tom: And one of the most interesting things about the later season, which again one wonders if it was deliberate or not, but basically you could get to it before the season was out.

01:42:42.767 --> 01:42:45.047

Tom: You could get to the new area and go around.

01:42:46.607 --> 01:42:55.147

Tom: And in the area, there was a mechanic that was completely unlike anything else in the game, which was mushroom picking.

01:42:55.167 --> 01:43:08.447

Tom: There were two mushrooms floating around in the sky and with some really awkward flying or placing tables in the air, you could pick these mushrooms, each of which was worth a single candle.

01:43:08.847 --> 01:43:16.767

Tom: And there were two underground in the level, which you could get to through getting through a glitched hole in a wall.

01:43:17.347 --> 01:43:24.507

Tom: And when you were there, it featured one of the most difficult things in the game and one of the most fun things to do.

01:43:24.707 --> 01:43:34.487

Tom: Basically, you had a tiny little triangle of water, which you end up in after getting through the wall.

01:43:34.987 --> 01:43:39.067

Tom: And if you're in water, your light immediately starts depleting.

01:43:39.087 --> 01:43:41.527

Tom: Your light is the energy that you use to fly.

01:43:42.047 --> 01:43:49.047

Tom: If you go outside of that triangle, you fall off the map down and you end up back in the level where you're meant to be.

01:43:49.387 --> 01:43:54.687

Tom: There are two candles in the air, some distance away from the triangle.

01:43:55.307 --> 01:44:07.347

Tom: And like some areas in the game, when you're flying here, you can only fly in the fast way of flying, where you're basically flying like an aeroplane rather than a helicopter.

01:44:07.367 --> 01:44:10.107

Tom: Those are basically the two different ways the flying works.

01:44:12.987 --> 01:44:15.567

Tom: When you're flying like that, you can't pick the mushrooms.

01:44:15.867 --> 01:44:26.647

Tom: You have to be stationary, or at least flying vertically up and down to be able to pick them, which is impossible because you're stuck in the aeroplane mode of flying.

01:44:26.667 --> 01:44:58.347

Tom: What you have to do, and it is technically possible by yourself, but virtually impossible, is either build a bridge of tables from the water to the mushroom with one other friend placing tables with you, or many other friends if you want to be faster, or fly through the air, place a table, fly around in the air, try and land on the table, and then build a bridge from closer to it, or attempt to place the bridge right where the mushrooms are.

01:44:58.427 --> 01:45:13.427

Tom: It was by far the most difficult flying required in the game, and the most fun, and it was the best use of other players, and particularly your friends as well.

01:45:13.507 --> 01:45:26.347

Tom: So stuff like that has been great, but it's hard to tell whether it's deliberate or not, given that halfway through the season, they removed the mushrooms in an update.

01:45:26.987 --> 01:45:33.807

Tom: And the update that removed the mushrooms has been a general negative.

01:45:34.047 --> 01:45:37.987

Tom: It's altered the way you do a loud call.

01:45:38.207 --> 01:45:40.127

Tom: It's made it extremely awkward to do.

01:45:40.727 --> 01:45:50.987

Tom: It's meant that when you call, you can't see other players, only they can see you, which has made it feel like much less of a multiplayer game.

01:45:51.007 --> 01:45:55.987

Tom: It also means you don't know if there are many people around who might be able to help you open doors.

01:45:56.427 --> 01:46:07.707

Tom: It's made it more difficult to walk to your friends because the only way, when they're in a level with you, because the only way to do that now is through a deep call first, and deep calling is super awkward.

01:46:09.007 --> 01:46:12.967

Tom: There have been server issues with separating you from players as well.

01:46:13.867 --> 01:46:30.547

Tom: So, over the length of the game, as you would expect in an MMORPG, there have been ups and downs, but still, I would say that it definitely lives up to its place as the fifth best game of the decade.

01:46:31.767 --> 01:46:33.947

Phil: Yeah, it was released in July of last year.

01:46:33.967 --> 01:46:38.507

Phil: It's now available on Android, and it is cross-playable across those platforms.

01:46:38.527 --> 01:46:40.787

Tom: Yep, I know many Android players on it.

01:46:40.807 --> 01:46:42.787

Phil: Yep, and it's going to be coming...

01:46:43.027 --> 01:46:54.007

Phil: Things have been disrupted, obviously, but it was supposed to be coming to Switch and PlayStation 4 in the summer in the Northern Hemisphere, so hopefully that will still happen, and I'll pick it up on the Switch at that point.

01:46:55.887 --> 01:47:05.587

Phil: Yeah, because certainly it's got a lot of good things going for it, including it was written by Jenny Kong, which I think was one of the playable characters in Donkey Kong Country 3.

01:47:06.747 --> 01:47:26.967

Tom: And I should also add another good thing they've done is they've had double heart events, where when you trade with people, you get two hearts, and extra candle events as well, which really make the grinding nature of the game less of a pain at times.

01:47:26.987 --> 01:47:30.667

Tom: So they're always something to look forward to.

01:47:30.687 --> 01:47:46.907

Tom: And they've also had spirits from former seasons return, so if you didn't get the seasonal pass, or you were unable to get that spirit and their items in that season, you still have a chance of getting them in the future.

01:47:47.047 --> 01:47:55.727

Tom: They are tremendously expensive, so the purpose is obviously to get people to buy candles, but it's still a nice gesture to have.

01:47:55.747 --> 01:48:07.227

Tom: And once you have got everything, it also gives you something to look forward to and a reason to continue playing and getting normal candles rather than just the season related stuff.

01:48:07.247 --> 01:48:09.787

Phil: Okay, well is that it for Sky for now?

01:48:09.927 --> 01:48:39.487

Tom: The last thing I have to bring up is, and I wonder if this extends to mobile games in general, and there is evidence to suggest it would, is once you get to know people in the game, you realise that this is the reverse of PC gaming, where in PC gaming and console gaming, I should add, the assumption is that everyone is a man or boy and anyone claiming otherwise is fake.

01:48:40.327 --> 01:48:48.667

Tom: And if they are, even if they are a real girl, it's a momentous, shocking event that is just incomprehensible.

01:48:49.527 --> 01:49:03.767

Tom: The vast, vast majority of the people that I know on Sky are all female, and many of them are shocked and disbelieving at my claims to be male sometimes.

01:49:03.787 --> 01:49:09.727

Tom: So this gender-based reaction is not limited to males.

01:49:10.087 --> 01:49:28.127

Tom: But the fascinating thing is that not only are many of these people on the game females, many, many of them also play on their mobile phones games like Call of Duty and Poo, or some people call it PUBG.

01:49:29.527 --> 01:49:41.387

Tom: So I wonder if the main reason for the gender disparity in console and PC gaming might not be so much the content as the platform itself.

01:49:41.807 --> 01:49:46.267

Phil: Yeah, it's the platform itself and you see that with the Kindle e-reader as well.

01:49:47.187 --> 01:49:59.367

Phil: The e-reader, the Kindle, because it doesn't have a cover, has enabled women and many people to start reading books that otherwise feel embarrassed to be reading on the bus or the subway or whatever.

01:49:59.907 --> 01:50:09.287

Phil: And I think if you look like you're checking in on Facebook where you can play whatever game you want, you're not going to get judged to be a gamer girl or someone who's playing video games.

01:50:09.767 --> 01:50:10.327

Tom: Exactly.

01:50:10.387 --> 01:50:12.347

Phil: There's a lot of stereotypes around that.

01:50:13.567 --> 01:50:17.267

Phil: With that, are you done with Sky in terms of your impressions?

01:50:17.727 --> 01:50:18.387

Tom: Yes, I am.

01:50:20.347 --> 01:50:32.307

Tom: So if something new comes up, we'll talk about it, but that's the extent, that's the small details that need to be added from playing an online multiplayer game for a long period of time.

01:50:32.667 --> 01:50:34.867

Phil: Yeah, it's great.

01:50:34.887 --> 01:50:43.827

Tom: It has its ups and downs, but it is nevertheless retaining much of the things that makes it great over time.

01:50:44.367 --> 01:50:47.067

Phil: And we'll talk about it when I pick it up on Switch, no doubt.

01:50:47.267 --> 01:50:50.107

Phil: And if it has cross-play, maybe you can help me out.

01:50:50.527 --> 01:50:51.167

Tom: Well, it should.

01:50:51.607 --> 01:50:53.147

Tom: It's full of Android players now.

01:50:53.767 --> 01:50:54.687

Phil: Yeah, that's great.

01:50:54.767 --> 01:51:08.987

Phil: So I don't want to rush you, but I did want to remind everyone since the last podcast, episode 1-2-3, I have put up, speaking of SNES games, the lore of Namco's 1993 vehicle combat game Battle Cars.

01:51:09.047 --> 01:51:11.287

Phil: And you've got to check out that box art.

01:51:11.407 --> 01:51:12.107

Phil: It's amazing.

01:51:13.947 --> 01:51:18.107

Phil: You have put a impression of a game called Ghostrunner.

01:51:19.827 --> 01:51:20.687

Tom: Another demo.

01:51:21.367 --> 01:51:21.627

Phil: Yep.

01:51:22.067 --> 01:51:23.107

Phil: And another demo.

01:51:23.127 --> 01:51:23.767

Phil: But that's all right.

01:51:24.527 --> 01:51:27.267

Phil: It's just as good as the first impression of a game.

01:51:27.427 --> 01:51:36.347

Phil: And then I put up episode 1-24, which I left off some obituaries, but basically it's a short 45-minute show which has our obituaries.

01:51:36.367 --> 01:51:39.907

Phil: There's one creepy moment where we're obiturizing...

01:51:42.187 --> 01:51:42.867

Phil: What's his name?

01:51:43.167 --> 01:51:43.927

Phil: The fan number.

01:51:44.427 --> 01:51:47.847

Phil: Again, disrespecting his memory here by forgetting his name.

01:51:47.867 --> 01:51:50.567

Phil: Yamauchi, the CEO.

01:51:50.627 --> 01:51:54.667

Phil: And I said, yeah, he's dead, and one day we'll be doing an obituary of Iwata.

01:51:55.867 --> 01:51:56.707

Tom: One day we were.

01:51:56.987 --> 01:51:57.787

Phil: One day we were.

01:51:58.367 --> 01:51:59.747

Phil: So that's worth a short listen.

01:51:59.767 --> 01:52:03.807

Tom: I should add random acts still holds up.

01:52:05.467 --> 01:52:06.407

Phil: Okay, yep.

01:52:06.647 --> 01:52:11.667

Phil: And then the other thing I was really amazed by and interested in was this art of the rally.

01:52:13.107 --> 01:52:24.547

Phil: Maybe we can talk about that on the next show, but if you can't wait, go to gameunder.net, link on, hit on the top story, art of the rally or art of rally demo that you wrote about.

01:52:26.147 --> 01:52:28.487

Tom: Did we ever talk about Absolute Drift on the show?

01:52:28.507 --> 01:52:29.807

Phil: No, we didn't.

01:52:31.067 --> 01:52:32.647

Tom: That's a strange omission.

01:52:33.367 --> 01:52:39.887

Phil: Yeah, well, we've got enough content for another show already, I think, here, so maybe we'll be back again soon-ish, hopefully.

01:52:41.747 --> 01:52:55.527

Phil: And then I'll also edit on the 15-minute review I gave of Journey from episode 22 to the end of this show as well, so stick around for that if you're interested in listening to a really poor quality audio recording from seven years ago.

01:52:55.547 --> 01:52:58.907

Phil: Even worse content.

01:52:59.067 --> 01:53:00.927

Phil: And to younger hosts.

01:53:01.167 --> 01:53:03.307

Phil: So with that, I thank you for joining me.

01:53:03.427 --> 01:53:04.567

Phil: I am Phil Fogg.

01:53:05.227 --> 01:53:17.107

Tom: I'm Tom Towers, and I should add, we did not stop at episode 70 or whenever we were supposed to and hold out for our fanfunding, I'm sorry to say.

01:53:17.287 --> 01:53:18.347

Tom: That's pretty pathetic.

01:53:18.767 --> 01:53:21.907

Phil: I believe the fanfunding will come soon.

01:53:23.487 --> 01:53:24.267

Tom: Any day now.

01:53:24.667 --> 01:53:25.327

Phil: Any day now.

01:53:25.367 --> 01:53:27.687

Phil: Here's episode 22 where we talk about Journey.

01:53:31.887 --> 01:53:32.727

Tom: That's a shame then.

01:53:32.807 --> 01:53:35.787

Phil: Yeah, it is, but you know, I wasn't really expecting it.

01:53:35.807 --> 01:53:37.407

Phil: I bought this just so I could play Journey.

01:53:37.967 --> 01:53:38.887

Tom: Yeah, true.

01:53:38.907 --> 01:53:41.167

Phil: So I'm going to continue this monologue.

01:53:41.187 --> 01:53:46.247

Phil: People are going to be sick of hearing my voice, but we'll go on with Journey.

01:53:46.327 --> 01:53:48.007

Phil: Now, you have played this game.

01:53:48.027 --> 01:53:49.127

Phil: Have you reviewed it anywhere?

01:53:49.867 --> 01:54:01.727

Tom: I have not reviewed it, but not on this podcast, but on one of the last episodes, or rather most recent, fingers crossed, episodes of the VG Press with Arnie.

01:54:02.187 --> 01:54:04.687

Tom: We did pretty in-depth impressions on it.

01:54:04.907 --> 01:54:10.887

Phil: That's right, in episode 136 of The Press Room, available at thevgpress.com.

01:54:11.447 --> 01:54:20.827

Phil: Now, I edited that show, but I didn't appear on it, and I don't remember your impressions of it, so why don't you give me a break and tell me, recap to our listeners, what you thought of it.

01:54:21.747 --> 01:54:23.427

Tom: Well, here's the thing.

01:54:23.887 --> 01:54:37.907

Tom: Going into it, on the VG Press, there had been this hilarious reaction to the game where basically everyone either thought it was literally the greatest game ever created or the worst game ever created.

01:54:38.447 --> 01:54:45.947

Tom: So going into it, I had huge expectations for it, either to be total and utter shit or completely awesome, right?

01:54:46.347 --> 01:54:54.107

Tom: And generally when there's something that people either love or hate, I'm almost always on the love end of the scale.

01:54:54.627 --> 01:54:55.067

Phil: Really?

01:54:55.087 --> 01:55:03.027

Tom: Here though, when I actually did eventually play it, my reaction was, you could say disappointment, but I would say apathy.

01:55:03.827 --> 01:55:15.007

Tom: It just didn't, nothing in it grabbed me, and the thing that most bothered me about it was, throughout the entire game, it is screaming on the top of its voice that this is not a game.

01:55:15.027 --> 01:55:21.767

Tom: This is something new, innovative, cool and awesome, and you should probably suck our dicks because we're that fucking awesome.

01:55:22.327 --> 01:55:31.747

Tom: Yet at the same time, there was so much gamey shit in there that just completely ate away at all the interesting presentation things that they were doing.

01:55:32.067 --> 01:55:53.007

Tom: Like the stupid fucking invisible walls and the incredibly obnoxious way they tried to cover them up and the really stupid gamey puzzles and things like that just bothered me so much because the presentation, a general tone of the game was saying that we're not doing this stuff, and yet they blatantly are.

01:55:53.307 --> 01:55:55.147

Phil: So now, there's probably plenty of...

01:55:55.487 --> 01:55:59.467

Tom: Which probably sounds much harsher than my actual reaction, but I did enjoy it.

01:55:59.847 --> 01:56:01.727

Phil: You did enjoy the actual gameplay of it.

01:56:02.327 --> 01:56:09.187

Phil: And we have plenty of listeners who probably haven't played this because it was a Sony exclusive and will ever be.

01:56:10.507 --> 01:56:16.547

Phil: And it's made by That Game Company, which was founded by Genova Chen and Kelly Santiago.

01:56:16.567 --> 01:56:19.707

Phil: They went through USC's game development school.

01:56:20.367 --> 01:56:23.167

Phil: And they're a small team based in Los Angeles.

01:56:24.107 --> 01:56:26.767

Phil: And basically, it's a...

01:56:26.947 --> 01:56:33.187

Phil: If you take Flow and Flower, it's an evolution of those two things.

01:56:33.207 --> 01:56:37.347

Phil: So Flow was a 2D game where you went around eating stuff and you grew a long tail.

01:56:37.767 --> 01:56:41.387

Phil: Flower was a 3D game where you fly around growing, you know, getting a tail.

01:56:41.887 --> 01:56:46.107

Phil: In this game, they actually put you on the ground in a humanoid figure.

01:56:46.127 --> 01:56:51.307

Phil: So you're not some microscopic fish thing or you're not some colors of the wind.

01:56:51.687 --> 01:56:55.307

Phil: You're an actual humanoid with legs that you can control.

01:56:55.327 --> 01:56:55.927

Tom: Wait, wait, wait.

01:56:55.947 --> 01:56:56.987

Tom: Towers of the Wind.

01:56:57.027 --> 01:56:59.047

Tom: That's an indie game waiting to happen.

01:56:59.287 --> 01:57:03.387

Phil: I think Disney probably has something to say about that.

01:57:04.187 --> 01:57:06.907

Phil: The good thing is they go back to dual analog stick control.

01:57:07.147 --> 01:57:10.687

Phil: So it's like traditional controls of a humanoid.

01:57:10.787 --> 01:57:18.967

Phil: And basically you start the game and your goal is to walk from one side of this world to another, in effect describing the title Journey.

01:57:19.887 --> 01:57:28.187

Phil: So I would say that the gameplay, basically if Flower is a flight sim, this is a SSX type game.

01:57:28.207 --> 01:57:36.107

Phil: This is a snowboarding game, which is really funny when you consider the highfalutin setting and message behind the game.

01:57:36.887 --> 01:57:40.627

Tom: SSX in reverse, basically, because you're going up the hill instead of down it.

01:57:40.947 --> 01:57:42.547

Phil: Yeah, you're going up and down hills.

01:57:42.567 --> 01:57:45.387

Phil: I mean you walk up the hills and you can surf down them.

01:57:45.627 --> 01:57:48.587

Tom: Yeah, but the general intent is to go up.

01:57:49.187 --> 01:57:49.547

Tom: That's...

01:57:50.607 --> 01:57:51.667

Tom: That's where the game ends.

01:57:51.967 --> 01:57:54.267

Phil: Yeah, I guess so, at the very end.

01:57:54.667 --> 01:57:58.247

Phil: And you will get to the end fairly quickly.

01:57:58.267 --> 01:57:59.667

Phil: It's only a 70-minute game.

01:57:59.707 --> 01:58:03.567

Phil: I thought that the surfing aspect of the game was quite satisfying.

01:58:03.807 --> 01:58:04.227

Phil: Indeed.

01:58:04.307 --> 01:58:05.767

Phil: I think they did a very good job.

01:58:05.787 --> 01:58:07.507

Tom: The sand was awesome.

01:58:07.627 --> 01:58:09.067

Phil: The sand was amazing.

01:58:09.087 --> 01:58:12.567

Phil: They got the physics of the sand down perfectly, I thought.

01:58:12.587 --> 01:58:13.947

Phil: And also the sense of...

01:58:14.127 --> 01:58:31.587

Tom: It's even funnier after watching the documentary, the behind-the-scenes feature on Uncharted 3, where there's this humongous game with like $20 million spent on it and talking for like one hour on how amazing their sand physics is.

01:58:31.787 --> 01:58:37.767

Tom: Then That Game Company comes along with a couple of hundred thousand, maybe a few million and just shits all over them.

01:58:37.767 --> 01:58:39.107

Phil: Yeah, absolutely.

01:58:39.287 --> 01:58:48.067

Phil: And the Santa Monica Studio, the God of War Sony Studio does provide some assistance to That Game Company, we should add.

01:58:48.307 --> 01:58:51.667

Phil: They might be standing on the shoulders of giants for some of this stuff.

01:58:52.427 --> 01:59:00.727

Phil: Certainly the stuff that they do in-house, the actual concept and art and music and the basic programming.

01:59:01.667 --> 01:59:04.867

Phil: But the fit and finish on this game is top shelf.

01:59:05.047 --> 01:59:31.087

Phil: I mean, this is, if you want to look at something that's been well constructed in terms of its presentation, and as I said about the last game, production values, this is really a showpiece that Sony has shined as a signpost of, look at what a video game can be from everything from, you know, the custom fonts and the menu layout to its presentation, which is, you know, dreamlike.

01:59:31.207 --> 01:59:33.447

Phil: It's basically a lucid dream type setting.

01:59:34.747 --> 01:59:53.827

Phil: So I thought that the actual physical gameplay of surfing around was fun, and then also you can walk around and hop on the scarf of your friend, and this is perhaps the most notable thing about the game, is it has a really passive online multiplayer.

01:59:54.227 --> 02:00:00.727

Phil: The only way to really play this game and get the most out of it is to play online multiplayer, and that is basically just a sign on the PSN.

02:00:01.627 --> 02:00:09.247

Phil: During the course of the game, you'll see other people just turn up, and they won't have their PSN IDs floating above their heads.

02:00:09.267 --> 02:00:12.587

Phil: There's nothing to really say that they are a human at all.

02:00:13.327 --> 02:00:17.347

Phil: In fact, when I first interacted with them, I wasn't sure if this was just...

02:00:17.807 --> 02:00:20.867

Phil: I assumed, in fact, that this was just the game AI.

02:00:20.887 --> 02:00:22.327

Phil: These were non-playable characters.

02:00:22.407 --> 02:00:28.647

Phil: But after walking along with one of these for a while, it was very clear that this was some other human being.

02:00:29.627 --> 02:00:33.047

Phil: Because the AI was not AI.

02:00:33.887 --> 02:00:42.927

Phil: And it was actually revealing to see how bad AI is in games, because as soon as you see a human actor that you thought was an NPC, you're like, that's just too...

02:00:43.627 --> 02:00:47.427

Phil: Yeah, you can tell immediately that this is a real human, not a bot.

02:00:48.067 --> 02:00:51.327

Phil: And that was really kind of shocking, because it was so seamless.

02:00:51.547 --> 02:01:05.587

Phil: Because you know, as we've gone on before, whenever we've gone to play online, particularly on PSN, it's usually like a big, long ordeal of Skyping each other, finding the lobbies, invites, the whole thing.

02:01:05.607 --> 02:01:21.467

Phil: And what this small company has been able to do is basically take the archaic infrastructure of PSN and provide this flawless online multiplayer where, even if you don't like playing online, you're going to enjoy this, and it's going to touch you and move you in a way.

02:01:21.947 --> 02:01:23.507

Phil: So I thought that was notable.

02:01:23.747 --> 02:01:24.427

Tom: Indeed, agreed.

02:01:24.447 --> 02:01:29.027

Tom: That was easily the best part of the game, and I had no problems with that whatsoever.

02:01:29.047 --> 02:01:39.347

Tom: Except, I think I said I would have liked, if it was possible, to also specifically play with a friend, but that's not a criticism of what was actually there.

02:01:39.367 --> 02:01:44.247

Phil: One of the things they talked about in the making of, and by the way, this is an excellent collector's edition.

02:01:44.267 --> 02:01:46.187

Phil: We've talked about some duds recently.

02:01:47.127 --> 02:01:49.287

Phil: This is a great collection.

02:01:49.307 --> 02:01:55.387

Phil: They've got the full soundtrack, which they make exportable to USB, and the artwork.

02:01:55.547 --> 02:02:00.167

Phil: So there's an option right there where you can just get the soundtrack and the artwork off of the disc.

02:02:01.127 --> 02:02:03.547

Phil: It's got game commentaries from various people.

02:02:03.667 --> 02:02:06.347

Phil: You can pick who you want to listen to, and videos as well.

02:02:07.347 --> 02:02:08.267

Phil: It includes three...

02:02:08.767 --> 02:02:10.607

Phil: I'm reading bullet points, people, can you tell?

02:02:11.067 --> 02:02:14.967

Phil: It's got three additional mini games on there that they made at a game jam.

02:02:15.867 --> 02:02:17.667

Phil: Yeah, making of video.

02:02:18.367 --> 02:02:19.907

Phil: It's all really well done.

02:02:20.347 --> 02:02:36.767

Phil: What they were talking about in that making of video, Kelly Santiago was talking about how when you walk along a trail, and you are out bush walking or whatever, in the city if you walk past someone, you don't say hello to them, right?

02:02:36.787 --> 02:02:43.227

Phil: But if you're walking along a bush trail and you haven't seen someone for 20 minutes and someone else comes along, you know, you're sharing something.

02:02:43.247 --> 02:02:51.227

Phil: And you'll say hello to them or smile or some small comment, because there's something that you're both sharing that no one else is experiencing at that time.

02:02:51.247 --> 02:03:13.787

Phil: So I think that the reason why they don't let you pick who you go along with is because the very fact that you're sharing this secret or this journey with a stranger somehow makes it much more intimate and touching, as opposed to doing it with your buddies, where you could be goofing off all the time or talking over Skype with each other, saying, oh, well, isn't this shitty?

02:03:13.927 --> 02:03:16.307

Phil: Or, you know, this sort of stuff.

02:03:16.907 --> 02:03:19.307

Tom: But here's an idea for you to consider.

02:03:20.067 --> 02:03:23.047

Tom: What if you could unlock the ability to play with someone you know?

02:03:23.547 --> 02:03:28.207

Phil: I was just about to say, yeah, after you've beaten the game once, it would be great if that wasn't unlockable.

02:03:29.807 --> 02:03:43.967

Phil: I think the other reason, perhaps the real reason, is obviously this would then create a higher level of, perhaps, programming and development time and all the rest of it.

02:03:43.987 --> 02:03:53.807

Tom: Another thing to consider would also be, would mean that you will get less people for the normal multiplayer, because you will get more people who's playing through it a second or third time.

02:03:55.107 --> 02:03:56.047

Phil: And it's really cool.

02:03:56.067 --> 02:04:02.867

Phil: Like I said, there's no PSN IDs until after the credits roll, and then they show you who you went along with this journey with.

02:04:04.907 --> 02:04:06.367

Phil: And I thought that's notable.

02:04:06.687 --> 02:04:11.647

Phil: I thought what was groundbreaking was the communication that you have with this other person.

02:04:12.587 --> 02:04:14.627

Phil: You can only make this peeping noise.

02:04:15.107 --> 02:04:16.427

Phil: It's like a beep, basically.

02:04:16.447 --> 02:04:19.467

Phil: It's a single tone to let the player know something.

02:04:19.547 --> 02:04:22.567

Phil: So, you know, you can...

02:04:22.787 --> 02:04:27.967

Phil: And just how amazing it was to be able to communicate all these very different things with just this one beep.

02:04:28.907 --> 02:04:42.187

Phil: So, you know, if something dramatic just happened and you just evaded a boss, then you'll sound like a couple of birds chattering away because you'll be all beep, and then the other person will be all beep, beep, beep, beep, beep.

02:04:43.147 --> 02:04:49.587

Phil: And I found that to be wonderful, and it was somewhat amazing to me that you could communicate so much.

02:04:49.607 --> 02:04:52.527

Phil: So, you might say thank you, and they might say you're welcome.

02:04:52.847 --> 02:04:58.707

Phil: And you're just using this one beep, but you know what they're saying and they know what you're saying somehow.

02:04:59.727 --> 02:05:13.667

Phil: And it really made me felt like now when I listen to birds, you know, how much challenging or how much joy can come from that, because they're communicating all these things just with a few simple tones and not having a real vocabulary.

02:05:13.847 --> 02:05:16.687

Tom: Well, that depends on the bird species, of course.

02:05:17.407 --> 02:05:18.387

Phil: Yeah, it does.

02:05:19.087 --> 02:05:22.547

Phil: But, you know, I'm just thinking like, I thought that was a really great thing.

02:05:24.187 --> 02:05:33.867

Phil: And for a game to bring me a couple of very new and different experiences was, you know, obviously very notable for me.

02:05:33.887 --> 02:05:34.127

Phil: Yep.

02:05:35.147 --> 02:05:36.287

Tom: I can see where this is going.

02:05:36.947 --> 02:05:39.087

Phil: Yeah, I think it was brilliantly done.

02:05:39.187 --> 02:05:41.367

Phil: I think this is the thing.

02:05:42.427 --> 02:05:45.427

Phil: I was amazed to find out that this was a Western company that made this game.

02:05:46.107 --> 02:05:47.647

Phil: And as a result, yeah.

02:05:48.407 --> 02:05:49.707

Tom: Seems very Western to me.

02:05:49.967 --> 02:05:53.167

Phil: To me, it seems very Japanese.

02:05:53.847 --> 02:05:54.307

Tom: How come?

02:05:54.467 --> 02:05:59.327

Phil: Because you might remember a time when Japanese games were weird and quirky and innovative.

02:06:01.427 --> 02:06:06.847

Phil: And Western games were by the book, sports games, shooters, that sort of thing.

02:06:06.867 --> 02:06:11.107

Tom: Okay, so as opposed to there being some sort of cultural thread that you picked up upon.

02:06:12.147 --> 02:06:12.807

Phil: Exactly.

02:06:12.907 --> 02:06:13.327

Tom: Gotcha.

02:06:13.347 --> 02:06:14.007

Phil: Exactly.

02:06:14.167 --> 02:06:21.687

Phil: Even though Jenova Chen does speaking in English as a second language, which is why he says he doesn't include speaking in his games, because he has nothing to say in English.

02:06:21.767 --> 02:06:22.027

Tom: Yep.

02:06:22.487 --> 02:06:29.907

Phil: And he wants his games to be, you know, even though he's an American, he wants his games to be, you know, to speak to his audience.

02:06:30.187 --> 02:06:34.367

Phil: So he keeps it without language, which he notes also makes it easy to localize.

02:06:34.407 --> 02:06:34.647

Phil: Yep.

02:06:35.207 --> 02:06:54.907

Phil: So I think it is funny that, you know, Japanese games used to be the quirky, funky, innovative games, and the Western games used to be the boring ones, but now it's the Westerners who are doing all the quirky, ridiculous games, and the Japanese are making Lost Planet 3 and other games to appeal to Western sensibilities.

02:06:54.967 --> 02:06:55.907

Tom: Resident Evil 6.

02:06:56.647 --> 02:06:56.967

Phil: Yep.

02:06:57.527 --> 02:06:58.347

Phil: Perfect point.

02:06:58.567 --> 02:06:59.487

Phil: So, I don't know.

02:07:00.867 --> 02:07:02.627

Phil: I would probably give it a 10.

02:07:02.647 --> 02:07:11.627

Phil: I could be convinced to give it a 9, but my feeling right now is I give it a 10 because it was such an enjoyable experience.

02:07:11.647 --> 02:07:15.147

Phil: I played it from start to finish in one sitting after a very long day.

02:07:16.327 --> 02:07:20.227

Phil: Like I said, it only took me 70 minutes, and it's a game that I will play again.

02:07:20.247 --> 02:07:36.287

Phil: And I thought it was basically getting all of those points for production value, innovation, originality, and then the passive online mode and groundbreaking communication mode.

02:07:37.667 --> 02:07:38.567

Phil: I thought it was brilliant.

02:07:38.987 --> 02:07:42.787

Phil: You know, we really should have probably had Rob Lozak on this episode.

02:07:42.827 --> 02:07:50.247

Phil: He's on a couple of shows ago with our special Nintendo correspondent because I know he has the exact opposite view of these two games as I.

02:07:50.267 --> 02:07:52.247

Tom: I believe the score is a zero out of ten.

Phil: For Journey?

Tom: Yeah.

Phil: And he said Flower was a, quote, real game, and it is a real game.

Phil: I will give it that, but it's not much fun.

Tom: Well, it does sound like the main reason for that is the controls.

Phil: Oh, absolutely.

Tom: Yeah.

Phil: I was actually shocked that there was no way to, like, select dual analog for that.

02:08:15.907 --> 02:08:17.987

Phil: But he's not alone in his praise for that game.

Phil: Flower received Best Independent Game Fueled by Do in the 2009 Spike Video Game Award.

Tom: That is, as in Mountain Dew?

Phil: Yes.

Tom: And what does that even mean?

Phil: It means that Mountain Dew paid the Spike Video Game Award to say that this was the best independent game fueled by Dew.

Tom: How exactly was it fueled by Mountain Dew?

02:08:43.527 --> 02:08:47.427

Phil: Well, the best independent game part was fueled by Dew, the actual award.

02:08:48.707 --> 02:08:53.667

Tom: I was hoping this was made under some sort of Mountain Dew binge, something like that.

02:08:54.067 --> 02:08:56.547

Phil: No, I don't think they have stringent testing standards for that.

02:08:56.567 --> 02:08:59.647

Phil: They just apply that award willy-nilly.

02:08:59.647 --> 02:09:00.467

Phil: Okay.

02:09:00.507 --> 02:09:01.487

Phil: They don't go into it.

02:09:01.507 --> 02:09:02.687

Tom: That should be a game jam.

02:09:02.747 --> 02:09:06.747

Tom: You go to the game jam and the only thing you're allowed to subsist on is Mountain Dew.

02:09:07.367 --> 02:09:10.767

Phil: I think that's pretty much the case in these game jams anyway.

02:09:11.167 --> 02:09:13.147

Tom: They probably have Doritos as well though now.

Phil: Yeah, yeah.

Phil: Now, I didn't tell you what happened at the video game store.

Tom: No, you didn't.

Tom: But before we move on from Journey, because this game is both finished, and we've been getting out of the habit of doing this, but we need to get back to our proper, genuine official scores, which means I've got to give it a score as well.

Phil: But you've already given it a score, haven't you?

Tom: Yeah, but not on this podcast.

02:09:34.427 --> 02:09:36.967

Phil: Okay, all right, so I'm going to give it a 10.

02:09:36.987 --> 02:09:38.107

Tom: Yep, you've given it a 10.

02:09:38.127 --> 02:09:40.167

Tom: I give it a 6 out of 10.

02:09:40.367 --> 02:09:43.847

Tom: And I don't really disagree with much of what you said.

02:09:43.867 --> 02:09:50.707

Tom: The things that you enjoyed about the game the most, I fully embrace as well, and that's why it doesn't get a 5 out of 10.

02:09:50.727 --> 02:09:55.187

Tom: So that gives us an average of 16 out of 20, I believe.

02:09:56.307 --> 02:09:59.467

Tom: So that's our official Game Under score for Journey.

02:09:59.707 --> 02:10:00.387

Phil: Yeah, right on.

02:10:00.647 --> 02:10:02.447

Phil: Someone should be keeping track of all of these.

02:10:02.547 --> 02:10:03.767

Tom: Yeah, well, yeah.

02:10:03.787 --> 02:10:07.607

Tom: We should have a long compendium of scores on the website.

02:10:08.147 --> 02:10:12.367

Phil: And then we can get out awards and then notify the developers that they've been given.

02:10:12.567 --> 02:10:13.047

Tom: Exactly.

02:10:13.067 --> 02:10:14.407

Phil: 16.5 out of 20.

02:10:15.327 --> 02:10:16.107

Phil: It's a good system.

02:10:16.727 --> 02:10:17.307

Tom: Absolutely.

Game Under Podcast 124

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Intro
0:00:05 Game Under Obituries
Feature
0:00:48 Hiroshi Yamauchi
0:08:14 Nelson Mandela
0:12:22 Richie Benaud
0:15:45 Saturo Iwata
0:21:55 Sean Price
0:29:34 Rick May
Outro
0:39:33 Thanks for Listening

Transcript

Phil: Hi everyone, this is Phil Fogg.

Phil: I'm not joined by Tom Towers this week, sadly, because we're just going to do a special small show, basically after doing Rick May's obituary in our last episode.

Phil: For this episode, episode of The Game Under Podcast, I decided to go back and listen to some of our obituaries that we've run over the last seven years.

Phil: This is nothing that we do that's planned, as always it's impromptu and always irreverent.

Phil: And I thought it might be something that you could enjoy in these unprecedented times.

Phil: Thanks for listening.

Phil: Other bad news from Japan in, I guess, is Hiroshi Yamauchi has died.

Phil: He is the dude that ran Nintendo when it was in its NES era.

Phil: So basically, this is the guy responsible for the company that saved home console gaming, brought it back from the dead.

Phil: And so, he is dead now.

Phil: Dude was worth billion dollars, the th richest man in Japan at the time of his death, which makes you wonder, if he had billion and his other dudes richer than him, it's probably like Mike Toyoda.

Tom: Mike Toyoda?

Phil: Stan Hattach.

Tom: John Honda.

Phil: John Honda, Tim Sushi, and Frank Kickamont.

Tom: Or Pento.

Phil: Yeah, so he's dead.

Phil: I mean, do you have any strong feelings about this?

Tom: I'm just surprised that he is apparently so hated.

Tom: And it's all because he's sold rare, apparently.

Phil: Oh, is that why?

Tom: Yeah, apparently.

Phil: So here's the deal with him, right?

Phil: He was a hard motherfucker.

Phil: He was the guy that basically told the publishers, you can only produce three games on our NES each year, you know, which forced Konami, for example, to set up shadow companies like Ultra, so they could make Metal Gear Solid.

Phil: You know, there's all this stuff going, these shadow games going on.

Phil: And they made sure that they were the only manufacturer of the cartridges all the way up through the DS and DS era.

Phil: So, if you're a publisher, you can't make your own DS cart.

Phil: You have to submit your game to them.

Phil: They press it on the cart and on and on and on.

Phil: So, you know...

Tom: Was he the one that also monopolized the American games industry in that he did many deals with outlets so that they could only sell Nintendo consoles?

Phil: Yes, yes.

Phil: And this got, they got sued for that and there was regulation that followed.

Phil: He was in charge when they were in trouble for price fixing in the EU.

Phil: He's just a hard mother, you know.

Phil: He just ran things the way he wanted to run it.

Phil: He crushed small guys.

Phil: He probably was the guy who put the hit out for Gunpei Yokoi.

Phil: Undoubtedly.

Phil: Undoubtedly.

Phil: He probably killed him himself.

Phil: Ran him over.

Phil: So, he cuts, he puts a, drills a hole in the oil filter so his car stops on the freeway.

Tom: Yep.

Phil: And follows him and runs him down.

Phil: Yeah.

Tom: Absolutely.

Phil: I believe that, looking at him.

Phil: He owned a series of spas and stuff in Japan.

Phil: Now this has just turned into Hiroshi Yamauchi trivia.

Phil: We're not reading.

Tom: It's his loving obituary.

Phil: It's funny because we're not reading from notes.

Phil: I didn't do any research for this.

Phil: It's just general information you have about this dude.

Phil: He's the dude that probably knocked Nintendo for a couple of gens by insisting that they stick with the carts on the N

Phil: Yep.

Phil: Which, you know, from a technical perspective, I agree with, but from a market perspective, it was ridiculous because it made their games slower to manufacture, more expensive and less publisher-friendly.

Phil: And more expensive to buy, so yeah.

Phil: So he's dead.

Phil: And one day on this podcast, we'll be talking about Iwata being dead.

Tom: Can I ask, is there a way we can link him somehow to the Yakuza?

Phil: Oh, most definitely.

Phil: I mean, you're not the th most richest man in Japan who runs his business like it is a mob outfit.

Phil: Absolutely.

Tom: Yep.

Phil: You know this guy.

Phil: Yeah, absolutely.

Tom: So we could basically call this a Yakuza kills one minute.

Phil: Yes, and Yakuza is involved with Sega as well.

Tom: So perfect.

Tom: It all came together.

Phil: Thank you Well, first Yamauchi, now Tom Clancy.

Tom: Is dead.

Phil: Dead.

Phil: Age

Phil: And I thought...

Tom: Was he assassinated?

Phil: Um, it's unknown at this time, the cause of his demise.

Tom: Well, I'm putting my money on assassination.

Phil: Yeah, this is a man who sold his name to Ubisoft in

Phil: Ubisoft has said that they will continue pumping out Tom Clancy-inspired games.

Tom: Now, you say he sold his name to Ubisoft in

Tom: Why are you using that as an example?

Tom: Because Tom Clancy Games as a brand have existed long before then.

Phil: Mm-hmm, that's when they locked it in.

Phil: That's where they...

Tom: Okay.

Phil: Ubisoft can now...

Tom: So no one else could make Tom Clancy stuff after that?

Phil: Not games, no.

Phil: That's it.

Phil: They bought out his name.

Phil: So if you...

Phil: And Ubisoft can do anything they want with it.

Phil: They could bring out Scented Underwear.

Tom: Tom Clancy's Cooking Mama.

Phil: Tom Clancy's Cooking Mama.

Phil: That would have to be a joint with Majesco.

Phil: They could do Tom Clancy, Nancy Drew Mysteries.

Tom: Another joint project.

Phil: Click and Point Adventure, yeah.

Phil: So there you have it, dead.

Phil: And yeah, I just felt that you might want to just say something at his passing.

Phil: You know, I know how much you like Tom Clancy games and his novels.

Tom: I do actually like Tom Clancy games.

Tom: I'll have you know.

Phil: Oh, did you quite enjoy End War, the voice operated RTS?

Tom: That's my favorite Tom Clancy game, in fact.

Phil: Yeah, mine too.

Phil: I bought that, then I realized I don't have a microphone.

Phil: So I tried hooking up a SingStar one, but that was from a different region.

Phil: So it didn't go too well.

Tom: That's disappointing.

Phil: Yes, it is disappointing.

Tom: And yet, despite that, it's still your favorite.

Tom: I think that shows how good it was.

Phil: I think my favorite Tom Clancy game is probably Splinter Cell

Phil: What was the team squadron Tom Clancy, Ghost Recon?

Phil: Ghost Recon?

Tom: I am very, very disgusted by what you've said there.

Tom: I think we'll find the correct answer to that question is Rainbow Six.

Phil: Ah, Rainbow Six, yeah.

Phil: No, no, I'm thinking Ghost Recon.

Tom: That's the crappy one.

Phil: Yeah, the crappy one, I have a bunch of them on the Xbox, the Xbox real one, and I played a couple of minutes of that, and that was memorable.

Phil: So I just thought we'd put Tom Clancy to bed here and bit his memory, you know, fond voyages, Tom Clancy.

Tom: This is what happens when we have someone die who we can't link to the mafia in one way or the other.

Phil: Well, he's obviously linked to the CIA, which is a mafia of types.

Tom: Well, I did say he was assassinated.

Phil: Yeah, we do the worst obits.

Phil: If you have an enemy or a nemesis and you finally kill them off, please let us know.

Tom: Can you imagine what would have happened if I'd chosen to say anything after Ryan Davis had died?

Phil: Oh, yeah, no, yeah, I'm glad that you didn't.

Phil: So, in other news, unfortunately, we have to deliver the news.

Phil: Probably people haven't heard this yet.

Phil: This is eulogy that, on the face of it, doesn't have much of gaming currency.

Phil: But Nelson Mandela has died.

Phil: And this is-

Phil: Nelson Mandela.

Phil: He was a human rights leader from South Africa.

Phil: Little known of, little heard of.

Tom: I hadn't heard of him.

Phil: No, no.

Phil: He was a black man put in jail.

Tom: You mean African-American?

Phil: No, no, no.

Phil: Just a genuine African.

Phil: No American seed had infiltrated his DNA.

Phil: In any case, Nelson Mandela was an African who, for years, spent his time in jail.

Phil: And people were like, well, why are you guys talking about this guy no one's ever heard about?

Tom: Who was a criminal.

Phil: A criminal terrorist on The Video Game Podcast, right?

Phil: Well, the fact is that he had the stupidity, absolute lack of judgment to die a week before the PlayStation came out in his territory.

Phil: Now, the PlayStation is now available in countries, the Czech Republic, Greece, Turkey, Australia, South Africa.

Phil: This is approximately more, oh no, exactly more territories, or more territories rather than the Xbox One.

Phil: And, you know, I mean, the Xbox One isn't releasing in South Africa.

Phil: You know, obviously, racists.

Phil: But the PlayStation has now released in countries, including South Africa.

Phil: And had Nelson Mandela hung on for one more week, one can only think that he would have been playing Resogun, Assassin's Creed

Tom: Killzone Shadow form?

Phil: Killzone Shadow form.

Phil: So, I mean.

Tom: Or he might have been playing Call of Duty Ghosts.

Phil: He may have been playing Call of Duty Ghosts, or watching Alcatraz.

Tom: Had the Xbox One come out by that stage?

Phil: No, not in South Africa, sadly.

Phil: And that may have.

Tom: Maybe what happened was, he was a, as we know, he'd been sick for a while.

Phil: Yep, very sick.

Tom: Yep, so he was a Nintendo fanboy, and had the Wii U.

Tom: And so he was holding on, holding on for the PSlaunch to fail, as the Wii U's had, right?

Tom: Then elsewhere, the sails were through the roof, and that was it.

Tom: He couldn't go on, and he didn't want to see it happen in South Africa as well.

Phil: That was it for him.

Phil: And I mean, this is so sad.

Phil: Here's a man who obviously had...

Tom: Loved the Wii.

Phil: Loved the Wii.

Tom: And the Wii U.

Phil: Loved his Wii.

Phil: All those years in jail, he would have been playing his SNES, his GameCube.

Phil: Upon release, Winnie would have introduced him to the Wii, and sadly, he left Winnie, but would have firmly clutched his Wii, even in her absence, and upon seeing the success of the PlayStation couldn't carry on any further, and seeing it coming toward Africa, he relented.

Phil: And let me just say that at this point, we have successfully penetrated West Australia.

Phil: We now do have faithful listeners in West Australia, and for that, I am fortunate, and full of thanks and gratitude.

Tom: Are we into Africa yet?

Phil: Unfortunately, we are yet to penetrate Africa.

Tom: But we're now blacklisted from Africa.

Phil: We're whitelisted, apparently, because of our race.

Phil: And this is unforgivable.

Phil: I don't understand why Africa hasn't turned to us for the video game news and commentary.

Phil: Yeah, and also, you know, we want to give respects to fellow podcaster Richie Benaud.

Phil: Boy hadn't been at it long, which makes his...

Tom: I believe he died in a car crash.

Phil: Yeah, his loss is all the more tragic, particularly since, you know, the recent release of Furious

Phil: But Richie Benaud, Paul Oneout, fellow podcaster.

Phil: And that ends Game Under.net's exercise in podcasting.

Tom: Unless I missed something, that was a surprisingly positive obituary for Richie Benaud, except for my comment.

Phil: Well, I probably confused our international audience by drawing him into Fast and Furious.

Phil: So I think it was a highly disrespectful.

Phil: I don't think we'll be clipping that and sending it to his wife.

Tom: It works.

Tom: You went along with it though, so that's okay.

Tom: He was an infamously bad driver.

Tom: That's what that is.

Phil: Well, if you didn't know.

Phil: Fuck man.

Phil: You should be glad I know the dude's name and how to pronounce it.

Phil: You know, it's not like he's that dude, you know, the guy who drove race cars and died.

Tom: Paul Walker?

Phil: No, the Aussie guy.

Phil: He drove a Ford.

Phil: Dick Johnson drove the other car.

Phil: He was a guy that rode cars.

Phil: He died in a car crash.

Phil: He was very famous.

Phil: Peter Perfect, Peter...

Phil: Guy, the guy.

Phil: Bathurst, Marlborough, nothing.

Phil: The guy.

Phil: What's his name?

Tom: Wynn.

Phil: There was a guy that used to win the...

Tom: There was a guy once.

Phil: There was a guy once.

Tom: Drove racing cars.

Phil: Yeah, the Bathurst race.

Phil: And it was him and Dick Johnson, which is the guy's real name.

Phil: And it's Peter.

Tom: I know that.

Phil: Peter Guy was the guy that drove the competing manufacturer's car.

Phil: And most often...

Tom: Peter Brock is the famous Bathurst driver.

Tom: He's not dead.

Phil: He is dead.

Phil: He died in a car crash.

Tom: When?

Phil: Years ago.

Tom: Yeah, yeah, yeah.

Tom: Yeah.

Phil: You're Australian.

Tom: You should know this stuff.

Tom: Yes, no, you're right.

Phil: He died a lot.

Tom: Who the fuck am I thinking of then?

Phil: He died like a...

Phil: I don't care who you're talking about.

Phil: I'm talking about Peter Brock, Peter Povec.

Phil: He can beat against Dick Johnson.

Phil: Anyway, he's dead.

Tom: The king of the mountain.

Phil: Yeah.

Phil: Now, who?

Phil: Dick Johnson or this guy?

Tom: Peter Brock.

Phil: Peter Brock.

Phil: Yep.

Phil: So, respectfully, we, uh, obiturize Peter Brock.

Phil: And that ends up...

Tom: He's famous for his commentary career in cricket.

Phil: Yes.

Tom: If anyone was wondering.

Phil: Unfortunately, not a podcaster, but, um, let's hope that he passes the key test at the pearly gates.

Phil: Thanks for watching!

Phil: And on to Graver News, we occasionally obiturize people on the podcast, but this is probably one where we're not gonna...

Tom: Well, you might not be.

Phil: Well, we obiturize Peter Brock.

Tom: Yup.

Phil: Right?

Phil: But obviously, you know, the most significant passing of late is, you know, Saturo Iwata, the leader of Nintendo, and age so came to bile duct cancer.

Phil: Yup.

Phil: And having said that, I can't say what I was going to say now.

Tom: Because it was too offensive or not offensive enough.

Phil: Because it's too offensive.

Phil: Because I didn't make the association before.

Phil: See, when we give obituaries on this show, we generally accidentally insult the party that we're obiturizing.

Tom: I'm not sure how accidental it is.

Phil: Well, sometimes it's accidental, as is in the case with Peter Brock.

Phil: I forget who else-

Tom: That was the best one.

Phil: Yeah.

Phil: You know, the guy.

Phil: I was going to be like a jerk.

Tom: You also, I think, accidentally did the same with Richie Benaud by making the inference to his bad driving skills, which you were not aware of.

Phil: Correct.

Phil: Yes.

Phil: And so, you know, it occurred to me, like it'd be a really jerky thing to start saying bad things about Iwata.

Tom: But it would also be jerky for us not to.

Phil: Right.

Phil: So one of the things I was throwing around in my head last night was, well, you know, you say Iwata asks, I say, Iwata asks.

Phil: And he died a while back.

Tom: Shouldn't it be Iwata asked?

Phil: No, I was saying asked.

Tom: Yeah, but the wittier.

Phil: Yeah, past tense, yes, wittier.

Phil: Yeah, but now we're gonna have to cut all of this out, of course, because Iwata was obviously a greatly respected and well-liked personality.

Tom: As was Richie Benaud.

Phil: Yes, and Ryan Davis.

Tom: And Peter Brock.

Phil: And Peter Brock.

Phil: And other people we've a bit surprised before.

Phil: The thing that I like about him is that, like I was listening to some pretty obscure podcasts about him attending business meetings for the DD, which I've talked about before, where they were trying to develop a nonviolent first person shooter, which involved using a water gun, which was later used as flood in Galaxy, sorry, Sunshine.

Phil: And obviously you see Splatoon as the fulmination of that.

Phil: And just to see someone who like, back with the Nand the DD and they're trying to bring it to America, they're like, we've got to have a shooter, but we're going to do it in a Nintendo like way.

Phil: We're going to have something that's nonviolent, that's fun, the protagonists of kids.

Phil: And then, they spent three years on this, the team that developed it thought that it was perfect.

Phil: And then Nintendo goes, no, we're not going to release the DD in America and this won't sell in Japan, so we're not going to do it, you know?

Phil: And I think, and to have him be involved in that, to have, they said he was coming to weekly meetings for that game, for this water pistol game, you know?

Phil: So on the obvious nice side, rainbow lollipop side of things, obviously to see Splatoon come out now and have such a success and to be universally adored by those who play it, that's great and that's what makes Nintendo great.

Phil: But then on the flip side, the other side of that is that, you know, he was a warrior in the trenches, he worked at our labs, and that is also what makes Nintendo great, is the fact that they're willing to bury projects that they work years on, because it's just not right.

Phil: It's not right for the time, it's not right for the console, they don't want to cheapen it.

Phil: And obviously, for him being a part of that company for such a long time had, you know, there's only been two leaders of that company in terms of video games, and he was the second one.

Phil: So yeah, and a lot of people were personally affected by it, I guess, because of his ebullient public persona.

Phil: Is that right?

Tom: I would say so.

Tom: Personally, I didn't actually watch many Nintendo Directs, so that's not part of my personal experience, but on the VG Press, I believe he was one of the regular posters, so I was exposed to it in that sense.

Phil: Right, and the fact that someone of his stature and his knowledge of English would be brave enough to come to thevgpress.com and post, you know, a time and time again amongst us, you know, obviously showed a dedication to the gamers as well.

Tom: Absolutely.

Phil: His love for bananas could not be underappreciated and certainly shouldn't be overlooked as a part of this.

Phil: I also did not watch many Iwata asks or Nintendo directs, but sincerely, I think it's unfortunate and sad that he passed, but I think that also we cannot over, you know, give too much weight to the fate of Nintendo because of his passing.

Phil: Nintendo is going to be fine, come what will, but nevertheless, it is a tragedy for someone to die.

Phil: Quote, so young.

Tom: Is that young?

Tom: These days, I suppose it is, but...

Phil: That's why I said quote.

Tom: Yeah, thank God.

Phil: Because that's what I keep hearing, is so young, yes.

Tom: I mean, is a reasonable age.

Phil: It is a reasonable age to be.

Phil: I'm not sure it's a reasonable age to die anymore because nowadays they keep people alive, you know, forever, unnecessarily.

Phil: But enough about my parents.

Tom: So that means it is a reasonable age to die, is what you're saying.

Phil: For certain people, but not for Saturo Iwata.

Tom: Yep.

Phil: See how I saved the day there?

Tom: Yes.

Phil: But I didn't want to let this show end unless we properly obiturized Sean Price.

Phil: Now, Sean Price is a man who's actually older than me, very old, and so the fact that he died...

Tom: Is this the test we can make for if someone has died young or not?

Phil: Yes, absolutely, because I think he had had enough time because he is much, much older than me, Sean Price.

Phil: He was, of course, probably most famously from Boot Camp Click.

Tom: And How to Scouter.

Phil: Yep.

Phil: And was he Canadian?

Tom: I don't think he's Canadian.

Tom: He's surely from New York.

Phil: Okay, yep.

Tom: Born in Brooklyn.

Phil: Yep.

Phil: And I know him and I love him because he was featured in NBA K

Phil: He was a playable character in a street mode aspect of that game.

Phil: And that's probably his greatest accomplishment, so far as I can get to that.

Phil: I know that he did have a song or an album named Dirt.

Phil: And I can only assume that was the soundtrack of the...

Phil: Of Dirt?

Phil: Of the video game, is that right?

Phil: I think so.

Tom: The original one featuring another dead guy, because the first Dirt game was Colin McRae Dirt.

Phil: Now he died.

Tom: Yep.

Phil: Well, I don't...

Phil: That wasn't the first Dirt game.

Phil: I mean, Colin McRae...

Tom: Yeah, that was the first Dirt game, not the first Colin McRae rally game.

Tom: The first Dirt game did include the Colin McRae prefix, whereas Dirt and after his death, did not.

Phil: Exactly.

Phil: Yep.

Tom: So if you die, if you're a famous person, you die and you have a series, you will be immortalized by having your name removed from that product.

Phil: Yes, because that's respectful.

Phil: And you know, another thing that's respectful about this hip-hop rapper is he was a Muslim.

Phil: And I think we can all enjoy that fact.

Phil: We all appreciate religious diversity in whatever country we live in.

Phil: But what I found was that he's older than me, but he only converted to Islam in which meant he lived a great many years without being a Muslim.

Tom: And in fact, he lived more of his life without being a Muslim than being a Muslim.

Phil: He was disrespecting Islam than having respected it.

Phil: And you also have to have to think...

Tom: So does that actually, when he's being judged by Muhammad, factoring negatively rather than positively?

Phil: Well, the fact that he was before he finally got around to respecting Islam, just two years before -you've got to feel that probably led in some small way to his death.

Tom: Yeah, and I think that's an issue as well, that it was before -because I think after -is the only time you can convert to Islam and live less of your life as a Muslim than more of your life as a Muslim, and it'd be a positive thing due to the stigma.

Tom: But pre--who the hell cares?

Tom: I mean, it was more likely simply just doing it.

Tom: The other thing to be cool with all the hardline blacks in New York.

Phil: Well, let's not get racist about this kind of thing.

Phil: There's many Christian, African-Americans, Indians.

Tom: The five percenters, right?

Phil: Well, I don't want to get into that.

Tom: Those guys.

Phil: But the thing is-

Tom: And the black panthers.

Tom: Because you've got to be Muslim with them.

Phil: Well, you have to be.

Phil: You've got to be part of the brothers of Islam.

Phil: But the thing is this.

Phil: It's like, okay, so after the dude died, his fans raised $in support of his family.

Phil: And you know, I've got to say, this podcast has raised no money.

Phil: And we haven't sold out.

Phil: We haven't, you know, got to the age of or and then gone, oh, Islam, right?

Phil: And then died.

Phil: And then you are practically dead.

Tom: So where's the money?

Phil: So where's the money?

Phil: That's the issue.

Phil: So, I mean, we haven't raised

Phil: If we raise $we'd probably go to a weekly show, right?

Tom: At least for a year.

Phil: Yeah.

Phil: As opposed to the show costing me about $a year in terms of hosting fees and all the rest of it, we'd be actually in the black, so to speak.

Tom: So, we could then, if we're looking from that perspective rather than a wage, the next years, the podcast would be funded.

Phil: So, if you want this podcast...

Tom: A donation from these $

Phil: So, if you want this podcast to go on for the next years, and who wouldn't?

Phil: I mean, we're already in our th episode.

Phil: Can you imagine how good this would be if we did it weekly after years?

Tom: We should get to and refuse to do the rd.

Tom: Episode until we have raised $

Phil: So, rather than ask the listener now for their money, we just want you to hang in there.

Phil: We'll continue doing this bi-weekly.

Phil: And when we get to what point again?

Tom: We get to and then stop.

Phil: Right.

Phil: So, if we get to the age of we're going to stop.

Tom: The episode

Phil: Oh, really?

Phil: So, you're just giving people a two-episode window.

Tom: Two-episode ultimatum.

Phil: I thought you were giving him a -year window.

Phil: I'm obviously much more generous than you.

Phil: But in any case, I mean, I don't want to demean the poor man.

Phil: You know, obviously in with his work with Random Axe and Guilty Simpson and his work with Black Milk, you know, this is someone whose talents cannot be denied, you know, so, you know, God rest...

Tom: Are you familiar with his work beyond the soundtrack?

Phil: No.

Tom: To the video game?

Phil: No, after that I stopped listening.

Tom: Okay, well, I very much enjoyed Random Axe more than most people, because most people came into it with extremely high expectations and were disappointed.

Phil: On the basis of his video game work, I'm sure.

Phil: And you know, working with such talent as Black Milk and Guilty Simpson and Ghostface Killer, not to mention Jedi Mind Tricks and Willie the Kid, I think we were all expecting a little more of him.

Phil: But in any case, let Allah accept him under his bosom or whatever happens and consider yourself Sean Price a bit right.

Phil: Now, this isn't the jeans guy, right?

Phil: You didn't have the, that's the other guy.

Tom: The jeans guy?

Phil: Yeah.

Tom: I'm not, don't know.

Phil: Okay, all right.

Tom: So presumably that means this is not.

Phil: Indeed.

Phil: Is, we've got a special game, Game Under Urology, that didn't come out right, of the, the voice of Peppy dies, and I know you're a big Peppy fan.

Tom: Massive Peppy fan, obviously.

Tom: Which character was he?

Tom: Is he the frog?

Phil: Oh, so you know it, video game.

Phil: So.

Tom: Why that was, right?

Phil: Well, the funny thing is, is the hyperlink to this story is the story.

Phil: Rick May, and maybe we should call him Rick May Not now, uh, Team Fortress Soldier and Peppy the Hare voice actor dies at age from coronavirus.

Phil: And it's like, you don't even need to click on a link like that.

Phil: I mean, that is the story.

Tom: Peppy the Hare, the frog in, uh, Why That Was, everyone absolutely despises, but.

Tom: Again, like Waluigi, what fucking character in Star Fox stands out?

Tom: It is literally just the fucking frog.

Tom: I'll get to it.

Tom: They named a game Star Fox, and the fucking fox in it is completely forgettable.

Phil: Well, we'll get to that.

Phil: But again, this headline, IGN.

Tom: Why is he even relevant?

Tom: If this was the dude who voiced the frog.

Phil: He didn't voice the frog.

Phil: He's not the frog guy.

Tom: This is my problem with this being a news story.

Tom: This is your problem?

Phil: This?

Tom: This is your problem with the news story?

Tom: It is.

Phil: That it's not Slippy who died.

Tom: Correct.

Phil: Great.

Phil: Okay.

Phil: The name of the article, Rick May, Team Fortress soldier, and Peppy the hare voice actor dies at age from coronavirus.

Phil: It occurs to me that this is like the s trailer version.

Phil: Like the hyperlink is like the trailer version of s movies where they tell you everything you need to know about the movie.

Phil: You don't even have to go and see it anymore.

Phil: It's like the trailer spoiler that we talked about off air last week.

Phil: But yeah, no, Rick May voiced the rabbit.

Phil: And the rabbit is famous for saying, do a barrel roll.

Phil: Now, you know why I know it's famous for saying do a barrel roll?

Phil: Because I've been told times since Rick May died that that is a big thing in video gaming.

Phil: And I listened to another major video game podcast this morning on my drive to my essential workplace, where they were basically in tears that this person that we've never even heard of died.

Phil: And look, it's not like he's the dude that voices Mario, whatever that guy...

Tom: He didn't even voice the frog.

Phil: He didn't even voice Slippy.

Phil: You know, I can do a Slippy.

Phil: He's also the voice of the Team Fortress soldier.

Phil: Do you have any memories?

Phil: Do you have any memories?

Phil: This is a time to reflect after all, Tom.

Phil: Do you have any memories of the Team Fortress soldier and what he may have said and what he would say now?

Phil: One can only consider.

Tom: We just talked about the very affecting last day of June and referenced that Dragon Cancer, an even heavier game, but I have not cried as much as I did as when I first killed the soldier in Team Fortress

Phil: I never cried as much as when I first played Team Fortress with a keyboard and mouse and couldn't figure out what the hell was going on.

Phil: This was about years ago, of course.

Phil: So he died at age from coronavirus, and it's like, okay, look, if he was okay, you know, that's sad, but I mean, he could have died because the dominoes came to the doorbell, came to his doorbell and rang it, you know.

Phil: He could have died because he saw a different colored butterfly through his window.

Phil: I mean, you know, I just, I just, I...

Tom: What's the average age of death now?

Phil: Average age of death?

Phil: I think for someone my age, it's like or

Phil: I think it's gone down slightly in the States.

Phil: It's probably gone up here in Australia, but...

Tom: It's also gone down in England, and the next person we're going to talk about who was killed by the coronavirus was also and that is Timbrook Taylor.

Phil: Oh!

Phil: Hey, this is not fake.

Phil: I didn't know that.

Phil: I did not know that.

Phil: Oh, man.

Phil: Because I grew up watching The Goodies with Bill Ottey and Graham Greene, I think.

Tom: Yep, correct.

Phil: And Timbrook Taylor, and these guys did sketch comedy confined to a set group of characters that they played consistently, so it wasn't like they were changing characters from sketch to sketch.

Tom: It was basically a sitcom slash sketch show combination.

Phil: Yeah, and I guess it could be remembered.

Tom: Timbrook Taylor was also important in the genesis of Monty Python, and he was on at last the show with John Cleese and Graham Chapman and Marty Feldman.

Phil: Yeah, and Timbrook Taylor exactly was around at the genesis of Monty Python.

Tom: And he could have been in Monty Python.

Phil: He chose not to.

Tom: And thank God for that because we got the goodies.

Phil: Yeah, and the goodies, I think if you look at the show like The Young Ones, which was another kind of comedy show of the same nature, the goodies laid the path for The Young Ones in a very consistent way because they...

Tom: They laid the path basically for the new wave of British comedy that The Young Ones were a part of and which continues in things like Peep Show, which have got slightly more...

Phil: Conventional US.

Tom: Yep, but that was basically the beginning of that movement many years in advance of it.

Tom: And it's much more revolutionary than Monty Python because Monty Python, contrary to popular belief, came about in an outbreak of surrealist style comedy and absurdist comedy.

Phil: Yes, yeah.

Phil: It wasn't standing out by itself.

Phil: And it was influenced by...

Phil: What was Spike Milligan's...

Tom: I forgot what it was called, but that was indeed a massive influence on them.

Phil: Yeah, like Spike Milligan, they're comedy troupe, and I hate myself for not knowing this right now, but he was a part of a comedy troupe, and that really laid the framework down for that avant-garde British comedy.

Phil: I'll think about it, but you keep...

Phil: The Goons.

Tom: Yep, that's it.

Phil: So I'm really sad to hear this news.

Phil: But at the same time...

Tom: He was

Phil: He was and he could have died of anything.

Phil: So the way that they were talking about this on this other major podcast was, it just shouldn't have happened.

Phil: Things like this just shouldn't have happened.

Phil: It's avoidable.

Phil: If only Trump had done something, this -year-old English actor living in Sweden could have been saved somehow.

Tom: Well, Sweden also have a lax strategy as well.

Tom: So they could be going after the Swedish party that is in power, but probably no one knows who the Swedish party is, or if there even is a Swedish party.

Phil: I've got a -ounce malt liquor in my hand, so I think in tribute to Rick May or Rick May Not, I'm going to do a barrel roll with this and pour one out for a video game champion.

Tom: And just before we finish denigrating Monty Python, I've got to point out that one of the most famous Monty Python sketches is about a joke that is so funny.

Tom: Anyone who sees it dies.

Tom: The good is, unlike the pretentious Pythons, managed to kill someone with one of their sketches, I believe, the Yorkshire pudding sketch.

Phil: Oh, really?

Tom: And Graham Chapman, who died at the peak of a so far even worse pandemic, the HIV AIDS pandemic, he died at the height of that, but he died of cancer, not HIV AIDS, and not even HIV AIDS related complications in regards to cancer.

Tom: So that's another complete failure, whereas Timbrook Taylor managed to die in a historic pandemic, unlike as yet any Monty Python.

Tom: So yet another victory for the goodies over Monty Python.

Phil: Yeah, and it's interesting that in people died of AIDS related injuries.

Phil: So, you know, we all go around.

Tom: That's in Africa though, mainly so.

Tom: It doesn't matter.

Phil: No, but that's, I mean, that's the point about all of this.

Phil: And Graham Chapman, you know, I didn't know him obviously, but yeah, he died of cancer.

Phil: And we talk about AIDS.

Tom: And he did die young.

Phil: He did die exceptionally young.

Tom: Well, not that young actually,

Phil: Well, that's a lot older than I thought.

Phil: I thought he was in his thirties.

Tom: At that stage, they should be marching into the gas chambers, if you ask me.

Phil: We are not going to ask you.

Phil: Hi everyone, this is Phil Fogg again.

Phil: I hope you enjoyed our Game Under Special, Game Under Obiturizers.

Phil: I just gotta add, listening back to some of those, those have been going, now they run basically over seven years of different obituaries we've run.

Phil: I've gotta say, the joke about the Sean Price one was that I did not know who Sean Price was before, during or after that obituary.

Phil: So I was basically just reading Wikipedia, like I do every week.

Phil: And with that, I hope you enjoy and listen to the next episode of The Game Under Podcast.

Phil: It's good to see that I can screw up our outros even without co-host Tom Towers being here.

Phil: Thanks for listening, everyone.

Game Under Podcast 123

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Introduction
0:00:08 Wailuigi

Final Thoughts - The Last Day In June
0:06:30 Game Play Descriptions which some may consider spoilers throughout this section.
0:07:05 Bad Vibrations - Discussion of vibration in controls over course of gaming history.
0:09:00 Back to the Game
0:28:00 Story Spoilers from Here to 0:33:25
0:33:25 Spoilers End Here

Tom Towers Reacts...to the news
0:36:49 China Bans Animal Crossing
0:42:08 Game Under Eulogy: Peppy Dies
0:52:30 Tom Talks About Hygiene
0:55:06 Real Estate Vs. Cars as Status Symbols
0:56:15 Forza Horizon 4 - Just a Few Last Comments

First Impressions - Death and Taxes
1:04:30 Tom and Phil give first impressions of this Papers, Please clone for PC

Tom Towers Reads
1:17:05 Game Content Ends Here, A Discussion of History and the Unchanged Nature of Humanity

Transcript

Phil: Hello, and welcome to The Game Under Podcast.

Phil: This is episode

Tom: It's episode is it?

Phil: Yes, ?

Phil: I don't know what we usually say.

Tom: Does that have any special significance?

Tom: Well, I would say episode not

Phil: Welcome.

Phil: This is Game Under Podcast.

Phil: I am Phil Fogg.

Phil: Episode today, Thursday, is th of April,

Phil: I just finished learning English today, and I'm joined by my inevitable co-host, Mr.

Phil: Tom Towers.

Tom: Inevitable.

Phil: Inevitable.

Tom: Are you sure you...

Tom: Inevitable.

Tom: Are you sure you finished learning English today?

Phil: We're joined by the inevitable Tom Towers.

Phil: Hi, Tom.

Tom: I am inevitable.

Phil: Oh, this is what happens when you let me do the intro.

Tom: Today, I believe, you've ruined the show so badly.

Tom: We're just going to head straight into The Last Day of June, and everyone will be hoping that this is the last day of The Game Under Podcast.

Phil: No, no, no.

Phil: You misheard me.

Phil: Today is Thursday the th of April, not The Last Day of June.

Phil: So I thought we'd start with some trademark banter.

Phil: You know, hot take.

Phil: Have you...

Phil: I just wanted to know.

Phil: This isn't going to have to be a long thing.

Phil: I've never, in all the years that we've been talking about video games and talking in general, I've never heard your take on Waluigi and your opinion of him and whether or not you think he should exist, do you like him?

Tom: What do you think my take on Waluigi is?

Phil: I think that you would be an enthusiastic...

Phil: You would support Waluigi's motivations and that you think the world would be a lesser place without him.

Tom: He is obviously the best of the Mario-based mascots.

Phil: The best?

Tom: Correct.

Phil: Better than Daisy?

Tom: Yes.

Phil: And Peach?

Tom: Well, certainly better than Peach, that's not even the competition.

Phil: Peach actually looks like an inflatable doll.

Phil: Back in the th century, they had these marital aids, as they called them, and they had these inflatable dolls, which I've seen a couple of them on TV, of course, not real life.

Phil: And they just have, it just basically looks like Princess Peach, if she was inflated, I guess.

Phil: But the, oh, and did you know, like Toby Gard, the guy that designed Lara Croft?

Tom: This is something that you should research on there.

Tom: Is there a Princess Peach blow-up doll available, branded by Nintendo?

Phil: I think you have a better VPN than I do, so I'll let you look that up.

Phil: But did you know Toby Gard, the guy who designed Tomb Raider, the first Tomb Raider?

Phil: And then I think he got kicked off of Tomb Raider after the second one.

Phil: You know, everyone's like, oh, well, you know, Lara Croft, you know, female protagonist, forward-looking.

Phil: There's an interview out there with Toby Gard.

Tom: There are two parts of her that are very forward-looking.

Phil: Yes.

Phil: And Toby Gard openly said in an interview back when you could say such things, you know, oh, well, we basically just wanted her to be a walking inflatable doll.

Phil: And that's why she looks the way she looks.

Phil: Which when you see the Saturn version and the PlayStation version of Tomb Raider isn't far off.

Phil: But, you know, let's not come off that this was some...

Tom: I think Nintendo did that a lot better.

Phil: Did with, oh, with Peach.

Tom: Yep.

Phil: Yeah, I would agree.

Phil: But, you know, Toby Gaurd too, like he went on to make a video game called Galleon, which also had these ridiculously proportioned women in it.

Phil: Very bad game.

Phil: It's a pirate game, incidentally.

Phil: Not pirated, but pirate game for the Xbox and PC.

Phil: But I don't know how we got onto that.

Phil: So Waluigi, you think is better than all of them?

Tom: Yes.

Phil: Yoshi's pretty good.

Tom: Actually, yeah, Yoshi is up there.

Tom: Yoshi.

Tom: But he's the only one that other than Luigi himself has some degree of personality to him.

Tom: Wario maybe to a lesser degree, but the two that stand out other than Yoshi are Luigi and to an even greater degree Waluigi.

Tom: And he's the one that also, I think, undeniably evokes the strongest reaction from people, albeit a lot of people absolutely despise him.

Phil: I don't think you should despise Waluigi.

Phil: I find it interesting that he was introduced in the Nera, because he was introduced in that tennis game, presumably because they needed an easy partner to draw, as opposed to, I guess, putting in Bowser.

Tom: He's the most arbitrary character in the series, and yet simultaneously the most interesting.

Phil: Yeah.

Phil: And also, you...

Tom: Given the arbitrariness of basically all the characters, it also shouldn't come as a surprise that the most arbitrary would also actually be the best.

Phil: I think, well, I think the reason behind that is the mystery to him.

Phil: So you've played the WarioWare games, on the GBA at least, and that is where...

Tom: Did you lend me one of them?

Phil: Yeah, yeah.

Phil: And that's the micro-games.

Tom: Then I played that one.

Phil: Yeah, that's the micro-games one.

Phil: And that's...

Phil: a lot of Wario's personality comes out in that one, more so than in anything else he's done, even in the Wario Land games.

Phil: And I think Wario is the best character, but we know so much about him that he loses the intrigue that Waluigi has.

Tom: I think Wario might be the deepest, but I would still go for the international man of mystery that is Waluigi.

Tom: When you have that level of charisma and je ne sais quoi, you don't need the depth of a Wario.

Phil: Well, I think the moustache says it all.

Phil: But as you said, speaking of depth, we wanted to give our final impressions and first impressions of a video game that we both played and completed just this week.

Phil: And that's a game that is available on the Switch and PlayStation and Windows was released in by a very small Italian developer.

Phil: I'm not talking about his stature, but the team.

Phil: I think there was only about eight people on the team.

Phil: And that is a game called The Last Day of June.

Phil: Now, I played it on PC using an Xbox controller.

Phil: I presume you played it on the Switch?

Tom: I played it on PC using a PScontroller.

Tom: And I had to turn off the vibration at some point.

Tom: The vibration in that game is bizarrely strong.

Phil: I wish I could figure out how to turn it off.

Phil: And this raises a point in most games with vibration.

Phil: Like, I find the vibration on the Switch to be really...

Phil: It just buzzes and whirs so loudly that it distracts from even the audio cues.

Phil: And in this game, every time they used the vibrate, it was just so strong.

Phil: And we should probably explain that this game...

Phil: I'll try and explain it first, and you can try and explain it.

Tom: Well, here's a tip for future reference.

Tom: You can usually turn off the vibrations by going to Options and then Controls.

Phil: Okay.

Phil: Thank you.

Phil: I couldn't find it for whatever reason.

Phil: Or I couldn't be staffed and just let it do its thing.

Phil: But it was so loud.

Phil: And I think that with the new controllers, they have all of these abilities to almost give haptic response with the number of motors that they have and everything else.

Phil: But with a lot of these cross-platform games, it's almost like they've got vibrate at or don't vibrate at all.

Tom: I think some games make use of them, but most don't.

Tom: The vibration in this, except that it was about times stronger, felt like it had the gradient of a PScontroller.

Phil: Honestly, I have to say, I think that the PlayStation PlayStation era had the best vibration, including Microsoft's controllers at that time.

Tom: I think the vibration in the controllers themselves was terrible, maybe because it was newer technology developers more interested in making use of it.

Phil: Yeah, I honestly just think they were better because they weren't as...

Phil: Yeah, who knows, who knows?

Phil: But in any case, I'm going to try and describe the type of game this is.

Phil: It's a third-person game basically with minor puzzle elements.

Tom: It's a walking slash wheeling simulator slash puzzle adventure game from the third-person perspective.

Phil: Puzzle adventure game from the third perspective, I would definitely say that's what it is.

Phil: In terms of its art style, it has like an impressionist type feel to it in terms of the landscapes.

Tom: It's clearly going for an impressionist slash claymation look, which is an interesting combination given that Aardman recently released a similarly visually styled game as well, which we've talked about previously on the show.

Phil: Aardman, of course, being the people behind Wallace and Gromit and Shaun the Sheep.

Phil: What was the name of their game that was released?

Phil: A World War I game?

Tom: Memories Retold, I believe.

Phil: Yep, and I want to give that one a try.

Phil: It's on my wish list right now.

Phil: And I would say, if people are not familiar with the Impressionist movement, most people would be aware of Edward Munch's painting The Scream.

Tom: Who is in no way an Impressionist painting.

Phil: He is not an Impressionist, but I think the character models, you know, with the overly large heads and...

Tom: I think they are more from Italian cartoons and comics.

Phil: Okay.

Phil: What about the lack of eyeballs?

Tom: There are weird stylistic things like that in that sort of European comic style sometimes.

Phil: I just thought that, as I said, the landscapes were Impressionistic, but I think the character models, to me, evoke something more puppet-like, and that might have something to do with the theme as well.

Tom: So that would be the claymation aspect I was referring to.

Phil: Yeah.

Phil: So anyway, it is definitely a puzzler adventure.

Phil: It probably took about, what, four or five hours to beat?

Tom: Something like that.

Tom: Three or four hours, I'd say.

Phil: And the way you play the game is they will show you some video, and then you'll play.

Phil: And basically you're...

Phil: Well, I don't know how much more I want to go into it.

Phil: I'll probably give you a better entree before we get into the nitty-gritty, if there's anything else you want to say about it.

Tom: Well, you mentioned the audio earlier, and what did you think of the soundtrack?

Tom: The central theme in the game I found to be rather out of place most of the time.

Tom: And the soundtrack in general, I thought the music in and of itself was enjoyable, but it didn't really fit with the aesthetic.

Tom: It was slightly darker than the aesthetic, including in the darker moments in the aesthetic as the story was revealed, visually, I mean.

Tom: And there was also a, I think, more ethereal element to it than in the rest of the game's presentation, which makes sense to some degree given the narrative, but didn't quite mesh with the look of the game and the storytelling.

Tom: And the look of the game and storytelling are way more cartoony than the style of music as well, which is very much sort of indie, rocky, and in an easily listenable sort of way.

Phil: Yeah, I think it's hard, and we have to keep in mind this as a team, even as talented and as connected as they were, this is still a small team game.

Phil: And sometimes when I was looking at the artistic choices that were made, including the music, I wondered how much of this is deliberate and how much of this is budget, and how much of this is, hey, we've got a grant from the Italian government, I've got a mate who can do the music.

Phil: You know, so I can never really measure in the intent of that.

Phil: But in terms of how the music impacted me, obviously the strength of this game isn't its gameplay, it's the themes that it deals with.

Phil: And I think that with games like that, typically the musical cues can be a home run or a gimme.

Phil: It can be an easy thing that gets a big impact.

Phil: So, you know, and there can be melodies that stick in your head with these types of games.

Phil: And I don't think that this game had that kind of audio.

Phil: The game like Brothers, which deals with somewhat similar themes, you know, basically I felt that the music let this game down.

Tom: I think the music itself was good, but I don't think it really meshed with the style of the rest of the game.

Phil: No, no.

Phil: And it would have been quite easy for them to have a scene where it's a story about a man and a woman who, you know, just struggle with how much we want to spoil this, but basically...

Tom: Well, presumably we'll go through our main impressions that aren't spoilery then go to spoilers.

Phil: Yep, that's right.

Phil: So I think that there could have been a scene between the man and the woman where just as she had been a painter, if he had sat down at a stand up piano and was tinkering around playing a tune, you know, and they could have played on that to include it throughout the game further on sort of thing.

Phil: And then you could play with the themes of that simple tune depending on the scene.

Phil: But again, it would be difficult to do because this game is fractured in a way, in a purposeful way, because you are playing as multiple people.

Phil: You do play as, I think, off the top of my head, five different people in this game.

Phil: So each level you're playing as a different character.

Phil: So it would have benefited from a consistent musical theme throughout playing on those things.

Phil: So essentially, I think we can say that the game, there's a central event, and then you play the game through different levels from the different perspectives of the people that contributed to that event in one way or another.

Phil: And how could different things have played out had those different individuals done different things on that day?

Tom: So basically you're attempting to alter what they do to alter how the event ultimately plays out.

Phil: That's right.

Tom: So you go back and forth between the characters, altering different events, which then alter events in that character's storyline and so on and so forth.

Phil: Yep.

Phil: So in a non-linear but linear type sense, and most people would catch on to pulp fiction, you'll play as a character, you'll think you're done with that character, you'll put on and play as the next character, but then you've got to go back in time or back to the first character to have them do something different so that the second character can do something.

Phil: So they get as deep as about three characters, I think, in one puzzle, where basically you have to do whatever you can, then you have to go back and play as the other person, then you have to go back and play as the other person.

Tom: And one frustrating thing is, before you can switch between the characters, at least as far as I could work out, you had to play through to the end of the day.

Phil: Yeah.

Phil: And it was very frustrating, that component of it.

Phil: The other component of it that was frustrating was in the first two instances where this finally became apparent.

Phil: It wasn't really apparent that that's what you were supposed to do.

Phil: Like, the game never really signed posts that you're supposed to, or that you're even allowed to, go back to these prior characters.

Phil: So you're sitting down, you're playing an indie game, and the usual thought that went through my mind was, okay, yep, I beat that level, I'm done playing as the best friend, that's done, that's in a box, on to the next one.

Phil: And then you load up the computer again, and then it's like, do you want to replay the best friend?

Phil: It's like, no, I don't.

Phil: I want to go on to the next level.

Phil: Oh, do you want to rewind?

Phil: Do you want to rewind?

Phil: This is the terminology they use, and play that level again.

Phil: And you're like, no, I've beat that level.

Phil: In fact, I complained about it at our community page at the VG Press, that I thought it was an issue with the checkpoints.

Phil: I complained, as you just did, that the checkpoints were too far apart.

Phil: You can't just cut to the other character.

Phil: But the other point was, I thought that it had not saved everything that I had done, because when I exhausted all other options, which was really frustrating, because I thought, okay, they're not letting me progress other than to rewind this level I've just done.

Phil: So I spent minutes going around, just trying to find the next door to open or the next thing to do.

Phil: So you go back and you press rewind, you go, well, I've already done this, because they start the level the exact same way, apparently, or in appearance, as when the first time you played it.

Phil: Now, after you've done a few of these, you can see, oh, no, it's not exactly the same.

Phil: You know, they do shorten them up to get to the poignant part that you have to do.

Phil: But, I mean, am I an idiot, or do you think they could have better sign posted it?

Tom: I think that's a Phil Fogg moment.

Tom: I don't think it was at any point not obvious that that was what you were meant to be doing.

Phil: All right, so this is a, probably we'll just catchphrase this, just lost in the Fogg moment.

Tom: Yes.

Phil: Um, look, do you want to have a word about any, about the game play?

Tom: Well, just, um, the main disappointing thing about it was that basically the solutions to the problems were usually just based around finding a different source for the same item rather than anything more, uh, creative or interesting than that.

Tom: So it was really just sort of a laborious, um, process of playing through the characters to unlock different paths through the level to be able to get to another of the same item, um, that two characters need so that they both have the one item, rather than anything more creative and interesting than that.

Tom: And it was, it, the permutations between the characters weren't really that complicated.

Tom: And it all basically just boiled down to opening up paths for the characters.

Tom: So it was an interesting, um, puzzle structure and potentially interesting way to design puzzles, but it wasn't really used in an interesting way.

Phil: I think laborious is the word I would put on the back of the box if I were to review this game.

Phil: Um, the exposition to gameplay I found to be, the exposition to gameplay ratio I found to be imbalanced.

Phil: And then the gameplay itself wasn't that satisfying.

Phil: Um, and as you said, it got to the point where I knew what I had to do, but I had to wait until I got to the end of the day for that character so I could go and do it.

Phil: Um, you do get, you do become familiar with the village that you're playing this in, uh, quite quickly, which was refreshing.

Phil: I mean, it was nice.

Phil: It was certainly much easier to play once you knew where the church was in relation to this building and that building and everything else.

Phil: If I do have a criticism of this game, I'd also say the lack of sex in the game.

Phil: Um, I found confusing.

Phil: I thought there should have been more hardcore, you know, sexual interactions in the game.

Tom: Well, it is a love story.

Phil: Yeah, yeah, and I mean, and the best friend is right there, and you know, so, and nothing happens with her.

Phil: I never really fully understood the dynamic of the best friend and why she was moving out.

Phil: One can only assume it was because of some, you know, erotic encounter she had.

Tom: I think it was because she failed to have an erotic encounter.

Phil: Yeah, yeah.

Phil: And again, talking about Princess Peach.

Tom: This is Italian.

Tom: What's going on?

Phil: Yeah, it's just shocking.

Phil: The lack of sex in this game is shocking.

Phil: The main characters was an old man, a person in a wheelchair, a dog, and an underage boy, and a next door neighbor that dresses like Princess Peach.

Phil: So, and nothing happens in the whole game.

Phil: Very disappointing.

Phil: I don't know that we need to spoil the story to talk about the themes.

Phil: I think, to me, the obvious theme was that of regret.

Phil: And regret often and always comes, I feel, with, and can only come about if you're going, well, if I had done this, then that wouldn't have happened.

Phil: Or if this and that hadn't happened, then maybe this wouldn't have happened.

Phil: And in the game, you're trying to undo an event.

Phil: And basically, you know, because it's a video game, I don't think there's any surprise to say that it doesn't really matter what you do, you can't undo that event.

Phil: And so I think the major theme of the game, and the game was based on both a short film and a short story, as they indicate in the credits, is basically saying, ultimately, it doesn't matter what you do, these bad things can happen and will happen, and you've got to kind of live with it.

Phil: Now, there is a happy ending in the game, but am I wrong in thinking that that's the major theme?

Phil: Are there multiple endings?

Tom: Did I miss something?

Phil: Well, there is a happy ending in that, ultimately, I think...

Tom: But are there multiple endings?

Tom: The way you said that implied there were multiple endings.

Phil: I don't believe that there are multiple endings.

Tom: Okay, good.

Phil: Yeah, and I won't say anything more because I don't want to get into spoiler territory because I do think it's a game worth playing, and the only reason I say that is because as much as I found the game laborious and unenjoyable as I played it, it's a game like Sunset where I think it's a game I'm going to be thinking about.

Phil: Now, we talked about the Church Cancer Company game.

Phil: You remember that one?

Tom: The Church Cancer...

Phil: You know, the Cancer Company game.

Tom: I believe it's called That Dragon Cancer.

Phil: Yeah, that's it.

Phil: Let's make money off of people who have died.

Tom: I wouldn't agree with that perspective.

Phil: Well, we'll have to go back to another episode to listen to it.

Tom: I think that's a rather bizarre attitude to have towards art.

Phil: I think the episode was Christian Cancer Company.

Phil: If you want to go back and listen to what we thought about it at the time.

Phil: I think I was less inflamed by it than I was then.

Phil: But that game is completely forgettable.

Phil: This one, I think I will...

Tom: With the exception of The Lighthouse Level.

Phil: Are you talking about Edith Finch now?

Tom: No, no, no.

Tom: The Lighthouse Level was a standout moment.

Phil: Yeah, okay.

Phil: If you say so, I can't remember it.

Phil: But unlike that game, this game I think will stick with me.

Phil: And that's why I think people should play it.

Tom: I don't think it will stick with me more than that level in That Dragon Cancer.

Tom: But one thing I found quite interesting was the laboriousness of the gameplay, I think, contributed to the theme, because it was not merely regret, but frustration at the inability to change the past.

Tom: And when you actually got to the ending, it was cathartic and a relief, which fit perfectly with the theme of acceptance as the conclusion to the story.

Phil: Yep.

Phil: Yep.

Phil: I only have a thing I wanted to say about this.

Phil: It was interesting that the director of this game, the man who established the studio, Ovo Sonico, and again, we're talking about the game The Last Day of June.

Phil: How long did it take you to twig on to the second meaning of that title?

Tom: What's the second meaning of the title?

Tom: Perhaps I haven't.

Phil: Well, that's a spoiler, but one of the character's names is June.

Tom: The characters have names?

Phil: Yeah.

Phil: The main character, I forget his name, but the female character's name is June.

Tom: I think it was called Glasses.

Phil: No.

Phil: Carl.

Phil: Carl.

Tom: Okay.

Tom: Yeah.

Phil: Or as we say in Australia, Carl.

Phil: Yeah.

Phil: Carl.

Tom: Kazza.

Phil: Oh, Carl Kazza.

Phil: In his wonky wheelchair.

Tom: Kazza and Jazza.

Phil: Kazza and Jazza.

Phil: So obviously it never twigged on with you.

Phil: But the guy who established the studio...

Tom: Do you mean the twist?

Tom: That the title is a reference to the twist?

Phil: No, no, no.

Phil: Look, the guy who established the studio...

Tom: Yes.

Phil: I think it's Massimo Garini.

Phil: He was the director for Shadows of the Damned, the grasshopper manufacturer game.

Phil: Now, I was a big fan of Shadows of the Damned.

Phil: That was the game that Mikami was also a game director on.

Phil: Yep.

Phil: So I was really surprised by that, because that is obviously a very different game.

Phil: But apparently he took his big money from developing mainline games and then went and established his own studio back in Italy.

Phil: And the game got nominated for a BAFTA and won all these other awards.

Phil: So yeah, that was the only other thing I wanted to bring up.

Phil: If you've got anything else, I'm more than interested to hear about it.

Tom: What did you think of the twist at the ending?

Phil: Well, I thought that after the two of us had just come off of playing The Last of Edith Finch, we're again dealing with the very same kind of ending.

Phil: And I thought that was interesting.

Tom: I think here it was more effective and fitted.

Tom: I mean, fit the theme in the Edith Finch game perfectly fine as well.

Tom: But here, the pacing of it, it worked quite well with you attempting to change the past and eventually coming to a relieved acceptance that you can't.

Phil: Yeah, I thought that the last, let's say five...

Tom: At first, I was annoyed by it.

Phil: What annoyed you by it?

Phil: What annoyed you about it?

Tom: Merely that it, as far as the narrative is concerned, one could take it as an attempt to have your cake and eat it too, where you, and this can't be said without being a spoiler, so spoiler alert here.

Tom: Where you're playing as one character who is attempting to save the other character, but you want it to be a story about your inability to do this, yet you also want to give the audience some relief.

Tom: So you switch around who was saving who, which means you actually do, in a sense, save the character that you were attempting to save.

Phil: Right.

Phil: Is that the twist you're talking about?

Phil: While we're in spoiler land?

Phil: While we're in spoiler land, I always thought The Last Day of June was like June th.

Phil: You know, like this is what happened on The Last Day of June, that actually it was The Last Day of Her Life, June.

Phil: She died.

Phil: So The Game, The Last Day of June.

Tom: Correct.

Phil: Yeah.

Phil: Okay.

Phil: So that's the double meaning, you know.

Tom: Yes.

Phil: Now, in terms of the switch, I thought that The Last Ten Minutes of This Game was really the best.

Phil: You know, like you get given the option to tell her or not, you know, about your travail.

Phil: So basically, your...

Tom: I think you can't tell her even if you attempt to.

Phil: Well, I did tell her.

Phil: So...

Tom: Well, I pressed the button to tell her, and he appeared to attempt to tell her, but failed to tell her.

Phil: Well, I did it and succeeded, so maybe if you're using an Xbox controller instead...

Tom: Maybe you have to spam a button and it's a QT.

Phil: Yeah, yeah.

Phil: Well, maybe you just need to press a little harder, you know.

Tom: Well, I pressed the button and something happened, but maybe I'm not fluent enough in Jibberish to understand that he actually did tell her.

Phil: You got to jam that button.

Tom: He still ends up being killed, right?

Phil: Yeah, yeah, he's dead.

Phil: He's gone.

Tom: So whether you tell her or not, it's the same result.

Phil: Yeah, but the point is, like, you're reliving this event and you're saying, look, we're getting into this car.

Phil: We're going to get into an accident.

Phil: That's why he's making her drive, or her be the driver instead of the passenger.

Phil: And then she gets saved.

Phil: And the whole thing is he's telling her, hey, I tried to do everything.

Phil: I tried to unravel it.

Phil: I tried this, I tried that.

Phil: It didn't work.

Phil: So that she knows that he is the Ubermensch, or the Superman that she drew in the last page of that sketchbook.

Phil: So she knows that he's the Ubermensch that changed the fate.

Phil: And then of course, after the credits, they have a little, she was pregnant, they have the credits come up, and the little boy looks just like Kyle.

Tom: Literally.

Phil: Too much so, almost as if they just shrunk the character model, which they did.

Tom: That was very disturbing.

Tom: Well, you know what, also though, I hope the sequel is going to be about the Oedipus complex.

Phil: Yeah.

Phil: But well, he goes to hand her a flower, and she thinks twice about not accepting it, and then she accepts it and hugs him.

Phil: So read into that, what you want.

Tom: No, she rejects it and hugs him.

Phil: And then the flower lays dormant on its side.

Phil: So, but I thought that the achievement name, so they, before they, just as they roll the credits, they give you an achievement called Wait For It.

Phil: Which, okay, I'll sit through the credits, but given the emotional roller coaster they've put us on for the last ten minutes, and the crescendo that they're building up for with the stinger at the end, is an achievement pop-up that says Wait For It, Wait For It!

Phil: It really, to me, was like, you know, obviously this is English as a second language, because, you know, it just wasn't subtle.

Phil: I did think the credit rolls and the arts were fine, but do you want any other spoiler talk before we get out of that?

Tom: Not really, but in spite of my initial reaction, negative reaction to it, I think it is a more interesting story of regret and frustration, if indeed it is her attempting to work out ways that he could have done things differently to avoid the events that transpired.

Tom: So in spite of my initial negative reaction to it, on reflection, I think the ending works quite well.

Phil: Hey, look, I think just we've got to say that we really, this game is brought to our attention by a regular listener of the show and I don't think we would have played it without his encouragement.

Phil: And certainly I was feeling...

Tom: I think you mean by the regular listener of the show.

Phil: Yeah, and at least regular commenter.

Phil: But, and I was playing it, I wasn't enjoying it.

Phil: But as you said, when I finished it, I said, okay, this is a game under game.

Phil: It's interesting, it's different.

Phil: It's from a foreign perspective, and it's certainly worth playing.

Phil: And as I said, The Last Day of June is available on Windows, PlayStation and Switch.

Phil: And probably Switch is a good choice for it.

Phil: Probably the most expensive, but still a good choice for it.

Phil: So all in all, I think on my scale, I'd give it a out of

Phil: It was certainly, yeah, challenging at time and laborious, but I think worth it in the long run and interesting enough for me to recommend it.

Phil: I don't know what you would give it.

Tom: I'm going to revise an old rating system, which is the dice roll.

Phil: Oh, okay.

Tom: That's unfortunate.

Tom: I am giving it a out of

Phil: What die do you have that has a on it?

Tom: A D

Phil: Ddoesn't have a ?

Tom: It goes to

Phil: Oh.

Phil: Well, my -sided die is to

Tom: No, actually, it's a Dso it goes to

Tom: Does that mean is actually a ?

Tom: That would make more sense.

Tom: In fact, I'm giving it a out of

Phil: Okay, so I gave it a you gave it a so out of which is an out of

Phil: Okay, so, yeah, I think we do need to reintroduce the die roll.

Phil: I do have to ask you...

Tom: Now I actually understand what the dice is.

Tom: It may be more successful than our previous attempt.

Phil: I do have to ask you what, like, color theme does your -sided die or -sided die have, and then I'll reveal the themes of my -sided die.

Tom: It's green with white numbers.

Phil: Is it see-through or solid?

Tom: Solid.

Phil: Okay.

Phil: I have a orange see-through -sided die.

Phil: Didn't have much choice in that.

Phil: The other die, -sided die I have, is a green camo -sided die.

Phil: Because, you know, when you're playing Dungeons and Dragons or Magic in the jungle, you don't want to draw attention to yourself, so that's why I've got the camo -sided die.

Phil: So, yeah, very interesting.

Tom: Fascinating.

Phil: Okay, well, thank you, Tom.

Phil: Again, I think it's an enjoyable game.

Phil: Before we get into the next game we want to give impressions to, I think it's time to have the second installment of a new segment that we launched in the last episode, which is Tom Towers reacts to the news.

Phil: The first news story I have here, and the theme of this is basically, I'm telling you news that you don't know about, you react and then I react to your reaction.

Phil: So, China bans Animal Crossing.

Phil: Now, when I first saw this headline, I was compelled to click on the article and read all the details of it, but China has banned Animal Crossing, the most popular game on the Switch right now, Switches have sold out because of the popularity of this game.

Phil: And before I say anything else, I just wondered if you wanted to speculate what's behind all this.

Tom: Well, have you been to the VG Press lately?

Phil: I have, it's % Animal Crossing, hey dude, turnips, eggs, bunny day, check out my wallpaper, I'm beating my wife, I need to stop drinking, just full of a bunch of Animal Crossing stuff.

Tom: It's completely insufferable.

Tom: So while I'm normally completely against censorship, when it comes to Animal Crossing, I'm happy to make an exception.

Phil: Oh, you think this is a Freedom of the Press type thing?

Tom: Well, one could interpret it that way, but I'm saying that we should follow China's lead and ban Animal Crossing in the Anglosphere as well.

Phil: I also have to say that I welcome China's ideas on a wide spectrum of topics.

Phil: And if they say that Animal Crossing should be banned, I just got to agree with them, for no reason other than the fact that they're China, and China is great.

Tom: And Animal Crossing is a blight on the face of the Earth.

Phil: Absolutely.

Phil: Now, I speculated that China banned the game because I think that when all of this coronavirus stuff goes away, that people are going to think back to these times, and video gamers at least, and they're going to have a special connection with this Animal Crossing Switch game because with all these people stuck in their homes, with Steam backlogs as long as your arm and leg connected, for some reason they're sticking to this one game.

Phil: Now, don't get me wrong, I love Animal Crossing.

Phil: I put over hours into the DS game.

Phil: On the GameCube, I even bought the e-reader for the Game Boy Advance so that I could scan in cards and do all that.

Phil: So, you know, I've got standing on this issue, but...

Tom: This is why we need a social credit system, so that people like you can be rightly punished.

Phil: A social credit system, as is in place in China, you know.

Tom: Minus per every or so hours on Animal Crossing.

Tom: And that's being very lenient.

Phil: So, I think they were banning it because they didn't want people to associate the coronavirus with China.

Phil: And in banning this Japanese game that everyone associates with the coronavirus, if we can get rid of the game, that everyone in the future is going to remember.

Phil: Why did I like Animal Crossing so much on a Switch in ?

Phil: Oh, that's right, coronavirus.

Phil: So, if we can ban Animal Crossing, people won't remember the coronavirus, just like they don't remember the Spanish flu in

Phil: See, the Spanish...

Tom: There was no Animal Crossing back then.

Phil: There was no Animal Crossing.

Phil: So, why would we remember it?

Phil: No one remembers it.

Tom: The closest thing to Animal Crossing back then was Gernika.

Tom: And that's why it's known as the Spanish flu.

Phil: And that's why Gernika is hanging in the United Nations, because they're the only people that would pay for it and buy it and own it, you know.

Phil: Actually, Gernika wasn't painted until long after.

Tom: But he's from that era.

Phil: Yeah, all right.

Phil: Okay, so...

Tom: Do you want me to reference the Garcia Lorca poem instead?

Tom: I think the Picasso reference has a broader appeal.

Phil: Yeah, that's true.

Phil: I mean, Spanish is the number two language in the world, but not for long.

Phil: I think Chinese is going to the top.

Phil: Now, actually, no one really cares why China banned Animal Crossing, but it was because dissidents in Hong Kong were using it to communicate back and forth between each other.

Phil: And of course...

Tom: I think it's being banned just as part of a general crackdown on online games.

Phil: Well, maybe if they brought out...

Tom: For communication reasons.

Phil: They should ban all games except for Crackdown because no one would play it, and that would stop all sorts of communication.

Phil: But you know what I'm saying?

Phil: If they want to crack down on something, let's Crackdown out.

Phil: Let it be the only game available.

Phil: No one will play it.

Phil: And second news story for Tom Towers Reacts to the News is we've got a special game, Game Under Urology.

Phil: That didn't come out right.

Phil: The voice of Peppy dies, and I know you're a big Peppy fan.

Tom: Massive Peppy fan, obviously.

Tom: Which character was he?

Tom: Is he the frog?

Phil: Oh, so you know at video game.

Tom: Lilac Wars, right?

Phil: Well, the funny thing is, is the hyperlink to this story is the story.

Phil: Rick May, and maybe we should call him Rick May not now, Team Fortress Soldier and Peppy the Hare voice actor dies at age from coronavirus.

Phil: And it's like, you don't even need to click on a link like that.

Phil: I mean, that is the story.

Tom: Peppy the Hare, the frog in Lilac Wars, everyone absolutely despises, but again, like Waluigi, what fucking character in Star Fox stands out?

Tom: It is literally just the fucking frog.

Phil: I'll get to it.

Tom: They named a game Star Fox, and the fucking fox in it is completely forgettable.

Phil: Well, we'll get to that.

Phil: But again, this headline, IGN...

Tom: So why is he even relevant?

Tom: If this was the dude who voiced the frog, he didn't voice the frog.

Phil: He's not the frog guy.

Tom: This is my problem with this being a news story.

Phil: This is your problem?

Phil: This?

Phil: This is your problem with the news story?

Tom: Yes, it is.

Phil: That it's not Slippy who died.

Tom: Correct.

Phil: Okay.

Phil: The name of the article, Rick May, Team Fortress soldier and Peppy the Hare voice actor, dies at age from coronavirus.

Phil: It occurs to me that this is like the s trailer version.

Phil: Like the hyperlink is like the trailer version of s movies where they tell you everything you need to know about the movie.

Phil: You don't even have to go and see it anymore.

Phil: It's like the trailer spoiler that we talked about off air last week.

Phil: But yeah, Rick May voiced the rabbit.

Phil: And the rabbit is famous for saying, do a barrel roll.

Phil: Now, you know why I know it's famous for saying do a barrel roll?

Phil: Because I've been told times since Rick May died that that is a big thing in video gaming.

Phil: And I listened to another major video game podcast this morning on my drive to my essential workplace where they were basically in tears that this person that we've never even heard of, died.

Phil: And look, it's not like he's the dude that voices Mario.

Tom: He didn't even voice the frog.

Phil: He didn't even voice Slippy.

Phil: You know, I can do a Slippy.

Phil: He's also the voice of the Team Fortress soldier.

Phil: Do you have any memories?

Phil: Do you have any memories?

Phil: This is a time to reflect after all, Tom.

Phil: Do you have any memories of the Team Fortress soldier and what he may have said and what he would say now?

Phil: One can only consider.

Tom: We just talked about the very affecting Last Day of June referenced that Dragon Cancer, an even heavier game, but I have not cried as much as I did as when I first killed the soldier in Team Fortress

Phil: I never cried as much as when I first played Team Fortress with a keyboard and mouse and couldn't figure out what the hell was going on.

Phil: This was about years ago, of course.

Phil: So he died at age from coronavirus.

Phil: And it's like, OK, look, if he was OK, you know, that's sad.

Phil: But I mean, he could have died because the dominoes came to the doorbell, came to his doorbell and rang it.

Phil: You know, he could have died because he saw a different colored butterfly through his window.

Phil: I mean, you know, I just, I just, I mean.

Tom: What's the average age of death now?

Phil: Average age of death, I think for someone my age, it's like or

Phil: I think it's gone down slightly in the States.

Phil: It's probably gone up here in Australia, but.

Tom: It's also gone down in England.

Tom: And the next person we're going to talk about who was killed by the coronavirus was also

Tom: And that is Timbrook Taylor.

Phil: No.

Phil: Oh, hey, this is not fake.

Phil: I didn't know that.

Phil: I did not know that.

Phil: Oh, man, because I grew up watching The Goodies with Bill Oddie and Graham Green, I think.

Tom: Yep, correct.

Phil: And Timbrook Taylor.

Phil: And these guys did sketch comedy confined to a set group of characters that they played consistently.

Phil: So it wasn't like they were changing characters from sketch to sketch.

Tom: It was basically a sitcom slash sketch show combination.

Phil: Yeah, and I guess it could be remembered.

Tom: And Timbrook Taylor was also important in the genesis of Monty Python.

Tom: And he was on at last the show with John Cleese and Graham Chapman and Marty Feldman.

Phil: Yeah, and Timbrook Taylor exactly was around at the genesis of Monty Python.

Tom: And he could have been in Monty Python.

Phil: He chose not to.

Tom: And thank God for that because we got the goodies.

Phil: Yeah, and the goodies, I think if you look at the show like The Young Ones, which was another kind of comedy show of the same nature, the goodies laid the path for The Young Ones in a very consistent way.

Tom: They laid the path basically for the new wave of British comedy that The Young Ones were a part of and which continues in things like Peep Show, which have got slightly more conventional US.

Tom: Yeah, but that was basically the beginning of that movement many years in advance of it.

Tom: And it's much more revolutionary than Monty Python because Monty Python, contrary to popular belief, came about in an outbreak of surrealist-style comedy and absurdist comedy.

Phil: Yes, yeah.

Phil: It wasn't standing out by itself.

Phil: And it was influenced by...

Phil: What was Spike Milligan's...?

Tom: I forgot what it was called, but that was indeed a massive influence on them.

Phil: Yeah, like Spike Milligan, their comedy troupe, and I hate myself for not knowing this right now, but he was a part of a comedy troupe, and that really laid the framework down for that avant-garde British comedy.

Phil: I'll think about it, but you keep...

Phil: The Goons.

Tom: Yep, that's it.

Phil: So I'm really sad to hear this news.

Phil: But at the same time...

Tom: He was

Phil: He was and he could have died of anything.

Phil: So the way that they were talking about this on this other major podcast was, it just shouldn't have happened.

Phil: Things like this just shouldn't have happened.

Phil: It's avoidable.

Phil: If only Trump had done something, this -year-old English actor living in Sweden could have been saved somehow.

Tom: Well, Sweden also have a lax strategy as well.

Tom: So they could be going after the Swedish party that is in power, but probably no one knows who the Swedish party is.

Tom: Or if there even is a Swedish party.

Phil: I've got a -ounce malt liquor in my hand, so I think in tribute to Rick May or Rick Maynott, I'm going to do a barrel roll with this and pour one out for a video game champion.

Tom: And just before we finish denigrating Monty Python, I've got to point out that one of the most famous Monty Python sketches is about a joke that is so funny, anyone who sees it dies.

Tom: The good is, unlike the pretentious Pythons, managed to kill someone with one of their sketches, I believe, the Yorkshire pudding sketch.

Phil: Oh, really?

Tom: And Graham Chapman, who died at the peak of a so far even worse pandemic, the HIV AIDS pandemic, he died at the height of that, but he died of cancer, not HIV AIDS, and not even HIV AIDS-related complications in regards to cancer.

Tom: So that's another complete failure, whereas Timbrook Taylor managed to die in a historic pandemic, unlike as yet any Monty Python.

Tom: So yet another victory for the goodies over Monty Python.

Phil: Yeah, and it's interesting that in people died of AIDS-related injuries.

Phil: So, you know, we all go around...

Tom: That's in Africa though, mainly so.

Tom: It doesn't matter.

Phil: No, but that's the point about all of this.

Phil: And Graham Chapman, you know, I didn't know him obviously, but yeah, he died of cancer, and we talk about AIDS...

Tom: And he did die young.

Phil: He did die exceptionally young.

Tom: Well, not that young actually,

Phil: That's a lot older than I thought.

Tom: So fuck him too.

Phil: Well, I thought he was in his s.

Tom: At that stage, they should be marching into the gas chambers, if you ask me.

Phil: We're not going to ask you.

Phil: I think we all know where you stand from Episode

Phil: But you share that view with Time Magazine, which is why I did not edit it out, Gargan.

Phil: The Man of the Year goes to the most influential person.

Phil: It doesn't matter how liked or unliked he or she or it is.

Tom: It was massively liked at the time.

Phil: We're running out of time, as is our listeners.

Phil: So let's just cut into another game that we both...

Tom: No, we have not moved on before.

Phil: Oh, you've got more.

Tom: Yes, this is just the last part of the coronavirus extravaganza.

Phil: Because there haven't been enough media content about coronavirus.

Tom: Yes, well, I don't know if you're aware of this, but Australians have very lax hygiene standards compared to much of the world.

Phil: I would say they're on par.

Tom: Well, I don't know what part of the world you're comparing it to, but in my estimation, they're well below par.

Tom: And I'll just give you an example of this.

Tom: Since it was announced that coronavirus had reached the shores of Australia, and now since the stage three lockdown on my allocated exercise, which is a valid reason to go out into the world, while riding a bicycle, I have been both sneezed and coughed on by passing joggers.

Phil: They're just showing off.

Phil: They just don't like bikers.

Phil: You know, I have seen this sort of athletic elitism.

Phil: If you're a jogger, then you hate people on bikes.

Phil: If you're a biker, you hate people that jog.

Phil: If you're a person in a rowboat, then you hate everyone.

Phil: You know, it's just anything you can do to put down the fellow athlete somehow.

Tom: So if the rowers on the rivers, though there are now no rowers on the rivers, could reach, they'd be attempting to spit on the passersby, you're saying?

Phil: I think so.

Tom: But I would suggest that showing one's disdain by coughing and sneezing would indicate a bad level of hygiene.

Phil: I think it's exhibitionism, really.

Phil: Because I do think that people that exercise in public, are exercising for some sort of sexual exhibitionist type activity.

Phil: I think that people that wish to exercise in public already are out there saying, hey, check me out, you know.

Phil: I'm sweating, I'm breathing hard.

Tom: So you want exercise confined to the bedroom?

Phil: No, no, not at all.

Phil: I'm just saying that people are of a certain mindset.

Phil: People who go in public are in a certain mindset.

Phil: You know, if you're driving in your car down the highway, you're really just saying, hey, look at me, check me out.

Phil: You know, I'm a person, I'm in public.

Tom: That reminds me, I should just add as an addendum on the car statements in the previous episode of The Game Under Podcast, that specifically the reason one cannot make the comparison between real estate and aspirational standards is because buildings designed for the use of poor people, depending on your attitude to the poor, can be deliberately designed to be as bad as possible, whereas a vehicle which is designed to be as cheap as possible usually has to be sold to the people attempting to buy it.

Tom: So the idea is, at least in terms of marketing, it has to be attractive.

Phil: In terms of marketing, that's true, but there are cars that are developed specifically for the rental market, and if you've ever driven one, you know what I'm talking about.

Phil: I mean, there are cars that are designed to be horrible.

Phil: Speaking of cars, before we get into our impressions of Death and Taxes, which is a video game, not a philosophy, I think you mentioned you wanted to say something about Forza Horizon that you didn't mention in the last show.

Tom: Yes, just two things I forgot to mention.

Tom: The first is, once you've completed all of the different race types or got to a certain level in them for winning races or just completing them, you basically get experience in different level tiers for each type of racing.

Tom: And once you get sufficiently deep into the career mode for those particular races, you unlock a finale race, which is usually of a spectacular length and show a much greater level of care in the layout of the path you're following.

Tom: And there are two highlights.

Tom: One is an incredibly long dirt race that is basically across the entire map from one end to the other, because it's a dirt race that takes a very long time.

Tom: The other is a race that basically takes you on a lap around the entirety of the map on a road race.

Phil: That's so cool.

Phil: That is so cool.

Phil: So it takes you it takes you through the entire geographic thing or it takes you through every single mini track?

Tom: It's an open world race.

Tom: So the races are based on roads.

Phil: Yep.

Tom: So it takes you on a circuit around the entirety of the map basically, around the outer roads.

Phil: Okay, that's what I meant.

Phil: Yeah.

Phil: So it's an outer roads thing.

Phil: Okay, that is still cool.

Tom: It is.

Tom: And those are highlights of the game.

Tom: Not just those two, but all of the long races are, show a much more detailed and interesting design.

Tom: And they are worth playing absolutely compared to the rest of the game.

Tom: And I also mentioned the LEGO track in Horizon LEGO Speed Champions.

Tom: And I forgot to mention, I think I said it had a high speed corner, but in one of the layouts, it is very well used.

Tom: And it would be a highlight in, based on Forza Motorsport it would be one of the better tracks in a Forza Motorsport game.

Tom: So it is consistent with the rest of the quality in the LEGO Speed Champions in terms of their circuit design.

Tom: So it will not be a disappointment to any long standing Players of Forza Horizon series that wanted a track to mess around in.

Tom: When they finally have got one, it is of very high quality, with the other layout being based more on shorter corners and shorter straights and a more technical thing.

Tom: So it's got the best of both worlds.

Phil: I got to say after our last episode, I went to buy a copy of this.

Phil: It's still stupidly expensive.

Phil: And you know, you get it for free with Game Pass.

Phil: And then what's the name of that pirate game that's on the Xbox?

Tom: Sea of Thieves.

Phil: Sea of Thieves.

Phil: I want to get that as well so I can play that.

Phil: That is stupidly expensive.

Phil: It's like bucks or something.

Tom: That's because they're both still very popular, I believe.

Phil: Yeah, but come on.

Phil: You get them for free on Game Pass.

Phil: So why are the physical copies so expensive?

Phil: Probably because they had low print runs because they think no one's going to buy the physical copies.

Phil: But I almost fired up Forza just to sort of get into the vibe of it.

Phil: But I've got to tell you, I've played a lot of games lately.

Phil: I played...

Phil: What was that black and white press game from the GameCube?

Phil: From Platinum, the ultra-violent one.

Tom: Do you mean Mad World on the Wii?

Phil: Yeah, Mad World on the Wii.

Phil: I was playing that this weekend.

Tom: That was originally going to have a metal soundtrack, apparently.

Phil: Well, it may or may not have worked, but...

Tom: Well, metal could have fit it, but the rap soundtrack was...

Phil: Was good...

Tom: .

Tom: what made it an original title and stand out.

Phil: Yeah, much like...

Phil: what was that other game that we both played on the PlayStation ?

Phil: No, not that one.

Phil: The Samurai...

Tom: The Beat'em Up?

Phil: The Samurai one that had the cartoon aesthetic, but had the rap music.

Tom: Afro Samurai?

Tom: Yeah.

Phil: Yeah.

Phil: But I forget, we've talked about Afro Samurai before.

Phil: You enjoyed that game or...?

Tom: I have never played it.

Phil: Oh, really?

Phil: I think you'd enjoy it.

Phil: I can tell you one thing I did enjoy, and that was a demo for a game that just came out.

Tom: Well, before you do, I did just have one final thing.

Phil: Oh, yeah, of course, because I can never actually transition cleanly from one topic to the next without you interrupting.

Tom: Well, if you had an interesting topic to bring up, I might let you proceed.

Phil: Oh, okay.

Phil: Well, I went to the doctor today.

Phil: I've got cancer.

Tom: That's not that interesting.

Tom: We were just talking about coronavirus.

Tom: At least get something interesting.

Phil: Yeah, I'm sorry.

Phil: Anyway, continue on with whatever it was you were going to say.

Tom: Yeah, I was going to say one thing I forgot to mention was how the different drive trains drive in Forza Horizon

Tom: And the all-wheel drive layout is tremendously overpowered.

Tom: Obviously, all-wheel drive in terms of racing should generally be, without question, the superior platform.

Tom: But it's got virtually no understeer whatsoever.

Tom: And the understeer is completely correctable, like it is in four-wheel drive cars, by lifting off the throttle.

Tom: So you've basically got something that has the oversteer potential of rear-wheel drive, but with significantly greater traction and not enough of a detriment in terms of weight.

Tom: So that basically, if you're building anything, you will be inclined to make it all-wheel drive, because it won't be able to compete with other all-wheel drive cars in races, if it isn't.

Tom: And in some of the races, you can sometimes get stuck with a lot of all-wheel drive cars when you do not have one.

Tom: And the other thing is the front-wheel drive cars, while they are quite understeery, unlike the all-wheel drive cars, the amount of oversteer that is induced by you lifting off the throttle when you are cornering, essentially makes them, again, nearly as oversteery as a rear-wheel drive car, except that you won't be able to completely flick the rear end out and initiate a drift or power slide.

Tom: So it's very arcading when it comes to the comparison between drivetrains, but at least there is some reference to the differences between them, so that if you are doing four-wheel drive, you will have to drive differently than if you were driving rear-wheel drive or all-wheel drive, even if the difference in cornering speed between a rear-wheel drive and four-wheel drive car won't be that different, and nor will the line you're attempting to take either.

Phil: And this is for Forza Horizon available on Game Pass.

Phil: I probably on the next episode wanted to ask you more about Game Pass to see what other games are on there and available as well.

Phil: So with that, should we go on to Death and Taxes?

Tom: Yes, we may now finally proceed.

Phil: Okay, thank you.

Phil: So Death and Taxes, I don't know how this game came to my attention, but it's just come out in February.

Phil: It's from a company called Placeholder Games.

Phil: They're a small developer.

Phil: I forget what country they're in, but it's again a small team based out of Estonia.

Phil: Interestingly enough.

Phil: And they've worked on games like Disco Elysium, Might and Magic Heroes.

Phil: So who knows what work they did on that.

Phil: But this is essentially a Papers, Please clone.

Phil: And you are essentially the Grim Reaper.

Phil: And every day you're given a pile of people that need to die.

Phil: You must select amongst who dies and who lives, as opposed to Papers, Please, where you got to select who crosses the border and who didn't.

Phil: Is that a pretty good description of the gameplay?

Tom: Yes, I would say so.

Phil: And so it starts out quite simply.

Phil: Where they'll give you like four people, and they'll say two people have to die today.

Phil: And basically you read the profiles, and you're like, okay, well, that guy is

Phil: He did voiceovers for a couple of video games.

Phil: He's had a good run.

Phil: The other person is

Phil: They've just graduated with an advanced degree in chemistry, and they're developing a anti-cancer chemical medicine that has proved to be effective.

Phil: Okay, that's pretty easy.

Phil: The -year-old gets it.

Tom: And you'd be very invested in saving that person now.

Phil: Yep.

Phil: And so then the...

Phil: So basically the gameplay is you've got a desktop, and you get files, and there's a supervisor that tells you what you should do.

Phil: And then every day after you've done your thing, you can check your phone and check on news headlines from a fake Twitter that says, a -year-old voice actor who died at age Nintendo fans killed themselves over the prospect.

Phil: In other news, a -year-old postgraduate developed what was thought to be a good cancer-saving chemical, and it turns out...

Tom: So the chemical actually saves cancer.

Phil: So that was a bad decision.

Phil: The chemical saves cancer.

Phil: You know, people died of cancer.

Phil: So both of those instances are made up examples.

Phil: So then the next day, you'll get like six, and they'll say, okay, you've got to kill...

Phil: Three people have to die today.

Phil: Avoid killing people who work in the food service industry.

Phil: So you'll get a profile that says, a guy is a restaurant owner, cheats on his wife, has raped three women, cheats on his taxes, but runs a successful restaurant franchise.

Phil: And then, you know, the other...

Phil: So, you know, you start getting down to these things, where you get these different conditions that are put on you each day that makes the game play more challenging and more interesting.

Phil: Is that mirror your experience, Tom?

Tom: We should also add that your advisor is Fate, and Fate is basically a Bond villain with a cat.

Tom: So the tone is very tongue-in-cheek.

Phil: Oh, yeah.

Tom: At least at the beginning.

Tom: And, well, obviously for me, it was not very interesting because I just checked, is the person or older?

Tom: If they were, I marked them as die, and if they weren't, I marked them as live.

Phil: So you adopted the OK Boomer philosophy.

Tom: Yes, I did.

Tom: The famous eugenicist movement of today, the OK Boomer movement.

Phil: I found the demo interesting enough.

Phil: It wasn't perfect.

Phil: There's a lot of different things I would have done had I been designing this game.

Tom: Well, you compare it to Papers, Please, but the first thing is that it is very visually uninspired and uninteresting.

Tom: And tactically, there's virtually no feedback at all.

Tom: You've got a very bland table with two empty drawers that, as far as the demo is concerned, serve absolutely no purpose whatsoever.

Tom: I believe in the future you'll probably end up with items stored in them.

Tom: But you also have a fax machine, which you click on once you've filled out all the forms.

Tom: And you have a marker with which you tick one box, yes, die or live, and that's basically it.

Tom: So while it is clearly inspired by Papers, Please!

Tom: and using a similar layout, it is not a very interesting rendition of the Papers, Please!

Tom: visual structure.

Phil: That's right.

Phil: And it was my first reaction that when I had to fax something, I would take the cards and insert them in the slot in the fax machine, and that wasn't working.

Phil: And then I just figured, oh, you've got to press this big round button, and it just takes care of everything.

Phil: And the tactile nature of Papers, Please!

Phil: where you had to stamp and it got that ka-chunk, you know, when you're stamping something, that very satisfying feel is lacking from the game.

Phil: And even the pen itself was unsatisfying in terms of how everything worked.

Phil: Things get cluttered.

Phil: I mean, it would have been better...

Tom: And just the pen, for example, while you can scribble on the paper, and it marks the paper, to actually choose between live or die, you have to actually click the box.

Tom: You can't draw through the box, marking it with an X or whatever.

Tom: That does not work.

Tom: You have to click on it.

Tom: Again, going against what should be a very tactile layout.

Phil: It would have been better if they had had a stamp for you to stamp, live or die, a check mark, and that would have solved that problem.

Phil: The other thing I would have wanted was, instead of filling up the desk with a lamp and these other things, and the rules that you don't need, you don't need the rules displayed the whole time, would have been a die or live tray.

Phil: Because that's how I ended up using the screen anyway.

Phil: It's like on a cursory inspection, okay, I've got to let three people who work in food service live.

Phil: So I just found, you know, four of the people that work in food service, I put them over on the live side, which I made the left.

Phil: And again, the human mind will come up with its own games and devices for this sort of thing.

Phil: But it would have been nicer to have a live and die tray.

Phil: And yeah, it just lacked the finesse and detail of Papers, Please.

Phil: And ordinarily, I'd say, well, there's only eight people that work on this game.

Phil: And again, the name of the game is Death and Taxes from Placeholder Games.

Phil: It's on PC only, so far as I can tell.

Phil: But usually, I'd cut them some slack.

Phil: But Lucas Pope made Papers, Please, and he's one person.

Phil: Like, he made the whole game.

Phil: People did contribute to the music, but, you know, if you're going to do a clone, I get it.

Phil: It's not going to be the best.

Phil: It's not going to be the original.

Phil: And I think that what they've done so far with the demo is enough for me to actually buy the game, which is only like bucks right now.

Phil: So I will be buying the full game.

Phil: I did find it enjoyable.

Phil: I found the interactions at the end of the day with the boss, Fate, to be very entertaining.

Phil: Because he says, so, you know, how are you finding this work?

Phil: And then they have options like, yeah, it's pretty easy.

Phil: Or, yeah, it's really good to separate the wheat from the chaff.

Phil: Or, you know, I'm not really too...

Tom: There's boomers from the rest of the world.

Phil: Yeah, or for you, in your case.

Phil: Or, you know, I really don't like this.

Phil: You know, couldn't you be giving me more information about these people?

Phil: And the kind of person that I am, you know, I just immediately fell into that compliant work, you know, type person.

Phil: It's like, hey, you want me to kill three people who work in food service?

Phil: Fine, I'll do it.

Phil: You know, I mean, these are the rules, you know.

Phil: Hey, it's my job, so I'll just...

Phil: And that's what I liked about it.

Phil: And that's what I liked about Papers, Please.

Phil: It scratches the same itch or itches the same scratch.

Phil: And yeah, I really enjoyed it.

Phil: And I'm definitely going to buy the game and give it a try.

Phil: Was your impressions overall much different from that?

Tom: Well, they were certainly not as positive.

Tom: And the other thing I would bring up that is in stark contrast to Papers, Please was the...

Tom: In Papers, Please, you're looking at a passport to compare it with what a real passport should have on it and looking for forgery and things like that.

Tom: Here you're just reading basic information about someone and comparing it to what you've been told in regards to killing people.

Tom: So far, at least, it is literally as simple as when you're told to kill people who work in the food industry seeing what their job is, essentially.

Phil: Yeah, you're right.

Phil: And that's it.

Phil: You're right.

Phil: And the other thing is as opposed to a passport, which is only giving you objective information, this is giving you opinions as well.

Phil: It's giving you a description of who the person is and what they've done in their life.

Phil: And so that's what puts this game on a completely lower level.

Phil: I think also too, like one element of it that plays into it a little bit is that it plays into that whole, you see a job description of someone, and so your own state of mind plays into play of, oh, that's a useless job.

Phil: I'll kill them, regardless of what the rules are that day.

Phil: We've got to say this is only the demo.

Phil: So things can change, and we'll find out what everything else is for as we play the rest of it.

Phil: But I'm not a climate denier or anything like that, but when I saw one of the job positions was climate change researcher, I was like, oh, you're dying, you're useless.

Phil: Because whether you think climate change or whatever, it's just like if someone's making their money off the climate change industry, then they're useless, right?

Phil: Because it's not going to change anything, you know?

Phil: So, you know, your own post...

Tom: What you're saying is they need to become an eco-terrorist.

Phil: Look, if there was an eco-terrorist on the area, it would have killed them as well, you know, because...

Tom: Well, they would have been doing something.

Phil: If it, like, you know, but if it had said...

Phil: I think one of the ones was like a politician, or he's a politician, but he cheated his way to the top.

Phil: And most people would say, oh, well, let's just kill him.

Phil: But I was like, no, they're playing with stuff here.

Phil: And I think, again, like with Last Day of June, because these developers are from Estonia, there's that little bit of lost in translation going on.

Phil: And that's why it's interesting to me.

Phil: And so because it's a demo, I'm going to look past some of those things, but you're absolutely right.

Phil: Fundamentally, it lacks the things that made Peepers Please my number one game of the s.

Tom: And are we going to give the demo a rating?

Phil: I don't think that we should, but we will.

Tom: Well, I may not continue playing it, so I'm going to.

Phil: Okay, I'm going to give the demo a out of

Tom: So it's half a rating better than Last Day of June.

Phil: Yeah, because of that itch that it's scratching, or scratching that itch, or whatever, whatever the phrase is.

Tom: And I'm going to give it a out of

Phil: Ooh, so that's an out of which would be a out of

Phil: Well, in any case, the demo is free, and I would encourage people to give it a try if you like Papers, Please.

Phil: And if you don't like Papers, Please, why are you listening to this podcast?

Phil: So I think we're going to wrap it up there, unless there's something else that you want to finish the show with, Tom.

Tom: Well, I have got to bring up the history book I referenced in the previous episode of the show, because whenever I bring up politics, I always have to have a balanced perspective and mention both sides.

Phil: Okay.

Tom: So in that episode, I think it could be inferred that I was implying that particular racist trains of thought and arguments are identical and equally stupid today as they were years ago.

Tom: But if anyone were to read that book or look at history whatsoever, as in previous episodes, I've mentioned that Churchill, for instance, was tremendously racist, but people would have issue.

Tom: Some people may have issue with that statement because everyone was racist back in Churchill's day.

Tom: But that isn't really true.

Tom: Throughout history, there have been racist people, non-racist people, and people who oppose racism.

Phil: So no, I just want to underscore that.

Phil: Based on everything I've read about Winston Churchill, and I think he's admirable in many ways, and he was a drunk as well.

Phil: And people are not perfect people, but he was exceptionally racist on the basis of the experiences that he lived.

Phil: And to diminish his experiences by saying, oh yeah, but everyone was racist back then.

Phil: No, everyone wasn't racist back then.

Phil: People who had certain experiences were racist.

Phil: People that had certain experiences weren't racist.

Phil: And I think this kind of white walling of people who lived in the past is really insulting to the individuality of people who are living today as well.

Phil: Because it would be quite easy years from now for people to make some sweeping characterization about everyone on the planet Earth felt this or anyone on the planet Earth felt that.

Phil: And those people that lived back in Winston Churchill's days were just as individual as any of us.

Phil: And I think it's giving people A, a past to be racist or backward thinking.

Phil: And B, you know, completely ignorant of how people think.

Tom: And if you're a Churchill fan, or if you're a patriot of a country, for instance, if we're applying this to a historical event in a particular country that people may find offensive because it's now seen to be bad or whatever, own it.

Tom: I don't understand.

Tom: If you are a Churchill fan, why would you not like him just because he was racist?

Phil: Which I am.

Phil: Like, you know, if you're putting the pluses and minuses on a column for Winston Churchill, you know, would I like him if I met him?

Phil: Probably not.

Phil: Would he like me if I met him?

Phil: Most definitely not.

Tom: I was going to say most definitely.

Phil: Yeah, but...

Tom: But then I remembered your Irish heritage.

Phil: But in term...

Phil: Exactly.

Phil: But in terms of his...

Phil: He had an American mother, at least.

Phil: So that might be an in, at least for a conversation.

Phil: But as soon as he finds out I'm from California, that conversation will be over.

Phil: But the...

Phil: And the pluses and minuses, yeah.

Phil: I think Winston Churchill had a totally positive impact on the world.

Phil: Does that make him a perfect person?

Phil: No.

Phil: He was a racist.

Phil: He was a drunk.

Phil: And a lot of the things he did, you know, severely harmed a lot of people.

Tom: I would reverse that.

Tom: I would say as a person, he's a better human being than a politician and his impact on the world.

Phil: And let's not remind ourselves that it's been one of the main participants in saving Western civilization for what it's worth.

Phil: The British public unceremoniously dumped him, and then he stayed in public service as a member of the House after that for decades more.

Phil: Whereas these days, he would have just gotten a consultancy and turned into a Tony Blair-type character and making tens of millions of dollars under the Capitol.

Tom: That's why I bring him up as a better human being.

Tom: I think you have to give him credit that he stuck to his ideals and conception of the world in spite of the world changing around him.

Phil: Yep, definitely.

Tom: Unlike a Tony Blair.

Phil: Yeah, which is a flim flam.

Phil: Now look, Tony Blair is a very interesting character, and there's been great books written about him that are entertaining more than anything else, including his own biography.

Phil: And in his own way, I do see him as like a British Bill Clinton, and Bill Clinton and Tony Blair both have their foibles.

Tom: Well, they are of the same political generation, and basically identical in their policies and thinking.

Phil: Absolutely.

Tom: With Blair being slightly even more aggressive in his thought on an international stage, not in terms of in Britain itself.

Phil: I could bore our listeners all night, but I do think that, yeah, they're cut from the same swath, and certainly their ability to make money off of their office after office is also identical.

Phil: But I've driven you off of your main point, if you just want to go on with that.

Tom: Yes.

Tom: Just back to the point of balance, not only are the standard racist arguments and thoughts and the proclivity for racists, not including, again, racists with some sort of personal integrity like Churchill, to deny the fact that they're racist, which is very popular throughout the history of racism, so too are the arguments against racism very much identical to the arguments today.

Tom: So I'm just bringing that up for balance, that both pro-racist and anti-racist arguments are basically the same ever since meritocracy took over from social Darwinism, and both sides are not really in any way intellectually interesting.

Phil: Yep, they haven't evolved much, and certainly are not very intellectually interesting on either side of the coin.

Phil: And so...

Tom: I think that's also a large failing of meritocracy itself, because meritocracy, as was mentioned in the previous episode, is essentially just social Darwinism with all the interesting and amusing and grand metaphysical themes of social Darwinism removed.

Phil: Indeed.

Phil: Is that all you have to say on that topic?

Tom: The last thing I will say, just because we also mentioned Baudrillard in the previous podcast, one of the few interesting contributions from Baudrillard, from an idea perspective, is basically, and I think he comes after Guy Debord's Society of the Spectacle, which also might be relevant today, but his Simulation and Simulacra.

Tom: Where all political thought and the general consciousness of the populace is looking at things that are simulations and seeing them as reality.

Tom: And this would be relevant to how, at least people claim, policy is made, where everything is done through the lens of mathematical projections as to how things may play out.

Phil: Is that a sentence?

Tom: Yes.

Tom: And it was, contrary to popular belief, actually worded worse than Baudrillard's writing.

Phil: You did that on purpose, I'm sure.

Phil: The final thing I'll say, because we haven't said a swear word in this podcast, I usually, when we're filing this for iTunes...

Tom: Just wait though, but on that point, on that point, yes.

Tom: The other thing, and I think we alluded to that in a previous episode, the thing that is particularly funny, given that all of these postmodern thinkers are seen to be hysterically radical figures destroying Western civilization and inspiring generations of activists and so forth.

Tom: My reading of them, nothing could be further from the truth.

Tom: They are essentially, and this is why, again, conservatives have such an issue with them, they are offering a different conception of conservatives.

Tom: Whenever I finish reading any of their books, my reaction is the same as when I read a right-wing conservative book, which is, well, that's bad.

Tom: I wish someone else would do something about this.

Phil: Yeah, but aren't you virtue signaling to a certain degree when you say, oh, left is wrong, right is wrong?

Tom: No, I'm saying conservatism is wrong.

Phil: Okay.

Tom: And I think objectively conservatism, like progressivism, is wrong by default given that they are arbitrary positions.

Phil: Right.

Tom: So they are by default concluding that everything currently is correct or everything ought to be changed.

Phil: Oh, that is not a state of nature that exists.

Tom: That's why they're wrong.

Phil: That is absurd.

Tom: And I think the greatest straw man of those two positions are.

Phil: Yeah, but straw man positions exist for fundraising.

Tom: Yep.

Phil: You know, so can I say the F word now?

Tom: Yes, you can.

Tom: Wait, wait, wait, wait.

Phil: Jesus Christ.

Tom: Yep, the last aggression that I forgot.

Tom: The problem with history book.

Tom: I'll finish that book and I've now read several history books.

Tom: I'm an expert on history books.

Tom: There's a big issue with the practice of history, and I would recommend that people watch history lectures instead.

Tom: Not school lectures, but history lectures by authors promoting books or random historians doing a lecture to an academic audience, not a student audience, because school lectures suffer from this problem to an even worse degree.

Tom: Basically, history books are in the tradition of epic poetry.

Tom: There is no denying this fact.

Tom: The problem is, historians are not poets or creative writers.

Tom: So they do not know how to tell a story.

Tom: And it's very easy to illustrate in drawing the global color line, which I still recommend.

Tom: But basically, this book was very well described the racist implementation of policy in those years.

Tom: And it made some references to previous policies.

Tom: But this is basic backstory that was massively important, because the significance for someone who is not familiar with the policies of the empires that were active at the time would not necessarily be aware, or at least the point is not driven home enough by the book.

Tom: But these were actually massive reactionary policies that were being implemented.

Tom: That were actually significantly more racist and significantly more oppressive than the preceding policies, and significantly limited the movement of not just non-white people, but in many ways white people as well, compared to previous policies.

Tom: And because, for two reasons, one, because history is now academic, and based on empiricism, which it always was, but to a higher standard now, obviously people want to be careful about discussing things that they're not as specialised in as other historians.

Tom: But it ends up creating weird descriptions of a time period that exists completely as its own beyond a basic reference to it here and there, which doesn't really give you a good perspective on why the events and the changes that were taking place were significant.

Tom: And the other issue was also another problem of one, both taboos and two specialisations.

Tom: While there is some reference in history books to the material gains that the people implementing these ideological platforms might get from them, particularly in drawing the global colour line, they did a reasonable job of emphasising why these policies were being implemented when the power of the native peoples in various colonies had grown to a certain point, thus, obviously, you're conserving your social status as well as your material power over other people.

Tom: That's very much in the background when, if you are reading any historical documents, you can't exclude the ideological thoughts that people have, but usually they're very much aware of the practical gains they have out of anything they're implementing.

Tom: And I find that most history stuff that I've read really under emphasizes that aspect of the people involved in terms of their thought and in terms of why the countries involved are doing what they are doing.

Phil: Indeed, that's true today when you look at talking heads and quote experts who are called to come on and talk and chatter on nightly politics shows.

Phil: Nothing they say is not influenced by the fact that they know who's paying them to come on to the network to speak about such topics.

Phil: And that's on both sides of the ideological spectrum.

Tom: Absolutely.

Phil: Okay, well with that, I think we can close out episode of The Game Under Podcast.

Phil: I am Phil Fogg, and I've been joined for this marvelous episode by Mr.

Phil: Tom Towers.

Phil: Thanks for listening.

Phil: Record.

Tom: Yes.

Tom: And wait, wait.

Tom: Wait.

Tom: Record this quickly.

Tom: I just forgot, I can't let us go, because I mentioned projection in the previous episode, and as a person who is skeptical of psychology, a lot of psychology.

Phil: Oh, projection is a psychological concept.

Tom: Correct, and I believe it is of great use, but it is useful to be aware of the prevalence of projection in political thought and so forth, not just so that you can notice it, but so that you can apply it to yourself.

Tom: And I do tend to find that psychology often doesn't do that.

Tom: And so when I mentioned that Aristotle is a complete moron, I would like to say I'm very aware that this could indeed be me projecting and I'm the complete moron.

Tom: But like Aristotle, I would like to point out, I too like Aristotle, I'm the complete moron.

Tom: And the other reason, and the neglected aspect of projection is, comes from a much greater and much more interesting and in-depth psychological movement known as the thought of children.

Tom: And there is a great line full of wisdom, which is, it takes one to know one.

Tom: So while I accuse Aristotle of being a moron, I fully admit that I'm aware Aristotle is a moron because I too am a moron.

Phil: Thank you, Tom.

Tom: You're welcome.

Game Under Podcast 122

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

Introduction
0:00:08

Trademark Banter
0:01:40 South Austrlian Goose Game
0:02:08 Recording from Home Due to Covid-19

Tom Towers Reacts... to the News

0:03:45 The Last of Us Part Two Delayed Forever
0:07:31 The Official XBOX Magazine Shuts Down & Hyper Magazine

Trademark Banter Resumes
0:11:25 Towers Reads Another 100 Books (in 2020!)
0:13:00 Crash by J.G. Ballard
0:25:30 Gaming Sites Aren't Gaming Sites Anymore
0:27:00 Wasting Time Second Guessing Gaming PR
0:36:00 Star Trek and Sky Children of Light
0:44:00 Tom Towers, Segue Assassin

Tom Towers First Impressions
0:45:45 Forza Horizon 4
0:52:00 Gran Turismo's Current Direction
0:59:00 Metropolis Street Racer & Dynamic Weather
1:02:30 Seasons and Weather a Great Addition but...
1:16:30 Spammed with DLC
1:22:45 Two Modes in Seasonal Events
1:28:00 Polyphony Digital
1:29:30 Amazing Lego DLC!

Trademark Banter III
1:41:30 Fogg is Retiring! (At some point)
1:42:30 Towers: Everything is Breaking
1:45:20 Turing Rolls Over in his AI Rendered Grave
1:55:00 99 Cent Lock Vs 99 Cent Hammer

Feature: What Remains of Edith Finch *Spoilers, Lots of Spoilers*
1:58:00 Untitled Swan Game 2:13:45
Gameplay Reductionism - An Important Point
2:23:30 Our Score

End of Game Coverage Here
2:24:15

A Few Book Recommendations from Tom Towers
2:36:00 A Few Book Recommendations from Phil Fogg
2:58:45 Phil Tries to Restore Order (and eat).

Transcipt

Tom: We are pretending to be recording it on April th,

Tom: But when did we actually record it?

Tom: Phil, who is my co-host?

Phil: Well, I'm not quite sure, but I do know when you recorded episodes and

Phil: And I do want to thank Arnie and Gagan for step hosting while I was on assignment.

Phil: I particularly enjoyed both episodes, but episode was pretty good, and Gargadeep Singh from the Endless Backlog did a great job.

Phil: Is there a new podcast for their game of the year has to be posted by now, surely?

Tom: Well, he claimed it would be posted long before our show went up, but the last time I checked, a reasonable length of time ago, there was nothing on the YouTube channel, but I will check live on air.

Tom: The last episode they have posted there is from six months ago.

Phil: So we totally spoiled it in our last episode.

Phil: Apparently, it was a six-hour show, so I won't be listening to that.

Tom: He did say he would be time stamping the relevant part, which is the argument for the game of the year credential for Untitled Goose Game, which is an Australian made game.

Tom: Indeed, a Melbourne made game.

Tom: Oh, really?

Phil: I thought it was from South Australia.

Tom: No, Melbourne, I believe.

Phil: Well, they probably conned the South...

Tom: Including a grant.

Tom: What's that?

Phil: They probably conned the South Australian government into giving them a grant.

Tom: No, I believe the grant is from the Victorian Film Board.

Phil: Because I know we once lost a listener for making a disparaging mark about South Australia, so we shan't be repeating that again here.

Phil: We should probably note for our keen listeners that because of these times, both Tom and I are recording this from our home studio, so if there's any...

Tom: Yes, for the first time on air, we are not recording it in the same studio.

Phil: No, we're not coming to you live from the Stride studio.

Phil: In fact, they've dropped their sponsorship because of these times, so we're recording this from home.

Phil: If you hear any ambient noise, such as cats, children or other sounds of joy, we apologize in advance.

Tom: Cats, children.

Tom: Is that children of cats or children and cats?

Phil: No, cats, children.

Tom: Okay.

Phil: If you do hear any cats, children, let us know.

Tom: There's an Australian composer called Elena Katz-Chernin, so you may have also been referring to her reasonably good music.

Phil: Yeah, she may drop by to borrow a ham hock or something in these troubling times.

Tom: I don't think she's that avant-garde.

Tom: But on these troubling times, by the way, the Melbourne Symphony Orchestra has been releasing a number of live streams, some of which are quite good.

Phil: Oh, really?

Phil: They've been doing live streams as an orchestra?

Tom: Yes.

Tom: Well, before the lockdown reached stage three, they were doing some in-studio live concert performances.

Tom: Since then, they have been live streaming some old concerts and possibly doing some performances with fewer numbers of people.

Phil: Well, it's taped to live.

Phil: That's not like our show.

Phil: No.

Phil: Which we record this...

Tom: Well, also broadcast live, originally.

Phil: Every time someone downloads a podcast, we get a text, and we have to do the show again.

Phil: Which one are they listening to now?

Phil: Episode ?

Phil: Where's the script?

Phil: But speaking of these troubling times, I just wanted you to get your reaction to some of the news that's going on.

Phil: It's unavoidable in these times.

Phil: And that is Last of Us has been delayed indefinitely.

Tom: Every cloud has a silver lining, as they say.

Phil: Yeah, well, I'm going to cancel my pre-order.

Phil: I mean, so that's an extra bucks in my pocket, or or however much games cost now, that our dollar is worth cents.

Phil: Yeah, so basically they pinned it on logistics and said that they wanted the game to come out everywhere around the world at the same time.

Phil: So I guess digital distribution wasn't a choice, but it's a very boring answer.

Phil: Had they said that, you know, we're having trouble getting rid of all these bugs while we work from home, or bringing the project to the finish, you know, when our employees are all at home, that would be one thing.

Phil: But they're blaming it on disks and saying that, oh, we could get it to some regions, but not other regions.

Phil: What do you think of that?

Tom: It's a strange PR strategy.

Tom: I don't see the justification of presenting it in that matter, because even if it were the real reason, surely it is win-win to say that they could not continue development as they like to due to social distancing regulation.

Tom: Then they're doing something good for the benefit of humanity and delaying the game.

Tom: Whereas otherwise, if they wanted to continue doing it and not have a worldwide physical release, why couldn't they have a worldwide digital release?

Tom: It doesn't make that much sense.

Phil: It doesn't.

Phil: And I think, actually, you've probably got your finger right on the pulse there.

Phil: It's probably an ego thing, where they're delaying it maybe because of the content.

Phil: The content isn't a good read right now.

Phil: And they're saying, no, we've finished the game.

Phil: We're not blaming this on not finishing the game.

Phil: If you guys want to come up with an excuse, we'll have an excuse.

Phil: But my team did what they were supposed to do.

Phil: The game is coming out, and I'm not having that reflect on them.

Phil: So they can point the fingers.

Tom: Alternatively, it's an even bigger ego thing, and they want the game to be prophetic.

Tom: So they've got all their employees ferreting around the world, attempting to spread SARS as much as possible.

Phil: That would take more coordination and motivation than I think they have.

Phil: But honestly, I'm not disappointed.

Tom: And a greater commitment to their art.

Phil: Yeah, I'm not disappointed.

Phil: I've got plenty of other things to play, and it would probably be a distasteful game to be playing right now anyway.

Phil: Eh, not that that matters to me, but it would have to affect their sales.

Phil: And you know, they might be shallowly just thinking, well, people can't go out of their house to buy the game in the number one market for this game.

Phil: So we're delaying it for marketing reasons.

Tom: Don't a lot of people have internet in the number one market for this game though?

Phil: Yeah, but they've got to reserve that for Netflix in these troubling times.

Tom: Okay, so everything else except for Netflix is being throttled.

Phil: Yes, including critical medical information.

Tom: Yes.

Phil: And online prognosis or diagnosis.

Phil: I don't know what that's called.

Phil: I haven't been to a doctor for a while.

Phil: I'd like your reaction to another thing because every time we record, I have to tell you about another magazine shutting down.

Phil: The official Xbox magazine is shut down in the UK.

Phil: And this is a future publication.

Phil: The future is a massive magazine publishing company.

Phil: But yeah, another one bites the dust.

Phil: It's gotten to the point now where there's no, there's no magazines for me to go and buy in the store anymore.

Phil: I'm actually looking forward to the quarterly hyper, but I think it's been a couple of quarters since they've had a hyper.

Tom: That's if the quarterly hyper still exists.

Phil: Yeah, yeah.

Tom: Which is as to be determined.

Phil: And Hyper is an Australian magazine.

Phil: It was the longest running magazine, along with Game Informer at this point.

Phil: And they were keeping it going quarterly.

Phil: And remember, I got that bundle of them at a charity book show.

Phil: And I actually got to read them on my last holiday.

Phil: And I started to go, okay, I can definitely see the appeal here.

Phil: They, while the quality was diminished because I saw that they were repeating content in this quarterly format and parceling up things, some of the stuff was quite controversial and wouldn't find its way into a regular magazine of its nature.

Phil: So I'm actually looking forward to a new hyper, but you're not sure as to where they are right now?

Tom: Well, their publisher Next Media either went into administration or sold hyper to another publisher.

Tom: And that publisher claims that they are going to release it.

Tom: Some people related to hyper claim that that's the end of hyper, and as yet no new issue of hyper has appeared.

Phil: So I was thinking about Game Informer, because since we last talked, Game Informer magazine has had more layoffs.

Phil: And it's obvious that they're going to fold the magazine.

Phil: And I was thinking, you know, it'd be great for some of the long-term employees of that to try and buy it at a fraction of the cost and keep it going.

Phil: But that's probably a foolish use of employees' money, really, isn't it?

Tom: Probably.

Tom: Particularly given that they're attempting to not have to spend any money on publishing or having anything to do with a magazine that no longer sells enough.

Phil: That's right.

Phil: Yep.

Tom: Yep.

Phil: And it's amazing.

Tom: They seem to go against the entire concept of downsizing or ceasing to publish it.

Phil: Yeah.

Phil: I've got some things to go over in Trademark Banter, too, but that relates to that.

Tom: I thought this was Trademark Banter.

Phil: Well, no.

Phil: This is Tom Towers' reacts to the news.

Phil: To the news.

Phil: So, honestly, yeah, well, actually, we can just...

Phil: There is no more news I wanted you to react to.

Phil: So we can just drift into Trademark Banter, which is a real change up from Smugcast Banter last episode.

Phil: Was there anything that you wanted to get off your chest?

Tom: Well, I've got several Trademark Banter subjects, and I'll read through them, and you can pick them in the style that I believe you've asked me to do in the past.

Tom: One is the highlights of the first books I've read this year.

Tom: What Sky and Star Trek have in common, that is Sky Children of Light, the Intel Nook, SARS which we've talked a little bit about already, and the fact that everything appears to be breaking at the moment, unrelated to the SARS pandemic.

Phil: Okay, well, I think I'd probably want to hear...

Phil: First of all, I'm surprised to hear that you've read books already.

Phil: I thought you'd given up on reading.

Phil: I thought that you'd closed the book, so to speak, and had moved on to other intellectual riches.

Tom: Well, the problem is that reading books is essentially, I believe, the height of intellectual richness.

Tom: But you are right that in the Western canon anyway, when you've read the Bible and any Greek philosophy book, essentially there has been zero intellectual progress since then, and it wasn't that much of an exciting beginning either.

Tom: So you're right, I probably should give up.

Phil: So what books have you been reading?

Phil: Like instruction books or instruction manuals?

Phil: How to use a vacuum cleaner?

Tom: That might be a better use of some of my time, but I'll go for the book that I read today to begin with, which was Crash by JG.

Tom: Ballard.

Tom: I think his name is.

Tom: And this book, I believe, is an infamous book published in the s.

Phil: Oh, okay.

Phil: I'm sorry, I thought this was going to be about Crash Bandicoot.

Tom: No, sadly not.

Phil: Okay, that's my confusion with our earlier communique.

Tom: Yes.

Phil: Okay, so this is a book called Crash, and it was released in the s.

Phil: Is it about the stock market or?

Tom: No, it's not about the stock market.

Tom: Peak oil?

Tom: No, sadly not.

Tom: Spaceship Earth?

Tom: There's apparently room in the latter subject there for something a lot more shocking and violent, and indeed erotic than the content of Crash, but sadly it was not quite that transgressive and edgy.

Phil: Is this what the movie was made of?

Tom: Yes, the David Cronenberg film.

Phil: So this book is what that movie was based on?

Tom: Correct.

Phil: I thought it was going to be some deep philosophical thing, and it's a movie about...

Tom: The themes of it are somewhat interesting, which we'll get into in a minute, but it is, I believe, one of the books that Baudrillard, whose Simulation and Simulacra, I unfortunately read recently also, and that's why I read this, highlighted, and Baudrillard is actually, for what he lacks in interesting philosophical thought, but again, he is in the Western tradition, and if you ever, while growing up, wondered why everyone around you was a complete fucking moron, read some Greek philosophy, and it will make perfect sense why everyone is a fucking idiot.

Tom: So, Baudrillard is excused for following the steps of the giants of Greek philosophy.

Tom: Ayn Rand, for instance, massive Aristotle fan, massive St.

Tom: Augustine fan, two of the dumbest fuckwits in the history of philosophy.

Phil: When you said massive, I thought you were going to use a C word.

Phil: But anyway, as you have in the past.

Tom: Yes.

Tom: Okay, so Crash.

Phil: What's the highlighted book?

Tom: Well, I was going to say the subject of the book, it's essentially basically just a long erotic poem in the tradition of hero and liander.

Tom: And I think it's interesting and worth reading because that's all it is essentially.

Tom: And what's fascinating about it is basically erotic poetry from the era of Marlowe and up until essentially the th century when surrealism appeared on the scene and Ballard is very much influenced by the surrealists judging by this book.

Tom: Eros was essentially clouded in one violent metaphors and a lot of rapey stuff, not necessarily in the sense of rape, but there was always, there's usually some sort of violent conflict between the characters going on and a lot of references to Greek mythology and the aesthetic things floating around in the time period throughout the work again until basically the th century such as flowers and all that sort of nonsense as is referenced of course in Bayonetta and my Bayonetta piece for the top on gameunder.net.

Tom: The fascinating thing here is that it uses the modern, what pollutes the modern aesthetic thoughts and modern conceptions of violence, which is a lot less steer.

Tom: So basically the eroticism in the book is the metaphorical stuff is all related to cars and technology and particularly technology based on travel.

Tom: And if you think about cinema, what are these stock images and metaphors that break up scenes and are there as filler as they are in poetry most of the time, rather than for the purpose of meeting or particularly good lyrical quality.

Tom: It's shots of planes landing and taking off when characters travel somewhere, shots of traffic to fill up some time and all this sort of stuff.

Tom: So it makes perfect sense.

Tom: And again, arguably the most important status symbol of the post-Second World War era is the automobile because...

Phil: Because of freedom.

Tom: Yep, not just the freedom, because the majority of people owned property.

Tom: And it's one thing to compare a mansion to a shitty shack.

Tom: One of the most important things then was indeed the fact that everyone could own property in terms of post-war reconstruction.

Tom: So for that...

Tom: Drawing on those sorts of things could be a slightly questionable exposure of class politics, but a car, as you said, is a symbol of freedom.

Tom: So it gives you much more freedom in terms of your aesthetic expression of what it means.

Tom: And you can more easily, without offending people, draw on the differences between a Corvette and a shit box.

Tom: Because a shit box has its own qualities that a Corvette doesn't have, such as it doesn't use huge amounts of petrol, whereas a house that is tiny and decrepit is inherently inferior to a mansion, at least as we understand it.

Phil: So cars, obviously, in the West, at least in the United States, are an expression of your personality.

Phil: And I went through sports cars and everything else, and then I finally settled on a Honda Civic Sedan.

Phil: And in Carrop, says Southern California, I once told a lady, you know, she's like, you know, I said, well, I've had all of that, now I'm just driving a Honda Civic, because, you know, I don't want to make a statement.

Phil: She says, well, actually, that is a statement.

Phil: That's a reflection of your own personal choice, is to have something that isn't a reflection of, you know, of ostentatious, you know, ways.

Tom: The ultimate ostentation is to try and appear not ostentatious.

Phil: Yes, right.

Phil: Well, then I'd drive a Volvo, wouldn't I, or a Subaru.

Phil: I was just actually driving a good car.

Phil: But, you know, the car is a symbol of freedom, mobility.

Phil: But if it wasn't for the personality of the car, you know, you'd only have car types, you'd only have functionality.

Phil: You wouldn't have a Commodore and a Falcon.

Phil: And actually, we don't have those anymore anyway, here in Australia.

Phil: So, okay, so everyone has a house.

Phil: A smaller house could be an inferior house, but with a car, a smaller car is not necessarily that.

Phil: It's accessible.

Phil: Expression of freedom, ownership.

Phil: And so, what happens?

Phil: What's the crash part of it?

Tom: Well, the crash part of it is essentially the protagonist, while having a romantic liaison with, I believe, a co-worker's wife, crashes into another car, killing the male driver, but his wife survives and they end up having an affair based on technological and especially car-based fetishism.

Phil: See, I once had a girlfriend, I had a red sports car with a brand new one, with a license plate that said, I hate me, right?

Tom: You hate what?

Phil: I hate me.

Tom: I see, yes.

Phil: And I thought, okay, that's kind of clever because, you know, it's a vanity plate.

Phil: And so, you know, you're saying you hate yourself, it's a vanity plate, and it worked on other levels as well, obviously.

Tom: I mean, for a start, you suffer from crippling self-hatred.

Phil: Yes.

Tom: And so it was also a statement of truth, not merely an ironical statement on having a vanity plate.

Phil: Right.

Phil: And even more so at the time.

Phil: And a girlfriend I had, you know, I said, you know, my work made me change it, okay, which I could have sued them.

Phil: But anyway, I'm the one that chose to change it.

Phil: So I changed it to just an expression.

Phil: Aha.

Phil: So I went from...

Tom: Did you change it to I hate meat?

Phil: No, that's too many letters.

Phil: I just changed it to I hate you.

Tom: I've read yet another layer of self commentary there.

Phil: But no, I changed it to a non-statement, which was the words aha.

Phil: And then their work was like, oh, what does this mean?

Phil: What does aha mean?

Phil: It means nothing.

Phil: It's just, you know, it was basically an FU to them because FU was already taken.

Phil: So the girlfriend says, oh, why, you know, why do you have aha?

Phil: And I said, oh, I used to have a plate that said, I hate me.

Phil: She said, God, if I'd seen you driving down the highway in a convertible with a license plate that said, I hate me and I hadn't met you, I would have crashed into you just to meet you because that's my kind of, that's my kind of guy.

Tom: I thought she was going to say, just to kill you, and that was the last time you ever saw.

Phil: That's probably more information than anyone needs to know, but you know, it ties into this somehow, doesn't it?

Tom: Yes.

Phil: And the eroticism?

Tom: Yes, yes, yes.

Tom: And so the other aspect of again, the transformation of mythological references and ascetic metaphors to fill up your own artistic vacuities.

Tom: Yes.

Tom: The rest of the sexual descriptions, all very anatomical and scientific and sanitized, while also simultaneously being pornographic and vulgar, again, very much in line with modern philosophical traditions rather than Greek ones.

Tom: And though I said they were the same in the past, the addition of science to that discourse is one genuine alteration and interesting diversion that has occurred.

Tom: But the most interesting thing about it is, in spite of being one of the first works that fully transforms the erotic poem that had been going along unchanged for hundreds upon hundreds of years until Surrealism, and in Surrealism, it was very much still drawing on, albeit subverting, similar sorts of metaphors.

Tom: And arguably the main difference between Symbolists and Surrealists is that of irony, which may be a little bit of a reduction, but it is partially true, and Symbolists drew on all of that sort of stuff but in a postmodern, self-conscious way.

Tom: But the point is, in spite of it successfully transforming the aesthetic content filler from the previous version of erotic poetry, what we're left with is ultimately completely unchanged from the biblical view of sex, which is non-procreative sex is entirely violent and based on the desire to destroy or be destroyed, yet simultaneously there is, unlike other sexual commentary in the Bible, random, completely decontextualized, erotic joy here and there in and around this horrific, vulgar and violent pornographic collage of sex slash violence.

Tom: So in spite of it seemingly being a transformation of Western erotic poetry, it is ultimately structurally identical to the same shit that's been being written for, I won't say the past years because that's certainly inaccurate, but since the Middle Ages.

Phil: Okay, so the name of the book is Crash.

Phil: Who wrote it?

Tom: Ballard, I believe he's called.

Phil: Is that a pen name?

Tom: I think that's his real name.

Phil: Okay, I wonder what his non-diploma would be.

Phil: If that's his real name.

Tom: Well, in the book, he refers to himself as Ballard.

Phil: Well, no.

Phil: So, okay, now that's the first book of the books you've read this year.

Phil: So we'll go on to book number now.

Tom: Yes, only to go.

Phil: Only to go, then we'll start talking about video games.

Phil: Actually, if it's okay with you, I think we...

Phil: Unless there's something critical, we could probably just slate this and move on to a different matter of Trademark Banter.

Tom: I think there's several critical things, but we may as well intersperse them with other aspects of Trademark Banter.

Phil: Very good, because we are going to talk about some games that we've played together as well, together but apart.

Phil: But I was...

Phil: I get this...

Tom: We play them metres apart, precisely.

Phil: I get this newsletter from GameSpot every morning about gaming news.

Phil: And it's just...

Phil: Fortnite, Destiny, Tiger King, WrestleMania.

Phil: This is this morning.

Phil: Tiger King, it's a Netflix movie.

Phil: WrestleMania, like, you know...

Tom: A Netflix show, I believe.

Phil: Yep, and box office takings.

Phil: And it's just sad.

Phil: It's like there's no news.

Phil: And this isn't just because of now.

Phil: This has been for months and months and months.

Tom: Well, this did not just appear now, but months and months and months ago.

Tom: Contrary to the shock and flabbergastion, which should be a word, but isn't of much of the population, politicians, around the world.

Phil: Yeah, but it's just like, this is like from GameSpot.

Phil: And I go over to IGN, it's the same thing.

Phil: And it's just so boring.

Phil: It is absolutely boring.

Phil: And they'll talk about, oh, here's the deals and this and that.

Phil: If you click on this, we're going to get some money, so click on it and go buy it there and all the rest of it.

Phil: And it's just, it's so sad how diluted it's become.

Phil: And this is what replaced the magazines I was talking about earlier.

Phil: And it's crap.

Phil: But I've been listening to a lot of podcasts as well.

Phil: And for years, and we've been guilty of this long, long in the past, not recently, and that's critiquing the game industry.

Phil: And breaking down, this game sold that, and that game sold this, and they should have done that, they should have done this.

Phil: And that's bad.

Tom: I've certainly only been guilty of that under violent duress.

Phil: Absolutely.

Phil: And I'm much more guilty of that.

Phil: But not so much in recent years.

Phil: But then I've been sick of listening to these podcasts critiquing the PR moves of the gaming companies.

Phil: You know.

Phil: So Sony had a thing where Mark Cerny was talking about his GDC speech, basically, where he was talking about the technical aspects of the game.

Phil: And the night before, they had tweeted out that this was going to be a deep dive with system architect Mark Cerny.

Phil: Right?

Phil: So Sony completely flagged that this is not a reveal.

Phil: You know, we're not going to be showing you the PlayStation for the first time or anything else.

Phil: They said it was a deep dive with a system architect.

Phil: And then everyone complains about how boring it is and how this is a massive fail for Sony in one way or the other, and -minute conversations about how this is bad PR.

Phil: And it's the same thing that happened when Blizzard said at BlizzCon, hey, look, we're not announcing Diablo

Phil: They sent out a press release.

Phil: It says we're not announcing Diablo but there will be news about Diablo.

Phil: Then they announced the Diablo mobile game, and everyone's like, oh, this is the worst move ever.

Phil: What are they possibly doing, you know?

Phil: And it's like, okay, guys, I'm not second-guessing the companies, and I'm definitely not second-guessing their PR companies.

Phil: When there's so many games you could be talking about, like as Children of the Sky, for example.

Phil: One of the games that you were saying earlier, one of the topics I can pick from is Children of the Sky.

Tom: Sky Children of the Light, I believe.

Phil: Sky Children of the Light?

Tom: Yes.

Phil: Okay.

Phil: It was, again, one of your top ten games.

Tom: I think it came sixth, right?

Phil: It was one, two, three, four, five, six, yeah.

Tom: And the top six of my list, I would put among the greatest games ever.

Phil: I'm not going to argue with that.

Phil: The only one I don't have any experience with is your number one, which was Trauma.

Phil: So we'll just list those games.

Phil: Trauma was number one.

Phil: And you can go to gameunder.net to read the wonderful essays that Tom has written about his top ten.

Phil: It's our number one article right now on the front page.

Phil: But number one was Trauma.

Phil: Number two was This World of Mine, which I thought was going to be your...

Phil: It's actually exactly where I thought it would be.

Phil: I knew it would be in the top three.

Phil: Anti-Chamber.

Tom: It was originally going to be third and Anti-Chamber second.

Phil: Anti-Chamber, did you ever run an interview with him?

Tom: No, I don't think I did.

Tom: And that's another Australian-made game.

Tom: And again, I believe another Malburnian, or at least Victorian.

Phil: Well, you'd be interesting catching up with him and seeing where he is, and we could maybe do a retrospective interview, the making of Anti-Chamber, or just something.

Tom: He, like the developer of Trauma, appears to have disappeared since Anti-Chamber.

Phil: Yeah, it's a shame.

Phil: And number four was Bayonetta, which when I saw that, I was like, you know, that really should have made its way into my top ten somewhere.

Phil: And then Children of Light, which is the game from Jenova Chen and his team, is that game company?

Phil: Is that what they...

Tom: Yes, and Children of Light, in fact, is fifth, not sixth.

Phil: That's correct.

Phil: One, two, three, four, five.

Tom: So I amend my statement to the top five, which will certainly be among the greatest games ever.

Phil: And then from there, it's a downward slide, Life is Strange, Metro, Deadly Premonition, Papers, Please and Hard Reset.

Phil: So what was I saying?

Phil: No, rather, what were you saying?

Phil: What's that got to do with...

Phil: What's that mobile game?

Phil: And has it come off of mobile yet?

Phil: Is it on PC yet?

Tom: Well, it's now got on Android.

Tom: I'm not sure if it's on PC and consoles yet, though.

Phil: Okay, so Children of Light, where's the sky come into it?

Tom: Well, you're flying around a lot, so I think that's why.

Phil: Okay, and what's it got to do with Star Trek?

Tom: Well, before we move on to that, your commentary on the sad state of PR...

Phil: Yeah, sorry.

Tom: I would suggest that is due to the specialization of media in the current gaming sphere on the Internet.

Tom: So everything has gone into its little niche, and previously general websites like GameSpot are now general entertainment websites in the vein of Hollywood coverage and so forth.

Tom: And the only things that continue in any sort of form, as they were pre-YouTube and other forms of media that greatly encourage specialization for manipulating algorithms, is maybe just Eurogamer, which has always had its own niche content, which may be why it was able to survive.

Tom: And from what I've seen of Eurogamer, certainly it has less general content than it did in the past, and seems to much more liberally promote things like Digital Foundry and so forth.

Phil: Let me tell you, today when I was putting together the Tom reacts to the news, I went from site to site, Kotaku, Destructoid, IGN, Gamespot, got nothing.

Phil: And then I went to Eurogamer, and I found all the articles I needed and more.

Phil: It was wonderful.

Phil: And they were in the old style.

Phil: They were in the old style of what we would have expected from a video game website.

Phil: So it's really exciting.

Phil: Now the podcast is mixed terribly, but they've rebooted the podcast now for the fourth time.

Phil: I think they're on episode or something like that.

Phil: And it's not a great listen, but it is there.

Phil: So kudos to Eurogamer.

Tom: And another positive aspect of modern games media that is worth mentioning is AskTechnica's War Stories on YouTube, which fits very much into that niche category.

Tom: But it's an interesting complement to things like Sup Homes.

Tom: And I think there was another podcast that one of our listeners suggested that I check out called The Sausage Factory or something along those lines that go in depth on games development.

Tom: The interesting thing about the War Stories videos on AskTechnica are they usually focused on a particular technical issue that a games development was facing at a certain time, and the creative programming way in which they solved that, and sometimes what creative ideas they actually resulted in and how they may have positively altered the direction of a games development.

Phil: Okay, so I've written those down.

Phil: AskTechnica War Stories on YouTube, Supp Homes and Sausage Factory.

Tom: Both those two are very old, and Supp Homes is, I'm pretty sure, hasn't made an episode for many years.

Phil: Yeah, but even so, there's got to be something there.

Tom: Yes.

Tom: He has an interview with Kelly Santiago of previously that game company.

Phil: Yep, yep, yep.

Phil: What's she doing now, do you know?

Tom: No idea.

Tom: Well, she says in that interview what she was doing, but I have forgotten.

Tom: And it is, unfortunately, one of the worst episodes on the series.

Tom: Partially because he is an invertebrate flirt, and his episodes with women are generally not quite as interesting as his episodes with men for that reason.

Phil: It's so cringe-worthy, and I'm just glad that we've gotten over that.

Phil: Whenever...

Tom: Our flirting used to be insufferable.

Phil: Well, just me and you, no.

Phil: I'm talking about when you're listening to podcasts because in the past, whenever a woman was injected into a video game podcast, it was just an endless, unbearable, you know, you know, oh, a woman is here.

Phil: We've got to say yes, we've got to say that.

Phil: So back to Children of Light and Star Trek.

Tom: Yes.

Phil: Is there a particular generation that it's like or is it just the whole Star Trek?

Tom: Well, the only Star Trek I've seen other than memes on YouTube and an episode written by Hal and Alison that was not actually produced, so by that I mean I read the script.

Tom: The only Star Trek I've seen at all is Star Trek Voyager, but one of the important visions for the future of Star Trek, I believe, is the Universal Communicator.

Tom: And on Sky Children of Light, I have at least two friends to whom I communicate entirely through, I assume they're using not Google Translate because they're in China, but some Chinese-made translating device.

Phil: And it works.

Tom: It works about as well as talking to someone with very poor English works.

Tom: So it does work, surprisingly.

Phil: What was the thing in Hitchhiker's Guide to the Galaxy called, the Universal Translator?

Tom: Something like that.

Phil: Yeah, the Babblefish.

Phil: Because, you know, the Tower of Babble and all that sort of thing.

Tom: And did not Babblefish name themselves after that, I believe?

Phil: Yeah, they named themselves after the last Hitchhiker in the Universe or whatever it's called.

Phil: But it actually works well.

Tom: Yes, surprisingly well.

Phil: Maybe I should get this so I can understand you when we do these podcasts.

Phil: That's got to be...

Phil: Well, what does that mean to you, on an intellectual level, that you're communicating successfully?

Phil: Now, is it just hi?

Phil: You say hi and it converts it to, you know, Chinese hi or...?

Tom: Well, that's what it does on their end.

Tom: And then they say hi in Chinese and it converts it to English on my end.

Phil: Yeah, it's probably the same thing, you know.

Tom: So they're seeing my writing in Chinese and I'm seeing their writing in English.

Phil: How do you know that it's not like inflaming them, like the Chinese translator is not making you say insidious Western things so that they hate you?

Tom: Well, I may just be an endless stream of capitalist propaganda and they're an endless stream of communist propaganda.

Tom: And neither of us are aware of it.

Phil: You might be their agent.

Phil: I mean, they might be the handler and you're their agent.

Phil: They're not trying to convince you to do anything, right?

Tom: Yet.

Phil: Yeah.

Tom: Is what you're saying.

Phil: Yet.

Phil: Because it didn't make you top and I'm just saying it is a mobile game.

Phil: So it's a bit fishy.

Tom: Well, I did write that before this occurred.

Phil: So it's a bit babble fishy.

Phil: Have you been conversing with people of your own tongue in that game as well?

Tom: Yes, I have.

Tom: And also people from other places who, unlike me, are intelligent enough to speak more than one language.

Phil: Oh, like Palais-vous, Francais, and C'estable, Espagnol, and all that sort of thing.

Phil: I'll get it.

Phil: Yes.

Phil: I'll get it.

Phil: All right.

Phil: Well, look, if we don't mind, I'm going to move things along and ask that we talk about some games that we've been playing or beaten or that sort of thing.

Tom: While we're on the topic of French...

Tom: Yes, I do need to bring up Baudrillard again, because as I said, I read Simulacra and Simulation, which is one of the most infamous philosophy books of the th century, I believe.

Tom: And the general reaction is that it's unbelievably badly written, it's incredibly dense and hard to understand, and it takes very simple ideas, presents them in a ridiculously overblown manner, and is incredibly verbose.

Phil: So it's like an episode of The Game Under Podcast.

Tom: Exactly, but also has some interesting ideas in it.

Tom: I essentially have the opposite opinion of it.

Tom: To me, it certainly did not contain that many interesting subjects, but the writing in it was absolutely endlessly entertaining and absolutely brilliant, but the actual content wasn't particularly interesting in and of itself.

Tom: For instance, my hot take on Crash is much more interesting than Baudrillard's, but his would be much more entertaining to listen to.

Phil: So how would we access that?

Phil: Like if someone actually did want to access that, how would they get to it?

Phil: What's the best way to look at it these days?

Tom: Well, it is on YouTube.

Phil: Okay, and how do you spell Baudrillard?

Tom: I think it's B-A-U-D-R-I-L-L-A-R-D, but I could well...

Phil: Oh, shit, that's my password.

Phil: Why are you giving it out?

Phil: It's got a at the end.

Phil: I didn't know it.

Tom: I have my own opinion on this, but why do you think it is that American philosophers have this seething fury when it comes to continental philosophy?

Phil: Well, there's the child-parent syndrome.

Phil: You know, obviously, America being a child of Europe, so there would be a little bit of a...

Phil: Well, if you were better, you would have moved to America like I did.

Tom: Yes.

Phil: Your ideas are old, where ours are new.

Phil: You're leaning on the past.

Tom: Well, the position is generally the reverse there.

Phil: Yeah, you're leaning on the past, we're breaking the ground.

Phil: You're leaning on socialism.

Phil: Why don't you just get a job, you dirty hippie?

Phil: Yeah, you know, that would be my assumption.

Tom: I would disagree with the past of them being old ideas rather than new because usually the criticism that I've seen, whether it's from conservatives or liberals or left-wingers, it's usually that they are new ideas that are stupid and move away from old ideas such as were supposedly discovered in the Enlightenment.

Phil: Yeah, but if you look at the, we've got to get off this topic, but if you look at the EU now, it's a very, very much an old idea of we've all got to step in order and we've all got to do the same thing.

Tom: The EU is perhaps the newest idea in European history.

Phil: And that is conformity?

Tom: That is that people in Europe should not be engaged in a permanent state of mass slaughter of one another.

Tom: That's basically the most radical idea in Europe in European history.

Phil: In Europe, yeah, okay.

Tom: And the EU is in Europe.

Phil: Yeah, of course.

Phil: Of course, but it's a very conformist perspective or the means by which they wish to achieve it.

Tom: It's certainly not conformist to old ideas.

Phil: It is not.

Tom: That is an unbelievably radical idea.

Tom: It is of the post-war ideas and concepts without question the most radical.

Phil: Yeah, that's just the principle.

Phil: It's not the implementation.

Phil: The implementation is very old, which is basically let Germany run everything.

Tom: Yes.

Tom: Well, that is, again, unbelievably radical.

Tom: After Napoleon was defeated for fucking years, they were trying to stop Germany from running everything.

Tom: So what are you talking about?

Tom: Wrong again, Phil Fogg.

Tom: Wrong again.

Phil: Wrong again, Fogg.

Phil: Hey, they're going to pull our podcast license if we don't talk about a video game, all right?

Tom: I just want to say I agree with your points, except for that, which is totally wrong.

Tom: And I would add another one, which is and would go to what you were trying to say there, but you're looking at the wrong area because the continental philosophers would and are generally against the EU for precisely the reasons you say, not necessarily the concept, but its implementation.

Tom: And just in addition to the reasons you brought up, which is essentially seething jealousy and an inferiority complex, I would add to that fear of a competing conservative ideal.

Phil: Well, I won't argue with that, but if we don't get on to a video game, they're going to revoke our podcast license.

Phil: So have you been playing any video games?

Tom: You're complaining about the...

Phil: Oh, come on, don't make me edit it twice!

Tom: You're complaining about the conformity of the EU, then worrying, cowering in fear, I should say, of some Orwellian big brother-like figure revoking our podcast license.

Phil: Segue again.

Phil: So I've got to edit my segue out twice now.

Phil: Are you done?

Tom: Yes, I'm done.

Tom: For now.

Phil: Well, I don't disagree too much with your point, but again, if we don't talk about The Video Game soon, I think they're going to revoke our podcast license.

Phil: And by them, I mean the EU.

Tom: And I'd just like to point out to listeners, he edited out one of the classic moments on The Game Under Podcast, because he is genuinely afraid of someone revoking our podcast license.

Phil: Yes, the EU.

Phil: They're going to come in here and tell us what to do.

Phil: We're advertising this as a video game podcast.

Phil: If we don't talk about video games, our podcast license goes away.

Tom: We're not wearing the right hand net to record podcasts at the moment.

Phil: That's true.

Tom: Is that what you're saying?

Phil: That's what your precious EU is saying.

Tom: Yeah, so I'm waiting here for you to talk about video games, but you ought to just keep banging on about regulations of the EU.

Phil: I've been playing Forza Horizon lately.

Phil: I don't know if you know, I recently got a new PC, and as a part of that, I got an Xbox Game Pass, which entitles me to download games that I otherwise wouldn't have access to because I don't have an Xbox One.

Phil: And as you know, from my time with Gran Turismo, and I've played Gran Turismo a great deal over the years and enjoyed it greatly, I was particularly interested to see basically what a current generation console slash PC was capable of in terms of a simulation sports game.

Phil: Now, of course, we all know that Horizon is more of the arcade-y element of Forza, and they've wrapped through the first four Forza Horizons pretty quickly.

Phil: And of course, the third one was set in Australia.

Phil: So I just wanted to basically give that a try.

Phil: How are you finding it?

Phil: I find that it doesn't quite have the same feel as if you were playing it on a console.

Phil: There's something about sitting on a couch, four to six meters, four to six feet away from the screen, and just playing it as a console game.

Phil: I mean, it's a console racer, so that's kind of where you want to play it.

Phil: So there has been a slight disconnect to it, but it does have some interesting elements.

Phil: I don't know if you've been playing this game as well?

Tom: I've never even heard of it.

Phil: Really?

Tom: Correct.

Phil: That is very surprising.

Phil: So you haven't played it at all, haven't even heard of it.

Tom: Did you say it was a racing game?

Phil: Yes, yes, racing game.

Tom: That's odd I haven't heard of it.

Phil: Yeah, Forza

Phil: Like I said, it's...

Tom: But I was never as big a fan of the original Forza Motorsport as I was of Gran Turismo.

Phil: That's true.

Phil: But you did like the Forza Horizons that you had played.

Tom: Well, I've never even heard of them, so...

Phil: Oh, okay.

Phil: Well, there was one set in Australia.

Phil: I know you knew about that one because you wrote an article on gameunder.net about it.

Phil: But basically, Forza retains almost everything that made Forza Horizon the best racer in its class.

Phil: And it turned into a game that you didn't know that you wanted, but now you just can't stop playing it once you start.

Phil: It's got a stunning visual quality and sound design, a massive array of automobiles, and that's why I thought you might like it because it harkens back to Gran Turismo.

Phil: And it has an extensive and completely customizable career mode, which has become the hallmarks of the Horizon series over the years.

Phil: You sure you haven't played it?

Tom: Well, you have highlighted three errors that I imagine may exist in the game where it doesn't necessarily live up to what it claims to have in it.

Tom: And the first and simplest one that I would bring up is, yes, the graphics are indeed stunning at times, but there are some very weird and bizarre geometrical renditioning of quite a few cars, which reminds me of Gran Turismo where you had the games that were ported from PSGran Turismos and you had the premium cars that were built from scratch for the PS

Tom: But here it's weirder because the general geometry of the cars in Gran Turismo was still good, but the surfaces, like the textures and the reflections, didn't look as good and there were no interior cameras.

Tom: Here, some of the cars, I think one of the Silvia's is a good example of this, if I remember correctly.

Tom: The geometry of it looks completely off.

Tom: Things like details on them are weirdly shaped and the wrong sort of size.

Tom: And on cars that are more realistically modelled, for some reason in the engine, they look really weird.

Tom: And it's partially, I assume, because of how unphotogenic many cars are today due to modern paint technology and also greater metalworking.

Tom: The greatest example off the top of my head is some of the AMG cars going around today that have a extremely curved and smoothed boot and brake lights and the back of the car, the coupé versions of them, they do not translate into the chase cam and any review of those cars at all in game.

Tom: They look absolutely horrendous.

Phil: As they do in real life.

Tom: But in real life, they make sense.

Phil: I don't know.

Tom: They make sense.

Phil: A lot of these cars now just look like I would describe them as looking completely mediocre rather than awful.

Tom: But here they look absolutely awful rather than mediocre.

Tom: But that's nitpicking because most cars do indeed look very good.

Tom: But the ones that look weird, it's very bizarre, the inconsistent quality because you would not expect that in what is a AAA title and the second biggest racing franchise currently being released.

Phil: Do you think they're actually eclipsed that or are you saying that Forza is the number one, this is the number two?

Tom: I said second biggest.

Phil: Yeah, that's what I mean.

Phil: I didn't know if you were saying that Gran Turismo was still...

Tom: Gran Turismo still is in terms of sales at the very least.

Tom: As far as I'm aware.

Phil: Have you played Gran Turismo Sport?

Tom: No, unfortunately, I have not.

Phil: It's apparently doing quite well.

Tom: Yep, and it looks like a pretty interesting evolution of the physics, still very much in simcade territory, but edging ever closer to a sim.

Phil: May I ask why you haven't?

Tom: Mainly because there's no career mode in it.

Tom: And speaking of the career mode, actually we'll mention one more thing on the cars.

Tom: The other thing is, in spite of the large selection of cars, the group to which this is marketed is in no way car enthusiasts.

Tom: They're outside of, which is one of the highlights of the game, one of the story sections, which goes into the history of ten important British racing cars.

Tom: There is essentially no interesting commentary on the history of cars or car brands, and the general tone and marketing is towards a generic gamer bro that they imagine will be playing the game, not at all marketed towards car enthusiasts, in stark contrast to something like Gran Turismo, which has in-depth histories on shitboxes in the game.

Tom: And essentially the British racing green story, the ten stories in it are basically the car histories that you get on every car in a little text snippet when you're looking at your cars in your garage or in shops on Gran Turismo.

Phil: Okay, so the main format of this game, you're playing it on PC with an Xbox controller?

Tom: With a PScontroller.

Phil: Oh, okay.

Phil: And it's handling quite well, looks great.

Tom: Yep, it works perfectly fine on a PScontroller in terms of the controls.

Tom: And the other thing you brought up before I go into how it drives was the in-depth career mode that is fully customizable.

Tom: And while in theory it's presented as giving you the freedom to play as you want and progress through the career mode as you please, in reality, because it is very much based around the online component of the game where every hour you have an event that you can go and join if you please, where you do three activities such as do a specific jump with other players to get a total distance jumped, or go through a particular speed trap to get a total amount of kilometers per hour that you have accumulated as a team.

Tom: So that's popping up every hour, and you're rewarded with Forza points for that, which is the currency to buy things in the ForzaThon shop where rare, hard to get cars are.

Tom: The other aspect of the online is the weekly seasons, and each season you again have seasonal, time-limited events that you unlock cars in and motocons among other things.

Tom: So while in theory you're meant to be able to progress through the career mode, if you want to unlock particular cars that you're interested in when they pop up in shops and it's the only way to get them or when they are exclusive cars to seasonal events and it's the only way to get them, you're essentially being constantly pushed in the direction of doing this online stuff, which is getting in the way of the supposed freedom of the career mode.

Tom: So, what would appear to be a relaxing jaunt through an open world can become a frantic heroin addiction in an attempt to accumulate all exclusive cars or the cars you're interested in.

Phil: I had forgotten that this is the one that they promoted The Seasons.

Phil: I mean, The Seasons was the big sell for this game.

Tom: Yes.

Phil: What are your impressions of that?

Tom: Well, those are the most negative aspects of the three defining characteristics of the game.

Tom: The good thing about The Seasons, and a lot of people hate The Seasons because it includes winter, and obviously in winter there is very little grip in many areas.

Tom: Not that it really matters because of how arcady the controls are, but it does mean you probably don't want to be driving high-powered, real-wheel drive cars all over the place, including cross-country, as you would be in the other seasons.

Tom: So some people don't like it.

Tom: To me, The Seasons are what made The Game so enjoyable in spite of all its flaws, because the setting of England is exceptional, and England is well known.

Tom: Essentially, the entirety of England is the fantasy that Melburnians have about what Melbourne weather is like, but across the entire country, and in reality, rather than sometimes, you have several seasons in a day.

Tom: There, maybe they won't be in the same day throughout the entire year, but they will be more spectacularly differentiated from one another, including potentially one day.

Tom: So that really adds to not only the atmosphere of the English setting, it also does make the driving interesting because when it's in spring and there is constant rain, that does add a little bit more slippage in the dirt tracks.

Tom: It doesn't really seem to have any effect to me anyway on the tarmac races.

Tom: And when it's winter, the street scene races, for instance, are a completely different experience.

Tom: To when you are racing and it's just raining or it is dry.

Tom: And that adds a much needed variety to the game because the actual roads in it, I don't think they are interesting enough to really justify the hours that you take to go through the entirety of the career mode and get everything done.

Phil: I remember that seasonal weather was introduced in a game quite radically on the Dreamcast from Metropolis Street Racer from Bizarre Creations that went on to make Project Gotham Racing, which also had elements of that.

Phil: Project Gotham was also set in Australia or had elements of Australia.

Phil: And it was really amazing back in the Dreamcast back then because they had real time day cycles, the weather wasn't real time, it wasn't tied into the internet, it was tied into the clock on your console.

Phil: But they also had different radio stations that you could listen to.

Phil: And the other game that does this quite well is Euro Truck Simulator and US Truck Simulator, whatever it's called.

Phil: I own them and I'm addicted to them.

Phil: Honestly, if I had more time, I'd play them.

Phil: As I've spoken before, I particularly like the fact that they live stream radio stations from the countries that you're driving through in Euro Truck Simulator.

Phil: I don't know if they tie the weather into actual weather from the internet.

Phil: That would be interesting.

Phil: And when I was playing Metropolis Street Racer back in the day, I was talking to other gamers and I was like, oh, you know, they could connect to the internet, they could pull in the weather, they could do this, they could do that.

Phil: And now that's like very achievable.

Phil: So it's good to see ideas like that come through in Forza.

Phil: So what I didn't realize is this came out a couple of years ago now.

Phil: It's been a couple of years.

Tom: Yes, this one they have actually been supporting for as a longer installment would appear and they are still adding new content and they're still supporting the weekly events and so forth as fully as they were originally and they're still adding new cars as well as new events on and off.

Phil: Because I remember in Forza the big selling point was late, for DLC later on, they added the Hot Wheels and the Hot Wheels Island where you could drive as a Hot Wheel car, not Micro Machine Styles, but you know, have the big loop-de-loops and all of that sort of thing.

Tom: In this they have two DLC.

Tom: One is a Lego-themed one and the other one is a, I think, Piratical Island-themed one.

Tom: But not as in Cartoon Pirates or anything, it's just an adventure island with buried treasure, I think.

Phil: And is the Lego accessible to you?

Tom: Well, I bought the DLC for the impressive price of $

Tom: Because in spite of the game not being on Steam, I find it unconscionable to purchase a game for anything that is not a Steam price.

Tom: And the DLC is normally, I think, $which is just obscene.

Tom: That's the price of a AAA game on Steam.

Tom: That's just disgraceful.

Phil: That it's the price of a AAA game, or...?

Tom: That it's the price of a AAA game on sale on Steam.

Tom: Yes, that is disgraceful.

Phil: I've got to say, I'm a bit distracted because I've started watching video of the Forza Horizon LEGO expansion.

Tom: Yes.

Phil: And, oh my god, it looks incredible.

Tom: It is.

Tom: Well, it isn't, it isn't, which we'll get to in a minute if there is time.

Tom: But, we can now, I believe, begin.

Tom: So the summary so far was the seasons and weather is absolutely a tremendous addition to the game.

Tom: It would be nowhere near as interesting if that was not there.

Tom: And I can understand why people who do not like the seasons find it to be so disappointing because that is one of the defining qualities of the game and they absolutely nailed it.

Tom: So if you don't like that aspect of it, then the atmosphere will be ruined and a lot of the fun change in driving conditions, which is again mainly just the snow, but that is enough to make things interesting.

Tom: Because, and this absolutely shocked me, as I said, I was never as big a fan of Forza Motorsport as I was of Gran Turismo.

Tom: Granted, I only ever played the original.

Tom: But the reason for that was there were a lot of things to like about the physics in Forza Motorsport compared to Gran Turismo.

Tom: The braking was much more dynamic from what I remember.

Tom: Gran Turismo to me is always a little bit understeery in Forza Motorsport.

Tom: You could actually get around that through how you drove.

Tom: And the tracks, there was a much bigger range of elevation and camber and that sort of thing in the tracks than even in Gran Turismo games up to at least five.

Tom: Gran Turismo Sport seems to be an improvement there, but Forza Motorsport was miles ahead in those areas.

Tom: The thing that I've always found fascinating about Gran Turismo's physics and what gives it the depth that just makes it endlessly playable to me is in spite of it having very static braking compared to something like Forza Motorsport, to me, Forza Motorsport's braking and things like oversteer are closer to sim games.

Tom: The actual momentum of the car and the fact that you are, in how you're driving in Gran Turismo, it is as if you are controlling a moving object that has its own inertia to it and that without braking will not turn.

Tom: So even though things like oversteer are more pronounced in Forza Motorsport, things like weight transfer in previous versions of at least the original Forza Motorsport weren't there to the same degree as in Gran Turismo Sport.

Tom: And again, that might just be because Gran Turismo, not Sport, Gran Turismo, that might be because Gran Turismo is much more understeery, so you need to be even more aware of what you're doing when you're cornering.

Tom: Because of that, then Forza Motorsport, but that completely changes the experience to me and makes improving on times and improving on following the track line endlessly more enjoyable in Gran Turismo Sport in a similar way to how it is in a sim game.

Tom: And the racing in Forza Motorsport with the AI is also more dynamic and interesting than it is in Gran Turismo.

Tom: Here, I think those problems persist, but one big improvement, and again, this is much more arcadey than I assume Forza Motorsport is now.

Tom: But one thing that is really good here, compared to other games, is the balance of dealing with oversteer in this does create the one moment in Forza Motorsport I've played where it feels like you are in an object that is moving forward, that if you don't do anything, will continue in the same direction, just as any object that is moving in motion in reality with, whereas that's not how driving a vehicle in an arcade racing game feels, of course.

Tom: Anyway, when you are managing oversteer, there's this beautiful moment where you are on the limit and your car is sort of moving on a slight angle as you're turning in, and feels like an object that is going forward and you are fighting the natural momentum of it to get it around the corner at high speed, and that is exceptionally good.

Tom: And I bring that up because the dirt physics in this are some of the best dirt physics because of how that oversteer is handled that I've played in any game, and I was not expecting that at all.

Tom: The dirt tracks in the main game in particular, they become a bit repetitive, and often one of the big issues with the design of the world is even though you have several different areas that have little hairpin sections in mountains, the length of them, in spite of where they are, are usually pretty similar.

Tom: So you'll be going up and down a mountain that has a similar number, not a similar number, a similar angle of hairpin turns in a row, and the difference will just be the surface.

Tom: So in spite of the massive size of the map, it doesn't feel like the individual sections are designed in that great of a detail.

Tom: So that's an issue.

Tom: But the dirt physics are so good that the less interesting track design that I would have hoped was there doesn't matter.

Tom: The dirt racing in it is just absolutely brilliant because of this, whenever you're taking a corner, you're balancing this wonderful oversteer mechanic as you're going through it.

Tom: And the one issue is, apparently, no one seems to have realized that the entire basis of the dirt racing is just balancing that oversteer.

Tom: And you can go through corners at an amazing speed because the AI, unlike on the tarmac, is really awful on dirt.

Tom: And other players generally are awful on dirt as well.

Tom: So I may be the only person who enjoys it.

Tom: And given that a lot of people complain about the snow, that may well be the case.

Tom: But to me, these are some of the most enjoyable and easily accessible yet consistently fun because you can always get a little bit better at managing that oversteer and a little bit quicker as you play through the career and go over the same dirt tracks again and again and again.

Phil: So would you draw a comparison with that mechanism with a drift kind of thing?

Tom: Yes, well, it is the same as drifting essentially, except unlike drifting because you're on dirt, it is to go faster rather than slower.

Tom: And the drifting as well is actually something that...

Tom: I wouldn't say it is as good as that because it is significantly easier, but the drifting is much more enjoyable than in the very understeery Gran Turismo.

Tom: In Gran Turismo, to me, I could never manage to drift properly, but I could do power slides vaguely okay, but it was never satisfying like it is in Forza Horizon

Tom: And like the dirt racing in it, it's something you can easily get into, but as you go along, you can get progressively better and do more and more ridiculous things.

Tom: So the drifting and the dirt racing absolutely stands out.

Tom: The cross country is, to me, which again is mainly dirt racing, but being cross country, you do go through tarmac sections as well.

Tom: That to me is a little bit disappointing, and the reason is, again, the track design.

Tom: Some of the cross country tracks are absolutely brilliant, and they take you through hilarious terrain where you're going up just ridiculously sharp inclines, then a hairpin down straight back down the mountain you went up and doing ridiculous stuff like that that is really enjoyable.

Tom: Some of them just feel like an awkward combination of mediocre to bad dirt tracks and road tracks that are in the game.

Tom: So, and that's, I think, an issue with the sometimes not very interesting roads that are in the game.

Phil: Any of the tracks based on real world or like in other Horizons, are they just a inspired by type thing?

Tom: I think they're inspired by, but I don't actually know.

Phil: See, I was kind of, the only Horizon, Forza, or Forza Horizon I've played is the second one, which was set in the EU.

Phil: And I just felt that it was too tightly controlled and held my hand the whole time.

Phil: Which kind of...

Tom: You're constantly getting shouted at by people telling you to do something.

Phil: Yeah, exactly.

Tom: And not only that, the other issue with the career mode is there is literally zero sense of progression because if you want a particular car, it might be locked behind either a random spin or a weekly event or an auction house, and you need to save money for it if it's an expensive thing, or a seasonal event.

Tom: So the progression is basically you just being bombarded with random spins to give you random cars.

Tom: And there are things like you get different levels in the different types of racing, and there's a massive event at the end, which I'll get to in a second.

Tom: But you're just spammed with so many constant cars.

Tom: And when you unlock cars, each car has a car mastery thing with their own little levels that you unlock by spending car mastery points that you get by doing things like drifting, and overtakes, and jumps, and that sort of thing.

Tom: And some cars' car mastery levels will give you another car, and lots of them will give you a spin, which will give you another car.

Tom: So you're just constantly bombarded with so much crap that there's no sense of progression, and often the crap isn't stuff you're fucking interested in.

Tom: And because it's not like a car enthusiast thing, when I get a random shit box in Gran Turismo, I feel like I'm getting something that will be interesting and enjoyable, because Gran Turismo is a game that absolutely loves motorsport and cars.

Tom: So a certain amount of love is put into a completely random car.

Tom: Whereas if I'm getting a car I'm not interested in this, I just don't care.

Tom: It's just sitting in the garage, and it's there just for me to look at to see if it has any money in its car master, that's going to give me, or any wheel spins and so on and so forth.

Phil: And that was the best thing about Gran Turismo was the progression.

Phil: And you get something and it's like, oh, it's only horsepower, but if I put this muffler on it, I do this and I do that, and I save up some points, you know, and you know, that was a fun part of it.

Tom: Well, the car customization is something that is, again, I'm not sure if I would call it better than Gran Turismo, because due to the whole atmosphere of car enthusiasm, and again, the details it goes into when you are modifying your car is also great in its descriptions of what you're doing and so on and so forth.

Tom: That isn't there here, but what you can do is drive, train and engine swaps, and there is a very light visual customization feature, which could be a lot better, but it is better than what is in Gran Turismo.

Tom: And the drive, train and engine swaps result in your ability to make some absolutely ridiculously fun cars.

Tom: You can basically turn anything into a supercar in the game, which is tremendously enjoyable.

Tom: And you can do things like make a Golf GTI rear wheel drive drift car with kilowatts.

Tom: And it is tremendously enjoyable just coming up with ridiculous cars.

Tom: And you can't do that in Gran Turismo, because ultimately the engine you begin with will have a limited amount of induction upgrades that you're able to do, and therefore you will not be able to reach certain levels of horsepower.

Phil: I found in Horizon also that there was constantly a question of things being offered, and I wasn't sure if it was downloadable content I'd have to pay for or something I could compete for.

Phil: Is that in this game as well?

Tom: No, I don't think that it really offers you things like that.

Tom: When you get to certain points, it does have a play trailers for the DLC.

Tom: But that would be the closest thing to that, I believe.

Phil: So in terms of them advertising DLC, it's pretty clear, you know, that this is an online thing, that's not an online thing.

Phil: Have you tried any of the online elements?

Phil: Like, is there an online multiplayer scene for this game?

Tom: Yes, there is.

Tom: And I mentioned them earlier, how you're constantly getting spammed with them.

Tom: And there are basically, other than the Forzaathon Live, which is every hour where you do several things with everyone in your game world that is driving around with you, because random people are driving around when you're in the main world, driving to and from races, or doing speed traps and drift zones and so forth, which are blattered all over the map and ask you to drive through a speed trap at a certain speed or score a certain amount in drifting over a few corners and that sort of thing.

Tom: That is actually a very enjoyable and amusing mode where you have, particularly when you get a lot of people, where you have a whole bunch of people usually just sitting around at the beginning or doing burnouts and so forth while they're waiting for it to begin, then you have that number of people driving repeatedly through a speed trap or drift zone or jump sign or whatever else is going on.

Tom: It's just a completely ridiculous and absurd distraction that makes the drift zones and so forth that they get you to go through much more enjoyable than when you're doing them on your own.

Tom: The other thing that is the online mode, other than events, you can set up yourself to play with other people.

Tom: And you can also do all the races, either in co-op or against other drivers as well.

Tom: So the online has quite a lot of depth to it, but the ones that are related to the seasonal events consist of you racing against unbeatable driver cars, which is the hardest difficulty setting.

Tom: And I have to bring up the AI because I can't tell any difference between how good the AI is on pro and unbeatable.

Tom: The only difference that I can tell is that you are starting further down the grid on unbeatable compared to pro, which is disappointing because the AI is...

Tom: and it could also just be because the AI is fucking bizarre.

Tom: The AI is supposedly an algorithm based on people playing the game and especially your friends, if you have any friends on Xbox Live, which I don't.

Tom: So they're all random people to me.

Tom: But the AI, presumably because it's based on other players, is completely and hilariously ridiculous.

Tom: Once I...

Tom: and must also be partially based on how I'm playing as well, I assume, because as I got better and better and started figuring out how much I could crash into other cars without damaging my car too much and that sort of thing, the AI suddenly got really super aggressive and would start swerving into me and doing stuff like that, as if it is a battle racing arcade game, which actually made things significantly more interesting than it was to begin with.

Tom: But as well as this really super aggressive AI, random shit happens like you would have online where they just suddenly disappear and they're gone.

Tom: And they'll also just do random shit like suddenly drive off the track, drive directly into a wall and lots of ridiculous things like that.

Tom: So it is one of the most bizarre AI systems I've raced against and I wouldn't say it usually results in particularly good racing, but it is tremendously entertaining throughout.

Tom: And the other thing I forgot to mention on the physics in terms of its simcade feel is, again, the braking in it is so good.

Tom: If you turn off ABS and you're using a controller with reasonable triggers, if you nail the braking, the difference in braking distance that you can make up without ABS on, if you nail it, is %, depending on what car you're using.

Tom: And it is tremendously enjoyable and satisfying when you get that right and pass someone.

Tom: And the other thing that is very impressive, particularly for a open world racing game, and it's the only open world racing game that I've played that has anything like simcade physics, and I wish more did, because it makes the racing much more enjoyable.

Tom: Basic principles like making corners as straight as possible, basically just aiming for the apex of the corner and getting the entry and exit right, make a huge difference in the speed that you're able to carry through the corners and also how fast you're able to get through the course.

Tom: And also there's a big emphasis on slowing down enough to get corner exit right and therefore greater acceleration out of the corner.

Tom: Again, something completely alien, something that feels completely alien in an open world racing game, but would be naturally there in any simcade game.

Tom: And that makes things really enjoyable and satisfying.

Tom: The only thing to consider is that the AI is tremendously aggressive as are online players.

Tom: So they're basically braking incredibly late and unless it's a very wide corner, you'll probably have to be braking late and just attempting to barge your way past them because of how aggressively they will block you.

Tom: So that doesn't necessarily apply to passing, but if you are playing against aggressive races in a sim as well, that logic would also apply.

Phil: Well, it sounds interesting.

Phil: In any case, the AI system, I wouldn't be surprised if they're just taking snippets of paths that actual other players have done and then dropping them into your game randomly.

Tom: Yep, potentially.

Tom: Anyway, so there are two modes in the seasonal events.

Tom: One, as I was saying, you're racing against unbeatable driver cars and the other one is a Battle Royale style of game.

Tom: Not Battle Royale, sorry.

Tom: It's called Playground Games, rather, and you're basically doing team-based, objective-based driving challenges.

Tom: So one, for instance, is capture the flag with one team defending an area where a flag is delivered to and the other team attacking it.

Tom: Another mode is zombies, where you have to infect the entirety of the other team by crashing into them, and you can heal teammates if you're being infected by crashing into them.

Tom: And the third mode is King of the Hill, where there are four crowns, and the team who manages to hold those crowns for the longest wins.

Tom: Now, while you're learning to play the game, these are endlessly frustrating, and not at all fun, particularly the playground games one.

Tom: And it is a mercy that basically, whoever wins after a team wins the first game, the majority of the other team quits, which is wonderful because then it's over fast.

Tom: But once you actually get good at it and you're as good as the better players, these actually become enjoyable because you're basically going to be right at the top or beating all of the opposing AI.

Tom: And again, when you're not good, the co-op is incredibly annoying because, in the racing that is, because your teammates often don't seem to realize that it's not a good idea to be blocking a teammate who is much faster than you going through a corner.

Tom: And they also even, not just blocking through corners, don't seem to realize it's a good idea not to drive into you and try and push you off the track or push you out of being able to go through a checkpoint.

Tom: So they apparently don't realize that it's a cooperative race half the time.

Tom: But once you actually are good enough to beat unbeatable AI, that actually becomes a surprisingly enjoyable and satisfying racing mode just because the co-op adds an interesting wrinkle to it, just as the standard races of course become more enjoyable when you're playing against or with other players than the AI.

Tom: And even playground games, when you have two evenly matched and competent teams, can become an enjoyable affair.

Tom: And obviously as you get better and your ranking improves, you're matched against other higher ranking players as well.

Tom: So you get less idiots who don't appear to be aware that your race is cooperative, not against one another.

Tom: And who understand the rules of the game that is being played in playground games.

Phil: And people wonder why the game Onrush failed.

Phil: That's the Codemasters game that was a racing game, but not really a racing game?

Tom: Yep, I remember it.

Phil: Yeah, look, even though it's a two year old game, this game is still expensive.

Phil: It's selling new for a hundred bucks, and on eBay it's selling for like sixty to seventy bucks.

Tom: And I was very lucky to get that DLC for ten dollars.

Phil: Yeah, because I see some of them are selling it on eBay, like the code for it, with the original game, like starting bid was like fifty five bucks.

Phil: So, don't know how you wrangled that, but yeah, at least down here in Australia, it's still an expensive game, whereas you can pick up the Forza for forty bucks new at retail.

Phil: So, which we were talking about the Lego thing.

Phil: If you're...

Phil: one question I had was, is the multiplayer sticky for you?

Phil: Is it something you'll go back to?

Phil: Is it going to prevail?

Phil: Or was it just really you just wanted to see what it was about and play?

Tom: Well, it has prevailed for about fifty or sixty hours.

Phil: Okay, that's great.

Tom: Beyond this now, I will be mainly just doing the seasonal stuff if there's a particular car that I'm interested in unlocking.

Tom: Because they introduce new cars they're adding to the game through the seasonal stuff.

Tom: For instance, the much anticipated and long awaited Toyota Supra was added to the game in a seasonal event.

Tom: And the Toyota GTwas one of the current seasonal events that has just finished.

Phil: What year Supra?

Phil: What year?

Tom: I think the first one.

Tom: But I could be wrong.

Tom: Do you mean what model year?

Tom: Yeah, no, the Mark

Tom: That's the last one, right?

Tom: Yeah.

Tom: Or is that Mark ?

Phil: I thought it was the Mark

Tom: But the last one, the one that everyone has heard of.

Phil: Yep.

Phil: Yep.

Phil: That's cool.

Phil: That's great, man.

Phil: I mean, Hours Multiplayer.

Phil: I mean, what am I talking about?

Tom: Well, that's Hours Single and Multiplayer.

Phil: Oh, okay.

Phil: Because I was going to say, like, you know, one of the things of the generation has been the fact that Polyphony hasn't released a proper Gran Turismo.

Phil: I mean, there's a studio just sitting there for eight years.

Phil: And even though the content that they're providing for Gran Turismo Sport has been great by all accounts, it does feel, you know, in some ways, like, you know, we didn't get a new Gran Theft Auto this generation.

Tom: Um...

Phil: Polyphony didn't really release a proper Gran Turismo.

Phil: And, you know...

Tom: Given the state of Gran Turismo and Gran Theft Auto I think that's not necessarily a bad thing.

Phil: Yeah, I know, but it's still...

Tom: And full credit to Polyphony for taking what was becoming a stale vision and moving it in a very interesting direction.

Phil: Yeah, yeah, I'll give them that.

Phil: But I liked your idea of a battle royale for a sim arcade racer.

Phil: So you have a hundred cars in a bus...

Tom: Yes.

Phil: And then the cars just jump out of the bus.

Tom: A hundred cars in a bus, that sounds like a scene from Crash.

Phil: A hundred cars in a bus.

Phil: I heard a joke the other day.

Phil: What do you call Australians?

Tom: What?

Phil: Four weddings and a funeral.

Phil: Ba dum bum.

Tom: I'm not sure I understand that joke.

Phil: Because in Australia, because of the times that we're in, you're only allowed to have...

Phil: I think five people per wedding and ten for a funeral.

Tom: I get it now.

Phil: So Australians is four weddings and a funeral, which is the name of a video movie thing.

Phil: So let's over explain the joke.

Tom: Video movie thing, that's what the kids are calling it these days.

Phil: That's the joke.

Phil: All right, finally, can we...

Phil: I've been watching this video of this Lego on loop.

Phil: It looks absolutely incredible, like it could be a standalone game and I'd buy it.

Phil: It's incredible.

Phil: How did you only get it for ten bucks?

Tom: I can't remember the name of the CD key selling website, but On The Green Market is the answer to that.

Tom: And I have no qualms with buying keys from CD avenues because I am a free market capitalist and they should learn to compete rather than relying on the crutch of intellectual property.

Tom: So that would refer more so to piracy than trade agreements.

Phil: But there is also a piracy theme.

Phil: That's the other DLC that you can download that you haven't...

Tom: Well, there's a piracy...

Tom: On the beach, there are pirate ships, so...

Phil: See, they're just asking for it, you know?

Tom: There's a piracy theme in the game itself, and there's buried treasure in the other DLC.

Phil: So how does this manifest itself?

Phil: Do you just scroll through the cards and go, oh, that's a LEGO one?

Tom: You're given a LEGO mini at the beginning of the game.

Phil: Like a mini-fig?

Tom: Yes, and there are very few LEGO cards in it.

Tom: Unfortunately, the total is, I believe, four or five now that a LEGO Bugatti Chiron, I think it was a Chiron, has been added to it.

Tom: So there are only four or five cars in it.

Tom: You get the mini to begin with.

Phil: Wait, so you're talking about a mini-fig?

Phil: Like the LEGO...

Tom: No, no, mini, as in a Mini Cooper.

Tom: The car.

Tom: The classic rally vehicle.

Phil: So it's a mod, it's a mini for a mini-fig.

Phil: I wonder if that was intentional.

Tom: Potential.

Phil: Are there other characters or like...

Tom: And that also is, as far as I'm aware, the only LEGO car in the game that bears any resemblance to an actual LEGO version of a car.

Phil: Because all the rest of them, like with the McLaren, looks very LEGO-ish.

Tom: Yeah, but I don't think there is a LEGO version of it that you can buy.

Phil: Oh, I getcha.

Tom: Whereas the LEGO Mini that is available is the same as the LEGO Mini in the game that you get at the beginning.

Phil: Well, while I'm watching these LEGO cars, so a chat window has now opened, we are currently working with dealers to clear a high volume of new car stock.

Phil: What make and model are you interested in?

Phil: I'm going to respond, Forza...

Tom: A LEGO Mini.

Phil: For LEGO Mini.

Phil: And let's see, you keep talking, we'll see what he comes back with.

Tom: Yeah, so the other cars are the aforementioned Bugatti, which was added as DLC.

Tom: So as soon and you get that for free.

Tom: Sorry, not added as DLC, that was added after the original DLC came out.

Tom: So as soon as you go to the LEGO Valley, you can do a race in the real car against the LEGO version.

Tom: And if you win, then you get that car.

Tom: Conversely, the two other cars, two of the three other cars to unlock, you unlock as you go through the career, a race again against the LEGO car in the real version of the car.

Tom: And in that case, you get both the LEGO and the real version of a car, if I remember correctly.

Tom: The last car, I should say that's the LEGO Fand I've completely forgotten what the other one is.

Tom: But the next one, which is, I won't say what it is because it's technically a spoiler, you find in a barn find.

Tom: And throughout the map in the main game, there are barn find cars that you find, then they get repaired, and you can use them and modify them as you please.

Tom: So that's basically like a treasure hunt thing.

Tom: And so the first disappointment is the lack of LEGO cars in it.

Tom: That being only five in total.

Tom: The second disappointment is parts of the map are amazing and everything in them, except for the road usually, is LEGO.

Tom: Other parts of the map are a combination of LEGO vegetation and normal vegetation, which is a little bit weird.

Phil: Well, I noticed they've got the LEGO tree, you know, like the cone LEGO tree and the round LEGO tree.

Phil: And the environments are destructible, right?

Tom: Yep, but so in parts of the map, you will have LEGO trees and non-LEGO trees.

Phil: Like proper LEGO, like proper trees?

Tom: Yes, like they look like in the main game.

Phil: Oh, that's lame.

Tom: Yes, so the consistency and quality aesthetically is a little bit disappointing.

Tom: The other thing is, of course, like every other LEGO game, in spite of being a LEGO game, and in spite of the story mode progressing as you become a LEGO master builder and unlock additions to your estate, you don't build anything, of course, at any point.

Tom: In spite of you racing to become a master LEGO builder.

Tom: But that's to be expected in LEGO games, unfortunately.

Phil: Have you played much of this?

Phil: Incidentally, I did get a response to the people that were trying to sell me a car.

Phil: I told them I was interested in a Forza LEGO Mini, and they responded, We appreciate your visit, but we will now enter other chats connected to the business.

Phil: Thank you, and have a pleasant day.

Phil: Thank you for contacting us.

Phil: Chat session disconnected.

Phil: See?

Phil: Internet's fun.

Phil: You get to interact with people.

Tom: They just lost your business.

Phil: They just lost a customer.

Phil: Damn it.

Phil: I was going to buy a LEGO Forza LEGO Mini.

Phil: Anyway, it's their own stupid business for advertising their stupid chat on a gaming website.

Phil: Anyway.

Phil: So are you engaged with this?

Phil: Have you played it much?

Phil: Or is it just the shallowness of the models that has truncated your enjoyment of it?

Tom: Well, I've gone through the disappointments of it.

Tom: And all the LEGO cars do look absolutely phenomenal, as you can see in the trailer, as do the fully LEGO areas.

Tom: And the thing, though, that stands out about it, and makes it absolutely excellent and well worth $

Tom: I'm not sure I would want to pay $for it due to the aforementioned flaws, and also where the main game is about to hours, and $to $at full price.

Tom: For $it does feel a little short.

Tom: Compared to what you're getting in the main game.

Tom: But the thing is, what you're getting is of significantly higher quality.

Tom: The area is obviously significantly smaller than the main game.

Tom: It's equivalent to one of the aesthetic areas.

Tom: So it's of a similar sort of overall size to say Edinburgh and its surrounding area, or the seaside trail part of the map.

Tom: But not as elongated, obviously.

Tom: So it is small.

Tom: But unlike the main game's map, the quality is absolutely exceptional.

Tom: I've done probably about % of the races.

Tom: And every single one has been an excellent circuit that has had a great variety of corners, a wonderful variety of inclines, declines and cambers.

Tom: And they've been tremendously engaging to drive.

Tom: And because of the greater condensity and the higher quality of the areas, the cross-country here lives up to the promise of what the cross-country should have been in the main game.

Tom: The transitions between different types of terrain here are absolutely brilliant.

Tom: When you end up from cutting through the countryside on a path you never would have thought of taking normally to driving through a section of the city or the roads, because there's so much better design than the main game, it is so satisfying and it is really enjoyable experience going from surface to surface.

Tom: And it also features something that, as far as I'm aware, has not been in any other Forza Horizon game, and that is a racing track.

Tom: And the racing track itself has several different configurations, and it is including a high-speed corner, which features one of the most fun speed zones and speed traps in the game.

Phil: Yeah, that's the one they featured in the trailer.

Tom: Yes.

Phil: Which also had destructible environments.

Phil: Not really.

Phil: I mean, you go through a finished thing.

Phil: But are there destructible environments?

Tom: Well, it's destructible as the rest of the game, where you can knock down trees, knock down fences, and that sort of thing.

Tom: But it has the added advantage of having a crunchy sound of plastic hitting each other.

Phil: Plastic on plastic violence.

Tom: Exactly.

Phil: Yeah.

Phil: Anything else to say about Forza Horizon ?

Phil: It sounds like you've thoroughly enjoyed it.

Tom: I have.

Tom: It's certainly got some massive flaws both in the DLC and in the main game.

Tom: But due to the Sim-K physics and that oversteer mechanic I was referring to, the braking as well, and the dirt physics, it is ultimately an excellent experience.

Tom: And the dirt racing is genuinely one of the best arcade dirt racing games I've ever played.

Tom: And the LEGO DLC, the quality of the tracks, the circuits, courses I should say, in it are absolutely exceptional, as is the general design of the area.

Tom: It has its aesthetic flaws, absolutely, but it is a racing game, so the most important thing to me anyway is the racing you do in it, and it is absolutely phenomenal.

Tom: If the rest of the, if England was as well designed as the LEGO area is in terms of the racing, it would be, in spite of its flaws, an absolutely phenomenal experience.

Tom: But it is still nevertheless hugely enjoyable.

Phil: Yeah, despite the lack of time I have to play games, you've sold me on it.

Phil: I always felt bad for not buying Horizon but I think I'll probably just skip it now and go straight to

Phil: The last game that I played, it sounds like what you're describing, it was Need for Speed Hot Pursuit for the PlayStation which I ranked very highly.

Phil: It was one of the criterion games when most of the team was still together.

Tom: Yep, this was essentially the burnout team making a new burnout, but simply with the Need for Speed license.

Phil: Yeah, exactly, and it was a brilliant game.

Phil: And everything you're telling me about this, I've heard about the mud physics in this game as well, and as a selling point.

Phil: So you've definitely, I definitely want to give that a try.

Phil: I've got to say, before we move on to What Remains of Edith Finch and why it wasn't on our top list for the best walking simulator of the s, as many people claim it should be, just to break in with a little bit of Trademark Banter, I've recently had my gaming room repainted, so I had to take everything out of there again and put it all back in.

Phil: And I've got to tell you, I'm looking forward to retirement one of these days because I've handled so many games, whereas I've got to play this, I'm looking forward to playing it.

Phil: And it's really rekindled my love of the backlog that I have.

Phil: But at the same time, I've been playing some modern and new games as well that we'll probably get into in the next episode once I've finished them.

Phil: I just wanted...

Phil: There was one Trademark Banter topic that we didn't cover earlier that was one of yours that I was particularly interested in.

Phil: And that was, everything is breaking.

Tom: Yes.

Phil: Is your computer breaking?

Phil: I mean, I thought, as you said recently, you buying your computer when you did now seems like a genius move.

Tom: Yes, it does.

Tom: And particularly since the specs for the consoles have been released, because they're essentially what my computer is.

Tom: Now, obviously, they don't have the oversight of a Windows operating system, and they also have superior versions of GDR and so forth.

Tom: But I was expecting significantly better specs than they are.

Tom: They're impressive and good, but I was expecting something that would be superior to my computer.

Phil: Yeah, but even so, they're going to retail down here in Australia for five or six hundred bucks, and you paid significantly more than that.

Tom: No, they're absolutely an exceptional deal if you want to consult.

Tom: What I mean is for the longevity of my computer keeping up with them, I was expecting them to be significantly better than the specs that were there.

Phil: Yeah, we'll wait and see if they come out even at this point.

Tom: Yes, so from that perspective, I'm also pleasantly surprised.

Tom: The other interesting thing is how amazing DLSS is becoming, which is one huge advantage of having got a ray tracing video card.

Phil: DLSS, that's like deals?

Phil: I mean, there's a lot of good deals.

Tom: That is dynamic something or other, something or other scale.

Phil: Dynamic, loss, so it's a graphics term?

Tom: It's resolution scaling, essentially.

Tom: So basically you have your internal resolution at a lower resolution than what it is upscaled to, to the monitor.

Tom: And the latest version of it before that, it looked significantly and noticeably worse than if you weren't doing that.

Tom: Now it is getting genuinely close to what the native resolution looks like and in some areas actually better than the native resolution in spite of not requiring anywhere near the computing power that you would need to be playing at the native resolution.

Phil: This sounds stupid, but like, so what is DLSS?

Phil: This is from the Nvidia site.

Phil: DLSS is Deep Learning Super Sampling.

Tom: There we go.

Phil: Nvidia RTX technology that uses the power of AI to boost your frame rates in games with graphically intensive workouts.

Phil: And it's based on the work of, what's his name, Turing.

Phil: So there you go.

Phil: He invented it.

Phil: And because he's dead...

Tom: This is precisely what he had in mind.

Phil: We can use his name.

Phil: So DLSS is Deep Learning Super Sampling.

Tom: There you go.

Tom: But essentially, it's a resolution scan.

Tom: But it works.

Tom: Yes, and it is now, in the latest iteration, a genuine, viable alternative.

Tom: And that is important for longevity because if, for instance, I'm still using a p monitor years in the future, I can be outputting at p and be getting a p image.

Tom: And outputting at p will drastically lower the amount of power required to be keeping up with what games are wanting.

Phil: Have you noticed any blurry frames with DLSS?

Tom: I have not actually used it.

Phil: Oh, you haven't?

Phil: Okay.

Tom: I've done the reverse of that, where I've had the native resolution at K instead of p for a basically unnoticeable improvement in the bad textures of foliage.

Phil: I mean, that's understandable.

Phil: I think running at K is beneficial when it comes to image quality, as the number of input pixels are high.

Tom: Yes.

Phil: No, I'm not reading this from Nvidia's website.

Phil: Anyway, I was going to ask you why you don't just use the upscaled TAA instead, but anyway, we're running...

Tom: TAA is significantly worse.

Phil: But that's not your Trademark Banter.

Phil: I asked you if your computer was breaking, because your topic was everything was breaking.

Tom: Yes.

Tom: Well, my computer wasn't breaking.

Tom: My mother's computer broke, though.

Tom: And another Trademark Banter topic there was the Intel NUC, which stands for, I believe, Next Unit of Computing.

Tom: And they're basically a miniature computer kit that comes with a extremely small motherboard and case and pre-installed CPU, which you cannot change.

Tom: And you can add to it a, depending on which one you get, a -inch hard drive, even, if it's slightly larger, or a -inch SSD.

Tom: And I just used a MNVMe SSD and RAM.

Tom: And it was a fascinating experience building a computer where all you're doing is adding the RAM and SSD.

Phil: It probably made a big difference.

Tom: Yes.

Tom: Well, you're basically doing the easiest part of making any computer.

Tom: Yeah.

Tom: But the other interesting thing about it is as a product, it is certainly for the amount you pay for it.

Tom: The cheapest one of the current generation is I think around $to $depending on how cheap you can get it for.

Tom: And that comes with a mid-range current gen iin it.

Tom: If you were spending, say, you add to that GB of RAM plus a reasonable size SSD, you're probably going to be at $to $if you want to go to GB of RAM depending on what deal you're getting on the SSD.

Tom: For that amount of money, you could build a slightly more or reasonably more powerful small form factor PC, or if you're doing a mid-tower, a significantly faster model than that.

Tom: But compared to buying a pre-built PC, it actually ends up being extremely expedient and a significantly better deal because not only will you be assured of being able to get reasonably priced yet reasonable quality RAM and SSD, you are also getting a mid-range iwhereas if you're spending $on a pre-built PC, you'll be getting a very low-range iand a similar amount of RAM and probably not an NVME SSD, but a slower SATA SSD.

Tom: So compared to building a computer from scratch that is small form factor or mid-tower, it is pricey, but compared to buying a pre-built PC, and this is significantly easier than actually building a PC, it ends up being quite a good deal.

Tom: And for general computing and even light gaming, believe it or not, and even light video processing and more CPU intensive sorts of things, a mid-range iof the current gen is actually reasonably good.

Phil: Isn't that crazy?

Tom: Yeah.

Phil: Isn't that crazy?

Phil: I just got a new laptop.

Phil: It's an iGeneration or something like that.

Phil: And we used to just dismiss is and is and stuff like that, but yeah, I mean, it's just that the progression of the chips has definitely slowed, and they're certainly functional and serviceable.

Tom: And they would have been slowing even more if not for the last gen of AMD chips.

Phil: And when you brought up Nook, I thought this was going to be some sort of Animal Crossing reference, which our audience at the VG Press would absolutely lap up.

Tom: No, thankfully it's NUC.

Tom: But on top of that, you'll recall, I think of the last episode, the inner tube of my BMX had failed, right?

Tom: Yes, the inner tube of my other bike failed.

Phil: Of your other bike?

Tom: Is this like the Phoenix ?

Tom: This bike does have a name, actually, which is Same Hat, because it is by the prestigious electric Chinese bicycle manufacturer, Same Hat.

Phil: Okay, all right.

Phil: Now we see where you're an agent.

Phil: You've been...

Phil: This is the big...

Tom: Now it's all making sense.

Phil: This is the long game.

Phil: This is the long con.

Phil: And here we are doing an ad for a Chinese bike company.

Tom: Yes, yes, yes.

Tom: And Same Hat is one of the greatest manga blogs ever.

Tom: Sadly, no longer publishing new content, not publishing new content for about a decade, but it is still a treasure trove of hard to find and interesting manga.

Tom: That's where I discovered Shintaro Kago, Junji Ito among, and Junji Ito among many others.

Phil: And earlier he was criticizing people for not speaking a second language.

Phil: Have you heard the expression big hat, no cattle?

Tom: I think so.

Phil: Yeah, so big hat, no cattle basically means someone who's, you know, walking the walk but they can't talk the talk.

Phil: You know, they wear the big cowboy hat but they haven't actually got it.

Tom: Is this further commentary on my monolingual statement?

Phil: No, no, but you were talking about one hat or man hat or big hat or whatever hat.

Tom: Yep, but the inner tube on that bicycle also failed.

Tom: And this time rather than when it was sitting at home, it failed five kilometres from home in the city.

Tom: But luckily, being a very cheap Chinese bicycle, that means it's a folding bicycle so it could fit in the boot of a taxi.

Tom: But even more impressive than yet another...

Phil: Again, touting the Japanese bike and its efficiency.

Tom: Yes.

Phil: What other benefits does this Chinese bike have?

Tom: Even more impressive than the industry failing was the failing of a product that I don't think was made in China.

Tom: But it was certainly not a Chinese company, and I also don't think it was made in China, but you don't quote me on that.

Tom: Somehow, the bike lock that I use with it.

Tom: While attempting to lock it up on the way to an arts festival, following the orders of the Prime Minister to go out and function normally just as the outbreak began, while attempting to lock the bike up, but luckily failing to, sorry, the proceeding stage of unlocking it from the bike as it was locked to it mid-transit, the key snapped in the lock.

Phil: Where did you get this key?

Tom: From the bike lock manufacturer.

Phil: Where did you get the bike lock from?

Tom: A shop in New South Wales, I believe.

Phil: Wow, until you went out of state.

Tom: Yes.

Phil: Let me tell you a funny story about defective locks.

Tom: I cannot believe that a fucking key, from gently twisting it in one smooth movement, smooth move.

Tom: Yes, somehow snapped, offering such little resistance that I could not even react.

Phil: I think it's your manful forcing of the key that causes that.

Phil: Let me tell you a funny story about a lock.

Phil: Now, here in Australia, we have something called cheap shops.

Phil: Is that what they call them down there as well?

Tom: $shops, I think they're called.

Phil: And in America, it's called the -cent store.

Phil: So, when I first discovered the ..

Tom: cents is essentially $a string.

Phil: So, when I first discovered the -cent store, you go in there, and not everything's cents.

Phil: A lot of things are for...

Tom: This was $

Phil: For your lock...

Phil: Again, you're devoting for my very interesting story.

Phil: I went into the -cent store.

Phil: I bought a box of expired Canadian candy bars.

Phil: They were expired, but they were cents.

Phil: And it was a whole box.

Tom: And they're basically % sugar, so that should be fine.

Phil: Should be fine, that's fine.

Phil: I bought a lock because I needed a lock.

Phil: I bought a hammer because I needed a hammer.

Phil: And I bought other paraphernalia because it was cents and it was cheap.

Phil: So those Canadian candy bars I put in the freezer, I ate them for a year.

Phil: I offered them to people.

Phil: They didn't like them.

Phil: And I blamed it on the Canadians.

Phil: I didn't tell them they were expired or that they had been sitting in a freezer for six months.

Phil: They were kind of peanutty.

Phil: I liked them.

Phil: I grew an attraction to them much like a raccoon would.

Phil: But the lock, right?

Phil: I had the lock and it was locking up my garage on my apartment.

Phil: It was a public lock out in the public, dangling around.

Phil: And I also broke off the key.

Phil: So it's a common issue for men of much manly, powerful force.

Phil: So I said, that's fine.

Phil: So fortunately, I have a hammer.

Phil: So I went and got my cent hammer.

Phil: And I figured I would just, you know, it's a cent lock.

Phil: I mean, it's got to be easy to break, right?

Phil: So on the first swing, I swing my cent hammer against the cent lock and the hammer broke in half.

Phil: So I looked at the broken lock, at the whole lock.

Phil: And I said, touche.

Phil: And I forget how I got out of that gym.

Tom: And you've never entered that garage again.

Phil: Yeah.

Phil: When I moved, I actually left the garage unlocked and the local legals stole everything out of it while I was moving my other stuff to the thing.

Phil: But anyway, that's another story.

Phil: But anyway, a cent lock versus a cent hammer, bang on the lock.

Phil: That's my...

Phil: Don't bang on the lock, bank on the lock.

Tom: So does this mean a $lock will be easily breakable?

Phil: Oh, no.

Phil: No, no.

Phil: I've got some superior locks now.

Phil: I think you're going to break them.

Phil: But anything else breaking?

Phil: I mean, you've got inner tubes, foil keys.

Phil: You're not breaking down emotionally.

Tom: Okay.

Tom: That was everything that broke.

Phil: Okay, good.

Phil: Well, with that, I think we can now get on to What Remains of Edith Finch.

Phil: I recently beat it, and I believe you played it.

Phil: I don't know if you beat it yet.

Tom: Yes, I did, long before you heard, even heard of it.

Phil: Okay, well, What Remains of Edith Finch is apparently the best walking simulator of the s.

Phil: It was released in by Giant Sparrow.

Tom: The makers of That Unfinished Swan, or The Unfinished Swan.

Phil: Is that an Australian game as well?

Tom: Not that I'm aware of, but I could well be wrong.

Phil: That is from That Gaming Company, though.

Phil: That's the one they did after Journey.

Tom: No, it isn't.

Phil: Yeah, I knew it because...

Tom: It's completely unrelated.

Phil: And a different company, because their name is Giant Sparrow.

Tom: Yup, but it was in The Unfinished Swan anyway.

Tom: I don't think it was with Edith Finch.

Tom: Basically one dude's passion project.

Phil: I remember that.

Tom: And it was produced by Terry Gilliam and featured him doing voice acting for the king in the game.

Phil: Terry Gilliam, of course, of Monty Python fame, and he was the animator that did all that cool stuff as well.

Tom: And then went on to surpass Monty Python with Jabberwocky and Brazil and The Man Who Killed Don Quixote.

Phil: And Monkeys, I think he was the director on that as well.

Tom: Correct.

Tom: He directed many great films, but those three the best.

Phil: He was a visionary, definitely.

Phil: I haven't seen the Don Quixote, but...

Phil: So anyway, this is a video game.

Phil: I played it on PC with an Xbox controller.

Phil: You probably played it on PC with a PlayStation controller or WASD.

Tom: I think I played it with a mouse and keyboard, yes.

Phil: And I've got to say, basically you play as Edith Finch, who is going back to a family home to discover things.

Phil: Something's about your past, you haven't been there for a long time.

Phil: Something is happening to you that has made family important, which is a massive spoiler for the game, but I knew from the first minutes of the game the quote reveal at the end.

Phil: Did you twig on to that?

Tom: That you were, in fact, in the end playing as her child?

Tom: Yes.

Phil: Did you pick it up that early?

Tom: I don't know if it was minutes, but once it was apparent she was pregnant.

Phil: Yeah.

Phil: It's very early on, it's a tell, so spoilers and we'll flag it earlier.

Phil: But basically, you go through this house and you discover how this poor family, this cursed family, has had a bunch of people in their lives that die.

Phil: Am I being too glib in my description?

Tom: Repeated?

Phil: You go room by room and as you go room by room, you discover how this unfortunate group of a family have come to that untimely demise.

Tom: Yes, because they have a family curse.

Phil: So of course, it's in the first person thing.

Phil: I honestly, I'm not someone who usually gets motion sickness in the game.

Phil: I could only play this game in short spurts of no more than minutes because it actually made me nauseous.

Phil: I don't know, did you have the same experience or?

Tom: Not at all.

Phil: Okay, good.

Phil: And it feels to me like a game jam.

Phil: It's much better than, what was that?

Phil: Going home or gone home.

Tom: Gone home.

Phil: That was terrible.

Phil: But this one at least was very, very interesting.

Phil: And it felt like a game jam where basically you had different people in a room and sat down and went, okay, here's the theme.

Phil: Here's what we're gonna do.

Phil: You've got your own room.

Phil: Come up with a family member and a gameplay element that's unique and how they're gonna die and go for it.

Phil: All operating within the same engine and aesthetic in terms of visuals.

Phil: But basically, as you go from room to room, there's a little bit of traversal and platforming in between each room, like how you're gonna get there, you know, slight puzzle holding, very slight, basically just figuring out how to get into the room or not.

Phil: It has a very interactive controller, you know, type thing.

Phil: So to open a door, you pull the analog stick towards you to open a door or push it forward to close it.

Phil: And there's all sorts of levers and things like that in this.

Tom: Would be great on Wii or in VR.

Phil: Yep, would be, definitely.

Phil: And so that's essentially it.

Phil: And what is, that's the intro to the game.

Phil: Obviously some levels are better than others.

Phil: Some of them are very short, like seconds.

Phil: Yep.

Phil: And some of them are a little longer.

Phil: Some of them have-

Tom: And some of them are thematically a lot more interesting than others, like the awful comic book level compared to the bathtub scene or the shark scene.

Phil: Yeah, so Milton was the level with the comic book level and it's over in seconds.

Phil: It's basically you operate a flip book.

Tom: No, no, no, no, not that one.

Tom: Oh, Barbara.

Tom: Yes.

Phil: Yeah.

Phil: Look, no, like Barbara was great.

Phil: And so in that one, you're playing like a-

Tom: I greatly disliked that one.

Phil: I liked it because it had a Tales from the Crypt type theme that I thought was quite good.

Phil: And it stole from the Sega Genesis game, Comic Zone, so if you can imagine Tales from the Crypt plus Comic Zone, you're walking through this world.

Phil: The character herself, Barbara, was like one of the more vanilla characters in the whole thing.

Phil: But I enjoyed it as a post.

Phil: And then Gregory, which was the guy in the bathtub, that was probably the best, but I'd have to have another look.

Phil: I thought you were talking about the flip book comic, which was Milton.

Tom: No, no, the, the, uh, Barbara was the one I thought was, uh, one of the least interesting.

Tom: And the reason is, to me, and it was something that was there in, um, The Unfinished Swan as well.

Tom: And this game, having played The Unfinished Swan, was very disappointing because I wouldn't necessarily say that I liked The Unfinished Swan very much or greatly enjoyed it, um, because it, it was very slow and some parts were really annoying, uh, not in terms of difficulty, but in terms of boredom to get through.

Tom: But it, the underlying themes of it were relatively interesting and presented in an interesting way, if extremely slowly.

Tom: And it was also clearly something that the the people making it or person making it was very passionate about and interested in.

Tom: Um, I didn't get that the passion, uh, sense to the same degree in this.

Tom: And I did not find the underlying themes, um, quite as interesting.

Tom: And with the exception of, uh, Milton and his brother, um, they were much more obscured than they were in, um, The Unfinished Swan with a lot more stuff, uh, stuck on top of them to make them more palatable.

Phil: I've got to say, you know, our descriptions of this game are going to be for people who've already played it.

Phil: And, uh, to me, my favorites were, uh, like from a point of humor, I liked Sam, which was the hunter.

Phil: Um, I think that was the best demise of them all.

Phil: In terms of touching, I think that Gregory in the bathtub with his frogs, uh, was the most touching.

Phil: Would you disagree with that or?

Tom: I thought that was great, yep.

Phil: I'd say in terms of artistic, you've got both Barbara, which is more of a kitsch, um, kind of thing.

Phil: And it's kind of disqualifying, but the whole field of a childhood actress and his other elements to it, like, you know, that could be a Quentin Tarantino mini movie really.

Phil: Um, but I think probably if you're looking at the artistic scale, um, Lewis in The Fish Factory is probably the one that was trying to be the most profound.

Phil: Um, and to me had the best gameplay element, uh, because you're doing two things at the same time.

Phil: Uh, that's, that's the guy in The Fish Factory for everyone playing at home.

Tom: And as you are cutting the heads off fish and throwing them on to convey abouts, you are simultaneously moving a character around his imaginary world.

Phil: Yeah, in a little King story.

Phil: They've got a little King story.

Phil: Uh, I think you'd agree with the, with that description of the RPG.

Tom: It may well have been, uh, influenced by that, but him, as well as the Milton Flip book, are direct references to and arguably take place in the world of the Unfinished Swan.

Phil: Oh, okay.

Tom: With Milton's demise being that he goes into the world of the Unfinished Swan.

Phil: That's right.

Tom: Essentially.

Phil: That's right.

Phil: And I've got to say, my earlier confusion about that game company, um, and Giant Sparrow was both of them actually worked at Sony Santa Monica inside their studio.

Phil: So this was part of Sony's indie movement where they let small independents work inside of their massive commercial God of War studio.

Phil: And not only did they have the resources available to them of a large developer, but also they could consult with people that had been, you know, making quote, you know, commercial games for so long.

Phil: So I think other notable ones was Calvin, but to a much lesser extent and also Gus.

Phil: So Calvin was the space...

Tom: I certainly do not remember the names of who was who, so you will have to...

Phil: No, that's fine.

Phil: So Calvin was the space boy on the swing who wanted to swing high.

Tom: Yep, that was a lot of fun.

Phil: And then Gus was the one that could control the wind in a Katamari style way to disrupt the wedding.

Phil: And, you know, in each of their own special way, they were enjoyable.

Tom: And I still would also rank the shark one highly.

Phil: Yes, which prompted me to think of what are the top five shark games, but maybe that can be one of our lists.

Tom: That should be an article you write.

Phil: Was that Molly that was at...

Phil: one of the earlier ones, wasn't it?

Tom: Yeah, it was possibly the first one, I think.

Phil: It was, yeah.

Tom: And it was a good start, and it set the theme of the oppressive atmosphere of the family and the eccentricities and mental problems that spread throughout in the manifestation of the supposed family curse.

Phil: The last character we have to talk about is...

Tom: And which was gradually referenced throughout, where until you finally discover more about the grandmother who is ultimately getting the majority of the blame, sorry, with her essentially setting up a very controlling family atmosphere and cashing in on the whole family curse essentially.

Phil: Right.

Phil: And I think that there is this connective tissue that is supposed to be there with this overriding narrative, which I think is good, or at least it's notable.

Phil: But really the grist of this game is going from room to room, becoming the people that you are going to see their demise of or being someone close to them who's going to see their demise.

Phil: And man, I just keep going, as good as Lewis is, and that one, which is the Fish Factory one, where you're having to do one mechanism with one analog stick and another mechanism with the right stick, I can't remember a game that required that of a player.

Phil: And I was surprised by how easy it was to me because it was just a monotonous action.

Phil: So I could just be doing this one thing with my left and then the other with the right.

Phil: But then, as Gagan would say, I like work simulators.

Phil: That's why Papers, Please was my top game of the s.

Phil: It has to be the best.

Tom: Why don't you just go off to a non-existent Soviet country and become a border guard?

Phil: Yeah, or just live my existing life.

Phil: So, you know, I'd love to be doing these podcasts daily, but I have a real job as well.

Phil: But at the border.

Phil: The thing that was surprising me was when I played this game, I'd heard from more than one critic that they were emotionally moved at the end of the game to the point where they were sobbing uncontrollably and had to play the game a second time.

Phil: So they could show their partner that, you know, you got to check out this game, you know, it's moving, it's game of the decade and all the rest of it.

Phil: But really, the demise of Edith Finch to me was the least interesting and least surprising component of this.

Phil: And ultimately, I was happy when the game was done.

Phil: You know, it was like they have different family members that were followed through.

Phil: And Edith was the one that we haven't talked about yet, and I didn't really need to talk about it.

Phil: I just didn't have that emotional resonance with it, and maybe that's a personal thing.

Phil: But did this game reach out to you in a way that other walking simulators or other games didn't?

Tom: Not really.

Tom: To me, it was an interesting series of novelty stories and the allusions to the oppressive nature of the family and the attempts that failed to break away from that by some of the people or giving into it by some of the people was interesting, but less so than the themes in The Unfinished Swan, some of which were explored here in Milton and Lewis.

Tom: Was that the name of his brother?

Phil: Yes.

Phil: Well, Milton was the comic strip guy, and Lewis was the fisher.

Tom: Yep.

Tom: But it never really did anything with them, and it just became rather than a possibility to think about those things, merely an exercise in working out what was going on in terms of plot, rather than an emotionally effective thing or a thematically fascinating thing.

Phil: One of the things I know you mentioned about this was gameplay reductionism, and I was interested for you to expand on that.

Tom: Yes.

Tom: Well, one thing, one position I have always found to be very silly, but never previously articulated why, is the position essentially that the only thing that matters in games is the gameplay.

Tom: And I should say never articulated beyond the self-evidently idiotic nature of that statement, given that there are things other than gameplay in games, so why would it follow that gameplay necessarily matters?

Tom: And you'll find that there are very few critics in film, though there are some, but it is a niche movement that is in no way the general opinion or widely accepted over other forms of film criticism, that the only aspect of film that should matter is the visual aspect.

Tom: To me, that's a similarly idiotic statement.

Phil: Well, John Carmack famously, you know, said that story in games is like story in porn.

Phil: No one watches porn movies.

Tom: And I famously said to Igor Bobovich, and I'm very proud of stunning with embarrassment and self-repression a Serbian living in Holland, he said that to me and I said to him, no, he asked me, well, do I watch pornography of the stories?

Tom: To which I responded, I do watch pornography of the stories.

Tom: Why do you watch it?

Tom: And he was speechless.

Phil: Yeah, I think I also chimed in.

Tom: That was one of my favorite moments on a podcast.

Phil: And I think also I chimed in and said, I only watch it for the story.

Phil: I think it's one of the things missing these days.

Tom: Yes, but further to this point, I just realized it was a funny moment of a revelation.

Tom: The game playing games fucking sucks.

Tom: What game is as good as chess?

Tom: None.

Tom: Scrabble?

Tom: None are in the same league.

Tom: No, video game.

Tom: What video game is comparable to chess?

Tom: Nothing.

Phil: River Raid.

Tom: What video game?

Tom: What's that?

Phil: River Raid for the Atari

Phil: Half Life

Phil: Half Life

Phil: Yuck.

Tom: Please, no.

Tom: But seriously, what game is as good as chess?

Phil: Killzone

Tom: What game?

Tom: No.

Tom: What game is as good as football?

Tom: What game is as good as ping pong?

Tom: The answer to all those questions is none.

Tom: As games, video games are fucking awful.

Tom: If you remove the non-gameplay elements from games, they would suck.

Tom: No one will fucking play them.

Tom: And that is a fact.

Phil: If you remove the gameplay, yeah.

Phil: Yeah, there's no reason.

Tom: No, if you remove the elements that aren't gameplay, no one will play them.

Tom: If you remove the gameplay, no one will play them.

Tom: But the point is, games like film and many other mediums are a medium that are based on the conglomeration of all their parts.

Tom: And to reduce them to any one part is an exercise in futility because they suck at every single part that they have.

Tom: It's the combination of the parts that they have that makes them in any way enjoyable, interesting.

Tom: And that implies to...

Tom: applies just as much to the gameplay as any other element.

Tom: If you want to say video game stories suck compared to a novel, that's true, but so does film, so does television.

Tom: But guess what?

Tom: Games suck as games.

Tom: Again, I challenge anyone to present me with any game that is in any way comparable to a board game, or again, chess, fucking chess, nothing comes close to it, or any sport, and you will be left wanting.

Phil: Look, I think you're correct, and that's why we have such limited elements of play in our games.

Phil: And describing this game as an agglomeration is exactly right, because they give you little snippets of different kinds of gameplay.

Phil: But most of the gameplay elements are still, you know, landing heavily from card games like Magic, or board games like Dungeons and Dragons, or shooting.

Phil: You know, we haven't elevated beyond, you know, Target Hunt with some of the most popular games.

Phil: You know, gameplay is all that games really have as a driving element, but they still land heavily on things from the human experience.

Phil: And in some ways, if you look at VR, it's leaning...

Tom: My point is merely, well, gameplay might be the driving force of any game by definition, including non-games.

Tom: And again, if you want to take it from a reductionist manner of interaction, objectively speaking, Dear Esther is not less interactive than Bayonetta.

Tom: It may be less complex in its interaction than Bayonetta, but it is not less interactive.

Tom: It is not less interactive, more interactive or less.

Phil: It's less demanding.

Tom: It's less complex, but it is not less interactive.

Tom: If you do nothing in Dear Esther, the game does not progress.

Tom: If you do nothing in Bayonetta, the game does not progress.

Phil: So you're defending walking simulators.

Phil: I'm not saying that tongue in cheek.

Tom: I'm defending any sort of game on the basis merely that games as games suck, just as much as games suck as stories.

Phil: I don't think games as games suck.

Phil: Vertical scrolling shooters, if you don't do anything.

Tom: If someone told me I had to choose between playing Gunstar Heroes, one of the greatest games in terms of pure gameplay ever made, and chess, I'm going to fucking choose chess.

Phil: Gunstar Heroes is terrible.

Tom: Gunstar Heroes is great.

Tom: I don't know what the hell you're talking about.

Phil: What controller were you using when you played it?

Tom: I was using a PSor PScontroller.

Phil: You're absolutely right.

Phil: Gunstar Heroes came out for the Sega Genesis, or whatever it was called in other territories, and the controller sucked, and it sucked.

Tom: Yeah, but so the controller sucked.

Tom: The game was exceptional, and still is.

Phil: How could you know if the interaction wasn't there?

Phil: It's like saying play chess while you're wearing oven mittens.

Phil: See how much fun that is.

Tom: Well, I think there's a sport like that, but it's boxing gloves.

Phil: Do you like You Know?

Tom: I'm not even sure I've played You Know.

Tom: I've seen a pack of You Know cards, I can recall that much, but I don't know if I've ever played it.

Phil: Put it on your bucket list.

Tom: But I'm just saying, people gush about Tetris, like it's some god's gift to gaming.

Tom: Tetris fucking sucks.

Tom: There's chess, please.

Tom: And that's coming from someone who loves Tetris.

Tom: But let's be real.

Phil: All right, let's be real.

Tom: That's all I'm saying.

Phil: That's your box quote.

Tom: Yes.

Phil: What Remains of Edith Finch.

Phil: Let's be real.

Phil: Tom Towers, out of

Tom: Play chess instead.

Phil: Is there anything you want to say more about this game?

Tom: Just merely, it's disappointing that, unlike The Unfinished Swan, which while still very much attempting to obscure its themes and avoid making a non-ironical point, there was a meaty and interesting commentary on escapism and imagination there.

Tom: That's why Terry Gilliam did a cameo, I assume.

Phil: I think with this game, the gameplay elements outweigh everything else.

Phil: It's a gimmick, it's a game jam.

Tom: I was just gonna say, but here, while that is there in a snippet version, and those parts of it are interesting and worth playing, the overarching plot and theme, it's disappointing that it ultimately amounts to not really being interesting thematically or emotionally, but really just being approachable on the level of a mystery and solving a mystery.

Tom: Which is fine, but given that the previous game made by these people managed to do that as well as handle the theme, interestingly, it was disappointing for me that they only managed one of those two things here.

Phil: Yeah, look, I've got to say it wasn't emotionally anywhere near what I was expecting, given what people had said.

Phil: From a gameplay element, it was way better than what I was expecting.

Phil: That is true.

Phil: But even so, is an experience I would have sought out had I known what I had experienced at the end of my experience?

Phil: No, if given the choice, having gone through it, I wouldn't play it.

Phil: If you like video game theory and, you know, that sort of thing, and can pick it up for an affordable price, I'd say, yeah, go ahead, it's a must play, just so you can use it as a reference point.

Tom: I think given its length, it's worth playing for the shark scene, the bath scene, the beach scene, the hunting scene, and the fish scene.

Phil: So from a value perspective, I'd probably give it a or out of

Phil: From a taken as a whole, I'd probably give it a

Phil: But it is more interesting than most games, I'll give it that.

Tom: I do not regret playing it.

Phil: Definitely not.

Phil: I think that's going to be a new scale.

Tom: Do we regret playing a game?

Phil: Or do we not regret playing a game?

Phil: I'm about to finish Pokemon Shield, and I so far do not regret playing the game.

Phil: But we can cover that off.

Tom: Making it one of the best games ever.

Phil: Pokemon Shield?

Tom: According to our scale.

Phil: Well, I'm glad that we both agree that it's a game that's worth playing.

Phil: Rather than end this podcast, because I haven't eaten in hours, or had more than hours of sleep, I couldn't...

Phil: The earworm that I couldn't get away from...

Tom: That's how hard it is to buy toilet paper these days.

Phil: Yeah, in these troubled times.

Tom: You've been all across the state.

Phil: Come on, man, we got almost through this without any reference to that thing.

Phil: So...

Phil: But one thing which, to me, is disappointing in this podcast, as we approach the hour mark, is that we only got through % of the books that you've already read in the first months.

Phil: And if we don't make it to %, and we don't do a podcast tomorrow, I'm gonna walk around here, you know...

Tom: For another hours on hunger strike.

Phil: On a hunger strike, so...

Tom: You may as well make it a hunger strike now.

Phil: I can do what I want to do, you know, but the point is, if you can please tell us at least one other nugget, because I know you've got a couple of nuggets, about one of the other books that you've read.

Phil: And, you know, maybe we can close the podcast out with that, and I'll be at ease.

Tom: I will do precisely that.

Tom: I've got a few book recommendations, which should be fast, but one, another massive broad generalization to hopefully create some outrage so that someone actually listens to the show.

Phil: You just got to say China a lot of time.

Tom: China.

Phil: You know what the problem is with China?

Tom: China.

Phil: Yeah, China.

Phil: You know what the problem is with China?

Phil: Okay, we just got another downloads.

Phil: We love China.

Phil: That's the problem with China.

Phil: We love it too much.

Phil: Now that's out of the way.

Tom: I've recently...

Tom: I've been reading, among other things, the early Anglo-Saxon myths, such as Beowulf.

Tom: I don't know if they're...

Tom: Beowulf would...

Tom: That is Anglo-Saxon.

Tom: I was thinking of...

Tom: What's the Norse one?

Phil: Odin.

Tom: Yeah, but the stories...

Tom: It's the Edda, that's it.

Tom: Yes, reading the Edda and Anglo-Saxon myths, there's a general idea going around, not unrelated to the noble savage, but it's still an acceptable viewpoint in modern anthropology, as opposed to suppositional anthropology of the late s, which didn't really base any of its ideas on research.

Tom: Essentially, savages are more peaceful than civilisation and so forth, which is not a viewpoint I either subscribe to or do not subscribe to, but as someone who has read a lot of Aboriginal myths, both in second-hand and first-hand accounts, comparing them to Anglo-Saxon and Norse mythology, which is in terms of its creation stories and mythological viewpoints and transformations, coming from a very similar place.

Tom: There is one massive difference between them, which is the mind-blowing level of violence.

Tom: The most violent Aboriginal story I can think of is one where...

Phil: No, I know this one.

Phil: It's where the rainbow serpent goes to Aldi and he forgets that they don't have any plastic bags and they just leave him there with like different items and no way to carry them home.

Tom: And no toilet paper on the shelves.

Phil: Yeah, well, there's a modern take on it.

Tom: Yes.

Tom: No, it is related to the giants of the past who were essentially killed in a massive genocide, basically.

Tom: Genocide is every second fucking story in this stuff.

Tom: And there's a stark difference as well between the Norwegians, the Norse and the Anglo-Saxons and the Welsh.

Tom: Like the Merlin story, the King Arthur stories of the Welsh compared to the Anglo-Saxons.

Tom: The Anglo-Saxons are just a long-ending series of massacre after massacre after massacre with a few creation stuff stuffed in there and a little bit of Christian mythology as well.

Tom: The Welsh stuff features some brilliant symbolism and amazing scenes as well, like this incredible visionary scene of, I think, King Arthur and some other dude playing chess or some other game in a field of crows circling overhead.

Tom: In the Anglo-Saxon version, there's just a lot of fucking killing shit, basically.

Tom: And I don't mean that necessarily as a criticism, but it is a hilarious and interesting massive difference.

Phil: It sounds like we're at video games have gone, really.

Tom: Yes.

Phil: It's like the description of Anglo-Saxon video games.

Phil: It's just killing.

Tom: Is there a spear on the cover of the folio?

Tom: Yes, every single time.

Tom: That's the equivalent to guns on covers, I believe.

Tom: That's your theory.

Tom: But that's the end of my hot takes.

Tom: And we're now just going to go into some book recommendations.

Tom: The first is a book by James Elkins, which is called What Heaven Looks Like.

Tom: And the book itself isn't worth reading for the writing.

Tom: The writing is fine, but it is printed to a similar size.

Tom: The paintings by a, I think, unknown th or th century artist, or it might have been earlier, I can't recall.

Tom: But this is with Al Greco, the greatest paintings ever made.

Tom: They're basically a series of visions that this unknown artist sensibly had in their alchemical practices with a log that they saw in a log, and they then painted whoever they were, and they are just absolutely astounding and indescribably amazing and well worth looking at.

Phil: Knowing your aesthetic and looking at the Google images or Bing images, rather, of this, I can totally see where it would be up your alley.

Tom: Yes, well, it's the only thing in visual art that I've come across that is equal to Al Greco.

Phil: It's very folk art, I've got to say.

Tom: Is that a problem?

Phil: Nope.

Phil: I'm a big fan of folk art.

Phil: Most of the art...

Tom: I don't like it due to its folk art in this, though, just as I do not like Al Greco due to its classical, yet completely non-classical style.

Phil: Maybe for another podcast, I think there's a lot more truth to folk art than other forms.

Phil: Not all forms, but...

Tom: I think it depends entirely on the artist.

Phil: Exactly right, as with all things.

Tom: So there you've got Al Greco, the greatest of the artists who are employed by people and who produces very high-polished and high-level stuff.

Tom: And there's a folk art that is aesthetically equal and thematically equal to it.

Phil: So other book recommendations?

Tom: Yes, is Calocane, or I think that's how it's pronounced, by Karen Boy, who was a Swedish novelist.

Tom: And this is, without question, the greatest and arguably only good as a novel, dystopian book I've read, with Brave New World being the only in any way elucidating dystopian novel that makes any interesting political commentary.

Tom: This doesn't make any interesting political commentary.

Tom: I actually know there's a third one that is well worth reading, which makes some interesting cultural commentary, which is Swastika Night, which may or may not have been mentioned on the podcast before.

Tom: I think I didn't mention on the podcast in an article, and that was from last year, but it's worth mentioning again.

Tom: But Calicane is by Karen Boy, and it is of no political interest, not really of any interest as a dystopian, other than the non-ridiculous oppression of it, because, sorry to say, such dystopians do not exist in reality.

Tom: You need your population to be getting some basic level of care, even if you've got a large number of people starving to death, because otherwise your society is likely to collapse or disintegrate.

Tom: And again, what's the point of having an underclass if there isn't an overclass?

Tom: And for there to be an overclass, some number of people must logically be happy with the society, and it's probably not going to be literally just the dictator and the dictator's family.

Tom: It will probably be a slightly larger number of people than that.

Phil: This is a common theme of many religions, which is to take care of the least of them, which is kind of a backhanded insult, really.

Tom: The meek shall inherit the earth.

Phil: From the least of them, even under the greatest of them, even one, you know, and all that sort of thing.

Tom: Not that this has anything to do with this book.

Tom: This book is well worth reading.

Tom: As I said, not as a dystopia, but it is a genuinely good novel, which cannot be said of any other dystopian book that I've read.

Tom: And it has two of the greatest monologues in fiction and one of the most bleak and crushing monologues on love that I've ever read.

Tom: It is absolutely astounding and well worth reading.

Phil: And the name of that book again?

Tom: Calocane by Karen Boy.

Phil: Karen Boy is probably the easiest way to find it.

Phil: May I make a book recommendation?

Tom: Yes, you can.

Tom: You know, while we're on the topic of love, I have to bring up one of my favourite lines of The Game Under Top series, which was, From Dido to Dante to the dildo in GTA.

Phil: I remember when I wrote that, and I was just like, wow, you know, Tom's really going to like that.

Tom: Well, I bring that up just because the metaphor in just, again, amazing transformation by William Blake, Dante's famous metaphor for lust of people being blown around by the wind, again, is this stupid fucking Greek nonsense.

Tom: Again, it should not be people being blown around by the wind.

Tom: It should be people as the fucking wind, better than my slight transfer, alteration suggested to Dante there, which is absolutely apparent in his wonderful illustration.

Tom: Again, beating this fucking hack Dante's bullshit.

Phil: I just got to recommend...

Tom: But I took it.

Tom: What was your recommendation?

Phil: Well, I've got a couple.

Phil: One is an old associate of mine.

Phil: I wouldn't call him a friend, but Patrick Hickey Jr.

Phil: was recently on the Player One podcast talking about his games, which is the Mind Behind series.

Tom: And...

Tom: Yes.

Phil: Are you familiar with it?

Tom: No, I'm not.

Phil: Well, Patrick Hickey, I knew him from GameSpot, and we had a lot to do in common with each other.

Tom: Actually, yes, I am, I believe, familiar with this.

Phil: Yeah, Patrick Hickey Jr.

Phil: And he's got a successful series of very good interview background books about different kinds of video games.

Phil: So...

Tom: There's another good Red Bull podcast series in this vein.

Tom: I have no idea what it is called, but it is for musicians.

Phil: And as Forbes described, The Mind Behind Games reads like a personal voiceover for a for documentary on every classic video game discussed in the book.

Phil: And I've read a couple of them now, and I'm honored that I knew Patrick, and we were close buds, and I'm sorry that we drifted apart.

Phil: The other book that I'm...

Tom: Particularly now will make Clout Chasing all the more difficult.

Phil: Yeah, I think we could probably get him on this podcast too, but I don't want to make him wake up at o'clock in the morning to do it, because we're on the other side of the world.

Phil: The other book I'm reading is called Showstopper, which is about the development of Windows NT by G.

Phil: Pascal Zachary.

Phil: This is a business book, much like Masters of Doom was, and obviously in a completely different direction of the books that you're recommending, but hey, there's a lot of books.

Phil: Someone's got to recommend them.

Tom: Well, that does bring us into our non-fiction section of recommendations.

Tom: And I believe you're a massive fan of Roosevelt, right?

Phil: Which one?

Tom: The first one.

Tom: What's the difference between the two?

Phil: Teddy Roosevelt is more of a pure merit-driven kind of dude.

Tom: He's more of a social Darwinist.

Phil: He is a social Darwinist.

Tom: And he's a social Darwinist, not the politically correct version of meritocracy.

Tom: And you denied that, but I'm factually correct.

Tom: What's the beginning of meritocracy?

Tom: The beginning of meritocracy is figuring out how to implement socialist Darwinist policies of race without referring to race.

Tom: So an example of that is voting based on merit, such as you have to pass a certain intellectual test to do it.

Tom: Immigration based on language tests, rather than based on openly stating race, so that you don't offend the Japanese, for instance.

Tom: That's the beginning of meritocracy.

Tom: It is quite literally turning social Darwinism politically correct.

Phil: I think the beginning of meritocracy is M.

Phil: Mm, mm, mm, sounds good to me.

Phil: So, yeah, no, I'm a fan of Teddy, though.

Phil: Let's, you know, I mean, like, he also drew us into World War I.

Tom: You know, he was a massive lover of war, I believe, like his son.

Phil: Massive bloodlust.

Phil: If you have a word for him, it's bloodlust.

Phil: So I don't respect him as much as I once did, but I respect him much more than FDR.

Tom: But I bring him up because apparently one issue in the historiography, according to what I read, and I want it to be true.

Tom: And the modern world suggests it is true, because if there's one thing that Australia offers to the world in political influence, and if there's one area that Australia is not willing to kowtow to world standards in politics rather than everywhere else, it's willing to be spat on, walked upon, and loves it.

Tom: It is in the areas of racism.

Tom: And apparently a man by the name of Pearson, who is of course like other great Australians, not Australian, but he did come to Australia and was greatly influenced by his time in Australia, he wrote a very famous book, which is now not so famous, but was massively influential at the time.

Tom: And he was the missing link in Roosevelt's turn towards a social Darwinist view of world politics that is not there in the American historiography, according to this book.

Tom: And I want to believe it, and it is believable given the massive shit storm Australia was kicking up in the lead up to the First World War over such matters.

Tom: And again today, Pauline Hanson, while here she is an obscure, ridiculous figure.

Tom: She is a massively loved and important figure in a lot of racialist political movements outside of Australia.

Tom: Yep.

Tom: And another one, Fraser Anning and Eggboy, are two symbolic people in the meme area of world politics.

Tom: And Australia has its own Florida man who is even more extreme.

Tom: And best of all, we have the second most successful right-wing terrorist as well.

Tom: So it's fair to say that it's believable that an Australian was important there, given that we have a long history of important figures in this area of politics.

Phil: Yeah, because like Theodore Roosevelt, a lot of Australians are rich kids, relative to the world, who got everything they wanted.

Tom: But most importantly, Australia is, by world standards of developed countries, has a terribly high level of wealth inequality, and always has, but unlike many other places, it has some degree of social mobility, except for the area where there is the greatest degree of wealth inequality and health inequality and one of the lowest levels of mobility in the world.

Tom: So in terms of our relationship to people in the country as well, we are one of the world's greatest.

Tom: It's not just internationally.

Phil: We're a Norwegian country, in essence.

Phil: Not as much as New Zealand, but a lot.

Phil: But okay, well, with that, if...

Tom: But I bring all that a lot, because I would recommend, yes, I'm recommending a book, Drawing the Global Color Line.

Tom: When men's countries, white men's countries, on the question of racial equality, it is unbelievably bad.

Phil: I'm not buying it.

Tom: As you can tell from the title.

Tom: And I hate history books, for one reason, because biography is the worst fucking idea in history, since The Diary.

Tom: And so many history books, they bring up this fucking person, and you learn every fucking detail about his life, and it adds absolutely nothing to anything about their ideas, or anything that they fucking did in relation to history.

Tom: But it's an interesting book, because this is following the history wars in Australia, or maybe that's still going on.

Tom: I don't know if people consider that to be still going on.

Phil: I think people are more concerned about whether they're going to live tomorrow or not.

Tom: Well, what's the point of living tomorrow if we can't have history back to that?

Phil: Well, that's my point.

Phil: That's why I want to be a history professor.

Phil: I'm in the minority.

Tom: Anyway, I recommend this book just because, one, it is an interesting subject, because there is, one, it will help you understand a lot of the discussion on concepts of white supremacy that are completely nonsensical and reference absolutely nothing.

Tom: And two, there is actually not much history.

Tom: The reason there is controversy about history like this that actually does reference stuff is because this is the beginning of the historiography of th century politics and racial politics.

Tom: So it is in the vanguard and is a fascinating book for that reason.

Tom: And it's also interesting because, and also depressing, regardless of whether you are pro-racial politics or anti-racial politics, is a hundred years ago, fucking idiots, regardless of the site, believe exactly the same shit.

Tom: China is about to fucking take over the world.

Tom: They've got millions of people.

Tom: Chinese people could fucking walk to Australia and swamp us on, oh my god, all this dumb shit, a hundred years ago.

Tom: These fucking morons, same shit.

Phil: Yeah.

Tom: Well, what do you expect?

Phil: I mean, an animal can only evolve so much in a hundred years when they're fed on papilla.

Tom: No, the issue is, an animal who is dumb enough to listen to a stupid idea, repeat it for a hundred years, is a fucking idiot who won't evolve.

Phil: Absolutely.

Tom: That's my point.

Tom: But anyway, so that's, in spite of its atrocious writing worth reading, a slightly better written book is Best We Forget, which is a much needed book on the Anzac myth.

Tom: And again, it is absolutely hilarious.

Tom: And it's essentially on Australians managed to convince themselves and mass support for the war was not just mobilized around anti-German sentiment and anti-imperialist sentiment, but pro-White Australia policy sentiment.

Tom: And essentially the theory was...

Phil: Wait, wait, wait.

Phil: White Australia policy was or years after World War I.

Tom: Wait for it.

Tom: This is...

Tom: You're about to find out why it was to years after that.

Tom: And you'll find that to years is the lead up to the Second World War, right?

Tom: What's the noticeable difference in the lead up to the Second World War geopolitics and the geopolitics of the First World War?

Phil: The US was more influential in Australia than the United Kingdom.

Tom: Not at all.

Phil: Well, that is the number one influence.

Tom: No, it isn't.

Tom: The number one difference...

Tom: You think Australia is important to geopolitics?

Phil: I think that Australia went into...

Tom: I said, what's the important change in geopolitics?

Phil: Australia went into World War I, in my view.

Tom: Not to Australia.

Tom: Not to Australia.

Phil: And they went into World War II to impress the US.

Tom: Wait, wait, wait, wait.

Tom: Stop.

Tom: Why did they want to impress Britain?

Phil: Because they had just got this newly found independence, but they still wanted to show that, hey, we still like you and you guys are good.

Tom: No.

Tom: But again, first of all, I want the question asked, what's the important geopolitical difference?

Tom: Because you're on the wrong continent.

Phil: Right now, I'm in Australia.

Tom: It's Japan.

Tom: First World War, Japan is a part of the West and is an important military ally of Great Britain.

Phil: I just got to say for our listeners, if you stop listening now, no one's going to hold you to blame, because we're not going to talk about video games.

Tom: The Second World War.

Phil: I would say that Japan in World War II, and again, thank you for listening to The Game Under Podcast, Japan was more of a threat in World War II than Turkey was in World War I.

Phil: I mean, they were literally bombing the Northern Territory.

Tom: Listen, neither of them, no country except for Great Britain has ever been a threat to Australia, because no country except for Great Britain has had a large enough military difference to the native people, in this case, all Australians at this stage, to be able to invade such a massive landmass.

Tom: Australia may not have the...

Tom: What are you talking about?

Phil: We've been invaded by the Yanks like for years now.

Phil: And now they're just going and building bases in our country.

Tom: Peacefully.

Tom: They built army bases here.

Tom: We want them.

Tom: We love America.

Phil: And you're expanding them under Obama.

Tom: We don't like the Japanese.

Tom: But I'm saying, first of all, at no point did Japan ever intend to invade Australia.

Tom: That's a fact.

Tom: And secondly, that was known during the war, but it was not a good mobilizing argument.

Phil: Why did they bomb us?

Tom: Because we're a military ally.

Phil: Oh yeah, fair enough.

Phil: Yep.

Phil: He was a pokini like.

Tom: They're not fucking idiots.

Tom: They're not going to fucking try and invade Australia.

Tom: Again, this was known...

Phil: No, they weren't invading Australia, but...

Tom: This was known at the time.

Tom: Japan at no point intended to invade Australia.

Phil: No, why would they?

Tom: That's a fact.

Phil: There's nothing here, except for sheep.

Tom: Exactly.

Phil: Particularly back then.

Tom: Now listen, just listen.

Tom: The important point is, First World War.

Tom: Why Australia policy?

Tom: Why couldn't it be implemented?

Tom: Because you would offend the Japanese, who were a part of the League of Nations and an important world power.

Tom: That's post-World War.

Phil: That's

Tom: Yes.

Tom: What's your point?

Tom: They were, before the First World War, they were allies and an important part.

Tom: Yeah.

Tom: And you could not offend them.

Tom: This is common, this is not just from this book.

Tom: This is standard.

Phil: Common knowledge.

Tom: To me anyway, common knowledge.

Phil: Common knowledge to me and you.

Tom: I don't know if it is to the average Australian, but it is to me.

Tom: And I recommend reading, if you've read anything from the era, and I've only read stuff in Victoria, but these idiots were fucking terrified, absolutely terrified of Russian invasion, Japanese invasion, invasion from the motherfuckers in the Eureka Stockade in Ballarat.

Tom: They were shitting themselves.

Tom: Absolutely shitting themselves.

Phil: Or was that just political gain?

Tom: Well, lots of people were writing about it and saying that.

Phil: Yeah, but look at what they're writing now.

Tom: A lot of people are shitting themselves.

Tom: People are really idiots.

Phil: It doesn't mean there's a motive behind it.

Tom: Shut up.

Phil: Because I'm making too much sense.

Tom: People were not only shitting themselves about invasion, they were certainly shitting themselves about the continuation of the white race and the white race as dominance in Australia, particularly in regards to immigration from the non-whites Chinese, non-white Germans, non-white Irish, non-white Hungarians, non-white Europeans in general.

Phil: But again, look at what's being written today.

Tom: Listen.

Phil: I'm just listening.

Phil: I'm just saying, look at what's being written today.

Tom: So I'm saying the white Australia policy, if not for the Japanese, would have been implemented in the First World War because Britain would not let Australia do it because it would piss off Japan.

Tom: This is all well documented.

Phil: I agree with that.

Tom: Yeah.

Tom: So the argument put to the public is that if we fight on the side of the British Empire, there will be two great benefits.

Tom: One, we will racially purify ourselves because all the dumb fucks that we now memorialise.

Tom: Do you realise we memorialise weak pieces of shit that deserve to fucking die because they were weak cunts?

Tom: If you can't, the fucking soldiers are Gallipoli.

Tom: These dumb fucks died.

Tom: They deserve to be fucking forgotten in the racial purification of the white race.

Tom: Fuck them.

Tom: They lost.

Tom: They're dead.

Tom: Why memorialise?

Tom: Where are the fucking memorials for the great examples of the race who survived?

Phil: It's a big lump of sandstone.

Phil: Who cares?

Tom: But anyway, the point is, there were two important aspects, as well as anti-imperialism, as well as anti-German sentiment.

Phil: But no one is memorialising it.

Tom: Listen, another two important things are, one, racial purification by killing off your weak idiots who aren't good enough to win a battle, and two, appeasing, showing Britain you're willing to sacrifice in blood so that maybe they'll let you implement White Australia policy at the end of the war.

Tom: And again, I'm not suggesting, nor is the book, that this is the only motivation for these things, either in terms of propaganda or morally, but merely that they are important factors in the thinking of the politicians and the propaganda strategies.

Tom: And they were, that's pretty undeniable.

Tom: And it's a rollicking and hilarious read.

Phil: What's the name of the book?

Tom: Best We Forget.

Phil: And is it well written or poorly written?

Tom: For a history book, it is well written.

Phil: When was it published?

Tom: Ah, possibly.

Phil: It sounds like a worthy read.

Phil: I would just say that politicians years ago, or today, are living minute by minute to hang on to the power that they've got.

Phil: And I don't think anything has changed in human nature.

Phil: I don't think there's grand sweeping themes behind anything other than persons trying to hang on to the job that they've got.

Tom: I agree.

Tom: But simultaneously, people believe things as well.

Phil: I don't believe that people...

Tom: That doesn't necessarily alter what happens.

Tom: For instance, if anyone was going to predict before the Second World War who would attempt to exterminate the Jews, you would pick France or somewhere like that.

Tom: You would not pick Germany.

Tom: If you were to predict who would attempt to, on a large scale, not just sterilise, but exterminate the weak and infirm, you would pick America, not Germany.

Tom: So again, idea is one thing, what happens is another.

Tom: And what's the difference here?

Tom: Through doing those three things, Germany gets to attempt to build a massive land empire.

Tom: And again, why do you think fucking America was fighting the fascists for the freedom of the world?

Tom: No, Britain as well, obviously.

Tom: They were fighting them because all of a sudden, what's the difference between Belgium killing million Congolese to build an empire?

Tom: No one gave a shit, but they're just going to build a nice little city, and that's it.

Tom: Germans, as a corollary, massacre million Jews, starve million Slavs, starve or so million other prisoners of war and other various people around the area.

Tom: Well, now we care, but we don't care because they're doing that.

Tom: We care because they're potentially building a competing empire, in my opinion anyway.

Tom: And I think it's a fair supposition, given that there was a simple solution to the Holocaust and the persecution of the Jews before the war, and only a few South American countries and other obscure countries agreed to it.

Tom: And only a few countries during the fucking Second World War agreed to the simple solution of what happens when people are going around massacring people or persecuting them on a massive level.

Tom: They run away, but they don't get to run anywhere if the people won't let them in.

Tom: And while simultaneously apparently fighting to stop the world domination and mass atrocities caused by the Nazis, no one bothered attempting to divert any war effort in the direction of where they were doing those things.

Tom: The territorially important areas where those things were directed.

Tom: Nor did anyone see fit to even fulfill their Jewish immigration quotas, for the most part.

Phil: No, they didn't.

Phil: And that brings us to, I mean...

Tom: Which is another hilarious...

Tom: What I love about politics is basically % of it can be reduced to projection.

Tom: And one of the most fundamental complaints I've seen in history lectures by anti-German historians is complaints that the German people should have known what was going on and how could they not know.

Tom: Let's remember what happened to people who...

Tom: Literally children who were plastering their school with information on death camps and the massacring of civilians.

Tom: What happened to them?

Tom: They were decapitated.

Tom: So I think there was a pretty good program against one, suppressing that information while simultaneously Hitler was talking about it.

Tom: No one listens to what politicians say.

Tom: Wasn't that the case then?

Tom: Isn't the case now?

Tom: Even when they're an amazing performer like Hitler.

Tom: And two, where was this propaganda that was talking about the atrocities that the Nazis were committing, where was that not suppressed?

Tom: In the countries fighting the Nazis, what did they do?

Tom: Didn't even fill Jewish quotas, didn't project any war effort towards actually stopping any of these atrocities.

Tom: Even things like that is just wonderful projection.

Phil: I agree.

Phil: And when you look at other things that are being kept from us, like even now, like Nintendo is going to be celebrating the th anniversary of Super Mario Bros.

Phil: by apparently re-releasing a whole slew of Mario games for the Switch.

Tom: They're re-making Sunshine on Galaxy.

Phil: Which is a true atrocity against humanity.

Phil: So we'll talk about that more on the next Game Under Podcast.

Tom: And we've got one last...

Phil: No, no, you're done.

Tom: I'm not.

Tom: The Sexual Revolution by Wilhelm Reich.

Tom: This is the man responsible for Make Love Not War.

Tom: And another book worth...

Tom: anything worth reading by him, anything written by him is worth reading, judging by what I've read.

Tom: He is an absolutely enigmatic figure and an hilariously entertaining writer.

Tom: He is just brilliant.

Tom: But The Sexual Revolution is an absolutely fascinating book because as well as summarizing in much shorter, a lot of the stuff in The Mass Psychology of Fascism, which is his other best book that I've read, and he's already by this stage as angry as he is in Listen, Little Man.

Tom: So it's got those two elements in it.

Tom: It's of great interest to anyone who is fascinated by communism and the Soviet Union like I am.

Tom: And my experience of the internet, in spite of it apparently being a sphere of cultural Bolshevism filled with communist propaganda, have to look very carefully for communist propaganda.

Tom: But this book is worth reading because a lot of it is devoted to describing events happening during and in the immediate aftermath of the social revolution from communes, s style to sexual law reform and reactionary backlash.

Tom: It's absolutely fascinating.

Tom: And that's the end of the show.

Phil: We've got another episodes to cover the rest of the books you've read already this year, or ?

Tom: It will probably be by the time we record it.

Phil: We've got another episodes.

Phil: So what was the name of that book?

Phil: The Sexual Revolution by...

Tom: The Sexual Revolution by Wilhelm Reich of Make Love, Not War.

Phil: Of the six books that you've recommended today, what would be the number one that you'd just say, go to that book first?

Tom: I would have to be able to remember the six, but I would say non-fiction, probably The Sexual Revolution by Wilhelm Reich and fiction, probably Calocane.

Phil: Calocane.

Tom: Or Calo, but it's by Karen Boy.

Tom: K-A-R-I-N-B-O-Y-E.

Phil: Excellent.

Phil: All right.

Phil: Well, thank you very much, Tom Towers.

Phil: It's been a wonderful episode.

Phil: I've thoroughly enjoyed it, and look forward to our next episode of The Game Under Podcast.

Phil: In the interim, you can go to gameunder.net, see all of our top ten lists.

Phil: I might come up with our top five shark games by the time this podcast is produced.

Phil: And on the part of our regular listeners, I hope you're all doing well and keeping safe.

Phil: I'm Phil Fogg.

Tom: And let me just say, I'm Tom Towers.

Game Under Podcast 121

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

Smugcast Banter
0:00:15 Puzzle Talk With Gagandeep Singh and Tom Towers
0:02:00 Smugcast Without Intro
0:02:45 Gagan Has Not Published a Podcast in a Year (Who could tell?)

Discussion of Top Ten Game Selections from the Endless Backlog Podcast
0:02:46 DMC5 Talk Stylish Action Update
0:12:00 Bayonettaminute

Onto Shooters 0:21:00 Doom Discussion
0:26:30 Fornite
0:28:00 Netcode & Boomer Shooters

Breaking Down Resident Evil 6
0:33:15 How Bloodrayne and RE6 are Alike
0:39:00 Resident Evil 3 Remake Impressions & Extended Conversation about Resident Evil

New Releases
0:53:00 Animal Crossing
0:56:50 Ori: The Will of the Wisps & Original Ori (Castlevania Talk follows)
1:13:53 Similarities with Shovel Knight & Extended Conversation about Metroidvanias
1:47:02 The Score from Gagan

Antichamber
1:48:45 Dvader's Review of Tom Towers #2 Best Game of the 2010's

A Critique of Game Under's Top Ten Games of the 2010's
1:50:08 The List

Gagan Puts Together His Top 10 of the 2010's Live
2:22:22 "F*ck it, we'll do it live!"

Super Smash Bros.
2:44:30 Tom asks for Gagan’s take on SSB.

Transcript

Tom: If he likes the Uncharted puzzles.

Gagan: That should be held against him.

Gagan: Zelda ones aren't always bad, so at least give the Zelda ones a pass.

Tom: I can accept people liking Zelda puzzles.

Gagan: They have an appeal.

Tom: Uncharted is another question.

Gagan: Yeah.

Gagan: It's like they're not...

Gagan: At least the Zelda ones sort of want to pretend you're solving them.

Tom: You do have to do something.

Tom: It might be obvious.

Tom: But you do have to do it.

Gagan: And in the case of Breath of the Wild, they actually like have in between just complete nothing, actual puzzles.

Tom: Plus it's got Super Monkey Ball stuff in it, doesn't it?

Gagan: Yeah, yeah, it's got a lot of shenanigans and stuff.

Gagan: It's good.

Gagan: No, it's very...

Gagan: I like Breath of the Wild.

Gagan: I don't like D Zelda, but I like that game.

Gagan: Everybody's like, Ooh, you seem Zelda enough.

Gagan: I'm like, thank fucking God.

Gagan: It's not Zelda enough.

Gagan: That is the best thing to happen to this franchise.

Gagan: Sign me up.

Gagan: It's like, this how those pieces of shit felt when Devil May Cry became something else?

Gagan: Okay, I get it now.

Gagan: I mean, you know, Devil May Cry was ruined.

Gagan: That's different.

Tom: Ruined by Team Ninja, I assume.

Gagan: Ninja Theory.

Gagan: Your boys of the enslaved fame.

Gagan: Bad gameplay fame.

Gagan: Hellblade Studio.

Gagan: I don't know, Hellblade could be cool, I guess.

Gagan: I don't want to duck on that game because everybody's like, ooh, game's sad.

Gagan: It helps me with depression.

Gagan: I'm like, I shouldn't make fun of this.

Gagan: Thank God.

Gagan: That's not getting recorded, right?

Gagan: That's not on air right now.

Tom: I think this should just be a cold open where the episode three of the Smugcast, and I think we're smug enough to not need to actually have an intro to the show.

Gagan: All right, we just go from here?

Tom: We've been going the entire time, I think.

Gagan: If you want to, yeah, no, I'm game.

Gagan: I don't think Phil would appreciate it.

Tom: He may cut everything out, out of anger for the criticism of Enslaved.

Gagan: Really?

Gagan: He's an Enslaved person?

Gagan: I mean, but he knows I don't...

Tom: I like Enslaved too.

Gagan: He knows I don't like your top list, both of them at this point.

Tom: Yeah, I'm an Enslaved fan too.

Gagan: Yeah, let's discuss.

Gagan: That's what we really need to discuss.

Gagan: The Game Under Games of the Decade cast, hold on, add that to the itinerary real quick.

Gagan: That's what I'm going to.

Gagan: Introduce the people while I go look at that real quick.

Tom: Well, the itinerary is right there in the chat.

Gagan: No, I thought we were recording.

Gagan: I thought we were officially in podcast.

Gagan: This is officially part of it now.

Tom: Yeah, we are.

Tom: But what are you looking at?

Tom: You mean you can't recall off the top of your head the brilliance of our top list?

Gagan: Introduce us to the people.

Tom: If the people don't know who we are at this stage, at this stage, they should probably be out and wiggling.

Gagan: I have not put a podcast out into the world in a whole year though.

Tom: But your upcoming Game of the Year podcast, I believe, is six hours to make up for it.

Gagan: Bro, it is so up...

Gagan: I cannot believe we podcasted for so long.

Gagan: And the ending stretch is literally...

Gagan: I treat you not...

Gagan: is just Ben and William going, No, I want my game to win.

Gagan: And me going, I don't fucking care.

Tom: I want my game to win.

Tom: The previous years was four or five hours, wasn't it?

Gagan: Yeah, they've been long before.

Tom: I have to admit, I did not listen to it because it was so long.

Gagan: No, some of them are obviously too long.

Gagan: I think my biggest mistake always was when I edit these podcasts, I don't do the timestamps while I'm doing the editing.

Gagan: I do it after the fact.

Gagan: I mean after the fact.

Gagan: I just don't do it once it's out in the wild.

Gagan: I'm like, oh, who cares?

Gagan: I'll figure it out.

Gagan: They'll skip.

Gagan: But I really want...

Gagan: There are things in this new podcast I deem worthy of listening to.

Gagan: Brian...

Gagan: The timestamp I will tell you % you must listen to is Brian Mareheim arguing for Goose Game.

Gagan: And it was so convincing that every time that stupid game came up to cut, like, internally, I was just thinking, I was like, I still feel like it's the best argued game because, man, I loved that presentation he just did.

Gagan: Because I told him beforehand as well as we can.

Tom: See, this is the major problem with your criticism of my typo pick for greatest stealth game ever is your counter argument was not that Untitled Goose Game should be the greatest stealth game ever.

Gagan: Yeah, Untitled Goose Game does sound like a pretty cool stealth game.

Gagan: He compared that game to Frickin Hitman.

Gagan: I'm just thinking of the stupid Goose and Agent with the same energy.

Gagan: And he's talking about, like, tying the some little kid's shoelaces together.

Gagan: Like, man, what a malicious bird.

Gagan: Like, what?

Tom: I think I managed to trap two people in the phone box at once.

Gagan: Oh, you like Goose Game?

Tom: Yeah, I'm a fan of it.

Gagan: So it's not a mean game, right?

Gagan: Like, it is, like, legitimately a good game.

Gagan: So the question I asked him during the podcast was, like, listen.

Tom: It's certainly not on the level of Hitman or something like that.

Gagan: Yeah, yeah, yeah.

Gagan: The question I really asked him was, like, listen, could this have not been about a goose and still been an enjoyable video game?

Gagan: And at first he tried to guess, like, no, it could have been a completely different animal.

Gagan: I mean, like, literally, could this not have been a joke and still at least mechanically have some level of satisfaction?

Gagan: I don't even need it to be, like, Hitman, but, like, at least, like, it's good on its own merits.

Gagan: Like, because, like, Goat Simulator is not a good video game, in my opinion.

Gagan: Like, I don't think what it does is particularly, like, it's funny, I guess, right?

Gagan: But I wouldn't like, like, you couldn't, that game has to be that joke, because those mechanics could not work, would not be satisfying in any other context, right?

Gagan: Devil May Cry could be some pretentious bullshit, nonsense wankfest, but the combat would still be, the mechanics would still be good.

Gagan: Is the difference I like to clarify.

Gagan: It was like, the aesthetic adds to the appeal of the game, but it's not the game at the end of the day.

Tom: I wouldn't obviously put Untitled Goose Game on the level of...

Tom: Devil May Cry.

Tom: But, and obviously the whole Goose theme is one of the main attractions to it, but I think if you are playing it not just to achieve the basic objectives you need to succeed and pass the levels, if you're either going for some of the optional objectives, which you don't necessarily know as you're playing, or just trying to do ridiculous things like trap multiple people in the phone booth when there's no reason for you to do that at all, I think there is a reasonably good stealth game there that gives you some room for creativity.

Gagan: So then I'm glad it made it to the top list.

Gagan: But, as I said, when you see the timestamps, if there's one thing, if you've settled for one thing you want to listen to, that's the thing.

Tom: So an Australian game made it onto Endless Backlog's top

Gagan: Can I spoil the winner for you?

Gagan: Can I spoil the winner for you?

Gagan: Because I know my podcast will be up before this.

Tom: Yep, go ahead.

Gagan: Devil May Cry did not win, believe it or not.

Gagan: Outer Wilds won.

Tom: And yet you dare to criticize any list made by The Game Under Podcast.

Gagan: Let me explain.

Gagan: I single-handedly got Devil May Cry the win.

Gagan: I got Ben to quit.

Gagan: I got Ben to tap out.

Gagan: And let me win.

Gagan: But the way he said fine emotionally got to me.

Gagan: And I'm just like, God damn it.

Gagan: And I let Outer Wilds win because I felt bad.

Gagan: Because when he gave up, it didn't feel the way I wanted it to feel when Devil May Cry won.

Gagan: I didn't want Devil May Cry 's victory to be remembered as this sad, stonewalling thing I did.

Tom: Your combo argument was not stylish enough.

Gagan: It wasn't.

Gagan: The argument became like a philosophical thing, which is like, I've always had the issue with my...

Gagan: I want that issue to always be there with my podcast friends because I think it's a boring listen if I just get someone else who's exactly like me.

Gagan: Because that's too much Gagandeep.

Gagan: You just can't have that.

Gagan: You need someone who's very cool, calm, centered like Ben, and like just joyful about games like Chris.

Gagan: And then you need me, who's the asshole.

Gagan: But like, it came down to it's like, listen, I want a game that's deep, mechanically rich to win this.

Gagan: I was like, I understand we gave one to Bayonetta one year and I got a workplace one last year.

Gagan: I mean, I wasn't really part of the decision making process of what are the games, but yeah.

Gagan: But I absolutely want one of these to win.

Gagan: I get that Outer Wilds is cute.

Gagan: It's inventive.

Gagan: It's definitely inventive.

Gagan: It's a very cool concept for a video game.

Gagan: But I'm so tired of the high level, deep, mechanical rich game not winning.

Gagan: And just being like, oh, you know, is depth really that important?

Gagan: No, depth is totally the defining characteristic of all the best games that have stood the best test of time.

Gagan: Like there is the reason Mario has outlasted every other platform is because his jump is more expressive than the other jumps from other platformers.

Gagan: That's not to say it's the best necessarily all the time.

Gagan: There are forgotten classics, absolutely.

Gagan: But like, there's a reason the chump platformers didn't stand, is what I'm trying to say.

Gagan: But, you know, you live and learn.

Tom: And sometimes you make a terrible, terrible decision that you'll regret for the rest of your life.

Gagan: Bro, you won't understand.

Gagan: So, it's bad enough that I had to edit this like hour Bayonett.

Gagan: But then I had to hear myself let Devil May Cry lose.

Gagan: Mind you, podcast listeners, I love Devil May Cry

Gagan: I have not been so openly hyped for a video game.

Gagan: People on my goddamn Discord were like, Gagandeep's excited for a video game?

Gagan: It's disgusting.

Gagan: It's just because I'm usually the one who's like, usually they go, Oh, the Gagandeep's so excited trying to be a sourpuss or whatever.

Gagan: But for that one, I was like, It's Icky.

Gagan: He's excited and happy.

Gagan: Like, I don't want this.

Gagan: I'm like, okay.

Gagan: He has jerks.

Gagan: But, you know, I didn't...

Gagan: Yeah, I just...

Gagan: I'm too loyal to my guy.

Gagan: Even though Ben betrays me every game of the year podcast.

Tom: I'm just astounded though, because isn't Devil May Cry the greatest game ever?

Gagan: Yeah, it's not the greatest game ever.

Gagan: I'm reasonable about it.

Gagan: And during the podcast, I didn't call it the greatest action game ever.

Gagan: Even that, I'm like, okay, maybe it's not the greatest.

Gagan: You know, Bayonett is so pretty great.

Gagan: I love Ninja Gaiden Black.

Gagan: I love God Hand.

Gagan: I love Devil May Cry

Gagan: Which you gave a .

Gagan: You're right.

Tom: It should have been a

Gagan: I'll retroactively...

Gagan: I'll accept a because like retroactively, I'm lowering every other score you've given.

Gagan: Like anything you've given higher than Devil May Cry I've given it below.

Gagan: With the exception of like your score for Bayonett is fine.

Gagan: I'm willing to...

Gagan: I'm willing to be one of those people that like thinks Bayonett is more fun than Devil May Cry

Gagan: That's fine.

Tom: Excellent.

Gagan: I like Bayonetta.

Tom: But we're not here.

Gagan: Yeah, we're not here for Bayonetta.

Gagan: Although it is part of our trademark fans because you and I don't have a Yakuza Killzone Minute.

Gagan: We have a Bayonetta Minute, which is that how are we still in and they have not shown us footage of a Bayonetta yet this game apparently exists and development is going smoothly apparently.

Tom: I actually literally forgot it existed.

Gagan: Yeah, it is in development.

Gagan: Hideki Kamiya is probably not directing it.

Gagan: Right?

Gagan: He can't be.

Gagan: He's working on whatever Project GGE is going to turn out to be.

Gagan: Which is fine, I'd rather him do a new IP anyway.

Gagan: Same here.

Gagan: I don't think the Revengeance Guy is on the game necessarily.

Tom: That would have been a great combination.

Gagan: Yeah, I would have been down for him.

Gagan: And Hashimoto doesn't work there anymore.

Gagan: And I have concerns.

Gagan: Because my number one concern is like, listen, I think there are objective reasons for why Bayonettak's core combat mechanics are better than 's.

Gagan: And those should be brought back.

Gagan: I don't think Umber and Climax should be as overpowering of an option as it is.

Tom: Yep.

Gagan: I don't think...

Tom: I think that's fine, but I don't want the shitty QTEs in the same place.

Gagan: Right, right.

Gagan: Everybody gets on this about like the quality of a campaign.

Gagan: I agree with everyone that...

Tom: Wait, wait, wait, wait, wait.

Tom: I'm sorry.

Tom: I'm not finished yet.

Tom: The other thing, which is more important than that, is when I thought about it, at the time I was slightly annoyed by the quantity of humanoid bosses, but on reflection, they made for a really enjoyable and consistent quality of the bosses that not only gave you an interesting challenge defensively, but also enough room to go completely crazy in your combos as well.

Tom: Whereas a lot of the bosses, from what I can remember in the original, were much slower paced and basically cut up set pieces.

Gagan: They are.

Gagan: No, that's...

Gagan: You can definitely take the campaign of Bayonetta when it's asked.

Gagan: But I think Jean is better than any boss fight in Bayonetta

Gagan: Like the Lumen Sage has huge issues with the way he just gets out, he just drops out of your combos for no reason.

Gagan: He like destroys any sort of consistency.

Gagan: He's mad frustrating on higher difficulties in a way that just Jean staying more consistent is fun.

Gagan: And I think there's a decent argument I've seen for why the Rodan Arena is better in than it is in

Gagan: Because of the camera issues creates, but that's a little out of my own personal wheelhouse.

Gagan: Like that's not my complaint, right?

Gagan: So I don't want to...

Tom: The Umbran dude, that's the final boss, right?

Gagan: Not the final dude.

Gagan: I'm talking about the Lumen Sage.

Gagan: Like her dad.

Gagan: He's that game's equivalent of Jean.

Gagan: But like a lot of...

Gagan: Bayonetta has a spectacle problem.

Gagan: And it's like, listen, I don't want the spectacle gone.

Tom: Yep.

Gagan: But get closer to how Ninja Gaiden and Devil May Cry understand those.

Gagan: Like listen, at the end of the day, it's about fighting the guy.

Gagan: Ain't no one...

Gagan: No, on replays, I will not care how flashy the scenes look.

Tom: Yep.

Gagan: Like I do not care that it's a two-headed dragon.

Gagan: I only care...

Gagan: It's like, oh my God, is he not going to do his attack yet?

Gagan: Like, seriously, man?

Gagan: You're such a drag.

Gagan: I do think Bayonetta...

Tom: I will defend...

Tom: Go on.

Gagan: I do think...

Tom: I will defend the Lumen-Said boss fights though, because they're certainly frustrating if you are going for very stylish combos.

Gagan: And the Platinum.

Tom: Well, I didn't find it frustrating going for Platinum or pure Platinum on him, and I think I replayed it on Hard.

Tom: But the reason for that is, one of the things that I enjoy in Beat'em Ups, and especially in Bayonetta, I think, with the combination of Witch Time and the really dynamic dodging in Bayonetta compared to a lot of games, is to me, you get an amazing rhythm going with your dodging and use of Witch Time, and in those boss battles, it just works so amazingly well when you get it right.

Gagan: Maybe.

Gagan: But I also don't like the fact that every attack in Bayonetta gives you Witch Time, whereas in Bayonetta some of the attacks give you Witch Time, specific ones give you Witch Time.

Gagan: We don't need to make this an entire Bayonetta podcast, though we should.

Gagan: All I'm saying is, I want to see a Bayonetta

Gagan: I'm a little concerned, I'm a little worried that because of the switches, very weak hardware.

Gagan: Like, I'm already annoyed that effectively Bayonetta has never left the Xbox effectively in terms of horsepower.

Gagan: Right?

Tom: Does that really matter?

Gagan: Kind of, yeah.

Gagan: I think there's certain things horsepower adds to...

Tom: So you think there's things in DMCthat they won't be able to do due to weaker hardware?

Gagan: I think there's certain physics and animations.

Gagan: There's certain animations I would say might have been harder to do or just have on the screen, like certain effects.

Gagan: Because the thing is, right, like there's...

Gagan: Developers are always going to try to make their game look prettier and always going to try to ramp up the scale, right?

Gagan: So if you are working on the same hardware and the Bayonetta franchise is known for crazy wackiness, well, what's going to give up first?

Gagan: The framerate or the wackiness?

Gagan: I don't think they're going to dial back the crazy.

Gagan: So it's like, the framerate already on the Wii U is not particularly good.

Gagan: You know, like, if good is frames per second, the Wii U's framerate is not good, right?

Gagan: Like, this is better than most games.

Gagan: Because most games are...

Gagan: are sub-

Gagan: Dare I say sub-but I don't want to throw that out there.

Gagan: I didn't worry because Astral Chain, right?

Gagan: It doesn't have as much stuff going on screen.

Gagan: The game is frames locked.

Gagan: Like, that has me...

Gagan: I'm concerned after that game.

Gagan: I'm like, what if they think they're going to get away with a Bayonetta at frames per second?

Tom: Is it the same on the PC port?

Tom: That's ported to PC, right?

Tom: Astral Chain.

Gagan: No, it's a Switch exclusive.

Gagan: Nintendo owns the IP.

Tom: But Bayonetta is coming out on PC, right?

Gagan: Bayonetta is also not coming out on PC, so I think Nintendo.

Gagan: And Wonderful is randomly coming out on PC.

Gagan: Wonderful has a Kickstarter.

Gagan: Did you know this?

Tom: Yes, I did.

Tom: Well, I'm retracting my optimism then, and that sucks because I waited so long to play Bayonetta partially, and this is serious, not a joke, even though it was delayed for many other reasons.

Tom: I waited because I'd seen how crap the frame rate was on the PS

Tom: The other versions, yeah, the PS

Gagan: The version wasn't that bad, but it's better on the PC, obviously.

Tom: Yeah, but I never had a

Gagan: What did you play it on, the Wii U?

Tom: Yep, Wii U.

Gagan: Well, yeah, Bayonetta that's what I'm saying, so I'm like, that's what I'm saying.

Gagan: I am very concerned, like I'm tired of Platinum telling me that development is going smoothly, but I'm like, are you guys making it for the Switch ?

Gagan: Cause that'd be cool.

Gagan: Cause I could live with the Switch

Gagan: I am worried if it's a Switch only game, how that game is going to run, or like...

Tom: Yeah, if it's an exclusive, I am now worried.

Tom: I thought that it had been announced that it was multi-platform, but...

Tom: I could not have been more wrong, apparently.

Gagan: Cause like, you can still make a very good...

Gagan: You could make the best Bayonetta game on that hardware, absolutely still, but the way you would make it is very inside baseball, and game development isn't inside baseball.

Gagan: Game development is about selling, and to sell shit, you need the game to look good, and have like some sort of flash, right?

Gagan: Inside baseball is how we discuss when we say, oh, this game was the better one, even though other people remember this one as the favorite.

Gagan: You know, it's how we tell people, like listen, Sandy Peterson made some, or Patterson made bad levels in Doom and we should only worship John Romero of the people that used to make the Doom games.

Gagan: John Romero is a gift to society.

Tom: But Doom does indeed look better.

Gagan: Doom does look better and has a super shotgun, which is a legendary gun in the history of the FPS, and Doom 's wads are amazing.

Gagan: It has one of the greatest modding scenes ever.

Gagan: To this day.

Tom: It's also got the fucking city level.

Tom: That's in Doom right?

Gagan: That's a trash level.

Gagan: It's a Sandy Peterson.

Tom: Because that looks really impressive, but it's one of the worst ever first person shooter levels.

Gagan: That's bad.

Gagan: Trips and Traps is bad.

Tom: That's on fucking home front level.

Gagan: I don't know.

Gagan: I don't have context for how bad home front is, but sure.

Gagan: Okay.

Tom: Imagine Half-Life level design, but even worse.

Gagan: Sure.

Gagan: Okay.

Gagan: But like a lot of the problem is a lot of FPS games have done.

Gagan: A lot of FPS games have made me appreciate Half-Life in a way that I don't want to appreciate Half-Life

Gagan: But it's like, I guess Valve wasn't that bad.

Gagan: Clearly, people were way worse than them at video games.

Tom: Yeah, Half-Life is basically mediocre or slightly better than mediocrity.

Gagan: Half-Life you mean?

Tom: Yeah, Half-Life

Gagan: Maybe you're not wrong about Half-Life

Gagan: You know what?

Gagan: The expansion to Half-Life is weirdly really good.

Tom: From what I've played of I believe it is better than

Tom: I still think it's crap.

Tom: No, okay.

Tom: But I've not played as much of it as

Gagan: But how do we feel about Original Doom then?

Tom: Well, Original Doom is a perfect game.

Gagan: It really is a fucking perfect game.

Gagan: I'm concerned that we'll never play...

Gagan: So I had this conversation with someone who was very happy with the direction of Doom and Doom

Gagan: Or Doom Doom Eternal.

Gagan: People get weirded out when I call them Doom and Doom

Gagan: It's like, that's what they are.

Gagan: Like, shut up.

Gagan: He described it as like they're very much action games, or how if Devil May Cry or Bayonetta were a first-poster shooter, Doom and Doom would be those games, effectively.

Gagan: Because it's that type of energy of like go into a room, kill people, yada yada yada.

Gagan: It's very much like what Serious Sam and Painkiller should have tried to be in a lot of ways and don't deliver on.

Gagan: Or what Bullet Storm could have been if Bullet Storm was also not above average.

Tom: I haven't played Bullet Storm.

Gagan: It's very unimpressive.

Gagan: But the point is, and I'm like, listen, because like you know my issue with Doom is I am not proud of this, but my issue with Doom is very much it's good doom, right?

Gagan: And that's a terrible reason to not like a video game.

Gagan: I am, as someone who adores Resident Evil and loves Banjo-Kazooie Nuts and Bolts, I should be one of those people who's capable of going, I am capable of accepting a new direction and then arguing why I don't think the new direction is particularly strong.

Gagan: That's at least justifiable.

Gagan: But when it's just like, man, why aren't the majors like Doom and Doom ?

Gagan: It's like, okay, now you're just being a child, right?

Tom: You have become your nerd voice parody.

Gagan: I have become my nerd voice parody, yeah.

Gagan: I'm getting some mileage out of the nerd voice this week, though.

Gagan: So, right.

Gagan: And we were discussing, I was like, you really can't make a game like Doom because the thing is a lot of Doom and Doom is fucking perfect.

Gagan: Like, there's a reason that ModScene continues to make great map packs for that game because, like, they explore the challenges and encounter designs with that game that we're not even seeing tried with other video games.

Gagan: But that's because they can because the map making options are very easy relative to, like, modding a D game.

Gagan: Like, modding a new game, Doom game, would probably be a nightmare in terms of, like...

Tom: Speaking of D, I think that's one of the reasons we haven't seen another game like Doom because even stuff that gets a lot closer to it, like Tribes, for instance, I think being in D and the greater range of aiming that that necessitates, and it applies to Quake as well to a lesser degree, but I think it still applies, limits what you're able to do in terms of the level design and speed because you're more focused in the D perspective, or D, whatever you want to call it, so you can design things much, much tighter.

Gagan: Yeah, yeah.

Gagan: The thing is, I still would love to see an FPS developer try it.

Gagan: Like just put the, have the big budget money game behind that sort of like boomer, I call them boomer shooters now.

Gagan: Because, well that's the term me and the Discord, the Discord I'm commenting on from.

Tom: Fortnite would be a zoomer shooter.

Gagan: Fortnite is very much a zoomer shooter.

Gagan: I don't, have you played Fortnite?

Tom: I played a single match.

Tom: I assume it was against AI because it was the first match you just get dropped into after the game loads.

Tom: And either everyone playing that game is utterly atrocious or I am a naturally talented Fortnite genius.

Tom: So I assume it was AI set to easy.

Gagan: To explain the mechanics?

Tom: To the experience, yep.

Gagan: So I appreciate that.

Tom: I don't understand what the building is for.

Gagan: So the building I actually think is one of the cooler aspects about the game.

Tom: It may well be, but why is it there?

Tom: What does it do?

Gagan: What does it do?

Gagan: So you can break buildings in the thing to create holes into the levels.

Gagan: So there's construction that way.

Gagan: Or you can create platforms for yourself to reach higher vantage points.

Gagan: Or you can make yourself shelters.

Gagan: What ends up happening though?

Tom: So basically platforms for sniping, cover and hiding under the map.

Gagan: Also when you're trying to outgun someone, people can start building themselves platforms and shit and cover.

Gagan: But what's cool is, I've seen people juke people doing that.

Gagan: Like you start building sort of like a quick mini maze just so you could psych them to go right and then you flank them and turn it around on them.

Gagan: I think that aspect of Fortnite is...

Gagan: I'm not in depth enough to see where the problems arise from that.

Gagan: I just know that I find that aspect of it cool because it reminds me of an NBA player sort of just crossing someone up.

Gagan: That shit's cool.

Gagan: My bigger issue with Fortnite is the RNG around the shooting.

Gagan: Because I want ballistics to be consistent.

Gagan: I am an arena FPS person.

Gagan: I play Halo as far as my console shooter of concern.

Gagan: I like consistent...

Gagan: I like Counter-Strike

Gagan: Don't get me wrong.

Gagan: But that's the only game where I accept that randomized bullet spread.

Gagan: Yup.

Gagan: If I point at you, I want that shit to go and hit you.

Gagan: Unless it's a projectile.

Gagan: I don't think the guns have recoil.

Gagan: Do I care about recoil?

Gagan: See, I don't know if recoil is always as important for the type of games I like in the genre.

Gagan: Like, does Quake multiplayer really need recoil?

Gagan: Right?

Gagan: Like, it's a projectile.

Tom: It doesn't have recoil.

Gagan: Yeah, yeah, that's what I'm saying.

Gagan: But like, I don't think it makes sense in that type of game.

Gagan: But like, I like the way...

Tom: I think it works fine in Killzone, for instance.

Gagan: Killzone is an ADS game, though.

Gagan: Like, it's a little different.

Gagan: You want that sort of recoil of a gun.

Gagan: Yeah, yeah, like, I'm not an ADS person, but like, Killzone is an example of like, where the weapon sway is good and all that stuff.

Gagan: But that game's larger problem is like, the latency issues with PSN.

Gagan: And that game has netcode issues, because like, that era of shooters had like...

Gagan: No one wants to admit it, but they had bad netcodes.

Tom: Yep.

Gagan: Like, Halo BR spread is the worst on netplay.

Gagan: It's cool in like, a local environment, if you could play and you could see like, where the skill comes from.

Gagan: But online, it's like, oh look, it's a coin flip after a certain distance.

Tom: I would say this may be completely wrong, and just expecting something better.

Tom: But to me, the PSera of netcodes were worse than Xbox netcodes on Halo until that is Halo went to complete shit towards the end.

Gagan: Yeah, well Halo I mean, you had people stand-buying in Halo and leaving the map, and Halo is a darling of mine.

Gagan: Maybe you had a few problems, I think, maybe.

Tom: Well, some may have problems, but I don't remember lag being an issue too much.

Gagan: Lag wasn't always the issue, but I think if you were like very inside baseball about it, you could definitely point out like, here is a latency of Halo that none of you ever noticed.

Gagan: Now compare this to like a present day Halo game.

Tom: They were definitely there, as I said, it's probably just expectations because basically by the end of Halo online that I was playing it, basically all anyone was doing was going around finding things like latency.

Gagan: Yeah.

Gagan: Plus you have Australia internet.

Tom: Destroying the game.

Gagan: Okay, so the thing I do want to say is like, I wish someone would spend the money and try to make one of those maze shooters again.

Gagan: And I'm worried that people think the new Dooms are that game, they're not.

Gagan: And don't get me wrong, I think Doom Doom is looking like the real deal.

Tom: Don't these exist?

Tom: In theory, I haven't actually played any of them in the Indiesphere.

Gagan: The thing with the Indiesphere is, very much like other Indiesphere genres, is like they feel like rejects of boomer shooters.

Tom: Yeah, so they're basically tributes, they're tribute bands.

Gagan: They're tribute band games, which is like, don't get me wrong, there's something admirable about Dusk and, I want to say the other one's called, it's not, which one is the fake?

Gagan: One of them's the fake one.

Gagan: One of them is the fake one and the real one is Heretic, I think.

Gagan: Or Heretic is the fake one and Hexen is the fake, the real one.

Gagan: But yes, one of those, right?

Tom: Yep.

Gagan: But I think the real future of the FPS is like games like Devil Daggers, Doom Eternal and Desync.

Tom: Yep.

Gagan: This very like combo-centric, style on them FPS game.

Tom: What was the last one?

Tom: Desync.

Gagan: Desync.

Gagan: D-E-S-Y-N-K.

Tom: Okay.

Gagan: Let's see.

Gagan: It's not even a letter.

Gagan: Fuck you.

Gagan: But yeah, no, that game is neat.

Gagan: Also, you should play it just because GmanLives is a big little bitch on his YouTube video saying that game isn't cool and that game is cool.

Gagan: It's very esoteric.

Gagan: I don't think it explains itself well.

Gagan: But after reading a guide on what does what, I think the combat system in that game is really freaking cool.

Gagan: And I think people should give it more of a try.

Gagan: Which is how I came to enjoy Resident Evil by the way.

Gagan: It was very much...

Gagan: So that's a conversation I want to have with you, right?

Tom: Yep.

Tom: So you ended up enjoying Resident Evil

Gagan: I did not enjoy Resident Evil 's campaign.

Gagan: They're still bad for different reasons.

Tom: And for the record, I have not played Resident Evil

Tom: is the last Resident Evil game I've played.

Gagan: But I believe you've seen Vader argue before that Resident Evil has cool combat mechanics.

Gagan: Or at least they've made that conversation.

Tom: I think Edgecrusher as well is a Resident Evil apologist.

Tom: I think Arnie absolutely hates it.

Gagan: Arnie is closer to right, but ignorant of what the problems are.

Gagan: I was also the same way.

Gagan: I played part of the campaign.

Gagan: I thought, this is fucking garbage.

Gagan: And then people were like, the combat is really cool.

Gagan: I'm like, really?

Gagan: This janky little thing?

Gagan: We went from Resident Evil to this.

Gagan: Really?

Gagan: Thumb in the air.

Gagan: But then I saw little quick commands people put in games.

Gagan: And it reminded me of...

Gagan: You know how I did a Shovel Knight interview with the Shovel Knight dev?

Gagan: And he explained this story about how Bloodrayne Betrayal, they never explained their dodge mechanic to people.

Gagan: So like half the reviewers didn't know what the hell they were supposed to do.

Tom: Which...

Tom: Yep.

Gagan: Whatever.

Gagan: You could argue it was incompetence or whatever.

Gagan: But the point is, he accepted the blame.

Gagan: He was like, listen, if we fail to explain something, of course people are going to have a bad time with the game.

Gagan: And that's something that's always been a thing.

Gagan: Like some people don't get Wonderful because that game does a terrible job explaining itself.

Tom: It certainly does.

Gagan: So like in Resident Evil I'm like, I'm looking at all these things that you can apparently do with like quick button commands, like quick shotting and like insta like filling, like mixing your herbs and like filling up your healing thing and all that stuff.

Gagan: I'm like, really?

Gagan: You could do all that?

Gagan: And then it's like, huh.

Gagan: And then like this time by I wanted to play it properly.

Gagan: And I'm like, this is actually kind of cool.

Gagan: You can fucking slide.

Gagan: And it's like, this is like how I would want the John Wick Kung Fu shoot the gun food shooting game to play.

Gagan: Like Capcom's onto something here.

Tom: But it's like Vanquish, but in Resident Evil.

Gagan: Yeah.

Gagan: You could definitely make an argument that it's more complex than Vanquish.

Gagan: Like if you start playing with the mechanics, like if you make a more intentional effort to sauce with the mechanics, right?

Gagan: Not make the game make you use them, but you yourself go out of your way to use them.

Gagan: You'll be like, this is actually, you could do some funky stuff with this.

Gagan: The campaign is so bad.

Tom: Now I'm actually interested because Vanquish is one of the two or three good third person shooters.

Gagan: It is a very top end genre.

Gagan: Top heavy, top heavy, not top end.

Gagan: But yeah, that's an example of a game where I feel like it's bad, but there's a good game in there.

Gagan: If you play mercenaries, you don't have to unlock mercenaries.

Gagan: I would use mercenaries as just an excuse to like learn that stuff and play with that because the challenge mode, because you just unlock new missions as you beat and five star the missions or S rank the missions or whatever the scoring system is.

Gagan: I don't remember at this point.

Gagan: But that was a question I wanted to ask you.

Gagan: Like if you're like a critic, right?

Gagan: If you're like critically discussing a video game on one hand.

Gagan: Yes, right.

Gagan: A video game failing to teach you something is a design flaw of the game of the product at least.

Gagan: Right.

Gagan: But my stance is if there is information out there that helps you extract more from from the game.

Gagan: Why shouldn't I use it?

Gagan: And isn't that because at the end of the day, that's a more correct take of how the game works.

Gagan: Because like just because you didn't know how the system works, doesn't mean like the system doesn't work that way.

Gagan: Right.

Tom: Well, I think the critic should be attempting to find out if there's something they're missing.

Gagan: Right.

Tom: In the first place.

Tom: But if a critic does want to put a lot of weight on games having to be open and teach you what to do, if they were to criticise the game, even if the game was good and better than it appeared to be based on what it taught you, if they wanted to knock points off it for that, I think that would be perfectly fair.

Tom: But you would expect a critic to be attempting to figure out stuff more than the average person might be.

Gagan: Okay, I'm glad we're on the same page.

Gagan: Alright, cool.

Gagan: So we have dragged Trademark Banter longer than it had any business going.

Gagan: We didn't even get into half the stuff I thought we were going to Trademark Banter about.

Gagan: Just because we did not decide to play this on any sort of rails.

Tom: We don't need rails.

Tom: It's the Smugcast.

Gagan: This is Smugcast man.

Gagan: We go wild.

Gagan: I'm like Arnie, man.

Gagan: Arnie's keeping you on the rails all the time.

Gagan: I don't know what he's doing.

Tom: He's a square.

Gagan: I didn't think Arnie was a square, though.

Gagan: You know what?

Gagan: I should have.

Gagan: He dined out a System Wars poster once to the mod.

Gagan: So he's like a narc.

Gagan: So I don't know why this throwed me off.

Tom: I didn't know that now.

Tom: I know I have to be very careful when I'm around him.

Gagan: Yeah, he'll probably narc you out to Vader or Phil.

Gagan: We're definitely going to talk about your website, Start Settlers.

Gagan: We'll get to that later.

Gagan: The coronavirus.

Tom: Let's move on to Resident Evil given that we were just talking about it.

Gagan: Okay, Resident Evil

Gagan: I played some of the demo.

Tom: I've looked at some screenshots of the demo and about seconds of YouTube footage.

Gagan: Okay.

Tom: So I'm very informed about it.

Gagan: I just want to do a quick Google search because I want to learn the studios.

Tom: While you're doing that, I'm going to give my hot take based on screenshots and seconds of video footage.

Tom: Yep, and this is also based on playing the opening of Resident Evil which in all other ways was fantastic.

Tom: But one area that, to me, is a bit disappointing about the remakes, and it would be difficult for them to live up to the originals in this context, particularly given they're basically, I assume to some degree, money-making side projects, albeit very lovingly made.

Tom: Compared to the originals' graphics and the atmosphere it manages to evoke, they are massive disappointments to me.

Tom: There's not the same level of tension to them, and that's also partly due to switching to the Resident Evil style of movement and aiming.

Tom: But when I think of Resident Evil and from playing the originals, it does feel slightly disappointing to be back in that setting, but with so much of the dramatic tension sucked out of it due to the change in perspective and lesser artistic quality in the graphical choices, as well as the change in perspective and movement style.

Gagan: So the aesthetic thing has always been your thing, not mine.

Gagan: I think those games look pretty as well, so I'm on board.

Gagan: I think they still maintain pressure.

Gagan: I wouldn't...

Gagan: I don't think it's as easy as saying it's like Resident Evil in terms of movement.

Gagan: I know that's not what you mean, but it's like...

Gagan: Because it's still not a tank control game, because Resident Evil is a pseudo tank control game in the sense that if it was in that perspective...

Tom: It actually feels more like Revelations.

Gagan: Yeah, it's more like those games.

Gagan: That is correct, in that you move and shoot.

Gagan: But I think the way they made the damage models in those games, where it's really not about killing enemies, it's about neutralizing them as a threat.

Tom: Slowing them down so you can run past them.

Gagan: Slow past them, yes.

Gagan: And then what happens is when you have to come back to areas and you have to deal with Mr.

Gagan: X, it's like, well, if you didn't kill enemies in the room, now you have to deal with them plus this enemy.

Gagan: And it's like, okay, that changes the encounter.

Gagan: And that sort of stuff is still engaging.

Gagan: I think the resource management and that like, like the appeal of Resident Evil games to me, the game and not like, oh, no, I'm scared because I just don't get scared with these games, is the exploration and like the puzzle box of the level where like you're routing your path to certain areas.

Gagan: Like to me, Resident Evil, the mansion and the police station and Resident Evil are very much like Metroid or Dark Souls or like that type of Metroidvania or whatever.

Gagan: We're like, but it's not about get it.

Gagan: It is get item open a different part of the area, right?

Gagan: But it's not the get ability and do that.

Gagan: It's more like how do I get this key or get this puzzle piece over here while conserving ammo and avoiding threats?

Gagan: Or do I make the aggressive play here, but I got to deal with these motherfuckers?

Gagan: And that part of the game is still pretty cool.

Gagan: I think I have I like that in the demo, there's a lot of optional stuff.

Gagan: So there's like these little toys you can pick up.

Gagan: And they're there.

Gagan: I think what they're meant to do with the demo is have you just exploring it and seeing how much optional content there is.

Gagan: Like the shotgun is an optional pickup in the demo.

Gagan: You have to pick it up in one of the areas.

Gagan: It's also hinting at other areas.

Gagan: If you played Resident Evil Nemesis, the PStitle, you're like, OK, I know what I know what this area is going to be leading to in the real game.

Gagan: And then in other ways is just to see like, you know, this is a dense environment.

Gagan: My concerns are a few things.

Gagan: One, Nemesis only shows up in the demo for his very specific part that he's supposed to show up for and nothing else.

Gagan: And if you trigger that and then go on to do some of the other explorer exploring, my question is, does this mean he's always scripted this way in Nemesis in the remake?

Gagan: Because like I kind of want him to be like, it wouldn't be a death sentence to the game design if he's scripted, right?

Gagan: Because like you can make more planned great encounters that way versus just letting him off on his own, right?

Tom: Yep.

Gagan: But I want him to like be a little bit of his own entity a little bit sometimes.

Gagan: Be a little bit more dynamic.

Gagan: Doesn't hurt, I think.

Tom: I'd say you probably can't really tell from the demo.

Gagan: You probably can't.

Gagan: But I am very pessimistic that that is the case.

Gagan: Video games.

Gagan: I have learned my lesson from the Destiny demo of surely the whole game will not be like this.

Gagan: And then the whole game was exactly that.

Gagan: And I learned that if I don't speak my mind, no one else will.

Gagan: And that is how Destiny became the game where it's like, you know, the gameplay is really good.

Gagan: All it needs is a little bit more content.

Gagan: And if you remember, Tom, when I reviewed that game, I said, no, the gameplay is also bad and is directly responsible for why this game isn't fun.

Gagan: It doesn't matter if you just add more content, it's just more boring content at that point.

Tom: Yep.

Gagan: Sadly, I lost that battle to society, a society deemed Destiny an acceptable video game, but whatever.

Tom: I think they deemed it an excellent video game at that.

Gagan: That is just the most nauseating thing.

Gagan: No, I feel like Destiny is like a punchline.

Gagan: Like, they like it, but they know it's, like, like a grilled cheese sandwich, but like a nasty grilled cheese sandwich.

Gagan: Like, you know you made it with American cheese, and not good cheese either.

Gagan: Um, the other worry I have with...

Tom: And the latter Destinies are the add-ons have received a fair bit of criticism, haven't they?

Gagan: So the Destiny add-ons are...

Gagan: We're not gonna talk about Destiny!

Gagan: I don't play those games anyway.

Tom: I'm just saying the world may have caught up to you on Destiny.

Gagan: Yes, yes, yes, sure.

Gagan: The world should have been there day one like I was.

Gagan: Anyway, back to Nemesis.

Gagan: The other thing I have is...

Gagan: So in the original game, Jill has like this side shuffle move, right?

Gagan: That's because the original Nemesis is more of an action title than even Resident Evil a Kamiya game no less, and Resident Evil

Gagan: I actually don't know who the director of Resident Evil Nemesis, is.

Gagan: For whatever reason, we only remember Hideki Kamiya and Shinji Mikamiya as Resident Evil directors.

Tom: Because they're the two best Resident Evils of the original.

Gagan: You could make a decent argument for Nemesis over it too.

Gagan: I lean towards as the best one of the PSgames.

Tom: Same here.

Gagan: But, so there's a side shuffle move, right?

Gagan: And that's a good mechanic.

Gagan: So I think in spirit, they wanted to give her a dodge in this game.

Tom: Yep.

Gagan: But it's a dodge that triggers a slow-mo.

Gagan: And my immediate memory is that one of the people, some of the, Capcom is getting help from a studio called Mwhich is founded by former Platinum Game CEO Tetsuo Minami.

Gagan: And like, it has ex-Platinum developers and it's like, gee, I wonder where these guys got the slow-mo dodge from.

Gagan: And, and I think it's too strong of a thing, because it's like, yes, in the new Resident Evil remake, it takes five shots, or at least more, to kill a zombie, but in, when you give me a slow-mo dodge, like two or three of those shots are free.

Gagan: You know, if one of them's a critical shot, she's blowing heads off like we're playing Resident Evil

Gagan: But that fundamentally kind of trivializes a lot of this game.

Gagan: I'm worried that this dodge will trivialize the game.

Gagan: I think it should not be a slow-mo effect.

Gagan: Like, I think just because it works in Bayonetta does not mean we had to add a slow-mo to every-

Gagan: Slow-mo is not always a good thing.

Tom: It's also in Vanquish as well.

Gagan: I think it works better in Vanquish, because like when you're playing Vanquish to be cool, you're more like boost-dodging than you are like slowing time down all the time.

Gagan: Yep.

Tom: Vanquish is basically about getting combos and doing cool shit, so it makes perfect sense to have stuff like that in it.

Gagan: Yeah.

Gagan: Like, slow-mo is actually one of the safety nets of Vanquish.

Gagan: Vanquish is a cool game where like the safety net for like the scrubby players is you play Gears of War.

Gagan: Think about that for a second!

Gagan: Playing bad in Vanquish is playing that game like Gears of War.

Tom: Yep.

Gagan: And then people wonder why like Vanquish is like the game people like run their mouth about as like the best game of this genre.

Gagan: Because it's like, yeah, it makes Uncharted and Gears of War look really boring.

Gagan: The other concern I have is, again, the critical shot.

Gagan: I was destroying headshots in this game and I'm like, I don't know if that's what I want you guys to do with this game, even if the original Resident Evil is also a very actiony title.

Gagan: Because, you know, I kind of want to play, yeah, Resident Evil and Resident Evil got me in the puzzle box mood with Resident Evil again.

Gagan: It's like, yeah, yeah, let's do this again.

Gagan: Because if you're going to make an action game, I want you to make Resident Evil 's mechanics in a proper, straight up, full on murder ass murder action game.

Gagan: I want Chris Redfield shirtless with a bandana.

Tom: There will be a perfect place to add the slow down time dodge as well.

Gagan: Yeah, yeah.

Gagan: You know, let Chris Redfield out, put the gun show, you know, his biceps out there.

Gagan: I'm about that life, you know.

Tom: His biceps that can literally slow down time.

Gagan: Also, since we need to confirm this on the podcast, people tell people that the best campaign in Resident Evil is a Leon campaign.

Gagan: Do not trust those people.

Gagan: They are liars.

Gagan: They are the same people that would tell you that Destiny is a good video game.

Gagan: Never listen to them ever in your life.

Gagan: The best campaign in Resident Evil if there was a good one, which there is not, is the Chris Redfield campaign because it's the most actiony of the four campaigns in that game, which is the only thing Resident Evil is good at.

Gagan: In fact, it's great at it.

Gagan: It's just constantly the Resident Evil campaign is getting in the way.

Gagan: Anyway, it's not about that.

Gagan: Those are my concerns right now with Demisys' demo.

Gagan: I know we're not allowed to be negative about Resident Evil because Resident Evil was such a great title and it is a great game, I feel.

Gagan: Maybe just a good one.

Gagan: I don't know.

Gagan: I don't think it's as good as the original remake.

Gagan: And it's certainly not as good as the greatest video game.

Gagan: I'm kidding.

Gagan: It's not as great as Resident Evil

Gagan: But it's definitely, at the least, as good as Resident Evil for the PS

Gagan: Or at least, maybe, if it's worse than it, it's at least on the same tier.

Gagan: I think Resident Evil similarly has the sewer level is not good and the labs are kind of boring in Resident Evil

Gagan: The game literally peaks in the police station and it's sort of downhill from there.

Gagan: In the remake, the police station is the best part of the game and then there's the rest of the game.

Gagan: Nemesis, I can, Resident Evil has a bad habit of like its final stretch not being that strong.

Gagan: Now I'm one of those people who doesn't have a problem with the island in Resident Evil because I'm like, let me just murder ass murder people and I'm in.

Tom: I think it's fine also because at that point the story is just getting completely hilarious.

Gagan: Yeah, and it's the best.

Gagan: And I also think like Resident Evil still has like new, even though it's running out of steam at the end, it still has like a few change of pace scenarios still left in the tank.

Gagan: Whereas...

Tom: It's kind of just throwing a lot of shit at you though.

Gagan: Yeah, it is, it is, it is.

Gagan: At that point you would definitely, you definitely saw like, maybe they did design this game just throwing darts at a board and just the first part is just like the first half is just amazing how well they paced it all.

Gagan: But in the case of the other Resident Evils, because they're like these very slow plotting, plotting is probably the wrong word.

Gagan: I think plotting has a negative connotation.

Gagan: But they're very slow, deliberate games.

Gagan: And then at the tail end they want to play like action games and they're just not built for that.

Gagan: Like they're just not as interesting to be played as action games.

Gagan: You just don't make too many interesting decisions when you play them that way.

Tom: Yep.

Gagan: And they get exposed.

Tom: That could go to the favor of the REremake.

Gagan: Who knows?

Gagan: Yeah.

Gagan: For all I know, the slow-mo might be the greatest mechanic added to this game.

Gagan: I'll be like, oh man, that's slow-mo.

Gagan: God, I don't know what Tom was talking about.

Gagan: It was a great addition to Resident Evil and this remake.

Gagan: That's exactly how I'm going to tell people.

Gagan: I'm like, I knew Tom was wrong when he brought up a podcast.

Gagan: I don't even know why he said it.

Gagan: I tried to stop him.

Tom: I'll have to hold that out.

Gagan: But yeah, we've done our service to be relevant to pop culture and modern society that we acknowledge that Resident Evil is out because neither of us played Doom Eternal yet.

Gagan: Even though it came out, neither of us have played Nioh yet, which is reviewed and out in the world.

Gagan: I don't think either of us is ever going to play an Animal Crossing.

Tom: I played about minutes of the original Animal Crossing and that was enough.

Gagan: Did you enjoy your time with that game?

Tom: I was tremendously bored and had no idea why anyone would ever subject themselves to the experience.

Gagan: So I'm very big on...

Gagan: I don't like when people say, I don't get why people like this, I don't get why people like that.

Gagan: Because it's like, don't be a putz, you can totally figure out why people like Thing, right?

Gagan: But with Animal Crossing, it very much is like, you're just paying your bills.

Gagan: I do not understand.

Gagan: Just go to your bank's website and pay your bill.

Gagan: You have played Animal Crossing at that point.

Gagan: But people like fishing in that game and bobbing apples.

Gagan: I know kids like it, which is fine.

Gagan: I know as a franchise, it's got a very more openly like appeal to...

Tom: Yeah, but I was just interrupting you because I just remembered the best thing about the original version of Animal Crossing on the GameCube.

Tom: And the reason I risked buying it in the days before Steam sales for $was it included a $memory card.

Gagan: Oh, okay, yeah, that's important.

Tom: So I figured even if it turned out to be of no interest, which it didn't, and one day I swear I will try it for minutes before I completely dismiss it, I thought it was a risk worth taking for the memory card that came with it.

Gagan: People love that franchise.

Gagan: I don't know what to say.

Gagan: Yeah, like I said, I don't ever want to do the I don't get it thing because, you know, even games I don't like I can get the appeal like I get the appeal of what Grand Theft Auto is.

Gagan: Even if I think playing your part sucks.

Tom: Yep.

Gagan: I get the appeal of Uncharted even if I think less of you for playing it.

Tom: Well let me put it this way.

Tom: I understand the appeal of Animal Crossing but I don't understand why when I play it I do not experience what I believed the appeal was or what people are talking about when they play it.

Gagan: See I don't think I get what people like about it.

Gagan: I just don't get that but whatever we don't need to talk about Animal Crossing.

Gagan: We neither of us played Animal Crossing that just came out reviewed great probably sold a million copies.

Tom: This is clearly just another failed attempt for us to appear relevant.

Gagan: Nioh and then I didn't even play Ori and the Will of the West.

Gagan: I'm playing replaying technically not replaying Ori and the Blind Forest.

Gagan: I'm playing the definitive edition.

Tom: Well I sort of played the new Ori so I'm going to give my very deep impressions of it.

Tom: I launched the game.

Tom: I had my PScontroller connected to my PC via Bluetooth.

Tom: It didn't work at all that way including with DSWindows on.

Tom: So I had to connect it via USB at which point I got the controller recognized by the game.

Tom: But the controls were mapped incorrectly.

Tom: So on an Xbox controller, A would be X on the controller, on a PScontroller and that was, I believe, how I was meant to go forward on the menu and B, I think is equivalent to circle.

Tom: Yes.

Tom: B was meant to be back and I think square somehow ended up being select, i.e.

Tom: A and back was actually X.

Tom: So I have no idea what's going on there.

Tom: And their controls, I think, are not remappable.

Gagan: They are not.

Gagan: You can't rebind gamepad controls in Ori, which is a shame.

Tom: So clearly, contrary to the praise it's receiving, the game is completely awful based on that in-depth experience I had with it.

Gagan: You could use Big Picture mode in Steam to set the controller.

Gagan: Have you ever messed with it before?

Tom: Not beyond turning off the fucking light.

Gagan: It fixes certain games for me.

Gagan: Because when I was playing Dark Souls it accelerated the camera turn.

Gagan: So if I mildly nudged that camera, it went way yonder into one direction.

Gagan: And I'm like, this is not how I want to play Dark Souls with my camera hating me this much.

Gagan: I know these games are a little hard, but this seems a little much.

Gagan: And certain fighting games, because obviously that creates its own set of controller issues.

Gagan: But they pick it up with Big Picture mode and properly.

Gagan: I mean, I don't use DualShock for Ori.

Gagan: I use an Xbox controller because I have one.

Gagan: But I might try it out.

Gagan: Just see.

Gagan: Should I launch the game right now and see how that would work?

Gagan: I'm kidding.

Gagan: Let's just do that, playing with fire on that one.

Gagan: I really like this game.

Gagan: In I think it was definitely among my favorite games of that year.

Tom: It was part of the Ubisoft Indie Support Campaign, right?

Gagan: It's not an Ubisoft Indie Support Campaign.

Gagan: It is a Microsoft First Party Indie Support Campaign.

Gagan: This is one of those darling Phil Spencer games.

Gagan: This is the best produced published Microsoft game of this generation if we're not talking about a Forza game, which I am sorry that I qualified that as a joke, just not into car games like that.

Gagan: But you're either making the argument for Halo 's multiplayer or Ori, and I am a fan of Halo 's multiplayer, but I'm also a Halo shill, so that should be held against me on that one.

Gagan: But I think Ori is legitimately good, really good.

Gagan: Personally, I'm on the record that the Metroidvania genre is number one in Super Metroid, D ones.

Gagan: Let's limit to D for right now, because D obviously has Metroid Prime and Dark Souls and Resident Evil.

Gagan: But D, I think it's Super Metroid, Metroid Zero Mission, and then I think it's La Mulana.

Gagan: That should be the three best games of the genre.

Tom: What about Metroid Fusion?

Gagan: Really good.

Gagan: I don't think it's as good as the other two Metroid games.

Gagan: I think it's better than the Metroid remake Nintendo made.

Tom: That's the Game Boy one, right?

Gagan: That's the DS.

Gagan: Well, the original Game Boy one is Metroid

Gagan: And then the remake they made, Nintendo made is Samus Returns, which is with DS, which I don't think is, it's fine.

Gagan: They made Metroid.

Gagan: Glad you guys remembered this franchise, you jerks.

Gagan: And then I don't think it's as good as that fan-made remake AMR, which legitimately does cool things, which to tie back into Ori, the creator of that fan mod works with Moon Studios and has done work on Ori and The Will of the Wisp, which is effectively Ori for this conversation, which I am trying to get to playing after I re-beat Ori again.

Gagan: I just wanted to refresh your course.

Tom: So it's worth a replay at least.

Gagan: I think so.

Gagan: Of that year, I have my top five for that year.

Gagan: It's my fifth favorite game of that year.

Gagan: Over Splatoon at six, which is high praise and even Halo I have at ninth for that year.

Gagan: So it's not a bad year.

Gagan: Over Snake Bird, no less.

Gagan: Snake Bird is a cool game.

Tom: So Snake Bird was tenth.

Gagan: Snake Bird was like, no, no, I had Snake Bird over Halo, eighth.

Gagan: Tenth was like Transformers Devastation.

Gagan: No, no, Mario Maker actually.

Gagan: I had Mario Maker at tenth.

Gagan: Witcher did not make my top tenth for all you people that need to get mad about that year.

Tom: It shouldn't have though.

Gagan: It shouldn't.

Gagan: It's not my, I appreciate what Witcher does well, but it's not my favorite game.

Gagan: But, okay, back to Ori.

Gagan: So yeah, like it's a big indie darling Microsoft first party game, and yeah, I really like this game.

Gagan: It's, so the reason I gave my little quick Metroidvania ranking is those two to me are the three best games of the genre, like the games you would give like a nine or a

Tom: Yep.

Gagan: And then the tier below them is where Ori is at, and I think it's better than the other Metroidvanias I played, which effectively is the entire Castlevania franchise, the Castlevania franchise that are like Metroid-like.

Gagan: I think the ones before Igarashi's brand of Castlevania took over Symphony of the Night's styled games, I think those are legitimately really good and probably better.

Tom: Is there any logical reason forvania to be affixed to Metroid?

Gagan: I don't know why it became the genre name, but it's because people...

Gagan: Symphony of the Night is a very important game to a lot of people in that they find it more approachable and playable than Super Metroid.

Gagan: I think people think Super Metroid is a little bit more esoteric.

Gagan: Some people think Super Metroid is clunky.

Gagan: For instance, I don't think the combat in Super Metroid is particularly good and it's my favorite game ever made.

Tom: Yep.

Gagan: I think if you're just going pure monkey instinct and press button, ooh, this is fun, Castlevania feels funner to hit something.

Gagan: Symphony of Night, it feels funner to hit something.

Gagan: There's all sorts of fun polishing effects, flames, sparkles, the works, the things the kids are into.

Gagan: But that's-

Tom: Isn't there a wider range of weapons as well?

Gagan: Wider range of weapons.

Gagan: It's more of an RPG, so it satiates that compulsive thing that people get into with video games.

Gagan: It has that really cool surprise of the castle being inverted in the end, that everyone remembers as being cool, but then completely forgets that the playing it part was total shit.

Gagan: Everybody loves the Dracula line of what is a man, a miserable pile of secrets, because you know what?

Gagan: As badly acted as that line is, that is an absolute fact.

Gagan: Dracula was spitting bars and we did not appreciate it.

Gagan: We need to appreciate it for the factual statement he was making and not the fact that it had funny voice acting.

Tom: Or was awkwardly written.

Gagan: Or it was awkwardly written, whatever.

Gagan: But I do think Castlevania has earned its place now in the genre name, just because they really do ape either Metroid or they ape Castlevania.

Gagan: They really ape Castlevania.

Gagan: When they ape Castlevania, they really copy Castlevania.

Gagan: So I think-

Tom: Maybe because it's easier to copy.

Gagan: Yeah, yeah.

Gagan: I think, especially the upgrade system, I think as much as I don't think Symphony of the Night is anywhere near as good as Super Metroid, I have to accept that Castlevania has earned its place among the things, you know?

Gagan: At some point, you have to hold your L and just accept it.

Gagan: It's like, you know what?

Gagan: Whether you like the game or not, it was one of the most influential titles of its era.

Gagan: To this day, Symphony of the Night is an influential title.

Gagan: The indie scene, where would it be without the Metroidvanias?

Gagan: Because there's so many of them.

Tom: That is true.

Gagan: I think Hollow Knight and La Mulana and the Ori games have sort of separated themselves from the other ones, at least from what I've played.

Gagan: But I've never played like Zeo Drifter or something, like that's supposed to be a good one.

Gagan: In the case of Ori, I think what I really like about Ori is it has really good expressive platforming mechanics in that you obviously go through your, we're gonna unlock a double jump and there's gonna be like a thing that lets you like parachute around and hover in the air a little longer.

Gagan: But Ori is like the creme de la creme mechanic in this game is actually this mechanic called bash.

Gagan: And how it works is, I think it's like the fourth major power up you get in the game where how it works is like an enemy can throw a projectile, right?

Gagan: And you press Y on the controller and then it freezes time for a second.

Gagan: And then you can sort of, from that projectile, you can sort of like bounce yourself off into one direction and the projectile will go into the other.

Gagan: And you can do that off of enemies.

Gagan: And there are certain environmental objects that can trigger this bash system.

Gagan: So the cool thing about bashes in the first game, if you let go of the stick, your immediate reaction is to obviously always hold the stick in the direction, just do chain bashes, right?

Gagan: Obviously when you just string them.

Gagan: But what people don't know, cause the game doesn't explain it and it doesn't need to, this is one of those things it's fun to discover on your own.

Gagan: Cause I'm not sure if it was intended cause it's not there in Ori now.

Gagan: But if you let go of the stick and just sort of like drift, like you'll drift or like if you jump, it'll actually allow for further horizontal distances and increase speed and momentum.

Gagan: And then you can like further string yourself from there.

Gagan: So it's like a cool piece of inertia.

Gagan: It kind of reminds me of like, like really good movement in Devil May Cry is where certain like Rainstorm, you play Devil May Cry but you know how that he does that spinny gun thing in the air?

Gagan: That move is called Rainstorm.

Gagan: He does it in a cut scene.

Gagan: I think he shoots up a bunch of bats when he's running down the tower.

Gagan: Yep.

Gagan: Yeah.

Gagan: Okay.

Gagan: So that move has a lot of inertia to it.

Gagan: So like if you do it off of like, like depending on what area you're trying to stick, not only does it like move the enemy, but it'll move Dante across a certain space and like high level people like use that sort of aspect to the physics to create different combo paths from there.

Gagan: And that's sort of like what's fun about Ori is that like it creates different platforming chain options as well.

Gagan: And what's fun about Bash is that it's just really cool how it works.

Gagan: It refreshes your air options because like now you can double jump again.

Gagan: You gain momentum.

Gagan: You can redirect projectiles back at enemies or you can move projectiles around to destroy certain obstacles for you, destroy certain puzzles for you.

Gagan: So like the first time you get Bash, right?

Gagan: It's in the first major area you can mess with it.

Gagan: It's called a Ginzo Tree.

Gagan: And they present a puzzle to you.

Gagan: When you get to it, you'll understand.

Gagan: You'll be surprised by this scenario.

Gagan: So you get to an area and there's this plant that's going to shoot this projectile, right?

Gagan: And you have to get this projectile to like the top left of the room you're in.

Gagan: There's a bunch of platforms laying around, right?

Gagan: The few on the left, few on the right.

Gagan: There's one object that like the projectile will go in from one end, go out the other.

Gagan: So like if it goes in on a flat one that's on the bottom with an opening to the right, but like it's shooting up, now the projectile is going up instead of horizontal.

Gagan: It's going vertical.

Gagan: And then, you know, another one will go from vertical to left or vertical to right.

Gagan: And what happens is that's like when you're learning the game or when you're playing the game at like everyone else's level is, okay, I'm going to follow this puzzle exactly, which is like, okay, I got to do this.

Gagan: Now I got to direct the ball here.

Gagan: Now I got to direct the ball here.

Gagan: There's enemies in the room.

Gagan: I'm going to kill them first to make my job easier because I'm tired of them shooting at me.

Gagan: Because especially if you play that game on hard, you might want to do that, right?

Gagan: Or you get really funky with it, and you actually never use either of those things and just say, you know what?

Gagan: I'm going to personally point where this thing is going to go because I can redirect it.

Gagan: And I'm going to keep catching up to it and redirecting it to my goal myself and not once use the puzzle environment in the area that the game designed, but do it my way and use the enemies in the level as a way to bash myself around the map.

Tom: That's what I was going to ask is, are you able to basically juggle a projectile to be able to do crazy things like that?

Gagan: You can, and it's fun as shit to do.

Gagan: I think it's personally, I find it hard to do.

Gagan: I think it's not as easy as it looks ever.

Gagan: But when you get it going, like when you get good with it, it's like, okay, yeah.

Gagan: And like having seen other people play this game at like a much better level than me, it was like, yeah, I knew this bash mechanic was something.

Gagan: So that stuff's really rad about the game because then it starts chaining with other things in the game.

Tom: That sounds awesome.

Tom: Yeah, yeah.

Gagan: I mean, it's just you can cancel downward momentum from that game with double jumps and still keep horizontal momentum.

Gagan: Like just little things like that.

Gagan: That's like the average player is not going to understand that or even use that aspect of the mechanic.

Gagan: But I like that it's there and that stuff's cool.

Gagan: And what happens is when you get good at the game, like you start unlocking a grapple type move or like a tackle or like a stomp move to hit enemies and stuff.

Gagan: And that stuff's nice and all.

Gagan: But like the real fun is just chaining this fun movement and just jumping around and like not hitting the ground on certain levels.

Gagan: Like a lot of the speedruns of this game, you'll see, it's like people are not...

Gagan: People touch the ground real quick to reset their options.

Gagan: They're back in the air again once they get their options.

Gagan: And it's led to some interesting sequence breaks in the gameplay, which is cool.

Gagan: And that stuff's really rad.

Gagan: I think the Metroidvania part of the game can be taken to task a little bit.

Tom: Just before we move on to that, what it sounds like, but in a way with way more freedom, is Bash is sort of like a multi-directional Shovel Knight jumping mechanic, where the mechanics in Shovel Knight felt so satisfying and completely different because you weren't really jumping, you were pogo-sticking off something.

Tom: And that sounds like you're basically pogo-sticking off projectiles, among other things, in any direction you want.

Gagan: Yes.

Gagan: And it dictates also the thing you're pogo-sticking off.

Gagan: Yep.

Gagan: Because it also flings enemies a little bit.

Gagan: Like there's one enemy that's like a rolling armadillo, like a rhino enemy.

Gagan: You can't really kill it, but you can fling him around.

Gagan: And often you fling him around to open certain doors for you.

Gagan: So obviously you set him up to go one way and you get another.

Gagan: Other enemies, like they try to jump at you.

Gagan: So what you do is you catch them midair and then you slingshot them into the spikes that normally could kill you, to kill them really quick.

Gagan: And it's like that type of stuff is really fun to do, because like the game's actual combat mechanic fucking sucks.

Gagan: We'll get to the combat in a second.

Gagan: But yeah, like that's a good way of putting it.

Gagan: It's an omni-directional jumping mechanic.

Gagan: It's an extension of like the jumping mechanics.

Gagan: It's way cooler than like simply, oh, we added a triple jump.

Gagan: So, you know, we have movement.

Gagan: It's just like what's cool about the game is what I think like elevates it above other games in the genre is that like, I think if you want it to flex and like learn a speed run for this game or just wanted to like really get good with the mechanic bash and the way the movement works is good enough that I feel if you want it to get into the technical side of things, like play a little bit more technique, that is a fun mechanic to learn and has a high skill ceiling that's worth chasing even if like, you know, you might have some issues with other parts of the game.

Gagan: So I don't really have, I do enjoy exploring in this game a lot.

Gagan: Like I love, you know, the Metrovania loop is very much, you know, I saw a thing I couldn't open before and now I get this item, I bet it opens it, right?

Gagan: Like that's the thing that we've all discussed ad nauseam about the genre.

Gagan: But like I said, my nerd voice is getting some mileage as well as my doofus voice.

Tom: And they're quite close.

Gagan: They're close, no, my nerd voice is very much, you know, actually, like my nerd voice is very nerdy.

Gagan: Let's not...

Tom: It depends on how into it you get.

Gagan: That's true.

Gagan: There's a bit of a theater-

Tom: I feel like there's a range of efforts that you put into it.

Gagan: You know, I'm a man of theater at the end of the day.

Gagan: No, I like to, I like diverse characters in my lineup.

Gagan: So, so with the thing with that-

Tom: You need to make sure your nerd voice and doofus voice both have a lot of depth to them.

Gagan: Exactly, exactly, you know?

Gagan: Like what, why did he become a doofus?

Gagan: Does he be doofus because like his parents suck?

Gagan: Or is he just doofus because he's just like a gorilla?

Gagan: You know, like there's layers to my guy.

Gagan: Anyway, so that part's really cool about Ori and that like, you know, because the movement is so fun, like I enjoy going around this area and just finding little nicks and nacks and finding like, oh, here's the little energy thing that gives me experience points to power up another ability tree.

Gagan: Here's the life bar that gives me more of a health bar.

Gagan: Here's the energy ball that gives me more of this spirit energy.

Gagan: I'll get back to what spirit energy is later.

Gagan: But a criticism could be made that the actual, like part of the fun of metroiding is maybe the backtracking from one area to another and just using the whole map.

Gagan: A lot of the way Ori is designed is that you can get a majority, when you get sent to an area, the game's a little bit more linear than other Metroids in the sense that you get sent to go to an area to do an objective and when you're there, you tend to exhaust that area of everything in the room.

Gagan: And there's like maybe a few things leftover for like you to come back to later, but now you do absolutely have to go out of your way to get here.

Gagan: Whereas like, even though there's tons of tons of out of your way segments in Super Metroid or even the Castlevanias or other games in the genre, a lot of times you are going back and forth all over this map, specifically to do standard objectives and then like on top of being able to pick up some stuff and like take advantage of like, oh, wait, I remember this thing was over here that I couldn't interact with.

Gagan: I bet it worked with this thing.

Gagan: And so that part I think is a valid criticism, but at the end of the day, I kind of find like if you were ever a person who's like, man, I really don't like the backtracking of Metroidvania games, then Ori is your game.

Gagan: Yep.

Gagan: Like this is the game you'd want in the sense of like, like I want to explore and I want this loop, but I want it, I want this loop in very compact ways in the specific areas.

Tom: You want to cut down.

Gagan: Yeah, yeah, yeah, yeah.

Gagan: There is a fast travel system.

Gagan: It's very specific to where fast travels often, like you still have to like do a lot of like running back and forth through an area just because like the fast travels like here's the middle of the level, go ham.

Gagan: And it's like, you know, I gotta walk all the way up this tree again, just to get the item I want.

Gagan: Like really, come on.

Gagan: You can just put me right there.

Gagan: So, you know, that's what's a little maybe could be a little bit better, but.

Tom: I think it also makes sense for them to cut down on that aspect of it if the platforming aspect of it is as potentially complicated as in making it sound.

Gagan: Yeah, and well, you can do a lot of fun stuff with it.

Gagan: The thing is I've seen people describe it as like maybe the game is more Zelda than it is Metroid in that like each area is more like a dungeon that you're exploring and fleshing out.

Gagan: It's just like you don't think of it as a dungeon because the layout isn't very like deliberate the way.

Gagan: It's not very explicit to the way a dungeon is like, this is the dungeon, this is the world.

Gagan: And where it's like, this is more like, it's more like Metroid where it's like, you're just going back and forth through an area.

Gagan: And it's like, that probably makes sense because there are a lot of like puzzly ruins.

Gagan: There are ruins in this game.

Gagan: Like I would think those are more, I think of those as more the dungeons of the game.

Tom: Yeah.

Gagan: Dungeon equivalents.

Gagan: And they've definitely pay their homages to Zelda because you cannot be an indie developer and not pay some homage to the Legend of Zelda franchise.

Gagan: It's the greatest video game franchise ever and we all must love it.

Gagan: I'm sorry, did I sound a little annoyed there?

Gagan: I appreciate that it does those things, right?

Gagan: But at the same time, as much as I do enjoy exploring in that game, that is the thing that I think holds it beneath Super Metroid, among other things, is just like, I think the richness of the exploration of Super Metroid is sometimes more fascinating, especially because of like speedrun tech.

Gagan: Like the way you can sequence break in Super Metroid is just like bonkers.

Gagan: Whereas like Ori is, you know, it's like, you know, you can do some sequence breaks, but I don't think it's as cool as, like a lot of the fun of the speedrun in Ori is very much like flexing the movement.

Gagan: I wish there were more platforming challenges to take advantage of said movement.

Gagan: I think a lot of the platforming can be maybe a bit tad too easy, especially the moment to moment platforming, just because I think they were under the impression they made more of an action adventure title.

Gagan: And as stated earlier, the combat is not particularly good.

Gagan: And yes, I did lead with Super Metroid's combat is not particularly good either.

Gagan: So she has like a Navi equivalent, right?

Gagan: This ball that like that zaps lightning at people.

Tom: Did Navi zap lightning at people?

Gagan: Yeah, that's her combat mechanic.

Gagan: Ori's little combat mechanic.

Gagan: She shoots people.

Tom: I mean in Zelda.

Gagan: I'm saying Ori has a Navi equivalent.

Tom: Yep, okay.

Gagan: Yeah, yeah, yeah, yeah.

Gagan: Sorry for getting a little skipping tangents.

Gagan: But so that's how you deal with enemies.

Gagan: You shoot them early on.

Gagan: It's a very simple mechanic.

Gagan: You have to be within a certain distance before Navi will zap them.

Gagan: She doesn't like zap like an actual projectile.

Gagan: You have to be within a distance and she'll send like an angular projectile.

Tom: Yep.

Gagan: And she'll fire at them.

Gagan: And if you hold X when you get the charge flame, you create a large charge attack and it does a charged blast and that does more damage than a single blast.

Gagan: You may have heard where this attack has come from in another game in this genre.

Gagan: Who knows?

Gagan: And another ability is obviously the stomp.

Gagan: You ground pound them.

Gagan: That ends up being one of your strongest moves.

Gagan: What you could do with like this rhino enemy that's armored is you ground pound them.

Tom: That's the one you can throw around with.

Gagan: There's two of them.

Gagan: There's one you can throw around and there's another one that you can't throw around.

Gagan: It's probably not a rhino, the one I can throw around, but it looked similar enough to me and that I don't fucking care enough to remember what it was.

Gagan: But it's green.

Gagan: So like the green one is how I recognize like, okay, this is the explodey one.

Gagan: I need to throw him into a wall.

Gagan: And then this is the gray metal one.

Gagan: He's beefy.

Gagan: I have to kill him myself.

Gagan: So what you do is you ground pound him.

Gagan: And then if he's still alive, you bash to launch yourself back in the air so he can't hit you right back and ground pound him again.

Gagan: And you're like, man, I'm pretty cool.

Gagan: But you're not that cool because the combat is kind of not that cool in this game.

Gagan: It's kind of a little braindead sometimes.

Tom: So it's too simple?

Gagan: It's too simple.

Gagan: Like, because it's like, why wouldn't you do that?

Gagan: Like, why would you take his hits?

Gagan: Like you could zap him, but zapping him isn't fun.

Gagan: If you crank the difficulty up to hard, right?

Gagan: What it does is you take more damage and the enemies to have more health.

Gagan: So that's fine.

Tom: So they call them bullet sponges.

Gagan: Sure, let's call them bullet sponges.

Gagan: But it goes back to the thing of like, why is shooting in Super Metroid not all that fun?

Gagan: Because there's nothing to it after a certain point.

Gagan: She can aim up at an angle, down at an angle, or forward, right?

Gagan: And it's like, you're just pumping bullets into thing and it's...

Gagan: You're not...

Gagan: Like, combat isn't always fun about what you're doing, but what you're doing in that game isn't all that interesting.

Gagan: And it's made less interesting by what the enemies are doing to you.

Gagan: Like, that's why AMR is a funner game because, like, the bosses in that game actually challenge space in interesting ways.

Gagan: And then it's like, okay, now how do I hit them?

Gagan: Like, that's why Mega Man's fun.

Gagan: Mega Man is very much just jump and shoot, right?

Gagan: But people love Mega Man.

Gagan: Because that's because, like, how does Mega Man work?

Gagan: It's a tight platformer.

Gagan: You're not, you're killing things, but you have to get to a space and kill things.

Gagan: How do you deal with bosses?

Gagan: He has certain patterns.

Gagan: You have to dodge and move around.

Gagan: If the patterns are too simple.

Tom: Yeah, they're all about rather than hitting the enemy, not getting hit by the enemy.

Gagan: Correct.

Gagan: And then obviously you can make those games a sick joke when you play the Rock Paper Scissors game.

Gagan: It's like, oh, you're Iceman.

Gagan: I bet Flamethrower destroys you in two seconds.

Gagan: And it's like, oh, yes, it does.

Gagan: And sure, you can play it that way.

Gagan: But if you play like the Buster only runs, it's like a fun challenge to do, even though, yeah, maybe they're a little bit more of a sponge.

Gagan: But it's like, you're actively doing something.

Gagan: You're mentally engaged.

Gagan: Yep.

Gagan: Fun is ultimately when your brain is the happy face emoji.

Gagan: When your face is the sleeping...

Gagan: And when your brain is the sleeping emoji, that's when the game is bad.

Gagan: Or as we call it, the uncharted franchise.

Gagan: And that's ultimately where I think Ori's combat is going into the same problems as Super Metroid, where it's like, some of the enemies do have...

Gagan: So there's this one goopy enemy that will shoot projectiles into three directions.

Gagan: And what's cool is when the projectiles hit the ground, it leaves a poisonous part on the ground.

Gagan: So now it's like, okay, not only must I get in position to shoot this thing, I have to be careful about where I'm going to land, because it's a poison.

Gagan: The problem is, they're not paired with anything all that's ever...

Gagan: They're never paired with another interesting enemy.

Gagan: Because imagine if you were dealing with those, and dealing with this jumping attack enemy that does an angular jump in on you, right?

Gagan: Or the birds that sort of nosedive at you, or the rhinos, then it's like, okay, how do you move in space now?

Gagan: Do you use bash?

Gagan: It's actually also the weird thing about them, their projectile is one of the few things you can't bash, which I think is kind of whack, even if it kind of makes sense to make their challenge acceptable, but you know.

Tom: The combination of enemies is also one of the most important things for when you are backtracking in Metroidvanias, is you come across enemies in areas you thought would be easier than they throw in a different type, and it's a completely different fight as a result.

Gagan: You know how we were talking about Doom earlier, right?

Gagan: And how great the wad scene has sort of expanded encounter design.

Gagan: If we were to ever do a broader topic on Smugcast, one of them has to be the death of the art of enemy mixing in video games.

Gagan: It's like everyone keeps doing this, and my beloved Devil May Cry makes this mistake, which is that it just doesn't, like these games are playing it so safe with the way they want to mix enemies.

Gagan: God bless Doom and for just saying not all of them are in the same room.

Gagan: Now Doom made the mistake of not making the cyberdemon also a standard enemy in the game.

Tom: Yup.

Gagan: Like after the boss fight, he should have been in levels, but they didn't do that.

Gagan: Doom fixes that.

Gagan: But like these other games, it's like, like, yeah, man, the fury is a hard enemy, so we threw three of them at you, but it's like, no, what if you had to deal with the scissors and this fury was around, and this bat was constantly throwing air projectiles at me?

Gagan: How do I, Dante, who has all these moves, move around space now?

Gagan: Could that be a little challenging for your average Joe?

Gagan: Yeah, but that's why we created multiple difficulty settings.

Gagan: It's almost like you guys aren't taking advantage of your tools when you should, which is like, that's sort of like a thing you could sort of lay at the feet of Doom and that maybe they don't always explore all the challenges of their tools the way their wav scene did.

Gagan: But like, guess what?

Gagan: They were innovators at the time when they were doing that.

Gagan: Like, there was no rule to like, there was no idea, like, of course you mix enemies back then, right?

Gagan: Like, that's just like, that's like now a thing, like, yeah, you mix enemies.

Gagan: Like, one of the biggest shames about The Wonderful is like, why does it never mix its enemies?

Gagan: Like, that's what it should be doing that Bayonetta did that.

Gagan: Albeit not enough even in Bayonetta, but so like similarly, I think Ori is much a product of modern games where they just don't do that, which is kind of drag.

Gagan: And it does hurt the comedy.

Gagan: Yeah, the spirit energy, the blue orbs very much governs that.

Gagan: So it governs the charge plane and another like spirit attack you have.

Gagan: The other thing it serves is if you when you have that energy, if you hold B, you create your save points, you create manual save points around the area.

Gagan: So sometimes I can be stubborn and I just go a string of point.

Gagan: Like you can make the difficulty a little bit higher for yourself because you're like, I want to do a string of these things in a row before I make like a proper save point.

Gagan: Right?

Tom: Yep.

Gagan: Because I rather spend this energy on this charge attack, which is an interesting decision.

Gagan: Like, do I want to use my currency to attack or do I want to make save states for so I don't have to like repeat certain things?

Gagan: It's like when I say you have to repeat things, I mean like you have to repeat a cut scene again.

Gagan: You might have to get a pickup again.

Gagan: You might have to make that long ass trek back to the bumbafuck again.

Gagan: But even on hard as I'm playing, I'm like honestly the zapping attack can kill most enemies for me.

Gagan: So why don't I just make save points?

Gagan: Like it's not that serious.

Gagan: Because like does spirit energy doesn't govern like maybe if it governed your interesting movement.

Gagan: I don't know if I'd want that because then that limits like how far and fast you could go.

Gagan: So it is like weird where how you would make it more interesting.

Gagan: But they dropped the save system in Ori

Gagan: It's just straight up checkpoints after in that game.

Gagan: Which I think is a shame because I did want to see this mechanic explored.

Gagan: But maybe it's like more interesting on paper than it is an execution.

Gagan: Because in execution in the game I don't think it's.

Gagan: There have been times where I've been replaying I'm like yeah this game could have had checkpoints.

Tom: Well you'll have to play too to find out for sure.

Gagan: Yeah yeah so that part isn't as strong I feel.

Gagan: And then I already said the combat isn't good and then the game doesn't have boss fights but there's one definitely you have to mandatory fight this thing.

Gagan: It looks like the thing on the cover of Day of the Tentacle.

Gagan: That's probably a bad way of describing it but it jumps out of the ground.

Gagan: And you charge attack it and it dies after a few of those and then you get the thing you need to get and then you don't have to do another mandatory fight until that again.

Gagan: I'm saying mandatory because like basically every other fight of with enemies is like technically you could always skip it technically you could always like like bash use them as a bash option to get out of dodge.

Gagan: There's also this big ass owl but those are usually chase sequences those are good to platforming segments.

Gagan: Those do exist in the game but those are very like tight rhythmic timing challenges.

Tom: So the combat may be lackluster because the enemies are more there just for the platforming perhaps.

Gagan: They're funner for the platform but I don't think it had to be one or the other right.

Gagan: Like the reason they're fun to platform is just you jump at them and you press Y and you dash around right.

Gagan: Like that part would have been cool even if the enemies were fun.

Tom: Yep.

Gagan: You know like imagine if you had to use your bash like in Moria because think about it you can send projectiles back at enemies and you can send enemies flying so it's like imagine if the combat was interesting enough to express it let you do cool stuff with bash.

Gagan: Like there's room for exploration here.

Gagan: In fact they added melee weapons and some combos in Ori too so it's almost like they were listening to your old pal Gags.

Tom: You'll take full credit for it.

Gagan: I'm gonna take full credit for it.

Gagan: Listen when a Goggin game gets a Goggin sequel you know this is a beautiful thing.

Gagan: So yeah I think Ori is really cool.

Gagan: The part where I'm at right now is this area where you're like carrying this ball and it can allow you to touch hot surfaces.

Gagan: But now the surfaces are moving platforms so you got to use gravity to do the thing where you go off the side of the platform and then it's gonna send you flying one way and you're gonna land on the platform and then you have to move yourself around to send yourself flying and oh look I landed on a platform and not death.

Gagan: It's like okay yeah I've seen this in Mario.

Gagan: I'm glad that you guys also discovered gravity in video games.

Gagan: It's a you know it's fine sequence.

Gagan: I think the Ginzo Tree Escape is more fun just because like that sort of tight rhythmic very like do this chain of platforming sequences and uh moves is where the game excels.

Gagan: Yep.

Gagan: Beautiful game by the way.

Gagan: I don't know if you've actually seen the game like properly played in motion.

Tom: Yep I have and it looks great.

Gagan: I cannot believe that they made a better looking game themselves after but holy shit it's a good looking game like the whole time I'm playing that sometimes like sometimes I just get like that's a pretty ass game like how did this random out of nowhere studio with people that don't even work in the same office from different parts of the planet make this and it works and it's cohesive um I've seen people complain that sometimes the backgrounds the game is so good-looking and so detailed that sometimes the backgrounds look like something you can interact with and the level um purely platforming concerns I don't think it's a big deal ever because the one or two times where I'm like I wonder if I can jump on this was like you have to be an idiot to not realize you just went full length and pressed a and didn't hit anything or do anything the game reacted with that you could grab or jump off of which means you can't You can't do it, so if you just keep repeating it, you're just a buffoon.

Gagan: So that's not a thing.

Gagan: And then, where I do think the game's visuals maybe are a bit much is that like sometimes, but the way the foreground is, because the way the visual is designed, there are like foreground aspects of the level that are definitely part of the view, and that can cover some of the image.

Gagan: And then like you have your bash effect, you have your lightning effect from your combat attack, right, and then you have like the enemy's own projectiles and like big purple goop, and then like you have another projectile coming from another area.

Gagan: Sometimes you can get lost in the chaos.

Gagan: Like I've definitely died a few times where it's like, I don't really saw what hit me there.

Gagan: When did I get hit?

Gagan: Part of that could be just me being a scrub and I just missed it.

Gagan: But the other part could just, I just think maybe like sometimes it's more visually busy than it needs to be.

Gagan: Where at the least I don't think the four, I don't think there should ever be anything in the front of the screen ever.

Gagan: Like I want that part clear, personally.

Gagan: Yep.

Tom: But that's the effects that are happening, aren't they?

Tom: Not parts of the map, right?

Gagan: I think it's both sometimes.

Gagan: Sometimes it's the effects of the attacks and then some parts of the maps, like they're showing the plant from a different angle.

Tom: Yeah, I'm looking at the video.

Tom: Yeah, there's little silhouettes in the foreground.

Gagan: Yes, exactly.

Gagan: That's what I mean.

Gagan: Like the silhouettes.

Gagan: Sometimes that with the particle effects or in like, we'll get in the way.

Gagan: And that's a little, it's a little much.

Gagan: But that's like a minor thing to me in the grand scheme of things.

Gagan: Yep.

Gagan: We have to talk about the story, apparently, because people, people, whatever, I don't think the story in Ori is particularly strong.

Gagan: I don't think it I think the opening happens too fast for you to give a shit.

Gagan: Right.

Gagan: Like, I know people who I've seen people describe it much like up the Pixar movie, but I'm like.

Gagan: The Pixar movies example is like, even though it's very.

Gagan: And it's just so good.

Gagan: But it's like, even though you're not like seeing them as a couple, right?

Gagan: Like they do a really good job of this is very expressive animation of like.

Gagan: Then going through their lives and like some of the heartbreak of their life of like, you know, they didn't have kids like that's very overtly say it to you without like necessarily saying it.

Gagan: And then it's like.

Gagan: Those are like very universal concepts of like, you know, you're going to get older and like you have someone you love and then it's like, maybe, you know, some of the things aren't going to work out.

Gagan: And then like, you know, what's it like when that person dies in your life?

Gagan: Right.

Gagan: That's a heavy thing.

Gagan: I don't understand why a kid's movie needed to start that way.

Gagan: Right.

Gagan: But that's how we started a kid's movie.

Gagan: I don't know why I was sad while the kid was like, I don't know.

Gagan: This isn't you.

Gagan: Where's Wally?

Gagan: I love Wally, but whatever.

Gagan: Ori, I don't think has the same effect of watching the other characters sort of pass away because it's like, I don't have that attachment to this like bear thing.

Gagan: I'm not invested in it.

Gagan: I'm not.

Gagan: I get it.

Gagan: Like Ori now lost something, someone meaningful to their life.

Gagan: But it's like it just doesn't have.

Gagan: I don't know why.

Gagan: I can't like it happens too fast.

Gagan: Like it just it just feels like the most like played out shit.

Gagan: Like we've done this.

Gagan: Like, of course, he's dying.

Gagan: Like it's predictable that he's going to die.

Gagan: It's playing the he's going to die music with the piano and the violin.

Gagan: It's like, oh, man, feelings.

Gagan: And it's like, I don't care.

Gagan: Oh, man, the owl is angry.

Gagan: And then later on, you find out the owl lost his kids and the owl or is the owl is a mother and she lost her kids.

Gagan: And it's like, yeah, then I'm then I feel like the owl is the one being mistreated here.

Gagan: I'm on the owl side.

Tom: So it sounds like it comes across as contrived.

Gagan: In other words, contrived is the right way to put it, I guess.

Gagan: I don't know.

Gagan: I try not to say contrived anymore because I guess in theory you could say everything is contrived if you go with like the literal pedantic definition of the word.

Gagan: But that's probably the right not really.

Gagan: Not really.

Gagan: OK, so what would be the difference?

Gagan: What separates not contrived from like contrived, right?

Tom: Let's look up the...

Tom: let's do in classic game under podcast style, look up the definition of contrived.

Tom: Obviously planned or forced, artificial strained.

Gagan: Deliberately created rather than arising naturally or spontaneously.

Gagan: Now every work of fiction is theoretically deliberately created rather than arising naturally or spontaneously.

Tom: Except that isn't the case.

Tom: So even on a fundamental level that would be false, but it refers to how one perceives it.

Tom: So if you're looking at something and you perceive it as having been obviously planned or forced, or being in some way artificial or strained, strained is a slightly odd word to add there, but it's about your perception of it.

Tom: So it's like a cliche.

Tom: Something is cliched if it rings false, even though ideas and stories are often repeated.

Tom: So it's not simply saying that it was planned, it's that it feels planned.

Gagan: The definitive edition, the other thing, the definitive edition, this is one of the big reasons I want to play it.

Gagan: Because I didn't want to be like, man, they added a new mechanic when it's like, no, actually on the re-release of the first game, they actually added this mechanic.

Gagan: One of them is a dash, like an actual straight up dash.

Gagan: And the dash is really neat.

Gagan: Because it lets you move really fast, it recharges on contact with the ground.

Gagan: Right.

Gagan: Another thing that's cool is that you know how that trick I described where you release the control stick as you do to move blah, blah, blah.

Gagan: That works with dash as well.

Gagan: So you can do a batch style boost anywhere and ride the momentum as you glide and double jump.

Gagan: So like the dash works similarly with that sort of inertia.

Gagan: It works in combination with charge jumps and dash.

Gagan: So if you change, so if you charge then dash, you'll do a charge dash that goes further and can hurt enemies and break walls, which is like, yeah, yeah, I don't know, I really like the addition of the dash.

Gagan: It adds to the movement.

Gagan: If you like, when you see a change, it's really good.

Gagan: What they shouldn't have done was make you wait basically like replaying most of the whole game before they give you the dash.

Gagan: I think you should have got the dash earlier and they could have maybe redesigned some of the challenges to allow you to do cool things with bash and dash, right?

Gagan: But I guess that would have been a greater undertaking as far as doing a definitive edition of this game.

Gagan: But I don't know when you're making a game called the definitive edition, maybe, you know, you can do undertakings like that or whatever.

Gagan: But yeah, it's a cool mechanic added to the game.

Gagan: There's another one that's like a grenade thing, it's fine, it's not a thing to write home about.

Gagan: But yeah, like the story, I, sure, then contrived is the right word.

Gagan: It just doesn't feel, the first part isn't contrived technically because that's the premise of the story, right, I guess?

Gagan: Yep.

Gagan: You know, it's our, is it our rising action?

Gagan: Is it the correct use of the term rising action?

Tom: No idea.

Tom: Rising action?

Gagan: Falling action?

Tom: Are those terms?

Gagan: Those are terms apparently in story.

Gagan: So there's exposition, rising action, climax, falling action, denounment.

Tom: I would question the validity of this as a technique because here are six examples on literarydevices.net.

Tom: One is Revelation by Flannery O'Connor.

Tom: One is The Hobbit by JR.

Tom: Tolkien.

Tom: One is Anna Karenina by Leo Tolstoy.

Tom: One is Twilight by Stephanie Meyer.

Tom: One is Evermore by Alison Nowell.

Tom: Okay, okay, I got it.

Tom: The Snow White by Jacob and Wilhelm Grimm.

Gagan: Okay, I got it, but hear me out.

Gagan: Literary devices are bullshit like all of literature as like a discussion point or whatever.

Gagan: Anyway, now that I have abandoned modern literature culture and done my part to the podcast, I really like Ori and the Blind Forest though.

Gagan: I still think that game is really cool.

Gagan: I'm excited to see how they have tackled some of the issues.

Gagan: I hope they have tackled some of the issues and they didn't just go, yeah, let's just make Ori again.

Gagan: We'll add some new bad combat mechanic and it's good.

Gagan: But I have, from at least sources I trust, the boss fights are really good because apparently it has boss fights, which that I could believe because if the AMR guy worked on the game, I think AMR has the best bosses in the Metroid franchise.

Gagan: So, I mean, it's not really tech-

Tom: Both D and D?

Gagan: D and D, my man, my man, yes.

Gagan: And that game is technically not part of the franchise because it's a fan game.

Gagan: But you know, it's just a thing like Nintendo will never make an action game the way I want one.

Gagan: It's just not in their thing.

Gagan: I think they are much better when they're doing exploration or like platforming.

Gagan: But like that improved the combat's much better and the platforming even though they took one of the inertia gimmicks away from bash, right?

Gagan: Another mechanic exists in that game.

Gagan: That's also really good, apparently.

Gagan: And that, from what I've heard is like it's very much the game deserves to be in the conversation of one of the most expressive platformers in terms of movement.

Gagan: It remains to be seen how the high level meta of that game evolves, right?

Gagan: They've already got the speedrun of that game down to minutes or something, which is pretty fast already, consider that game on average people beat in about hours.

Gagan: So I'm excited to get to that.

Gagan: But yeah, Ori's a good game.

Gagan: I thought it was an out of in

Gagan: I'd still personally give it an

Gagan: If you press me like, oh no, it's more of a like, yeah, sure, whatever.

Gagan: Or at least like, you know, how I described it describes more of a

Gagan: Like, yeah, that's fine.

Gagan: You know, I don't do s, by the way, for the Tom Towers, I do straight out of

Gagan: But I feel confident with an in that it's not as good as the best games in the genre, but I like it better than anything else in the genre.

Tom: It sounds excellent, particularly the whole bash thing.

Gagan: Yeah, I think you'll most likely be annoyed more by the way the combat is not good.

Tom: And that maybe sounds like you can kind of just skip it.

Gagan: Yeah, you can.

Gagan: You absolutely can.

Gagan: You can make an effort to skip it more.

Gagan: But I could also see you being like annoyed in that there aren't enough like handcrafted platforming segments that really let you show off this stuff.

Gagan: Yep, because on some level that does bother me as someone who whose entire argument against Super Mario Odyssey is very much that like why is this cool platforming mechanic wasted on all this putzing around when we have the coolest hopscotch system of all time?

Gagan: Like let me hopscotch.

Gagan: So that's Ori.

Gagan: I think that game is right.

Gagan: I think your boy Vader gave it an on VG Press.

Tom: So he was a big fan of it?

Gagan: He, I can't tell because everything he gives a game is like an or like points something out of

Gagan: Like I don't think I've ever seen him, Antichamber is the lowest thing I've seen him review a game and...

Tom: What did he give it again?

Gagan: A war crime apparently.

Gagan: Hold on, let me look it up.

Gagan: You and I...

Gagan: !

Tom: And he beat it too, I'm pretty sure.

Gagan: Puzzle games are supposed to create the sensation of Eureka.

Gagan: I got the solution.

Gagan: I didn't feel that at all too often.

Gagan: Most of the time I felt relief that I stumbled upon the solution.

Gagan: There is no sense of progression with this game.

Gagan: Ideas don't really build on one another.

Gagan: Some do, but it's not a consistent edition of ideas like a portal.

Gagan: I am going to keep the score on the positive end just because it is a meaty game and had some good ideas.

Gagan: Some people really enjoy this.

Gagan: For me, I found it to be more tedious and frustrating than it had to be.

Gagan: He does like puzzle games.

Tom: But everything he wrote there was objectively wrong.

Gagan: I know, you and I are very much of the same though.

Gagan: Antijamers is a great game.

Gagan: Antijamers is one of the best puzzle games of this decade.

Tom: It's one of the best games of this decade, to be precise.

Gagan: Yeah, it's up there.

Gagan: I like that game.

Gagan: It's definitely the best game of the decade.

Tom: But my list is not complete, so I cannot reveal if it is the best.

Gagan: We can't reveal your list, but do we get into the game under top list and can we go one by one on all these games?

Gagan: Even though, did you pick all these or do you have a say in any of these?

Tom: The official game under one was chosen by the both of us, I believe.

Gagan: So this is the list, right?

Tom: Yes it is.

Gagan: Okay, so number on the list is Tetris Effect.

Tom: That was his choice.

Gagan: Tetris Effect is a cool game because it's Tetris.

Gagan: I have no problem with Tetris as a game.

Gagan: One of my favorite games of last year was actually Tetris

Gagan: My only contention would be Tetris Effect was not the best Tetris game of the decade because Tetris was this decade.

Tom: I think Tetris wasn't VR.

Gagan: It wasn't VR so that's the argument in that they made a really cool VR game and we have to validate VR with something, I guess.

Tom: I think that's the argument.

Tom: However, it was still a wrong choice because my pick would have been Nintendo Labo however it's pronounced.

Gagan: See, I'm not a Labo person so that's fine.

Gagan: So I'd rather have Tetris then.

Tom: Well I've never actually experienced Labo but it features cardboard so it's automatically better.

Gagan: Okay well Phil Fogg, I agree with Tetris Effect if only for Tetris.

Gagan: Not the VR though, VR still wack.

Gagan: Next, The Walking Dead by Telltale Games.

Tom: Yes.

Gagan: Now I'm gonna assume this is on there because of the influence it had following as far as like where Telltale went and like the way other episodic adventure games started popping up.

Tom: And not just episodic adventure games, it had a huge influence on narratives in games in general I'd say.

Gagan: Okay.

Gagan: No no I would actually like that explained.

Tom: Yeah well when was it released?

Tom: Let's look up the dates.

Gagan:

Gagan:

Gagan: Forget the papers.

Tom: I'm just looking up some other games.

Tom: Yeah so that's two years before the likes of The Last of Us.

Tom: From my mem-

Tom: what's that?

Gagan: The Last of Us is

Tom: Yep.

Tom: No,

Gagan:

Tom: Slash

Gagan: No, is a different generation, bravo.

Tom: Okay so one year.

Tom: Nevertheless it is first.

Tom: Yep, so basically The Walking Dead as cartoony as it was with the exception of maybe things like Silent Hill, most games-

Tom: not that this was triple A but it was obviously designed to have mass appeal rather.

Tom: Most games with gritty stories in them that were designed for mass appeal weren't really attempting to have any thematic content in them to the same degree as The Walking Dead.

Tom: And The Walking Dead predates stuff like The Last of Us.

Tom: So that will be the argument.

Gagan: I can accept this as an influential pick.

Gagan: I, however, obviously do not like the game because there is a playing of parts of video games and I find The Walking Dead is a bore to actually do the me interacting with it part.

Gagan: Also, let us never forget that that game ends with some guy putting you in a chair going here are the decisions you made let's go over them real quick this one was so doozy wasn't it and it's like okay okay telltale you jerks anyway they're not sure so what you're saying is you made a choice you regret it at some point and you got very upset when they pointed out your stupidity maybe but no more so no i just don't think that's a good way of doing that at all it is corny it is very it's very corny like it's sort of like it more like breaks the illusion at that point that like oh yeah this is very binary bullshit definitely it works better it and the reason it is awkward is because they are doing things thematically more seriously in something like until dawn which is just completely ironical and corny it works quite well telltale is gone but um yeah i don't know i just i didn't think uh I think people think it's one of the most important games of that year, but that year has Hotline Miami and Mark of the Ninja, and those are funner.

Gagan: So...

Tom: Hotline Miami is awesome.

Gagan: Then we have Depression Quest, which I'm...

Gagan: Does this game really make it because of the bullshit surrounding its developer?

Tom: To me, this is the game of the decade in terms of influence, but I couldn't get it to get to number one, sadly.

Gagan: When you say influence, you definitely mean, like, all the bullshit surrounding...

Tom: Gamergate, yes.

Gagan: That's not...

Gagan: Like, on a technicality, that is correct.

Gagan: But I don't think the game necessarily is the one that earned it, so we're skipping that one.

Gagan: So that's one of my consensuses, like, I don't think...

Tom: If Depression Quest did not exist, Gamergate would have had to find a different starting point, found a different starting point.

Tom: But it was the starting point of it, so it deserves...

Gagan: I'm glad that you are definitely not...

Tom: It deserves to be several places higher on the list.

Gagan: I'm glad that...

Tom: Let alone on the list.

Gagan: I'm glad that you are not beholden to...

Gagan: Influence Needs To Be Good, because clearly, if that was the case, there's no way Depression Quest makes the list.

Gagan: You were like, as long as it had influence, and it was far reaching, it should be on the list.

Gagan: And this is why Depression Quest should be one.

Gagan: And I'm like, no.

Tom: So if we can go straight to the Nazis, Hitler is surely the most influential man of the th century.

Gagan: Last of Us the okay, yeah, sure.

Tom: I don't know why that's there.

Gagan: I mean...

Tom: Let's flip this around, you defend it.

Tom: Why is The Last of Us number seven?

Gagan: Does it have to be seven?

Gagan: Or like, more like, did it make the list?

Gagan: I'm more about lists.

Gagan: I don't care about the order in the grant.

Tom: Okay, just defend it on the basis of its inclusion.

Gagan: Are you offended by it being on the list?

Gagan: I'm not.

Tom: I'm not offended by it, but I wouldn't pick it.

Gagan: Because it's not the most offensive one that we've gone over at this point already.

Gagan: The previous three, I think, are worse games than The Last of Us.

Tom: My question just would be, other than spawning off a couple of copycat games that failed miserably, did it really actually have much influence?

Gagan: None.

Gagan: None, none, none whatsoever.

Tom: Exactly.

Gagan: No, as an influential, no, I don't think, I don't think Naughty Dog has ever made an influential video game.

Tom: I think Tomb Raider was influential.

Gagan: Not them.

Gagan: Oh, no, you mean Tomb Raider

Tom: Well, they didn't make that either, so.

Tom: But they didn't influence that.

Tom: But yeah, they kind of produce, they inspire copycat games, but they don't really Yeah.

Tom: influence things in general.

Gagan: Yeah, I don't think of their game the way I think of Mario or like Thief or Half-Life or Doom.

Gagan: Yep.

Gagan: Like those aren't just, like they had influence, they had, they changed the way the genre would be developed at that point.

Tom: Yeah.

Gagan: Right?

Gagan: Like even Halo, you could argue it has a qualified influence and that it's all console FPS?

Tom: I think Halo is a perfectly fair choice for having this massive influence for its multiplayer because PC multiplayer shooters didn't really follow the same sort of model and that basically became the model for console online first person shooters.

Tom: I think if you're making an argument based on the single player or mechanics, it's kind of questionable.

Tom: But in terms of its online influence, it was massively influential.

Gagan: So time out, this is a list about influence or the quality of the game or both?

Tom: I'm pretty sure the main criteria was influence.

Tom: It was two things.

Tom: One, influence was definitely a considered factor, but not the only factor.

Tom: And two, I think they had to be symbolic of trends and defining characteristics of the game.

Gagan: Okay, then I don't think Tetris Effect is anywhere close enough.

Gagan: Now I'm back to Tetris Effect.

Tom: It's there just for VR.

Gagan: It's a little, if then it's, then I think it's the wrong VR placeholder.

Gagan: I think.

Tom: Definitely.

Tom: I would agree it was his pick.

Gagan: I think Superhot VR is the right pick, maybe?

Gagan: Or Astrobot.

Tom: Again, wrong.

Tom: There's two potential picks.

Gagan: Okay.

Tom: One is Nintendo Labo and the other is Beat Saber.

Gagan: Actually Beat Saber is probably also the other one.

Gagan: That's another good one, yeah.

Gagan: Those are the games that, but I think Astrobot is the one where I think of where I'm like, it probably isn't the mass market game though.

Tom: I think you really can't go past Beat Saber.

Gagan: Astrobot is the game where I'm just like, where I go, like if I were to play VR, that's the game.

Tom: Yeah.

Gagan: I want to try.

Gagan: That's the game that could solidify VR for me.

Gagan: But Astrobot is more like, I'm the enthusiast.

Gagan: So I want the gamey game that has like good gameplay.

Gagan: So I don't know.

Gagan: Maybe that's something, cause like Walking Dead has the influence.

Gagan: I accept that.

Gagan: I don't accept Depression Quest.

Gagan: That's, that influence is completely different.

Gagan: And I don't even think the game has a role to play.

Tom: That should be number one.

Gagan: Technically, the timeline works that way, I think.

Tom: And I think it does, because for the Gamergate to kick off, which is arguably inevitable, depression quest or no depression quest, you need, one, a female developer, and two, you need a female developer making a serious game with themes that are making commentary on a serious subject.

Gagan: I'm glad that you are at least very into...

Gagan: I'm at the least.

Gagan: I was worried where you were gonna go with that, but I'm like, okay, great.

Gagan: He knows that they're all just sexist scumbags.

Gagan: Okay, that's good.

Gagan: So, Last of Us, I think, on an influential list wouldn't belong, but if you were making like the best games of the s, I actually don't...

Gagan: I wouldn't put it on a list, but I'm not...

Gagan: of these critical darlings, the greatest sets of metacritic games that would make those type of lists, I find The Last of Us to be the least nauseating of those games, because it's generally...

Tom: I think I do too.

Gagan: Because I think it's genuinely good at a lot of things.

Tom: Yep, the finale in particular is phenomenal.

Gagan: The finale is pretty good.

Gagan: I think the gameplay actually is pretty strong in moments.

Gagan: It could be better.

Tom: My main criticism of the game is, and the thing that just ruins it for me to a great degree, is that essentially the first three hours are a combination of walking simulator and tutorial.

Tom: And...

Gagan: The opening hour, I forgot about, yeah.

Tom: Yeah, it was an interesting choice by Naughty Dog, who are meant to be good at pacing, but they basically just made the pacing and the final third amazing and kind of stuffed up the rest of it.

Gagan: I've learned that they've never been good at pacing, because they're, like they're good at pacing for a specific stretch of the game and then it all goes down.

Tom: Yeah, they're good at pacing scenarios, but they're not good at pacing the overall structure.

Gagan: Yeah.

Tom: And The Last of Us, to me, is the worst at that.

Tom: Of their two potentially good games, that is Uncharted and The Last of Us.

Gagan: Jack is a very good game, but that's neither here nor there.

Gagan: It's also their best game.

Gagan: That's also neither here nor there.

Gagan: Who do you think is an example of someone who's really good at pacing in a video game?

Tom: Bayonetta

Gagan: Okay.

Gagan: All right, let's move on.

Gagan: I'm not questioning that take.

Gagan: That's probably a good take.

Gagan: I want an idea, so I have an idea.

Gagan: Then we have Dear Esther.

Gagan: Is this also because it influenced a bunch of boring-ass, lame-ass walking games?

Tom: It not only influenced a bunch of walking simulators, it is the ultimate walking simulator.

Tom: And-

Gagan: It's so garbage.

Tom: And unlike Gone Home, where there is a splitting criticism between people who hate it due to its themes, in a similar way to Depression Quest, people hate Dear Esther-

Gagan: Hey, hey, hey, hey, hey, they're sexists?

Tom: Yes.

Tom: And they're also only fans of lesbians when they're probably not actually lesbians, but are being filmed having sex with women, when they're women.

Tom: So there's two reasons for them to dislike it there.

Gagan: Yeah, okay, yeah, so they're deplorable human beings, okay.

Tom: Yes.

Tom: But Dear Esther, the whole debate about whether Dear Esther is good or not is all about it being a walking simulator.

Tom: And it was created as an experiment in whether a walking simulator would succeed or not.

Tom: So I think it is the quintessential walking simulator and the s walking simulators were a big deal.

Gagan: The walking simulator is the worst genre to ever happen to video games.

Gagan: I wish it nothing but death and to never come back ever again once it is gone.

Gagan: So I naturally am not happy about Dear Esther's influence.

Gagan: You are correct that it is an influential game, but not only is the influence bad, the game itself is bad.

Gagan: To the tune that they're not video games.

Gagan: Walking games are not games.

Gagan: They are a sick practical joke.

Gagan: We have given too much amusement to, we need to stop doing that.

Gagan: Please and thank you.

Gagan: Moving on.

Gagan: Dark Souls is a no-brainer.

Gagan: Although, I guess Dark Souls is the no-brainer, even though like technically speaking, the actual influential title is Demon's Souls.

Tom: But it came out in

Gagan: That is correct.

Gagan: But it is the actual, so this is my question.

Gagan: Like, let's say if Gears of War came out in, let's say the third-person cover shooter, like let's push it years forward, as in it happened a little bit later.

Gagan: Kill Switch comes out in Gears of War comes out in

Gagan: Gears of War is an influential title of the decade, even though Kill Switch is technically the actual influential title?

Gagan: Yes.

Tom: I think so.

Tom: And I think also, just on that point, you can also argue whether you wanna pick the game that kind of invented the thing or the one that popularized it.

Tom: And even though it's the one series that applies to Dark Souls and Team Souls as well.

Gagan: You're right, that's true.

Gagan: Dark Souls is the one that like sort of put the, like Dark Souls solidified that formula to a lot of people.

Tom: Yep.

Tom: And that's when it got mainstream acceptance.

Gagan: More so, yeah.

Gagan: Prepare to Die is, Prepare to Die is still like the tagline people associate with that franchise.

Gagan: Like that has not been the tagline for the games after that or Bloodborne or Sekiro, but that is very much Prepare to Die.

Gagan: Yep.

Gagan: Like that is, you know, that's still ingrained in my head much in the same way that I associate, finish the fight with Halo, AKA start another fight.

Gagan: But, you know, Dark Souls is very much, you know, deserving.

Gagan: That weird persistent online thing it has going on where people can invade worlds or like are sort of pseudo always online has always been in other games.

Gagan: It's not done to the same effect as Dark Souls because it's always like a half big version of it, right?

Gagan: But it's there in a lot of games.

Gagan: So that's there.

Gagan: That's another feather in its cap, I think.

Tom: That's arguably probably its biggest influence because have games really in general become that much harder since it?

Gagan: Not harder, but so, you know how for a little while-

Tom: They certainly require more competence from the player for a better description.

Gagan: So the thing I was gonna get at is like, you know how for a little while, the worst thing that happened to Melee Combat Video Games was that they all decided that Batman was the greatest combat system in the world?

Gagan: And we had to play really bad, Simon Says.

Gagan: Now, slowly that tide is turning into very souls-like lock-on combat with slow, deliberate attacks.

Gagan: Like, Dad of War may not overtly be a souls game, but it certainly has some of its lineage, I feel, you know?

Tom: I would still put it online as being kind of more influential because...

Gagan: No, it's definitely there, yeah.

Tom: Yeah, in a sense, Dark Souls is Zelda combat, but done well.

Gagan: It is.

Tom: So, we're returning to Zelda influencing action and adventure games rather than Batman.

Gagan: It is, but I think the Stamina Gauge is the thing, ultimately.

Gagan: Like, maybe Stamina Gages have existed before, and I'm sure they did.

Gagan: But I think you have Nioh, which is like the technical action version.

Gagan: You have The Surge and Lords of Fallen, which are very blatant examples.

Gagan: The most recent Star Wars...

Gagan: The developers are literally talking about copying Sekiro.

Gagan: And Ghost of Tsushima, right?

Gagan: That sucker punch game coming out.

Tom: Yep.

Gagan: Remains to be seen which combat it goes with, but I could easily see it being very much like a slower Souls game, because God, please do not try to pawn up.

Gagan: And the most recent Assassin's Creed actually has Souls combat.

Gagan: Very bad, bad Souls combat, but it's there and The Witcher technically had bad Souls combat.

Gagan: The Witcher less so.

Tom: The Witcher was pretty different.

Gagan: Yeah, yeah.

Gagan: The Witcher is its own thing.

Gagan: And there was-

Tom: Unfortunately.

Gagan: Let me put it this way.

Gagan: When they did the leak for Devil May Cry one of the bullet points was like reassuring people that like we're not gonna put a stamina gauge in Devil May Cry.

Gagan: And let me tell you how quickly I wanted to cry because just the idea of that being done so the action Jackson's would have been the death.

Gagan: I'm like, this is it.

Tom: You hadn't even thought of that.

Gagan: I didn't think they could ever do that to the genre, but it's like, oh my God, how can Dark Souls be the game that ruins the genre?

Gagan: Why are we being betrayed by a good game?

Tom: That would be the number one anime betrayal, let alone top

Gagan: It would be.

Gagan: It would be.

Gagan: Dark Souls is supposed to be on our side, the real game side.

Gagan: Don't do that.

Gagan: Yeah, I mean, Dark Souls belongs on the list just because I think Dark Souls is a great ass game.

Gagan: I love how little story is in your way.

Gagan: Oh my God.

Gagan: There's so many things about Dark Souls.

Gagan: Also, I think as simplistic as Dark Souls combat is, it is so satisfying.

Gagan: It's really good.

Gagan: It shows you how you can still get a lot of mileage out of just like placing enemies in the right spot, giving enemies certain options and making you like work for space and positioning in a combat.

Gagan: Like not everything has to be YYYYB, launch, bang, drop them, dead, rinse and repeat over and over and over again.

Tom: Absolutely.

Gagan: Because like again, as much as I love Double Bay Cry, one thing you have already seen and are going to continue to see is while Dante keeps getting all sorts of fancy new tools, his enemies kind of aren't getting enough new tools to deal with the fact that like this guy can like really move the fuck around, you know what I mean?

Gagan: So yeah, I'll give Dark Souls its props on that one.

Gagan: I think Dark Souls could be even more aggressive with the enemy positioning and enemy mixing, but it's better than most games at enemy mixing.

Gagan: Next up is Pokemon Go.

Gagan: I feel like that game is more fad than influence.

Gagan: Even if it was like the greatest like life fad of all time.

Gagan: It certainly got people out of the house.

Tom: The list isn't solely influence, it's also defining moments of the decade.

Gagan: What was, was it a defining moment of the decade?

Tom: I think so.

Gagan: People died.

Gagan: Well, that's true.

Gagan: People did literally die trying to catch a Pokemon.

Tom: Surely that's a defining moment.

Gagan: I mean, it's certainly defining moment for-

Tom: It was for the families.

Gagan: We're just gonna move on from that one.

Gagan: FIFA Ultimate Team in FIFA

Gagan: This is actually the correct pick, yes.

Gagan: I get the loot box thing.

Gagan: Cause I was gonna be pedantic and say Mass Effect is technically the loot box origin story.

Gagan: But you're right.

Gagan: It's probably FIFA but FIFA would be the...

Tom: According to the little bit of research we did, it is indeed FIFA

Gagan: So, okay.

Gagan: Obviously would never make my list cause it's just not a good game.

Gagan: Soccer itself is just not a good sport.

Gagan: So just get that shit off the board.

Tom: Have you ever played FIFA?

Gagan: I played PES.

Tom: Well, that's better than FIFA anyway.

Gagan: Yeah.

Gagan: But I've played, I think FIFA, I played maybe drunk at a, like that's the only time I could think of.

Gagan: I like, I remember like college mates being into FIFA, but I just never, but the only sports title I ever like super played were that weren't like Tony Hawk and shit.

Gagan: Were like Madden, obviously.

Gagan: ESPN NFL Kand the NBA Street Games.

Gagan: Oh, and NHL Blitz.

Gagan: Basically every sport, but soccer.

Gagan: So yeah, fuck soccer.

Gagan: Although Rocket League is a great, fantastic game.

Tom: That's the most soccer game of them all.

Gagan: And it's the greatest soccer game too.

Gagan: It's the greatest version of soccer period.

Gagan: The actual sport sucks.

Gagan: We should officially call Rocket League the beautiful game.

Gagan: Okay, thank you.

Tom: So what you're saying is you're a massive futsal fan, but you don't know it.

Gagan: Maybe.

Gagan: Okay, so I'm a big fan of Arsenal Fan TV.

Tom: Because they do stuff like that on there.

Gagan: Do you watch soccer?

Tom: Yes, I do.

Gagan: Okay, so I'm a big fan of Arsenal Fan TV.

Gagan: Specifically the wenger in, wenger out period of Arsenal Fan TV.

Gagan: Because their existential crisis of being Arsenal fans while wenger kept fucking it up is just such joy.

Gagan: The guy Troops is my hero.

Gagan: He had a moment where he's like, me mom called me and she said she was wenger in.

Gagan: I said, mom, are you mad?

Gagan: I love you but I could not resist laughing so hard.

Gagan: Oh my God, he would be crying and screaming.

Gagan: He'd be like, man, if you love this franchise, he would quit his job and get someone else in there.

Gagan: I'm like, yeah, he's gonna quit.

Gagan: He's gonna be like, listen, I don't like this whole getting paid thing.

Gagan: Just get someone else in here.

Gagan: Cause I love our organization too much.

Gagan: Oh, I love that show.

Gagan: But then, you know, then they got rid of wenger and it's just not the same now.

Gagan: Now when our-

Tom: So you would definitely wenger in.

Gagan: I wanted to wenger in for-

Tom: So that would never end.

Gagan: Yes.

Gagan: But like now when they fuck up, it's just not the same, you know?

Gagan: It's not like, I don't even know who the new guy is.

Gagan: I mean, my, Al Josa is a Chelsea fan.

Gagan: So I like calling them Chelsea and calling them assholes.

Gagan: Yep.

Gagan: And who's their old coach?

Gagan: Jose Mourinho?

Tom: Jose Mourinho.

Gagan: Mourinho.

Gagan: I know that guy is funny.

Gagan: And then I like dunking on Lionel Messi, who's supposed to be the greatest soccer player of all time.

Gagan: I'm assuming he is.

Tom: He's certainly one of.

Gagan: Okay, yeah.

Tom: Basically you can pick between him, Maradona and Ronaldo.

Gagan: Well, I like telling people that Lionel Messi is a stupid-looking dwarf.

Gagan: Yeah, so I don't care.

Gagan: And then Ronaldo, I know Ronaldo got his teeth fixed, so that's good for him.

Gagan: You know, I remember earlier, I remember he'd just be like, man, that dude needs a dentist.

Gagan: Because he's too handsome to like not have seen a dentist.

Gagan: Like the rest of you is like really good looking.

Gagan: Like you should see a dentist.

Gagan: Yeah, underselling yourself.

Gagan: Fortnite and number two, now that we've gotten off the soccer tangent.

Tom: What you're going to say is that it should be pub.

Gagan: I think if you're going to put the Battle Royale title, okay.

Gagan: So if it's influence is definitely pubge.

Gagan: Yep.

Gagan: Defining moment, I guess, is Fortnite, but I still think it's pubge.

Gagan: Because here's the difference, right?

Tom: Yep.

Gagan: Fortnite was free and on the number one selling console of this generation, the BS

Gagan: PlayerUnknown's Battlegrounds has the name PlayerUnknown's Battlegrounds, right?

Gagan: It's not made by Epic Games, the creators of Gears of War and Unreal Tournament, and the Unreal Engine, right?

Gagan: And it's not free, you have to pay $

Gagan: That fucking game became this phenomenon.

Gagan: I don't care if it was like, Milly Vanilli freaking Vanilla Ice tier, one hit wonder, like hotness.

Gagan: The point was, it was red hot to the tune that the Cliffy B multiplayer game came out and no one gave a fuck because we were all busy playing pubs, right?

Gagan: And like that game did not have the benefit of being free, that game did not have the benefit of like having like, like these world class programmers who've like built a legacy in a career already, making a more polished product, that game did not have the benefit of we started as one thing, but then we just tacked on this free battle royale mode and then we realized, oh fuck, we'd make way more money if we just made this the way Fortnite did, and I think PUBG in that regard is like the bigger story of, like it is the bigger story for the genre.

Gagan: It is the defining, it solidifies the genre as a seller, because the other games have to be free.

Gagan: PUBG made you pay bucks and you have, and people paid for it in droves.

Gagan: That game is like some insane number of copies on Steam, like million or something.

Gagan: I understand that it is buggy in spots.

Gagan: I still think like, if you ask people who play Battle Royale games, they will all agree maybe one or two things, another game does better.

Gagan: Apex Legends seems to be accepted as like the best like one, if you like start looking at it in a more critical sort of way, right?

Gagan: But they will all agree to one thing I think, which is that like getting that first chicken dinner is on a different level from getting the first win in the other games.

Gagan: Maybe because it's like the first Battle Royale win for a lot of people, right?

Gagan: So maybe...

Tom: The first win in Fortnite, for instance, is against AI designed to let you win apparently.

Gagan: Yeah, so like, there you go, but like, in pubs, like, that shit is...

Gagan: I was hearing my heartbeat the whole time with my hand on the mouse and the other one on WASD.

Gagan: And that's just like...

Tom: Without even having played pub, I think it's undoubtedly the better game.

Tom: It's certainly the greater achievement as far as the developers are concerned, but I think you simply cannot go past how massive Fortnite is as a cultural phenomenon outside of games.

Tom: But there's one major reason that there is no way pub is ever getting on a list that has anything to do with me.

Tom: And that is, it is called PlayerUnknown's Battlegrounds, two words with the U in PlayerUnknown as one word capitalised.

Tom: So there are two valid acronyms for this.

Tom: One is PB because it's two words, and the other is PUB or pub because you've got the U capitalised.

Tom: For some fucking reason, it is referred to as PUB, and I'm sorry, but that is not acceptable.

Gagan: That's petty and I respect it, so that's okay.

Gagan: So it's okay.

Gagan: I'm a bigger fan of the petty than the list, so that's okay.

Gagan: Yeah, I'm not against Minecraft at one.

Gagan: Given the nature of the list, now I accept Minecraft at one.

Gagan: I don't think it's the best game of the decade, obviously.

Gagan: Neither do you.

Tom: I'm also personally annoyed by it, because I swear to God that I bought it early on, before it became a cultural phenomenon, but I was never able to find where the fuck I bought it, so I could never play it, even though I am convinced that I bought the fucking thing.

Tom: So fuck Notch and fuck Minecraft, but it's still number one.

Gagan: Now that we've discussed the list, I don't hate the list nearly as much.

Gagan: Yep.

Gagan: But I still don't.

Gagan: No.

Gagan: I'm still very much like I'd rather, like obviously if I'd make a list, I would not give the flyingest of fucks about like what influenced what, I don't care, like what were the best games of that year, of that decade, to me they wouldn't make the list.

Tom: Well, none of those games would make my own list, nor did they.

Tom: Well how about you put your money where your mouth is and come up with a list of your own?

Gagan: I'll try to make a quick, that I think would be in the conversation.

Gagan: I have games I have to cut

Gagan: Okay.

Gagan: Okay.

Gagan: Would Bayonetta make my top ?

Gagan: Yeah probably.

Gagan: That one's a free one.

Gagan: Galaxy over the rest of this list, I don't want to cut it yet.

Gagan: Super Street Fighter I'm going to cut.

Gagan: It's more influential fighting game obviously of this decade is Street Fighter

Gagan: Technically the title was Super Street Fighter obviously.

Gagan: It sort of revitalized the Capcom fighting game scene and sort of brought more energy back to the fighting game audience, right?

Gagan: At least to the locals and the pro scene and as a result other fighting games.

Gagan: BlazBlue being the other one but not my game of choice.

Gagan: Dark Souls I will actually cut because Dark Souls is not my favorite of those games.

Gagan: Actually Demon's Souls which is not part of this list but Bloodborne I actually like Bloodborne a little bit maybe I like Bloodborne more maybe I do like Dark Souls more.

Gagan: Let's see Dark Souls on I'm gonna cut Bloodborne even though Dark Souls is busted in ways though.

Gagan: So I'm gonna cut Bloodborne for now just cuz I'm not a type of person that I do like Dark Souls a little bit more as like a favoritism thing.

Gagan: I'm going to will I take space cam over antechamber the witness and Baba is you.

Gagan: I'll cut Baba is you cuz I don't know if it hangs with the other group and I will I will cut the witness and I will speak the blasphemy and cut antechamber towers my friend.

Gagan: I'm sorry.

Gagan: I have you played space cam?

Tom: No.

Gagan: Or a Zachtronics puzzle game at all?

Tom: What are the other ones?

Gagan: Opus Magnum, Infinifactory, TIS and there's one I'm also missing.

Gagan: Shenzhen.

Tom: I own, I think, let's see.

Tom: I own three of them and yet haven't played any of them somehow.

Gagan: So this guy makes really cool puzzles.

Gagan: I think whenever you get around to one, you probably will still be upset that I cut Anti-Chamber, but you'll at least understand the appeal of this guy's puzzle games, which will make me happy.

Gagan: Am I gonna be a dick and put Wonderful and Devil May Cry and Bayonett on the same list?

Gagan: Probably.

Gagan: But I do like Rainbow Six Siege, so.

Gagan: Siege and Rocket League have to be up there.

Gagan: I play those games a lot.

Gagan: So I'm moving those forward.

Gagan: Tekken is going forward.

Gagan: Tekken is fucking hype.

Gagan: I love watching the pro scene of that game.

Gagan: So right now we have at least five games locked in, three of them multiplayer and Devil May Cry is a given.

Gagan: I should put Dragon Ball FighterZ on my list because I put like hours into that video game, but I am a pretentious poser, so we're backspacing that off.

Gagan: A lot of that game is just because I get wins in that game, baby.

Gagan: Guilty Gear Revelator is a really good fighting game, but again, I don't like the fact that Ben keeps beating me in that game, so that's actually a really good fighting engine.

Gagan: I should put it on the list.

Gagan: Neo, I like Neo, I love Neo.

Gagan: I would put Space Cam Forward as my puzzle game selection.

Gagan: One, two, three, four, five, six, seven, so three games.

Gagan: I want to put Dragon Ball FighterZ back on the list because I put hours into that video game and I like Goku.

Gagan: So as you can see, I'm very beholden to my cuts.

Gagan: So I'm going to cut Guilty Gear.

Gagan: One, two, three, four, five, six, seven, eight.

Gagan: So I got to get two games on this list.

Gagan: This is tough.

Gagan: I really like Hideki Kamiya's Wonderful so I'm going to put this on the list, so that brings us to nine.

Gagan: Out of the ten, I could put Dark Souls, I could put Galaxy put Hotline Miami, Mark of the Ninja, or Breath of the Wild.

Gagan: I'm not going to put Breath of the Wild, because ultimately I'll always come back to the I don't like that combat, and it seldom looks like you're carried away.

Tom: Your reputation would never recover, let's be honest.

Gagan: Yeah, you know, it's already, it's never going to recover after what I did to ANTI-JAMER, let's really think about it.

Gagan: Man, I want to, I love Mark of the Ninja, I don't love Mark of the Ninja.

Tom: Go Hotline Miami, because I failed to pick that somehow.

Gagan: Hotline Miami over Mario Galaxy and Dark Souls, though?

Gagan: I got all the achievements in Dark Souls, but here's the thing that's stopping me from putting Dark Souls on the list, right?

Gagan: Lost Izalith is fucking terrible.

Gagan: Demon Ruins are fucking terrible.

Gagan: You can cheese the ever loving shit out of that game by simply circle-shifting a lot of the enemies and backstabbing them and you do mad damage.

Gagan: The AI is incapable of handling that.

Gagan: This is something that is fixed in all their other games, but that game has the best speed runs in the franchise.

Gagan: That game has that great world of interconnected levels.

Gagan: The bosses are good.

Gagan: It has the best Estus system in the franchise.

Gagan: It has the best lore of the games, if not Bloodborne.

Tom: You're really using lore as an argument.

Gagan: I know, it's gotten bad.

Gagan: It's gotten bad.

Gagan: The thing I would hold against Mario Galaxy even though it's a pristine work of platforming, is the Galaxy games came at the expense of the complex movement of Mario and Sunshine.

Gagan: Galaxy probably is my favorite D Mario game, but I don't love it the way I play a Souls game.

Gagan: So I'm going to go with Dark Souls over this.

Gagan: I'm going to go with Dark Souls over Hotline.

Gagan: So the only indie game that made my list was actually Rocket League and Space Cam.

Gagan: Okay, so I don't feel that bad.

Gagan: Okay, that's fine.

Gagan: So my top do I have to order it?

Tom: Yes, you do.

Gagan: So currently my games are Bayonetta Dark Souls, Space Cam, Wonderful Rocket League, Rainbow Six Siege, Tekken Neo, Dragon Ball FighterZ, Devil May Cry

Gagan: I'm going to put Dragon Ball FighterZ at

Gagan: Even though of these games, it probably has like my most hours.

Gagan: And whenever I'm in a mood, I'll play that game online.

Gagan: I like fighting games now.

Gagan: A lot of that has to do with me really getting way too into Dragon Ball FighterZ because they finally decided to make a good video game with the Dragon Ball IP.

Gagan: Again, since the last time they made like a real fighting game and not like Budokai.

Gagan: I mean, like I forgot what the name of the PS or the arcade Dragon Ball Fighting game is called.

Gagan: But whatever, it's really good.

Gagan: It's like a Marvel vs Capcom style game.

Gagan: There are simpler combo paths.

Gagan: The only reason I almost took it off the list is because the game does have an issue with some of the cast being a bit homogenized.

Gagan: Which is not what I like about fighting games.

Gagan: Like I like the asymmetrical nature of the matchups.

Tom: Yep, definitely.

Gagan: So that part being a bit compromised in DBFZ is a bit frustrating at times.

Gagan: I also think the neutral play in DBFZ could be better.

Gagan: But again, it has Goku and Goku is pretty rad.

Gagan: So I like playing that game.

Gagan: RX's system works, you devils.

Gagan: They made a better fighting game this decade.

Gagan: It was called Guilty Gear and I should have put that on the list.

Gagan: But I'm not cool enough to be one of those people who put the Guilty Gear on the list.

Gagan: So I'm sorry.

Gagan: Dragon Ball FighterZ made it to th.

Gagan: Number I'm actually going to put Dark Souls.

Gagan: At number because they begrudgingly made my list.

Gagan: So now I'm going to actually move Dark Souls to th.

Gagan: I was actually going to humor the idea of going to th.

Gagan: Because all of the stuff I just said earlier about the things that are wrong with it.

Gagan: Number I'm going to put The Wonderful

Gagan: One of the more inventive action games of this generation.

Gagan: Although now I feel like a poser because I think Anti-Chamber is the best game of that year.

Gagan: So if The Wonderful made this list from Anti-Chamber, make the list.

Gagan: Okay, so The Wonderful was off this list because I'm not cool enough to have it on the list.

Gagan: Anti-Chamber is back on, baby!

Gagan: Hallelujah.

Gagan: I didn't notice that fact.

Gagan: I'm sorry.

Tom: Wonderful is awesome though too.

Gagan: Wonderful is awesome.

Gagan: So Anti-Chamber takes Wonderful 's spot at th above Dark Souls and Dragon Ball FighterZ.

Gagan: What a comeback from being cut to th.

Gagan: Yeah, you and I really like how the puzzles work in that game.

Gagan: I like the trippy abstract bullshit vibe that game has going on.

Gagan: Like I'm all about looking through one lens and like, Oh my God, I got teleported like yeah, whatever.

Gagan: Yeah, that game is cool.

Gagan: After that, I'm putting, I'm gonna put Rainbow Six Siege at

Gagan: I'm still in shock that Ubisoft has made this video game.

Gagan: I don't understand how they made the best tactical shooter maybe ever made.

Gagan: It doesn't make sense.

Gagan: I don't know what Black Magic, I don't know if they made a deal with the devil that this game worked out right.

Gagan: It's probably a better Counter-Strike game than any of the actual Counter-Strike games.

Gagan: Half the time it's a little busted and it's still the best fucking, I don't understand it.

Gagan: They made a great first-person shooter out of Aim Down the Sites.

Gagan: Whereas I used to think the peak of Aim Down the Sites for first-person shooters was yeah it's good, but it can't be great.

Gagan: But Siege breaks that trend.

Gagan: So yeah Siege is at, what do I have it now?

Gagan: Dragon Ball Dark Souls, Anti-Chamber Siege, so that's seven.

Gagan: At sixth I'm going to put Space Chem.

Gagan: I would like to put my Puzzle Game Darlings higher.

Gagan: Because I like Puzzle Games.

Gagan: But I'm not big brain enough to put them in the top five.

Gagan: The Space Chem will have to be at six.

Gagan: And you would like Zachtronics games, so you should play them.

Tom: That is one of them that I can indeed play.

Tom: Apparently Zachtronics also made Eliza.

Tom: Which is a visual novel, not a Puzzle Game.

Gagan: Um, at number five, I'm going to put Rocket League, the beautiful game, enough said, uh...

Tom: The greatest futsal simulator of all time.

Gagan: At number four, I'm going to put Nioh and not...

Gagan: And this is why Dark Souls keeps falling down the list, is because even though I think From Software is much better at level design, and you could definitely make content complaints about Nioh as well, but Nioh has that type of technical combat system that I like fawn over and love fucking with, even when...

Gagan: I would rather get my ass kicked in Nioh than get my ass kicked in Dark Souls, is the way I look at it.

Gagan: It's just because when you get going in Nioh, Dark Souls can never compete.

Gagan: That type of fix that Dark Souls provides, it's really good in eor D game, but I've always thought it's better done in D games, that very tight positioning and tight enemy placement gameplay, or in really good first person shooter at least.

Gagan: I like the sauce.

Gagan: I like to be in on the action and be more of an active participant, and I think Nioh does it much better, so I'll put Nioh at th.

Gagan: I will put Tekken at rd.

Gagan: The first thing to learn with that game is look up what Korean Backdash is, and then the way that change is neutral is really fascinating, because Tekken now, I feel like it has a little bit of every fighting game in its neutral in that it's a very footsies game.

Gagan: Footsies means you're sort of poking at each other.

Gagan: So sort of like, you're poking at each other's range where you can't like really convert into real combos, like you're trying to get them to be like, yo, I'm here.

Gagan: It's a very, in tag games, you're worried that one bad step will actually erase your entire health bar.

Gagan: Like in those games, you can get combos long enough that it like destroys you.

Gagan: And in Tekken, one really bad play in neutral gets you blown up for a lot of damage.

Gagan: So you're playing on like this razor's edge.

Gagan: And like the thing with Korean Backdash is it's based around a fun movement system.

Gagan: You know what I mean?

Gagan: Like moving and grooving is, in the history of video games, like I think movement is the secret sauce for a lot of games, you know what I mean?

Gagan: Like moving around projectiles in Doom, moving as Mario, moving in Quake, and in fighting games it is very much about movement.

Gagan: Like one of the issues with our th place is that it has a very powerful movement technique that is very one dimensional.

Gagan: So yeah, that sort of hurts it a little bit.

Gagan: Combos are really fun to learn in that game.

Gagan: Even if they're a bit dialy, they are not repetitive necessarily, just because, or not repetitive, redundant.

Gagan: And yeah, you have the asymmetrical matchups.

Gagan: The character I like playing, Nina Williams, she's very big on frame trapping people.

Gagan: It's...

Tom: I was in Tag Tournament a big Naina fan.

Gagan: Nina is great.

Gagan: And then the pro scene is, professional Tekken is legitimately hype.

Gagan: The crowd's hot into it.

Gagan: The players are really good, worth watching.

Gagan: Number two, so number one and two are Bayonetta and Devil May Cry in exactly that order.

Gagan: The reason I went with that order is I probably want to like Devil May Cry more than Bayonetta, but I spent basically the entire decade not liking a video game more than Bayonetta.

Gagan: So I kind of want Bayonetta to still have the win, even though, you know, in the final year, a game came along that I love as much as Bayonetta.

Gagan: Plus, I think it's fitting for a podcast that Bayonetta wins.

Gagan: So there you go, that's my top ten.

Gagan: As you can see, I give no fucks about Influence.

Gagan: I only care about the games that appeal to Gaggan and Gaggan only, because all of these games, well, not all of them, but enough of them are not exactly commercial darlings.

Gagan: I think the most successful game is Rainbow Six Siege on this list.

Gagan: No, yeah, it's definitely the most successful.

Tom: Wouldn't Tekken be pretty successful?

Gagan: Successful, yes, but not Rainbow Six Siege.

Gagan: Not on the same level.

Gagan: Rainbow Six, Tekken, I think, is like million, million sold, which isn't that much higher than Novo Micro you know what I mean?

Gagan: So, I mean, Rocket League is probably...

Gagan: Rocket League and Rainbow Six Siege are both highly successful titles, though.

Tom: Yeah, I forgot about Rocket League.

Tom: That would probably, actually, surely be more successful than Siege.

Gagan: I don't think so.

Tom: That was a massive hit, surely.

Gagan: It's a massive hit, but I think Rocket League is still bigger.

Gagan: I mean, Siege is bigger.

Gagan: I mean, plus I think if you throw in the microtransaction bullshit, I think they make more money.

Tom: Well, it is Ubisoft, so.

Gagan: Listen, it came at a cost, let's just say.

Gagan: But yeah, that's my games.

Gagan: I like gameplay.

Gagan: Please give me games.

Gagan: Doom looks cool, Ori looks cool, Nioh looks cool.

Gagan: I want those.

Gagan: Please release Bayonetta

Tom: Yep.

Gagan: Do not make a Yakuza combat like Yakuza ever again.

Gagan: Yakuza had good ideas.

Gagan: Please keep building on that.

Gagan: You need to send a public apology for Kiwami Negotiate.

Gagan: Please make Binary Domain

Gagan: What else would you like to tell the people, Thomas?

Tom: I was just going to say two of your games made my list.

Tom: I'm sure you can guess which ones.

Gagan: Antichamber and Bayonetta.

Tom: Yes.

Gagan: Good.

Gagan: Oh yeah.

Gagan: I'm proud to have gotten you...

Gagan: I'm proud to have provided you the wisdom that is Bayonetta.

Gagan: It's great.

Tom: You didn't.

Gagan: I did.

Gagan: Okay.

Gagan: First of all, come on.

Gagan: All right.

Gagan: Come on.

Gagan: Second of all, come on.

Gagan: All right.

Gagan: Third of all, the other big reason I would put Bayonetta over Devil May Cry

Gagan: If I...

Gagan: Devil May Cry I think is funner to learn the combos and just expressing yourself than Bayonetta.

Gagan: Just more freeform.

Gagan: That just cannot be debated.

Gagan: and I think boss fights are more fun to like fuck up in Devil May Cry than they are in Bayonetta as we establish.

Gagan: Yup.

Gagan: But I care about the mechanics that get used against a player and I find Bayonetta's enemies are nothing short of excellent.

Gagan: And they're much better than the Devil May Cry enemies.

Gagan: In fact, you could probably take a lot of DMCenemies to task.

Tom: That's why I love Bayonetta.

Gagan: That's why Bayonetta is number one on both of our lists.

Tom: Sadly, it isn't number one on my list.

Gagan: So I'm glad NC Chamber is number one on your list.

Tom: It isn't.

Gagan: Have I restain Tom?

Tom: No.

Tom: Number one will be, um, I don't think you'll be a fan of it.

Gagan: That's fine.

Tom: I'm not sure if you've heard of it either.

Tom: Yeah, just the last thing on both of our lists, it is a disappointment that we both failed to get Hotline Miami into our top

Gagan: I want to put Hotline Miami, but it was a really good decade.

Tom: Yeah, absolutely.

Gagan: And that I'm obligated to put Dragon Ball Fighters on my list because it's like the more I've like learned fighting games, the more I'm like, yeah, Dragon Ball Fighters is more like a seven.

Gagan: But then I keep putting more hours into that game.

Gagan: So that's like, I guess I have to like put this game on the list because I love this stupid game.

Gagan: But it's busted.

Gagan: But okay, so.

Tom: You're putting it there to justify the fact that it has destroyed your life entirely.

Gagan: No, I love it.

Gagan: I love it.

Gagan: It's so fun.

Gagan: Every now and then, I get like a really, really satisfying win in that game after a long today.

Gagan: I beat someone in that game.

Gagan: I was going to leave when the set was at

Gagan: I didn't know we were playing that long, but the guy asked for one more match, one more match was like, OK, fine, I'll do one more match.

Gagan: He started.

Gagan: I got him down three characters to one.

Gagan: He started coming back with his last character.

Gagan: He had my last character dead to rights.

Gagan: He missed his pick up on the combo.

Gagan: I mashed Super Dash so fast and then a few jabs, I did a super and I was praying the whole time, like, please kill, please kill, please kill.

Gagan: I set to the animation, it killed, I was like, yes.

Gagan: Those are the things I love about fighting games.

Gagan: When someone else chokes and you fucking steal that win from them.

Tom: Nice.

Gagan: Yes.

Tom: Before we go, just on fighting games, what are your thoughts on the Smash Bros.

Tom: series?

Gagan: The first one is an interesting concept.

Gagan: Melee is a fantastic game and arguably the deepest game Nintendo's ever made, right?

Gagan: At least multiplayer-wise, it's definitely like without here.

Gagan: The stuff people do in that game from the movement is just, yeah, like you can hear the terms wave dash, L cancel, pivoting and all that dash dancing and all that sort of shit.

Gagan: But it's like when you see it applied in space, the way people move, it's like, okay, yes, that is very much a different game from the Smash Bros.

Gagan: you play with your friends, right?

Gagan: I think Sakurai is very misguided and it's unfortunate that he refuses to make a game like Melee ever again because I don't think, I don't think Smash Bros.

Gagan: needs to be dumbed down and erase that stuff to appeal to casuals.

Gagan: I think the game is flexible enough with its modes and items that casuals are in.

Gagan: It's fun.

Gagan: I think Melee still feels the most fun to play because everyone is fast and snappy and quick.

Gagan: There's a tactile nature to that game that still feels great today and you can still maintain the depth that your pro level and like your enthusiast crowd would love, right?

Gagan: Like Melee to me is that lightning in a bottle video game where they actually nailed like the perfect, this appeals to a mass broad market but there's a game with layers in here for like people to really like show their stuff.

Gagan: That's a shame.

Gagan: Brawl is shit.

Gagan: Adding tripping is dumb.

Gagan: It ruins a lot of the play in that game.

Gagan: I don't care that the party game part of the game is fun.

Gagan: The party game in Melee is fun.

Gagan: The difference is Melee also happens to be a good game on top of that.

Tom: The party part is also better in Melee anyway.

Gagan: I agree with that.

Gagan: I think Smash was a better version of Brawl and less shit but still a bit tedious when you want to learn to get good at it.

Gagan: You reset to neutral too much.

Gagan: Same issue with Ultimate but much better than Smash

Gagan: But a similar problem.

Gagan: At the end of the day, they've just made what if Brawl was good, which is fine.

Gagan: But it's not going to reach the heights of Melee.

Gagan: That's my take on Smash Brothers.

Gagan: I think it is a fighting game though.

Gagan: That's a dumb conversation to have that it's not a fighting game.

Tom: Well the thing that I find fascinating about Melee in particular is obviously it's a fighting game but it's like a combination of both fighting and wrestling.

Tom: And I can't think of any other fighting games that really have a wrestling element to it.

Tom: Well, not with stand.

Tom: What's that?

Gagan: Because of the ring outs?

Tom: Yeah, because of the ring outs.

Tom: And it does change drastically how the matches play out compared to other fighting games.

Gagan: It is a different game.

Gagan: Yeah, the ledge game is completely different in Melee.

Gagan: You play under the stage sometimes, which is nuts.

Gagan: But yeah, that's a cool game.

Gagan: A few tangents I did forget.

Gagan: Funny thing, the dash, I did forget to bring this up with the dash in Ori.

Gagan: I'll try to make this quick.

Gagan: On the forum reset at NeoGap the Ori director is on the forum and he was not happy with fans noticing that Ori may have took mechanics from Hollow Knight or Hollow Knight, because apparently Hollow Knight invented the dash mechanic in video games because Mega Man X never happened or something or all these other mechanics that these games clearly have stolen from Castlevania and Metroid.

Gagan: He could have just pointed out how many different games all these games borrow from, but he and I don't want to throw him into the bus, but he was such a goddamn sixth grader about it like I didn't even I didn't even like Hollow Knight when I played it.

Gagan: We sold more than them anyway.

Gagan: Like it was like bro.

Gagan: Why did you bite this?

Gagan: It was like three idiots on a forum.

Gagan: What are you doing?

Gagan: So it was just so pathetic for a guy that just like made a cool game.

Gagan: It was like come on man.

Gagan: Don't do that.

Gagan: Don't do that.

Tom: I love when people do that, it's amazing.

Tom: Where an author engages in this like thousands of posts discussion with people criticizing his book, which was some about I believe a traveling teddy bear or something, which is as weird as it sounds, looked all right for what it was, but the thread is just amazing.

Tom: And I am in full support of everyone willing to do something as ridiculous as that.

Gagan: I think it's funny when you're actually dunking on someone who deserved it, but it's like why are you taking jabs at like another indie game?

Tom: No I don't mean the people criticizing them, I mean the person engaging in the with people criticizing them.

Gagan: No, yeah, yeah, yeah, no, no, that's just, no, no, I agree, it's just, it's, it's, I don't know, you should handle it better, come on.

Gagan: But that was it.

Gagan: I remember I wanted to say that to Ori on this podcast, just because like, I knew you would appreciate it.

Tom: Yup.

Gagan: But yeah, that'll do it for us.

Tom: So was that everything you wanted to say?

Gagan: That was mostly everything I wanted to say.

Gagan: There's things we can say for Smugcast

Gagan: Maybe I'll have Ori beaten by Smugcast

Gagan: Maybe that'll be the Smugcast game.

Tom: Maybe I will have played beyond the menu of Ori by then.

Gagan: What did you want?

Gagan: What do you think you want to do for a Smugcast ?

Tom: I'm thinking Super Metroid.

Gagan: You want to play Super Metroid?

Gagan: You should play Super Metroid.

Tom: Because I started it.

Tom: I started Super Metroid.

Tom: And I played up until the game actually began properly.

Tom: So basically just a little bit past the Ridley fight.

Tom: And that was an amazing opening.

Tom: But one thing I'll bring up before we go just because it is topical is due to the pandemic that is currently occurring, the Formula One season, like many sporting events, has basically been cancelled.

Tom: And as a replacement for it, they will be doing races in Formula One not all the drives, but some of them with notable sim races, or at least popular ones on YouTube, which could be a massive train wreck because when actual racing drivers take part in sim racing games, when they aren't also sim racers, they usually, one, don't give a shit, and two, do not follow the extreme etiquette that there is in sim racing, which there isn't in actual racing, which usually results in some hilariously chaotic races where usually the majority of the field crashes out in the first corner of the beginning of the race.

Tom: And there have been a few races since the Australian Grand Prix was cancelled that are unrelated to Formula One on iRacing involving more non-mainly, non-sim racer actual racing drivers and the results have been hilarious.

Tom: So it will be interesting to see if they are going to actually attempt to finish the race in the Formula One sponsored events.

Gagan: On that note, soccer is still bad so like really if soccer is off TV it's nothing of loss to society and-

Tom: Well the A-League is still going.

Gagan: Since I am still-

Gagan: they have the nerve to call a soccer league the A-League?

Gagan: It's more like the F-League anyway.

Gagan: The other thing I want to say-

Gagan: The other thing I want to say is how I'm coping with the lack of sports in my life is that I started watching this guy who makes videos of marbles racing down a hill.

Gagan: I don't know if you've seen this before.

Gagan: And the marbles have names like Comet and like Flash and White Lightning and, you know, it's like Baker's Dozen and I'm just like, man, Baker's Dozen, how could you go to the high side in the pitch?

Gagan: You have to stay inside.

Gagan: It's the quickest way around the track.

Gagan: Everyone knows this.

Gagan: It's intense, man.

Gagan: Please bring sports clothes.

Gagan: Obviously people's lives are in danger.

Gagan: Maybe the governments of society should get their shit together and make sure all of us can stay safe and get back to work.

Tom: It is interesting when the state government simultaneously releases a statement through the DHS that people should immediately rush out and get a month's supply of medicine and food then complains when people start panic buying.

Tom: It's an interesting strategy there.

Gagan: My president of the United States of America, the embarrassment that he has, two years ago got rid of the division that handles pandemics and shit like that because probably he thought, when the fuck are we ever going to need this?

Gagan: And then of course, two years later, properly, we have a pandemic that might threaten % of the US population, which please stop saying just % of the population because it makes people think that's not that big of a deal.

Gagan: But % of the population is like millions of motherfucking people dying.

Gagan: Millions, not hundreds, not thousands, millions.

Tom: That's pretty serious.

Tom: And millions more who will have had badly damaged lungs for the rest of their lives.

Gagan: Yes, so these are a bit scary times, weird times.

Tom: And don't race against actual racing drivers instead.

Gagan: And never race actual racing drivers instead because they have poor etiquette.

Gagan: Also, it seems like they can't drive.

Game Under Podcast 120

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

Introduction
0:00:09 Aaron "Cellar Monster" Mullin Returns
Feature - Devil May Cry 3
0:01:46 It's Influences and Place in the Series
0:08:43 Discussion of Bosses
0:18:40 Level Design
0:38:57 What's to Come in DMC4 and 5.
0:42:30 "Remember Console Wars?"
0:43:19 Overrated?
0:52:45 Weapons Discussion
0:58:00 Fighting Styles
1:02:25 Music
1:09:55 Story and Characters
1:20:20 Dante Voice Acting
1:26:00 Tom's and Aarny's Score
1:30:00 Broader Discussion of the Genre and Aging

First Impressions
2:04:10 Astral Chain (and back to DMC)

Outro (The views and opinions expressed by Aaron Mullin do not necessarily reflect the views or positions of The Game Under Podcast) 2:10:40 VGPress and Defamation

Transcript
Tom: Hello and welcome to episode of The Game Under Podcast.

Tom: I am your host Tom Towers, and I am joined by the ever-present Aarny.

Aaron: I'm always here, never leaving.

Aaron: I'm the Cellar Monster that you bring out for Devil May Cry news.

Tom: You've never missed a show that is about Devil May Cry at least.

Aaron: I fucking hope not because, you know, if it's just chatting, but it's, you know, unearthed me, like, unlock the door and let me out.

Tom: And I think this episode is episodes late.

Tom: I think we were meant to talk about Devil May Cry in episode

Aaron: Yep.

Tom: That was our prediction.

Aaron: Well, that's your fault for taking so long to, you know, play

Aaron: So don't make any predictions at the end of this episode about Devil May Cry

Tom: Let's predict we'll be doing that by episode

Aaron: Yes.

Aaron: Okay, that's reasonable.

Tom: But hopefully not specifically episode because then we may have to hold it back.

Tom: But I will preface everything I say about Devil May Cry because judging by the notes, it could be misinterpreted by saying that I thought Devil May Cry was very, very good and one of the best beaten ups I have played.

Tom: And certainly a huge return to form after the second game.

Tom: But to me, the first in the series remains by far the best.

Tom: And you could argue, I think quite easily, that the mechanics in are a lot deeper.

Tom: They're certainly with the style switching much more depth to them in that there's more ways to play.

Tom: Dodge works in a much more dynamic and fun way now, similar to basically all modern beat-em-ups.

Tom: Was Devil May Cry the first that had such a free-flowing and easy-to-use dodge mechanic?

Aaron: I'm not too sure about that, because I think Ninja Gaiden came out before it, and it did have like a proper role.

Tom: Okay, yeah, if Ninja Gaiden was before it, then that would definitely be the one.

Aaron: Yeah, but then Devil May Cry came in and kind of refined that again.

Tom: Yep, from what I remember of Ninja Gaiden, the dodge, the animation was a lot longer than in

Tom: So in you can basically instantly go back into combat, whereas in Ninja Gaiden, you had to really think about your timing beyond just avoiding the enemy's attack.

Tom: And you also moved a further distance, from what I can recall as well.

Aaron: So what you're saying is Ninja Gaiden is the Dark Souls of Beat-em-ups?

Tom: Yes.

Tom: I think that's what most people say, but why Dark Souls isn't the Ninja Gaiden of Action RPGs, I don't know.

Aaron: That's more like it.

Tom: But so the style switching adds a huge amount of depth to it, from the dodging to the one which basically gives you an extra attack button as well as your standard attacks.

Tom: The one problem with it is, and apparently this is solved by mods on PC and later games in the series, you can't use them all at once.

Tom: So it feels more limited than it should, and you can't take full advantage of the added depth because later game, later beat em ups essentially have all the stuff you get from the style switching in Devil May Cry but allow you to do it all at once without having to switch between the styles at the statues or at the beginning and end of levels.

Aaron: She'd probably say as well that they just announced the switch port of Devil May Cry is going to have style switching.

Tom: Yes, they did.

Aaron: And it's going to have like you can use most weapons, they're all weapons instead of just two each.

Aaron: I think it announce that too.

Tom: That'll be another massive improvement.

Aaron: And there's a third announcement waiting.

Aaron: You know, they haven't announced it yet, obviously, but it's coming, you know, and it's got maybe a week or two and who knows what that's going to be.

Tom: So what else can they add?

Aaron: That's what I secondize it.

Tom: What the like a like a boss rush or something like a bonus character Bayonetta.

Aaron: You can play it here.

Aaron: You can play as Lady, maybe like in Devil May Cry

Aaron: Spoilers.

Aaron: Special Edition.

Tom: Possibly.

Aaron: Maybe.

Aaron: Well, who knows?

Tom: Is Lady the Bazooka chick?

Aaron: Yes.

Tom: Forgotten the name.

Tom: Yep.

Tom: You got the bazooka at least in this.

Tom: Yeah.

Aaron: Catalina.

Aaron: That's a weird, weird, weird weapon.

Tom: But it was quite effective against the fucking dolphins.

Aaron: Dolphins?

Aaron: Who are the dolphins?

Aaron: Oh, from...

Tom: That's the Blobber Boss.

Aaron: Arkham's boss, yeah.

Aaron: Which everybody...

Tom: Attacks you with sperm dolphins.

Aaron: Everybody agrees that that's one of the worst bosses in the series.

Tom: I ended up liking it because it was so...

Aaron: Shit.

Tom: Mind-blowingly stupid.

Aaron: Now, try playing that in Dante most Dying mood, and then you'll be like, OK, this is a fucking train, right?

Tom: I can imagine.

Tom: But speaking on the bosses...

Tom: Actually, no, before we move on from the mechanics, I've seen a lot on the internet that people think the combat feels much better in this than in the original Devil May Cry.

Tom: To me, other than the addition of dodging, which completely changes how you can approach combat, and the extra attack is also quite useful, I didn't really think that it felt significantly different to the original Devil May Cry in terms of satisfaction and tactility.

Tom: To me, it just had significantly more depth rather than feeling a huge amount better.

Aaron: I would argue that it's like, one's the more tactile kind of, you know, you have a certain arsenal of things, and it's limited, but you can use it in flashy ways, but three's got more of like, here's a fucking metric shit ton of things you can do, so you can go crazy with it, so it is more about being flashy and being dancy, rather than like one that's meant to be like, here's the best way, you know, it's not as flashy, but it's more, it's less show-body, but it's more like restrained in a kind of way, obviously because it's, you know, it's of its age too.

Tom: Which to me I think probably ended up feeling a little more satisfying, just because you are limited, and it makes it feel more difficult, even though obviously getting a high ranking on Devil May Cry requires a lot of skill and finesse.

Tom: Due to the greater freedom it affords you, it ends up feeling less satisfying when you actually do it, or it did to me at least.

Aaron: See, I wouldn't necessarily agree with that, but like I think 's combats, you know, you know yourself and people listening to this, you should know as well, is still my favourite game of the series.

Aaron: You know, so I'm not saying that 's better than by saying this here, but I would, encounter by encounter prefer the general gameplay of over

Aaron: But again, 's just got a satisfying, every hit just kind of wallops the enemy.

Aaron: It's got a nice impact, especially when you're using Efra.

Aaron: That kind of and onwards don't have, because it's kind of just more quick and flashy, and less kind of impactful in a way.

Aaron: Maybe that's just down to like animations and sound effects at the same time.

Tom: Yep, and I was referring specifically only to the mechanics there, rather than the encounters as well, than the boss battles.

Tom: However, when it does come to the enemies and the boss battles.

Aaron: This is where it falls apart for me as well.

Aaron: More anime-based, but...

Tom: Yeah, I don't know what the fuck happened in Devil May Cry

Tom: Again, it's certainly an improvement on but in my estimation, it does not compare to the original.

Tom: There are some boss battles in it that are absolutely spectacular and tremendously enjoyable.

Tom: Like the second Virgil boss battle.

Tom: It's the second one, right?

Aaron: He has used that one.

Aaron: He has the Beowulf gauntlets and Cynic Circle and Sade Ring.

Tom: Yeah, that is like the greatest boss battles in Bayonetta and where it is like you are playing a standard D fighting game, except it's in three dimensions and it's less restricted than a fighting game.

Tom: Not that that's an issue in fighting games, but it has that same feel to it where you've got to learn every single move of your opponent, all their little shows as to what attack they're going to be using, and also have a strategy to respond to each of those, which is something that a lot of Bayonetta bosses do exceptionally well.

Tom: And this is a pretty new thing to the series, and it does it as well as the best bosses in Bayonetta here.

Tom: But, yep, but a lot of the other bosses, to me, they had interesting patterns sometimes, and were often visually quite interesting, like the boss battle against the Bat Guitar Lady, and what's the Cyclops boss battle as well was kind of funny, where you could basically blind him, and just completely fuck him up.

Tom: But to me anyway, it didn't really feel like you had to pay too much attention to learning what they were doing.

Tom: Once you kind of got a general idea of what they were meant to be doing, you could pretty easily combat them, and sometimes the freedom of what you were doing, like in the mechanics, but in the boss battle, sometimes it didn't quite work to make them interesting.

Tom: Some of them, for instance, the...

Tom: is it Cerberus, the ice boss?

Tom: To me, that was just way too easy to knock him down and then just completely destroy him in a few attacks, or completely cheese it by just standing off to the side and slowly killing him.

Tom: But both...

Tom: one of them in theory requires skill, where you just did so much damage to him with some cool combos, you knock him out, and then you can basically just kill him before he wakes up again.

Tom: In those moments where you figured out a thing like that in The Original Devil May Cry, or you figured out a strategy of cheesing a boss that was difficult, those were actually really satisfying.

Tom: Again, because you kind of had to pay more attention to what they were doing, because they were more dangerous and because the mechanics were more limited, that Greater Freedom here, to me, didn't produce as enjoyable an experience in attacking them.

Tom: Again, if you just want to play it like you were in the tutorial of a fighting game and just doing ridiculous combos, I can see that that would be an advantage.

Tom: But to me, that isn't as interesting as attempting to do something stylish while also having to deal with an enemy that is actually dangerous and that you have to figure out how to deal with.

Aaron: See, that's what I said in my review of DMCwhen I kind of said how some of the enemies in and I'll just stick to for now, they take away your ability to...

Aaron: I describe it as an expression through action, through stylish action.

Aaron: These games are for you to show off what you can do with the weapons and the combos and all the abilities and stuff.

Aaron: So when there's an enemy or a boss that restricts you and puts you into a pinhole of you have to do this very specific thing or, you know, to beat it...

Aaron: like Gigapede, you know, the big fucking millipede motherfucker...

Tom: That flies around in a circle?

Aaron: Yeah, he is like...

Aaron: I would consider him restrictive because obviously he's completely gone for sections of it, like he's in the tunnels.

Tom: Yeah, you've got a very limited time in which you can actually attack him.

Aaron: And then when you're just standing there, you're just like, yep, okay.

Aaron: And then when he's back, obviously you can jump on his back and then go to town on him, but it's a different thing than when an enemy is there and you're countering it, like Virgil, for example.

Aaron: That's a good example because he is, I would consider him one of the best design bosses in Devil May Cry history basically, because he's got like...

Tom: Absolutely.

Aaron: He's right on you at all times.

Aaron: He's completely offensive.

Aaron: You have to keep your eyes open.

Aaron: You have to keep the offensive, keep damaging him.

Aaron: And it's a one on one battle the whole time, but there's no like kind of beating around the bush, like Gigapede and like Guryun, the big fucking time horse.

Aaron: That's another kind of annoying one.

Aaron: Like, what the fuck are these bosses that are just...

Aaron: It's just him circling around.

Aaron: Running around in a circle.

Aaron: And you're like, what the hell do I do when I'm...

Aaron: I know you can like trickster dash at them and stuff like that, but you still feel like you're chasing after them rather than having an actual battle.

Tom: Yep.

Tom: They're all really passive, and you're basically the one attacking them rather than them attacking you so that you have to both defend yourself and counterattack.

Tom: Yeah.

Aaron: So that's, you know, again, like the Hellvanger, that's technically the first boss.

Aaron: It's the one you fight in Mission

Aaron: It's the big...

Aaron: It's the big fucking...

Aaron: It looks like death.

Aaron: Like it looks like the Sin Scissors from the first one.

Aaron: I consider that a lot of great boss because it attacks you.

Aaron: It flies around, but it also attacks you while it's flying around.

Aaron: So you have to keep dodging and stuff like that.

Aaron: That's an offensive boss.

Aaron: And then when it's defending, if they work away around, like around, when it's defending with its safe, like it's blocking your attacks, you have to think, how do they deal with this right now?

Tom: And I do have to mention the opening to Devil May Cry which climaxes with that battle, is just absolutely incredible.

Tom: The tutorial, literally the tutorial is one of the most, for many other action games, would be one of the most intense moments in the game as a whole, and it is the tutorial.

Tom: And it begins with an absolutely hilarious cutscene as well.

Aaron: It's just Dante annihilating his shop, his own shop, for no reason.

Tom: Yep.

Aaron: That's the same, see the first, see the first like, I'd say, seven missions, they're like perfect.

Tom: Yeah, and then it really loses momentum badly.

Tom: And, go on.

Aaron: No, I was just going to say, we'll get the level design in a minute.

Tom: Yep, I was going to say, before we move on, the boss is another example of a boss that was slightly more aggressive, not so much because the boss itself was, but just because there were two of them, is the Aarny and...

Aaron: Rudra.

Tom: Ifrit, or Rudra, yes, Aarny and Rudra boss battle, where you're fighting against two enemies at once, very reminiscent.

Tom: A lot of these bosses, you'll notice, are straight out of Souls games, like the Chariot boss in Dark Souls and the fight in Dark Souls as well, where you're against two dudes.

Tom: They're both out of Devil May Cry

Aaron: The Aarny and Rudra?

Tom: Yeah.

Tom: There's a boss battle in Dark Souls that is pretty much identical as well, where you're against two dudes with two different weapons.

Aaron: I can't remember.

Tom: I think one has an axe, and the other a spear or a sword.

Aaron: You're thinking of the first game when you fight fucking Ornstein and Smough, the big fat guy and the skinny kind of guy.

Tom: Did I get up to that in Dark Souls ?

Tom: I thought I didn't get very far into it.

Aaron: I got those.

Tom: Maybe there's a version of it in

Aaron: One of those guys is in but he's just by himself.

Tom: Well, I definitely fought two enemies at once.

Aaron: There's plenty of bosses in that game that are just like nine enemies in a room, and you're like, this is a great design game.

Tom: Just two that were straight out of three.

Tom: But in any case, whichever game it is from, Souls is clearly very inspired by Devil May Cry in general, but two bosses from three, they basically just plagiarise.

Tom: But the boss battle, Aarny and Rudra, is another example where the boss battle is much more enjoyable again, because although neither boss is particularly aggressive on its own, because there are two at once, it obviously doubles the lack of aggression resulting in minor aggression in total.

Tom: But yeah, the level design and the design of a lot of the normal fights, I have no idea what happened here, because the problem with the bosses of very passive enemies is really notched it up to

Tom: There are so many moments where you just have these fucking, a bunch of archer dudes just spitting at you from a distance that is so easy to avoid.

Tom: Or those floating dudes that just float around the level in a completely preset manner and basically offer no threat to you whatsoever and are just kind of awkward and annoying to attack and not interesting to attack.

Tom: And again, even if you do do a cool show-off combo against these things, because they're basically just standing there, it's of no interest.

Tom: It's like they took the statue games, the statue enemies from the original game, and they turned them into literal statues that rather than transforming themselves from statues into an enemy that attacked you, they just remained a statue that you just attacked at will.

Aaron: Who are the statues in the original game you're talking about?

Tom: I'm sure there were a couple, weren't there?

Aaron: No, I don't think so.

Tom: No, maybe, no, no, no.

Tom: I'm just thinking of the puppets, for instance, when they first appear, are just hanging around in the level.

Tom: And I think another enemy, one of the statues transforms into a ghost or something like that.

Aaron: The The Sin Scissors comes out of a painting.

Tom: Yeah, yeah.

Aaron: But I'm looking at the list of the enemies here and other than the Seven Hells, aka the fucking Grim Reaper looking motherfuckers, I would get rid of every single one of these other enemies.

Aaron: Like you've got the you've got the RO guys you're chatting about, the enigma, the Chessman, I fucking hate the Chessman, the Blood Goyle.

Tom: The one thing I will say for the Chessman, it doesn't apply to the fight towards the end.

Tom: In one of the bonus fights in the ridiculous maze level, you enter a very thin corridor slash room, similar to the area where you've got a few corridors and a lot of them appear.

Tom: It's like that except there's four or five times the amount and there's so many of them that even though they attack you every seconds, kind of like the doubling up of a boss, you actually have to kind of be paying attention here.

Tom: And that was super satisfying.

Tom: And you were really rewarded for being stylish.

Tom: That's the other thing, because the enemies are so passive and pathetic, your only reward for actually playing well and showing off and being stylish is in the rank you get.

Tom: Whereas in Devil May Cry if you were not doing that, you were punished by the enemies doing better against you.

Tom: Here, the only reward and positive reinforcement for it is literally just the score you get, which again removes a lot of the satisfaction, at least for me.

Aaron: Yeah, it kind of ties back to what I was saying about the Gigapeed.

Aaron: Like if you're not styling against it, you just kind of stand there.

Aaron: But in one, if you're not styling against fucking Nilo Angelo, he's coming at you with his giant broadsword and fucking taking away % of your health in one fucking hit.

Tom: Yeah.

Aaron: You know what I mean?

Tom: Exactly.

Aaron: All the enemies.

Tom: Rather than just floating off and hiding.

Aaron: And just looking at you going, oh, you can get me, couldn't you?

Aaron: And you're like, aye, this is fun.

Aaron: See, I'm thinking of the Angel motherfuckers, you know, those guys.

Tom: Yep.

Aaron: And they literally just float around and you're like, this is just not bad.

Aaron: I just don't like any of this.

Tom: Yep.

Tom: And the level design, again, the original Devil May Cry is basically a masterpiece of level design.

Tom: It is one of the most intuitive and natural feeling areas in any game ever.

Tom: It's on the level of something like the Resident Evil Mansion.

Tom: Even though it's really linear, it manages, and though later on you do sort of explore a bit on your own, but the way it pushes you through the level, it somehow makes you feel like you are exploring it yourself.

Tom: And it just rewards you with little bits of mystery and foreshadowing moments throughout it as well at the same time, and the backtracking through it, again, they change up little things about it that just makes it interesting the entire time.

Tom: And it all makes sense as you would expect an actual architectural thing to be.

Tom: And Devil May Cry was, God knows if there even was any level design in that, but is only marginally better than

Tom: A lot of it is really convoluted.

Tom: None of it makes sense as actual architecture.

Tom: And when you were backtracking, they don't really throw in particularly interesting things.

Tom: There's also hardly any foreshadowing.

Tom: And it's just that there is nothing interesting in exploring it or the illusion of exploring it.

Tom: You're just sort of going through it to get to the next fight or to solve an arbitrary puzzle.

Tom: And the visual design of it, again, is completely uninteresting compared to the original game as well.

Aaron: I would say I would agree with most parts.

Aaron: Let me just say something about DMC

Aaron: It just goes to show you how good the level design is because the only thing people can say about it that's bad is the fucking water level.

Aaron: And you can finish those two missions in about like two minutes maybe.

Aaron: But anyway, I have to disagree with you about saying like you don't really explore because remember that towards the beginning of the Tim Negru Olympic Tower, there's like certain doors that you can't go through and there's one actually covered in fire.

Tom: Let me rephrase that.

Tom: Because there was actually more exploration in this than in Devil May Cry

Tom: But for the most part, due to the convoluted nature of the levels, it's just a chore most of the time.

Tom: And secondly, the rewards for exploration are often not very interesting.

Tom: So you might find some of the orbs and secrets and so forth and the secret levels, etc.

Tom: But in the original Devil May Cry, that was worked into the natural intuitive layout of the levels.

Tom: And you would see areas that you thought there might be something up there that you can't get currently and you'd return to it and find out that you could.

Tom: Here, because the areas are designed in a much less interesting manner and more convoluted.

Tom: To me, where stuff was hidden was kind of completely obvious for the most part, with the exception of some of the secret missions, of course.

Tom: But even then, the secret missions often were really signposts compared to the original, which was probably a quality of life thing they designed.

Tom: Because on first playthrough, to begin with, I missed a huge amount of the secret missions until I was really looking for them and paying much more attention to my surroundings in the first one.

Tom: Whereas this stuff was much easier to find.

Tom: That's probably a quality of life thing, but it made exploration much less interesting.

Tom: And because the encounters themselves were often, and the enemies were uninteresting, to me anyway, exploration was then inherently less interesting and enjoyable, because one of the fun things about exploration was finding new enemies and random encounters.

Tom: And that reward is then gone from the level.

Tom: And the maze level is the best example of this, though it did give me the one fight I thought were one of the best fights.

Tom: But when I was going through the maze, I just wanted to get through the fucking thing.

Tom: And exploring it was just a complete and utter chore.

Tom: And the one other thing I'll add on the exploration as well is because of the less realistic architectural design, you're basically just going through a series of basic corridors that lead to different rooms, and sometimes the corridors are pretty big areas themselves that basically constitute an area with lots of enemies and that sort of thing.

Tom: Again, like what I was saying before, you can basically see where everything is immediately.

Tom: So even if you will see something you can't get to now, you can kind of figure out that it will be coming soon or it will take a little bit longer due to the arbitrary and basic way that the levels are constructed.

Aaron: Yeah.

Aaron: Are we still talking about number one compared to three?

Tom: Yep.

Tom: Which is perhaps unfair to Devil May Cry in and of itself, but it is a game in the series and it is held up to be on a similar sort of level as one I'm pretty sure by a lot of people anyway.

Aaron: See, the best example of that is see when you first get to the castle and you walk into the castle and obviously the door shuts behind you, you can look all around that main foyer with the fucking statue and I think there's two exact doors, like there's a red one, the blue one, and then if you look, there's a shot you can see above you and there's like a walkway that's like two stories up and you maybe look at that and go, you know, not think twice about it, turns out like four missions later, you're walking across that walkway and then you're looking down, oh, I was there, look, I've progressed, I'm in new different places in this weird castle and it's like, it's the Dark Souls thing of like, if you look at somewhere, yeah, oh, I've been there, I remember over there and then you feel like you're in this living, I think it's a living, breathing kind of world, instead of just levels of a structure, but they're not really connected at all, so it just feels like levels, instead of you're progressing in a world.

Aaron: And I think the main...

Tom: It feels like you're playing through levels of a game that doesn't have a overall architectural structure to it, yet it's shoved into a architectural structure.

Tom: So you kind of lose the advantage of perhaps tighter pacing in an individual level that you will get if you didn't have an overarching world without the benefits of having an overarching world where it feels natural and you can feel like you're progressing through the area itself.

Aaron: Like that's obviously progressing through games and accomplishment in itself.

Aaron: Like you feel I'm leveling up, I'm progressing, I've beat this game or whatever.

Aaron: But just to see that you've like quote unquote conquered like a previous section of the game, by just being there and like looking down at it.

Aaron: Like say if you're at a vantage point that you couldn't get to before and you're looking down, I walk, I was there and I've, you know, I'm past that part now.

Aaron: Yeah, and like I said, progression in itself along with, you know, the actual progression of the game itself.

Aaron: Like it's just a, it's a similar layer of just, you know, it gives it like a player a sense of like fulfillment instead of just kind of going, ah, level, you know, six beats the way you did it.

Tom: Yep.

Aaron: And there's one thing I will say.

Aaron: Every time I play Devil May Cry I think, oh, I know this game.

Aaron: And then every, every level comes up, I'm like, oh yeah, oh hell yeah, this bit.

Aaron: I love this bit.

Aaron: Like, you know, until the end of the game.

Aaron: And then Devil May Cry it starts off, the first eight levels, I'm like, hell yeah, this bit.

Aaron: I love this bit.

Aaron: And then it starts getting to the certain sections that I'm like, oh, fuck this bit.

Aaron: Like the maze bit you're talking about.

Aaron: I was like, oh, for fuck's sake.

Aaron: Like I played it, I think last year, I played it the year before.

Aaron: Replayed it, obviously.

Aaron: I was getting gear in for TMC

Aaron: And I was like, oh shit, this bit again.

Aaron: Like the maze bit.

Aaron: And then it got to the bit where you have to, you know, the big toggle switch and it switches the whole, like the level, turns the levels upside down, you know, that section.

Aaron: And I was like, this bit fucking sucks ass man.

Aaron: Cause you get lost too easily.

Aaron: And like you end up backtracking through the whole fucking level.

Aaron: And you're like, wait, why am I back at Dante's fucking crib?

Aaron: I should be in the goddamn fucking castle.

Tom: It should really be like levels long because once you get up to the, imagine this was pacing, you're going along, you get up to the second Dante fight.

Tom: Then it basically skips to, yep, sorry, Virgil.

Tom: Then it basically skips to where you're up to Blob or around there.

Tom: And just continues to the end.

Tom: Because basically the first seven or eight levels significantly better than the rest of the game until you get to the last few levels.

Aaron: I think it's, if I remember right, this is just me going off spitballing memory, it's...

Tom: Yep.

Aaron: Missions to about that just reek of ass.

Aaron: And then like everything, you know, some levels have their problems in between that and like after that and before that, but like they're okay enough so you can kind of just glide past them.

Aaron: But those specific levels are the ones that you're like, oh, backtracking, oh, new enemies that just float around and flew away from you.

Aaron: Like, oh, at least bosses are fun to play as, you know what I mean?

Aaron: Because I think it's exactly-

Tom: That would be probably a fairer summation than mine.

Aaron: So what is the mission?

Aaron: or at Dante gets his devil trigger.

Aaron: It's or and then it's Leviathan's, like, you know, obviously Leviathan.

Aaron: It's when you get back to the time they grew and then it starts getting a bit, like, sideways and it's just getting a bit convoluted.

Aaron: And you were talking about, like, what was it that you described the secret missions as in this one?

Aaron: Like, they're designed to be this more apparent to everybody, even though they're fucking secret missions, but whatever.

Tom: I said they're much more signposted.

Aaron: Signposted.

Tom: Find them so much more easy.

Aaron: Like the game itself is designed that way, so you can kind of, it's what it's supposed to be in a way, but like, maybe it's just us being fucking stupid, but there's certain missions where it's just so easy to get lost.

Tom: Yeah.

Tom: Well, that's one of the weird things about it is cause they signpost things like the secret missions, much more than in the first game, but then some of the missions, you have no idea where you're meant to be going, and it's just a complete chore to navigate.

Aaron: See, that's the thing about-

Tom: And figure out what you're meant to be doing.

Aaron: I said this in the, I assume I said this in the previous podcast, but when you're backtracking in Devil May Cry as you said, it doesn't change the architecture too much, but it blocks off places that you shouldn't be going.

Aaron: Like it completely gets rid of doors, because this is a spooky mansion.

Aaron: You know what I mean?

Aaron: It blocks those places off.

Aaron: So, oh fuck, I know where to go, but it's this giant new door that I'm looking at, like opens up whole new sections of the mansion.

Aaron: And this is meant to be the backtracking parts.

Aaron: It's like, it's fantastic.

Aaron: And obviously in this game, when you backtrack, everything looks the exact same, and the same enemies, you have the same enemy encounters, so it just gets confusing.

Aaron: Like I've been here, but is this new?

Aaron: Is this like, is this old?

Aaron: I can't tell anymore.

Tom: Confusing and repetitive.

Aaron: Yes.

Tom: Boring.

Aaron: So that's my-

Tom: Trifecta.

Aaron: Yeah, me and problems with-

Tom: And part of that gone.

Aaron: We're about to be schooled by the VG press, Devil May Cry guys, because we're slagging here.

Aaron: That's just, that's the main, I've always said that's the people that asked me, I've always said that the DMC's major problems are a lot of the enemies are fucking shit.

Aaron: And the level design just tanks like towards the end.

Tom: And part of the big issue with the navigation stuff, like with how it's signposted yet gets confusing is, that's something that a lot of games, in my experience anyway, that going for this sort of middle ground between a completely unrealistic world architectural design, yet an overarching sort of area run into.

Tom: And the funniest example of it is the Uncharted series in Last of Us.

Tom: It's not as bad as in Last of Us, but it's hilarious in Uncharted.

Tom: Well, Uncharted isn't an overarching world.

Tom: A lot of levels are designed in that sort of way because they're pretty big and long.

Tom: But in Uncharted, they colour where you're meant to be going differently to what you would expect the colours to be.

Tom: Yet inexplicably, half the time, there will be areas that they haven't done that with, or because this completely ruins their colour palette in the design of the level.

Tom: Things they've coloured to look different won't look different.

Tom: So in their attempt to make things quality of life to death and signposted, you actually end up with stuff that is more confusing precisely because it does not make sense because they've tried to over explain something in an area that inherently doesn't make normal logical sense.

Tom: And I think Devil May Cry is definitely suffering from that sort of design issue.

Tom: The only game I can think of that does this sort of thing without an issue at all is Mirror's Edge.

Tom: And that is because while Mirror's Edge colours things differently where you're meant to be going, one, it aesthetically makes perfect sense and fits the minimalist general design of the level.

Tom: And two, it's actually kind of arbitrary because in Mirror's Edge, you can basically climb on anything you can logically climb on and go wherever you're physically capable of going.

Tom: So it's basically a perfectly logical and intuitive architectural design with this signposting just added on top of it in a completely arbitrary, meaningless manner.

Tom: And that's not to suggest that signposting and stuff doesn't work, but it usually does not work if you are caught in the middle ground between an intuitive logical architectural design and a contrived architectural design, which is where you find yourself in Devil May Cry and Uncharted and so forth.

Tom: Devil May Cry rather.

Aaron: Well, I'll just you wait till you get to DMC

Aaron: You think it's bad, no?

Aaron: Oh, golly, better than me.

Tom: So it's all down here until DMC?

Aaron: Yep.

Aaron: And in certain ways, like people, you know.

Tom: In DMChave they combined the different fighting styles yet?

Tom: Or just that you know in the In ?

Aaron: You can, it's the D-pad, D-pad's, you know, up's trickster, right's sword master, down is royal guard, I think, and left is gunslinger.

Aaron: And that is overwhelming when you first pick it up.

Aaron: Because you're like, oh, yeah, I got all these, I have all these abilities, but then you try and combine them all and you just kind of fall flat on your face.

Aaron: So you have to kind of take them one at a time and then learn the ins and outs again of, oh, fuck this, does that, trickster does this here.

Aaron: Swordmaster has all these weapons.

Aaron: Then you don't touch Royal Guard because nobody touches Royal Guard.

Aaron: And anybody that says that they use it or either.

Tom: They're lying.

Aaron: They're lying, but it's a fucking Royal Guard.

Aaron: See, when I finally figured it out in DMCI was like, oh my God, Royal Guard is where it's at.

Aaron: I love Royal Guard.

Aaron: Fun fact, actually, the last time I played DMCI predominantly used Royal Guard.

Aaron: I used Swordmaster for the first three levels and then switched to Royal Guard for the rest of the game.

Aaron: And that was a weird play through.

Tom: But how can I believe you when you just said everyone who says that is lying?

Tom: Or does that only apply to DMC?

Aaron: It only applies to people that are new to the game.

Tom: Okay.

Aaron: Or like, you know, if they're just the first time players, cause they'll maybe switch between, they probably just keep it on Swordmaster cause it's the easiest one.

Aaron: Cause it's got more moves for your sword.

Aaron: You know, don't you get it?

Aaron: And Gunslinger's kind of useless in and now.

Aaron: Well, you know, quote unquote useless.

Aaron: Everything has a use in these games, you know.

Aaron: You need to watch-

Tom: For instance, keeping combos going.

Aaron: Yeah, exactly.

Aaron: But anybody that says, like, my first time playthrough, I did.

Aaron: Royal Guard, no, you didn't.

Aaron: You're lying.

Aaron: Of course you didn't.

Tom: So what you're saying is when I play GMCI have to play Royal Guard just to prove you wrong.

Aaron: No, I want you to play as every single one of them.

Aaron: Like, switch between all four of them just at all times.

Aaron: Like, I never used to do that in Devil May Cry

Aaron: And then when I'm on my third playthrough of GMCI finally started doing that.

Aaron: And I felt like I become the one from The Matrix.

Aaron: I was like, oh my God, I am the king.

Aaron: It's the most satisfying thing just to be like, trickster dash, sword master, a certain sword master thing, royal guard block, like block nine attacks in the one go, switch to gunslinger, shotgun slide across the map, and then switch between three more while you're doing that.

Aaron: It's fucking crazy.

Tom: But that was immediately what I wanted to do when I discovered that there were multiple styles in three, then I found out you couldn't do that.

Aaron: Yeah, but just, you know, that's the thing of the, that's the limitation of the time,

Aaron: Pro-E PlayStation could not get.

Tom: Probably, they had to, wasn't four PlayStation or was that three?

Aaron: No, that was, three was PlayStation four was meant to be a PlayStation exclusive, and then like one of the first trailers, it was like Xbox and then everybody was like, oh, fuck.

Aaron: Because you remember Console Wars?

Tom: Yes.

Aaron: Good times.

Tom: Now we have anti-exclusivity wars on PC.

Aaron: Now we have anti-Consoles on PC, it's PC and Switch for life.

Aaron: That's not me, I'm just-

Tom: The Switch isn't a console.

Aaron: Games are fucking shit, that's what I'm saying, games are overrated.

Aaron: He says, is he-

Aaron: I say that as I'm looking at fucking my Steam page.

Aaron: I Devil May Cry I would argue-

Tom: All of these games suck.

Aaron: You know me, I love Devil May Cry

Aaron: Like I've said that, I've said it in the previous two podcasts.

Aaron: But-

Tom: You love them all except two, right?

Aaron: I don't really love four that much.

Aaron: But, it is overrated.

Tom: Four or three?

Aaron: Three, three.

Aaron: Because people forget about these problems, these little problems with the enemies that don't, like all the stuff we've talked about before.

Aaron: And then they just kind of let the gameplay and the story kind of overwrite their memories.

Aaron: Or not overwrite their memories, they probably know everything about the games at this stage.

Aaron: But they let that kind of cloud them a little bit, I think.

Aaron: Like it's the greatest game in the world.

Aaron: It's not that great if the fucking level design kind of shits itself towards the end.

Tom: And the level design, I think, they can potentially just ignore that.

Tom: But I think fundamentally, so basically all of the enemies are shit.

Tom: And so many of the bosses are.

Tom: I don't think you can just dismiss that in a beat-em-up.

Tom: Like you would with level design, if you're being a, this is all that matters, type of dickhead, where surely the enemies and bosses also matter.

Aaron: Because you can go to bloody palace mode and just fucking fight enemies if you don't care for the levels that much.

Aaron: I've done it myself.

Aaron: But then I remembered, oh, fucking the blood guiles.

Aaron: Oh, shooting them repeatedly until they turned to stone and then you have to attack them.

Aaron: It's just like, Jesus, I don't wanna fight these guys.

Aaron: It's just like, God damn it.

Aaron: Like, Devil May Cry fucking won.

Aaron: Like, if a plasma appeared, I was like, hell yeah.

Aaron: Fucking plasma.

Aaron: Wait, this guy turns into like nine different people if I don't attack them quick enough, oh shit.

Aaron: Every enemy is like, oh, you know, I love fighting this guy.

Aaron: But then every enemy in fucking, I would say every, but like, it's % of the enemies in three are like, they have.

Tom: Not this dickhead again.

Tom: Why, why am you wasting my time with this?

Aaron: They're either, there's a tiny thing I don't like about this, or there's a major flaw with this whole enemy, like the faun, or the doula hand, the fucking shield guy.

Aaron: I hate that shield guy.

Tom: That's the one that just floats around the levels, right?

Aaron: It just floats around.

Aaron: And the only way you can get hurt by him is if you jump straight into the front of him.

Tom: How is that interesting?

Tom: I don't understand.

Aaron: Like what's that meant to, this game play, this flashy game play that you're meant to fucking beat the shit out of like enemies at the same time, like doing these mad tricks.

Aaron: Like what the fuck is a floating enemy that doesn't really even attack you?

Aaron: Like Adam, you know what I mean?

Tom: Again, it's literally like just the tutorial mode.

Tom: Half the enemies are like the tutorial mode in a fighting game.

Tom: I don't get the appeal.

Aaron: What about the weapons?

Tom: I don't expect of it.

Aaron: What about the weapons?

Tom: What's that?

Aaron: The weapons.

Tom: Before the weapons, I just want to say one last thing on the fights, and that is we were mentioning the secret levels.

Tom: This was a massive flop to me.

Tom: Some of the best moments in the original Devil May Cry were the secret levels, or when you backtrack to an area, was for instance, the fight where you are against two of the cat dudes.

Tom: Was that technically a secret level that you entered, or was it just a thing you encountered when you were backtracking?

Aaron: That's a backtracking thing, because there is a secret level, I think there's two secret levels actually, to deal with the shadows.

Aaron: There's one where you have to find three hidden, quote unquote hidden ones around the mansion, and they're pretty close to one another, and then there's one, it's in the spiky conveyor belt place, when you're around where you get effort, and when you fight Griffin, you have to fight two or three at the one time, and it's fucking insane.

Aaron: But so the bit you're talking about that, is it just a backtracking area, or if it's...

Tom: The one where you're fighting several of them at once, in a really cramped area.

Aaron: If it's a spiky room, then that is a secret mission.

Aaron: But if it's a roomy fight, Nilo Angelo, that's just backtracking, or a hard mode.

Tom: Well, either way, well, I was...

Tom: It was the first playthrough, so it wouldn't have been on hard.

Tom: I don't think you can select.

Aaron: No, you can't.

Tom: Can you?

Aaron: No.

Tom: Okay, so it's the secret mission.

Tom: Secret missions like that, for instance, that fight was one of the best moments in the entire game.

Tom: That fight was not only incredibly challenging, and you had to basically figure out how you're gonna attack them in the area you were in, as well as dealing with them.

Tom: And then you add the layer of trying to get a good combo score as well.

Tom: It was just some of the best, most satisfying moments in any game I've played.

Tom: And even weird ones like the jumping to a huge height on top of the skulls, multiple enemies.

Tom: Yep, skulls.

Tom: None of the secret missions that I played anyway are in three.

Tom: Even came close to reaching those heights.

Tom: They were, half of them would just kill a bunch of enemies that was basic enemies in a fast amount of time, which you did have a couple at the very beginning of Devil May Cry, one that were like that.

Tom: But you had much more interesting ones than that.

Tom: The only one that kind of did something interesting, and I know a lot of people hate it, I think you hate it as well, that was at all doing something creative and interesting, like the original Devil May Cry was the one in the second last mission leading up to the boss fight, leading up to the blob boss fight, where you are having to climb the circular room with the moving boxes with just double jump.

Aaron: Yes, that one is torture.

Aaron: I thought you were actually going to talk about the elevator, where the elevator, if it has too much weight on it, it falls down obviously.

Tom: That one wasn't bad either.

Aaron: I thought that was an interesting one, but it's a fucking...

Tom: Super awkward.

Aaron: Super awkward.

Tom: So that's like two, neither of which really come close to the heights of the secret missions in...

Aaron: But even the secret, even the kill a certain amount of enemies ones in one, it's like the first two missions are literally kill these little baby spiders.

Tom: Yep.

Aaron: But those aren't actual enemies in the game.

Aaron: Like you don't fight them enemies.

Aaron: So it's unique to like the secret missions.

Aaron: So the secret mission has got a specific new enemy.

Aaron: And you have to figure out a way to deal with this brand new like quote unquote enemy.

Aaron: It's not really an enemy because it doesn't attack you.

Aaron: And then it's like, what other ones are there?

Aaron: There's a, you have to use the sin scissors to climb on their heads to reach the orb in the middle of the sky and stuff like that there.

Aaron: Like those are interesting.

Aaron: Cause it's not, as you said, it's not just kill this amount of guys within like seconds.

Aaron: And you're like, you know, it's kind of boring.

Aaron: And it is kind of like, like if they're all sign posted, it doesn't make them that secret, you know?

Aaron: Cause you feel like a genius for, and some of the fucking missions in one are like literally, if you activate this specific, like if you put that scepter in this here, three doors back, if you go through that three door, three doors back, that'll be a secret mission, but you're not even gonna think about going that way because this new door opened up in front of you and it's like, what the fuck?

Tom: Why would I go back there?

Aaron: Exactly, but like, you know, any guy that goes back there, secret mission, happy days.

Tom: Exactly, and by about a third or halfway through, I was often just randomly backtracking when new areas opened, just to see if I could find a secret mission.

Tom: I'm doing weird things as well.

Aaron: Hey, let's step up over two secret missions, which were just the Bloody Pals mode.

Tom: Yeah, I did like to then just decide, I'm just gonna try and get through this game as quickly as possible.

Aaron: Which even if you're not trying, it's still, it's only like two...

Aaron: Did you play Lucius mode?

Aaron: Or is it just Dante?

Tom: Yes, I did.

Aaron: What?

Tom: I did both.

Aaron: So that's just about six hours of gameplay.

Tom: Yeah, her party is shorter than Dante's.

Aaron: His is about four hours from my last play through of it, sadly, but I just know that off by heart.

Aaron: And hers was two hours, which is crazy.

Tom: So six hours of torture that you submitted yourself to.

Aaron: DMC one's not that long either, so it's six or seven hours.

Aaron: You can blast through that.

Aaron: Yeah, last time I played, I blasted through it in fucking three hours and minutes.

Aaron: And DMC three, that's like nine hours, or or some shit.

Tom: But you mentioned the weapons.

Tom: And this is an area that is certainly worthy of praise.

Tom: Compared to both, I mean, two's weapons were just atrocious.

Tom: Half of, like all your ranged weapons were basically literally the same.

Aaron: The close weapons were the same as well.

Tom: I was about to say.

Aaron: There's your normal sword.

Tom: Didn't Dante's have a slight difference?

Aaron: No, he has a sword.

Aaron: He has a big fat sword, and then he has a thin long sword.

Aaron: Yeah, that's right, yeah.

Aaron: But they all attack the same combos.

Tom: So, in two, you literally have one weapon.

Tom: In three, not only do you have, how many weapons are there in total?

Aaron: Okay, there's Rebellion, the Nun Chucks, Cerberus, Beowulf, which are the Gauntlets, and Nevan, the Guitar, and that's, what else, like Melee Combat?

Aaron: I think that might be it, or Messam something.

Aaron: Agni and Rydra, forgot Agni and Rydra.

Tom: Yep, there we go.

Tom: So, basically, the Gauntlets are pretty much the same, with the exception of your end combos.

Tom: And some of the swords are pretty similar, too, with the difference being speed and that sort of thing.

Tom: But Agni and Rydra are obviously very different.

Tom: But you then have random shit like the Guitar that is just-

Aaron: But there's only one sword.

Aaron: Like, Agni and Rydra's two swords, and they control very different over Rebellion.

Tom: And Virgil has two, though, doesn't he?

Aaron: Yeah, but he's a-

Tom: And that's all he's got.

Aaron: He's an extra character.

Aaron: He's got Rebellion and Yamato.

Aaron: Yamato and Beowulf.

Aaron: So we don't count him.

Aaron: We're counting Dante.

Aaron: We'll just say it.

Aaron: He's got a sword, gauntlets, a fucking electric guitar, two big fucking Schmittars, and a fucking pair of nunchucks.

Aaron: Like, that's an eclectic collection of fucking weapons right there.

Tom: And they're all completely different in how you use them.

Aaron: Yep, which is fantastic.

Tom: Which is just awesome, absolutely awesome.

Tom: And the electric guitar has to be one of the most ridiculous and yet perfect weapons for a beat-em-up ever.

Tom: I was terrible with it, but whenever I used it, it was just absolutely hilarious and super fun.

Aaron: That's one of those weapons where you get it and you're like, oh hell yeah, electric guitar, and then you go to use it and you're like, wait, how the fuck, wait.

Aaron: And then it takes a lot of practice, even I'm still not very good at using Nivan, to be honest.

Aaron: I think you need Swordmaster on for the Nivan.

Aaron: But even then.

Tom: So the weapon gun.

Aaron: And then there's the guns.

Aaron: You got M&M Avery, you got fucking Artemis, the laser weapon, you got Catalina Anne, the shotgun of course.

Aaron: What else, what else?

Aaron: There's another one.

Tom: You got a sniper rifle.

Aaron: Sniper rifle, yeah.

Aaron: Yeah, Catalina Anne.

Aaron: You know, again, all very different.

Tom: Yep.

Tom: Where in the original you had the pistols, the shotgun, was there anything else?

Aaron: Pistol shotgun and nightmare B, the laser weapon, which is very similar to Artemis.

Aaron: And three.

Aaron: It's, and the first one is three melee weapons, three guns.

Aaron: Well, there's-

Tom: So again, if you just combined this with exceptional bosses and, or even decent bosses, rather than just a couple of decent ones, a couple of exceptional ones and a lot of crap ones, and more than one decent enemy, the variety of weapons you have would just be amazing.

Tom: Which I'm hoping five is basically the culmination of what three and four were leading up to.

Tom: What did I play for?

Aaron: Yeah, four, that's the one thing I'll say before it's good.

Aaron: It has less weapons overall, as far as I remember, than three, but every weapon is like, what the fuck is this thing?

Aaron: And we'll get, you know.

Tom: So it's more polished.

Aaron: I would say, I would say polished, I'd just say more diverse.

Tom: Okay, so there's greater differences between.

Aaron: Every weapon's like, there's a sword, and I kinda don't wanna spoil it, but you'll get there.

Aaron: But there's like a sword, and then there's this completely different thing, and then it makes, for me, it made the combat flow kinda weird compared to like for example, cause 's got like, Nunchucks, you know how to fuckin use Nunchucks, they're kinda more close range than the Rebellion, but you can still kinda use them in like, like you can use them with Rebellion to do certain things and stuff like that there, but like some of the combos in but like odd, but I've seen, again, I've seen gameplay videos, you can see gameplay videos for every fuckin Devil May Cry where some guys just made this work and you're like, holy shit, this is insane, but you're like, I'm never gonna get that.

Tom: What about ?

Aaron: well, you know, I've said that, you know, you can read my review at gameunder.net gameunder.net to figure that out.

Aaron: 's got like a good balance of like, this thing's fuckin weird, but also I can use this, I can, even I can understand, because I'm not a top tier player and I'll know, not even fuckin close, but I say I'm better than like the average, but like there's certain weapons and like I'm like, well, and then has got the weird ones, but it's also got like, they're easy to use, well, easy enough to use and compare like, with something else.

Aaron: Like, so if you're a rebellion, the fuckin two motorbikes and stuff they got there, you know, like they're big juggernaut weapons and they're slow, but they're heavier and stuff they got.

Aaron: You know what I mean?

Aaron: That gets got more of an ease of access, like to, you know, mix and match the weapons and stuff they got.

Aaron: I was gonna say the, what about the styles in ?

Aaron: Do you think they added a lot of variety?

Aaron: Did you switch between them much?

Tom: To begin with, I mainly just used dodge because I was so happy to have a dodge in the game.

Aaron: Trickster, you mean?

Tom: Yep, Trickster, but as I progressed, probably after the first thought, third or so, I started using Swordmaster as well.

Tom: What were the other ones?

Aaron: Gunslinger.

Tom: One of them was the bullet time.

Aaron: Oh, well that's the, those are the unlockable ones.

Aaron: There's Gunslinger, the four main ones are Gunslinger, Swordmaster, Trickster and Royal Guard.

Aaron: And then you unlock Doppelganger and Quicksilver.

Tom: Yep, so I basically used Royal Guard never.

Tom: I used a reasonable amount of Swordmaster, particularly in some of the latter levels where it was very useful.

Tom: A lot of Trickster and a little bit of Quicksilver, Gunslinger and a tiny bit of the bullet time, but it seemed rather pointless in the other styles.

Aaron: The two unlockable ones are a bit gimmicky, I'd say.

Aaron: Like, you unlock them, you're like, oh, this will be interesting for a later playthrough, but not right now kind of thing.

Tom: Yep, absolutely.

Aaron: Especially when they suck the life out of your Devil Trigger.

Tom: Yep, well, that's the thing that kind of ruins it for you.

Aaron: Mm-hmm.

Tom: And makes it a bit pointless.

Tom: Though Devil Trigger was not at all as important in this than it was in the original.

Aaron: No.

Tom: But even so.

Tom: But yeah, that, like the weapons, definitely adds a layer.

Tom: And again, like I said, that's why I was really hoping I could switch between dodge and extra attack.

Aaron: Mm-hmm, on the go.

Tom: Or that would have, what's that?

Aaron: I like just on the go, like you like to just dodge and then switch and then be able to...

Tom: I would have added several extra layers of satisfaction to be able to do that sort of thing.

Aaron: Well, that's the one thing that'll fucking make four amazing for you, you know, while the rest of it falls apart around you.

Tom: Absolutely.

Aaron: Because that's the thing about, see the first half of that game with Nero, who I'm very curious how you, you know, how you feel about Nero, like Nero when you play as him.

Aaron: That's gonna be fun.

Tom: As a character or in terms of his moveset?

Aaron: Both, I'd say.

Aaron: Because he's, yeah, you'll see it.

Aaron: It gets very, I don't know, I'll say nothing, but we'll get there.

Tom: Okay, I'm looking forward to something.

Aaron: Because he, I've always said that he is like a, before DMC, Devil May Cry, was announced, the reboot, he was like the Dante, you know, everybody went like, fuck Nero, I fucking hate Nero.

Aaron: And then DMC, Devil May Cry came out and everybody was like, I wish I had Nero back.

Aaron: You know, and then obviously when came out, everybody loves Nero now, because he's actually fucking unreal in that game.

Aaron: I don't mind him in -Wheeler, of course, but he is a bit, like it felt like he's the new main character.

Aaron: Because he is, like, first half of the game, some, if he didn't know that, sorry for the spoiler.

Tom: You just ruined it for me, I don't need to play it.

Aaron: That makes it when you finally get Dante a lot more enjoyable.

Aaron: Plus, his role in that game is fucking fantastic.

Aaron: Dante's, I mean.

Tom: I'm looking forward to it.

Tom: And we'll get now to, I think, the last two aspects we haven't really talked about.

Tom: And I think probably even more controversial than our previous aspects of what we talked about is the music and the story.

Tom: Oh, hell yeah.

Tom: Both of which, to me, again, a massive improvement on two, but they pale in comparison to the original game, particularly the music, with the exception of, and you'll know the title of the song, one of the greatest and funniest cheesy, heavy metal tracks in history.

Aaron: Are you talking about the intro, like the one that plays, yeah, as Devil Never Cry, or whatever it's called?

Tom: Yeah, it is just absolutely amazing.

Tom: It fits a cheesy beat-em-up better than possibly any song in history, including anything in the first game.

Tom: It is just absolutely amazing.

Aaron: That's fantastic.

Aaron: I would disagree when you say it peels in comparison to one, because one has some fucking great soundtracks.

Aaron: It's one of my favorite soundtracks ever.

Tom: No, just that song, just that song.

Aaron: No, but DMC's soundtrack overall is like right there.

Aaron: All the songs that...

Aaron: Because there's so many songs in the soundtrack that sound exactly like Devil Never Cry.

Aaron: It's just that one guy going, I do you do, but I do don't be, that do the bamba be a bamba.

Aaron: You know what I mean?

Aaron: It's like, yeah.

Aaron: And that's all you hear in the background.

Aaron: Like when you're fighting enemies, all you hear is that guy fucking scatting, basically.

Aaron: It's amazing.

Aaron: It's like the best hype.

Aaron: He's the best hype beast ever.

Aaron: And also you can't wait.

Aaron: Now you've heard it.

Aaron: You've heard like TMC

Aaron: I'm talking with TMC

Tom: I thought you said in four, that's what the soundtrack mainly consists of.

Aaron: Four is like an extension of three soundtrack.

Aaron: People love a certain track from four, almost as much as they love like the rest of the games.

Aaron: It's called Never Something.

Tom: But other than that single song, which is amazing.

Aaron: But again, I'm talking about the whole soundtrack.

Aaron: That song is just, it's like the single for the album that sounds like that because every song in that game, being a part of the orchestral shit, sounds exactly like that song.

Tom: Yeah, but they're not as good as that song.

Aaron: They're not quite as good, but they're up there though.

Tom: But they're not good enough.

Tom: You got to hit that level to really knock it out of the park because Devil May Cry 's weird synth pop and orchestral combination is just absolutely amazing.

Tom: That's great in a non-cheesy way.

Tom: I would listen to that music when I'm not playing Devil May Cry.

Tom: Other than if I'm just randomly looking it up on YouTube, I would not listen to even the greatest track in Devil May Cry

Aaron: I play that song all the time.

Aaron: I just have it on.

Aaron: I'm like, give me that song right now because you get to the bit where later on with the clear guy singing, like the bridge and then he starts singing and then the mean gruff guy comes back in and you're like, this is what we need in life.

Aaron: That song is the song in the first trailer that was released, the one I spent about five hours buffering on the GameSpot website when I had dial up internet.

Aaron: And that's just hype, just hype the whole time.

Aaron: I was like, oh my God, this song's amazing.

Aaron: The gameplay looks amazing.

Aaron: For three, obviously, I'm still talking about it.

Aaron: Now, fuck that man, the soundtrack's on now.

Tom: I'm not saying it's bad at all.

Tom: I'm just saying Devil May Cry is just an incredible musical achievement.

Aaron: Yeah, that soundtrack's like a weird mix of like techno fucking like industrial Nine Inch Nails with weird pop shit and then just a random orchestral tint, as you said.

Aaron: And you're like, what the hell is this mix?

Aaron: But like it all weirdly just works.

Tom: Yeah.

Aaron: And there's so many songs off that soundtrack that are surely, if you hit the Jooks Box and as we say, Episode and Mission Devil May Cry.

Tom: Some track in some action games, outside of Bayonetta, which isn't on the same level at all and is much less of a weird mix of things.

Aaron: I'd say it's more of a jazz-pop kind of twinge.

Tom: But it kind of combines weird orchestral elements as well.

Tom: So it's working that into it in an interesting and similar way to Devil May Cry

Tom: But outside of potentially Bayonetta, what game is there that has had the balls to attempt to copy Devil May Cry 's soundtrack?

Tom: I can't think of any.

Aaron: I wouldn't say Devil May Cry 's soundtrack, and I wouldn't even say it sounds similar, but in the similar vein and the similar idea is Metal Gear Rise and Revengeance's soundtrack, which is just dubstep mixed with fucking...

Aaron: It's the same bop metal kind of sound that Devil May Cry soundtrack has, where it's just some guy going, yeah, yeah, ba-ba.

Aaron: And then these fucking riffs in the background, and then just dubstep playing deeper in the mix.

Aaron: And you're like, this is just amazing.

Aaron: This fits the game so perfectly.

Aaron: That's another fucking game.

Tom: This is something that is super underrated when it comes to Platinum, and clearly Clover and the Capcom dudes that are all in the same sort of thing.

Tom: The soundtracks in these games, and Devil May Cry is, in my opinion anyway, their masterpiece, all just completely bonkers and original as well.

Aaron: It makes me wonder what the fucking, like, the office space in Platinum games sounds like.

Aaron: Like, if they're all listening to music, what is it, just like five of them are playing different songs at the same time.

Aaron: And then Kamiya comes in and he goes, that's a great soundtrack, who's playing it, what is that?

Aaron: And then they go, I love this song.

Aaron: I love this song.

Aaron: Mix all that together into the one song.

Tom: He just thinks it is the one song.

Aaron: Yeah, and then they're like, oh shit, we need to make a new genre for this because he's not gonna be impressed.

Aaron: Oh my God.

Aaron: Oh my God, I think we just cracked up.

Tom: That's definitely how it works.

Aaron: Some guys playing fucking orchestra.

Aaron: Some persons playing jazz.

Tom: Somebody's just got Wagner on someone, nine inch nails.

Aaron: Someone nine inch nails just, and then he's like, yeah, yeah.

Tom: Someone Marshmallow, someone Miles Davis.

Aaron: Oh my God, somebody, he's Shazam in the song cause he's like, I love this tune.

Aaron: And then it just comes up with the fuck are you, what is this?

Tom: We've got Scatman John, clearly the greatest influence of Devil May Cry

Aaron: That's, you know, devil's never cry.

Aaron: It's just Scatman John.

Aaron: It did a full body dicky idea.

Aaron: All right, great soundtrack.

Aaron: Fuck it.

Tom: Absolutely.

Tom: So the last point we're going to get through, and again, one of the most controversial is, people seem to like the story.

Tom: Again, just let me preface this by saying the story is hilarious.

Tom: The stuff with the bazooka chick and her father is brilliant, particularly the twist towards the end, just so funny.

Tom: And him turning into the blob is just one of the weirdest and stupidest moments in games history in the best possible way.

Aaron: Arkham this like very like, used to be, I'm Arkham, turns into this fucking, he gets Alistair, you know, Sparta sword and he's like, blah ha ha ha ha.

Aaron: Like he has a complete of a character turn.

Tom: Yeah.

Aaron: And he just turns in his blob, oh, I got the power of Sparta.

Aaron: And you're like, what the fuck happened?

Tom: I just got into a blob that, it's not a blob, I just realized it's clearly a single giant testicle.

Aaron: It's Sparta's testicle.

Tom: And it's dirty with its dolphin semen.

Aaron: Because it's Sparta's testicle because he looks like Sparta and then this human can't handle the power of Sparta.

Aaron: So he turns into Sparta's testicles.

Aaron: So are we trying to say that the semen dolphins that come out of him, are they like, if they found a womb, they turn into Dante and Virgil's next brother?

Tom: I think so.

Aaron: What the hell are we talking about?

Aaron: I need to preface this because I actually quite like the story.

Tom: What you're doing there is basically killing off your sibling in that boss battle.

Aaron: This is the new fanfic?

Tom: Yep.

Aaron: I should say that I do really like the-

Tom: It's not fanfic, this is clearly canon.

Aaron: Fuck that fanfic for a second.

Aaron: I do really like the story for Devil May Cry

Aaron: I actually really like it.

Aaron: And I think it, because all the characters, there's like fucking five of them, but like again, they're all done, I think very well, apart from Arkham's like weird.

Aaron: But then again, he always had that kind of weird side to him obviously, because he turns out to be Jester.

Aaron: Not that anybody didn't see that coming, because it's like, he's so fucking blatantly him.

Aaron: You know, Dante's got his character beats and then obviously he becomes less a fucking asshole towards the end of the game.

Aaron: Lady slash Mary, she goes from this hard ass fucking, I'm just gonna shoot Dante in the fucking head, which by the way, that moment is amazing.

Aaron: She shoots him in the face and he's like, you shot me in the face.

Aaron: And then obviously she learns that not all demons are like bad and Virgil learns here, maybe I should open up to my human side a little bit.

Aaron: Like every character has like a little, you know, journey that they go on and not many fucking video games can say that, I think.

Aaron: Obviously it's all wrapped in a very anime, anime extreme over the top.

Tom: Very pulpy, to say the least.

Aaron: Yeah, very pulpy things.

Aaron: So that's where the hilarity comes from, where it's just so over the top at the same time.

Aaron: But that's what you want.

Tom: But, yep, you do.

Tom: But to me again, it can't compare to the original story, which while it isn't as deliberately funny as Devil May Cry it has some completely crazy shit in it, particularly for a game, that a lot of the best pulp in other mediums do, like the whole incest angle with the chick looking like his mother, and stuff like that.

Tom: You don't get that sort of crazy, completely unexpected yet perfect stuff in Devil May Cry

Tom: You can argue that it's more polished, but it's a more polished, less interesting, easier story to tell.

Tom: The more over the topness of the characters, I think it's easier to do as well.

Aaron: It's more polished, but less jank, especially helped that they have actual, like Capcom obviously had from like to like the worst voice actors in the world, you know, Resident Evil, Devil May Cry

Aaron: Even though Drew Combs or whatever he's called, I actually quite like him when he's not screaming that, like I should be the one to fill your dark soul of light line.

Aaron: Like when he's just Dante, like kind of speaking to the bosses and stuff and being a little smart ass, I think he's actually really good.

Aaron: And actually, I think his stinger was a weird thing to say.

Aaron: You know, when you use the stinger move, you know, the stinger moves, you dart forward and stab like straight in front of you.

Aaron: His like, yeah, is like the best, yeah, in all five of those games.

Aaron: And because the guy, what's his name?

Aaron: The guy in the three, four and five, he is unreal at being this like the smarmy, Ruben Langdon, the smarmy kind of jokester, DMCDante, like the young bratty kind of one.

Tom: Yep.

Aaron: But when he's like, I obviously like him now, because he kind of have to, but in four and five, he still has that kind of, he's an older Dante, but he's got the bratty, he's still got that bratty voice, if you know what I mean.

Aaron: Yep, definitely.

Aaron: But he doesn't have that age voice, but again, he's a better voice actor overall for carrying scenes and not being so like, hammy and stuff like that.

Aaron: So I like, 's got just better voice actors overall, can actually carry like a decent quote unquote story, but again, that comes back to like, there's less ham and cheesiness then, there's less kind of early s jank to.

Tom: I'd say there's more ham and cheese in these.

Aaron: But it's deliberate ham and cheese, you know, it's a ham and cheese sandwich.

Tom: Yeah, but that's what I'm saying.

Tom: That's an, it's easier to make a ham and cheese sandwich than it is to make a more complicated sandwich that accidentally has ham and cheese in it, yet has greater, more gourmet ingredients, such as the whole incest subplot.

Aaron: Like accidental incest subplot?

Tom: I don't think that was accidental.

Aaron: I think it was like, like, the cameo didn't realize that.

Tom: No, there's no way that was accidental.

Tom: When you take into account the general aesthetic of Devil May Cry and for instance, the, even the character designs in one compared to three, it's doing much weirder, crazy shit the entire time.

Tom: And you look at any other cameo game as well, like Bayonetta and so forth, all the games he's directing are doing weird religious and other thematic references that you don't get in Devil May Cry for instance.

Aaron: Well, that's, well, okay, it's good job you said Devil May Cry there, because foreshadowing, there's a religious side to fore.

Aaron: I just made a pun, foreshadowing.

Aaron: That's disgusting.

Tom: You did indeed.

Tom: You know, go and wash your mouth out with soap.

Tom: But again, you look at the characters, and you can say that one may be more janky, but three is definitely taking the easy option and being more generic.

Tom: You've got much more basic boy band look at the time that is obvious, which two was kind of moving in that direction as well.

Tom: Again, to me, it's doing something easier better rather than doing something hard in a weird way.

Aaron: I'm just saying they should bring back Dante's tan from Devil May Cry

Aaron: He had a tan, he had a brown, he was like bronze.

Aaron: Cause it made his white hair just pop, but they kind of peeled him.

Aaron: He looks now like he was in his fucking office just playing guitar for the last six months.

Tom: They took the brown antichrist that was Dante and turned him into white antichrist, just like they did to Jesus.

Tom: Outrageous.

Tom: Outrageous.

Aaron: Devil May Cry, am I right?

Aaron: What does that even mean?

Aaron: What did I just say?

Aaron: I don't know, I say-

Tom: Devil Mayo Cry.

Aaron: Devil Ham and Cheese Cry.

Aaron: And that's it.

Tom: There's the most agey reference is Devil Mayo Cry Ham and Cheese Sandwich.

Aaron: That's the title of this podcast.

Tom: It's gotta be called Devil Mayo Cry.

Aaron: I quite like Mary slash ladies design.

Aaron: The school girl, but she's fucking got like a hundred guns on her and a bazooka and she's like armed to the teeth.

Tom: And rides a motorbike.

Aaron: And she rides a motorbike.

Aaron: And her scene when she fights the, I think it's just like the common fodder guys in a certain area of the game towards the start, she's just like fucking, and then like reloading and like doing fucking flips using one of their safes to like flip up in the air while they're reloading.

Aaron: I guess so, like obviously The Matrix was a giant inspiration with all the cutscenes in that game.

Aaron: But that one in particular.

Tom: And the music too.

Aaron: And the music too.

Aaron: But that one in particular is fantastic.

Tom: And the carriage in the sign as well.

Aaron: Yeah, the leather.

Aaron: Leather for everybody.

Aaron: What about Virgil?

Aaron: What about Virgil's design?

Tom: He was basically an edgy goth Dante.

Aaron: Yeah, boy.

Aaron: That's what you want.

Tom: He was the emo band Dante, and Dante was the boy band.

Tom: Sorry, Virgil was emo band, and Dante was a boy band.

Aaron: That's perfect.

Tom: Basically.

Aaron: That's probably exactly what they're going for as well.

Aaron: What do you think of Dante?

Aaron: Dante's voice, his new voice, and because, you know, again, two doesn't really, he says like four things in two.

Aaron: He's like, I'm gonna flip this coin, and I could be voiced by anybody.

Aaron: But compared to the guy in one, what do you think of Dante?

Aaron: And then specifically, this is my question, what do you think of Virgil's voice?

Aaron: Very curious about that.

Tom: I think the Dante here, I think worked really well in terms of voice acting.

Tom: He really nailed the just annoying teen brightness of him.

Tom: And yet when it started going into his brother issues, and that sort of stuff, he managed to just not be the same annoying dickwad, basically, which I think is pretty impressive, given the material he was working with.

Tom: And Virgil, I think, was a pretty good, arrogant dickhead throughout.

Aaron: I agree with the Dante.

Aaron: He's got a nice variety and like, he's got a nice, not just like a bratty guy saying these sad lines.

Aaron: It's like you can tell this character's kinda going through the, make his change as the story progresses.

Tom: Yep.

Aaron: And Virgil's voice is, I think, he's got a nasally, high-pitched voice, but weirdly enough it works for that character.

Aaron: I don't know why.

Tom: That's cause he's an emo, so.

Aaron: No, but it's so odd.

Aaron: Like apparently he, Daniel Southworth or whatever he's called, he's a Power Ranger, fun fact.

Tom: Yep.

Aaron: Oh, so is Dante's voice actor.

Aaron: He and Nero's voice actor coming up, they're all Power Rangers.

Aaron: He had a cold when he was filming, or when he was recording Virgil's voice, fun fact.

Tom: Yep.

Aaron: So in, when he's in four special edition, like the later one they made in when they re-recorded Lines, it didn't quite sound the same, but he sounds.

Tom: I think the nasalliness works, cause he's meant to be kind of an upper class, arrogant, pretentious dick.

Aaron: Looking down at Dante.

Tom: Oh yes, I just read the NIR.

Aaron: I am not going to this party, Dante.

Tom: It works perfectly.

Aaron: That's too, even that was too deep for him.

Aaron: He's a really high voice.

Aaron: Yeah, those two guys as well, they did all the mocap work for the cutscenes.

Aaron: Most of the mocap work in a way, like the design of like the fight cutscenes you see in between, obviously, those voice actors did all that shit.

Tom: So they basically did everything.

Tom: They designed the game and the music.

Aaron: They lived that fucking, they lived those characters, is what I'm trying to say.

Aaron: Which is unreal.

Tom: It was a passion project for them.

Aaron: It's because Ruben Lagden, he lived at the time, I don't know if he lives anymore, he lived in Japan at the time and that's how he got the job.

Aaron: So he was there, you know, pre-vis and all the stuff, like getting the characters, like traits and walks down and stuff like that.

Aaron: Like he was there, he was the one that designed, I'm not sure if he designed it obviously, but he was the one that carried it all out when it came to like recording the motion capture and obviously recording the voice lines because there's a couple of special features when you complete the game, like in the bonus movie section, you can actually watch the making of a few of those cut scenes and it's actually really cool if you like that kind of shit.

Tom: I'll link me that after the show for sure.

Aaron: Why not link it now and you get your live reaction?

Aaron: It's just you going, oh, okay, this is okay.

Tom: We'll turn it into a reaction podcast.

Aaron: That's how you get clicks, man.

Aaron: The next podcast, it should be just us recording while you play the MC

Aaron: And you're like, who's this fucking brat?

Aaron: Who's this guy with, he looks like Dante, but they don't explain why.

Aaron: It's not really spoilers, is it?

Aaron: That kind of spoilers.

Tom: Probably spoilers.

Aaron: Yeah, fuck it.

Aaron: You'll forget that, man, because you won't play the game for like another six months.

Tom: That's true.

Tom: And then it'll take me six months to play as well.

Aaron: Yeah, true.

Aaron: Because you'll be like, fuck it.

Tom: The reason three took so long, was partially the fucking trawl that was the middle final section of the game.

Tom: Because I blazed through like the first seven levels and then slowed down slightly until, like you said, about the th or th level mark.

Tom: Then it was just a massive slog to get through to the last few levels.

Tom: And that took up the majority of the time that I was playing, not the actual playing of the game, but the time period in which I was playing it was getting through that fucking slog first.

Aaron: I can remember talking to you and saying, I had to look it up, I had to look it up because I didn't know if I heard it.

Aaron: I was like, right, as soon as you get the list mission, it's all, you know, sort of smooth sailing from then.

Aaron: You know, so I was like, just batter on until you get to there and then that'll hopefully, everything will hopefully get better for you.

Aaron: And then I remember you slowly doing that then.

Tom: As I was playing the game, I kept mentioning to you stuff that I thought was going to happen that will be awesome.

Tom: And you having to break the bad news to me that though there were moments that appeared to suggest this cool moment would occur, that it wasn't going to occur.

Aaron: Hey, what can you do?

Aaron: What would you rate Devil May Cry Dante's Awakening?

Tom: I would probably give it a, it's hard to score because unfortunately I gave Uncharted an out of at some point.

Aaron: So I'll tell you prayers.

Tom: So I now feel like anything that is good, I need to give at least an even.

Tom: If I hadn't given Uncharted an out of I wouldn't probably give them an out of

Aaron: But when was that?

Tom: That was a long time ago.

Aaron: So that's defunct, throw it in the trash.

Aaron: Your now is not your then.

Tom: Okay, excellent.

Tom: Then I would probably give it a out of or a out of

Aaron: That's good, that's a pretty damn good score.

Tom: I'm gonna go with a out of

Aaron: Because I would give it about a or an

Aaron: And I love that game.

Aaron: And that's just me being real.

Aaron: Like that's just me going like, I'd say okay, I'll lean towards

Tom: So you're an and I'm a

Aaron: Yeah, so on the first time, I asked you your first time playing, so I think it's a pretty fucking damn good score.

Tom: Yep, some of my favorite games ever, I've given s, so.

Tom: I actually use the scale.

Tom: So that's the thing to remember, except when I rated Uncharted apparently.

Aaron: That was, again, that was a weird scale you were using back then, some last day.

Aaron: That's the to that's what you were using.

Tom: I think it was the to scale.

Aaron: So it's basically shut down, here's what you're saying.

Tom: Perhaps, you're right side.

Aaron: I've got, again.

Tom: Uncharted is all right, it's the best one in the series.

Aaron: That's not a fucking high bar, is it?

Tom: Yeah, but it's the one enjoyable one, I would say.

Aaron: As I said with Devil May Cry I've got a lot of nostalgia for, specifically and

Aaron: I remember, I didn't actually know it was out, but obviously I was hyped for it and stuff.

Aaron: I was watching, again, those dial-up trailers on GameSpot and stuff like that.

Aaron: And then one day, I was up in a game store in a town near me, obviously it went around when it came out, and it was on the shelf.

Aaron: And I was like, what the fuck, is this out?

Aaron: And then I was like, parents, help me buy this motherfucker.

Aaron: And then surprisingly they did, because they wouldn't usually do that sort of thing.

Aaron: They'd make me kind of save up for it and stuff.

Aaron: I got off, obviously I was, when's this, when did it come out, ?

Aaron: So I was

Aaron: And then I took that shit.

Tom: They'd seen the Etrailer as well.

Aaron: They probably saw the fact that I was bosing for it.

Aaron: I was like, look at that shit, look at that shit.

Aaron: He can fucking jump on enemies and surf them.

Aaron: That's crazy.

Aaron: Got that shit home, played the first mission and was like, oh my God, this gameplay is fucking phenomenal.

Aaron: Like just the feel of it was light years.

Aaron: But again, I was around the time I still liked

Aaron: I didn't know any better.

Aaron: But even then I was like, holy shit, this is so much better than fucking already.

Aaron: Like this is insane and I got so many good memories from just the first time playing that game, getting to like the strip club, being able to spin around the pole.

Aaron: First time you get Agni and Roger, the first time you get the nun chicks.

Aaron: Obviously that's like third mission in the game.

Aaron: Like a lot of nostalgia for that game.

Aaron: But again, I'm trying not to let that cloud my vision by me objectively going.

Aaron: Some of these missions are fucking awful.

Aaron: A lot of them, these are fucking awful.

Aaron: And I mix it like every time I go to replay it, I'm like, ugh, stop it.

Aaron: So I can like, us talking about this is making me want to play one again, more than anything.

Tom: Yeah.

Aaron: Cause it's just, cause I can know I could bang it out in another three hours.

Aaron: I can start it now and be done.

Aaron: You know, I'll be done a fucking quarter to five in the morning, but it'd be.

Tom: If you started when we were recording, you would have been halfway through.

Aaron: If I was doing it in normal mode, I could, I would be more than halfway through, I'd say.

Aaron: Cause.

Tom: So you should have done that.

Tom: We could have been doing a Devil May Cry reaction podcast.

Aaron: No, it would just be me, it would be a waste of time cause it would be me going, look at this bet, this bet's unreal.

Aaron: Look at this bet, that bet's great.

Aaron: I love this bet.

Aaron: It's like, oh, does he like this bet?

Aaron: Yeah.

Aaron: You know, I'll just say, I'll save you, I'll save you a fucking three hour play through.

Aaron: That game's unreal.

Tom: Summarised.

Aaron: Anybody.

Tom: The entirety of your long play there.

Aaron: Yeah.

Aaron: What a great game.

Aaron: Every time I think about writing an article about the MC one, I'm like, that would just be fucking words of me basically jerking that game off.

Aaron: And I could just-

Tom: Do it.

Tom: I would read it.

Aaron: And I know, but I'm like, cause there's none, it wouldn't even be words, cause you would need more than words to say every single thing in that game is good.

Aaron: That's insane.

Aaron: So I need to make just an article about the weird things that are good, like the things that you don't really know about.

Aaron: Like the fact that you can one shot sin scissors and stuff like that.

Aaron: How to deal with certain enemies in certain ways and stuff like that.

Tom: Speaking of weird thing, one creative, somewhat creative level, bonus missions was not really that fun.

Tom: It was at least creative.

Tom: So I'll give it some credit.

Tom: One of the secret missions in Devil May Cry your surfing reference reminded me the mission where you have to surf enemies around the area where there's basically two sections of stone floating in the middle of nowhere.

Tom: That secret mission I found pretty funny and somewhat creative like the climbing mission as well.

Aaron: I don't even remember that mission at all.

Tom: Okay, basically you have to attack the first enemy, surf it up a couple of steps, then I think you have to switch to another enemy and surf that around to the end in basically a mini race of surfing.

Aaron: Oh, that sounds tough.

Aaron: Did you finish it?

Tom: Yes, I did.

Tom: It took me probably more attempts than the climbing one did.

Tom: I didn't actually find the climbing one that difficult, weirdly.

Aaron: Maybe that's why it took you so fucking long to finish the game.

Aaron: You're doing that fucking mission.

Aaron: That sounds like a train wreck.

Aaron: That's one of those, like, I think, like I did with one when I played three, I played it with a walkthrough dude.

Aaron: Let's do these secret missions I have never done.

Aaron: You know, I don't really give a shit about it.

Aaron: You know, people go like, why is he using a walkthrough?

Aaron: I was like, sir, it's my, like, th time playing this fucking game I can do what I want.

Tom: Yeah.

Aaron: So I was like, let me find these missions I've never, I've never done.

Aaron: And then, I play, like, I play, there's so many wee ones like that.

Aaron: I like, I can't even remember that one, but there's so many missions.

Aaron: I was like, you know what, fuck this mission.

Aaron: That's mission.

Aaron: Because it was actually my first time playing it on the Steam version too, so like, some of those, probably most of those secret missions, they're a lot easier if you have a fully upgraded character and if you have certain weapons.

Tom: Yeah, particularly some of the ones that used guns, you really needed a reasonable gun and to be using gun slinger or, I think quicksmith affected your attack speed, right?

Tom: Yep.

Tom: So you pretty much needed to be specialized in some areas to do many of them.

Tom: Something about a secret mission, I believe you were gonna say.

Aaron: Yeah.

Aaron: There's the mission, there's a couple missions where you can't touch the ground or like, we'll just use the one you were talking about, the cube one, for example, they have to climb the cubes, the moving cubes.

Aaron: If you have Nivan and you have Aerial Rave, which is a, you know, obviously that's an ability from the first one and not Aerial Rave, what's it called?

Aaron: Aerate, Aerate, sorry, or you can fly.

Aaron: Obviously you can do that in the first one for Alistair.

Tom: Isn't Aerate the double jump?

Aaron: Aerate, it's, no, it's the, it's like you get the wings and then you can fly, you can kind of hover.

Aaron: Nivan has that, obviously, it's an electricity weapon as well, you know, obviously Alistair was as well in the first one.

Aaron: If you can fly like that, or even if you have double jump, as you said, like I mixed the game a lot easier, but it costs like orbs to unlock the double jump for every single weapon.

Tom: Yeah, upgrading definitely seemed to take too long.

Aaron: That, because in four and five-

Tom: Given the variety of weapons you got.

Aaron: In four and five, if like the double jump's its own, it's like a character ability, it's not a weapon ability, if you know what I mean.

Aaron: So you pay money to-

Tom: Yeah, you've got to do this for every single weapon rather than-

Aaron: And three, it's a weird, like weird choice.

Tom: Yep.

Aaron: That's the fun about replaying these games, like you don't let you find little secrets.

Aaron: You find little secrets and you try like little other things that you have never tried before.

Aaron: And like you have all your new weapons from the start of the game.

Aaron: So you can try all these different weapons for missions you've already played.

Aaron: And you can try hard mode when you feel like the normal mode is too easy.

Aaron: These games are all about replaying and replaying.

Aaron: The first playthrough is obviously a great playthrough.

Aaron: It's unreal.

Aaron: And it should be the one to tell you like, I want to play this again.

Aaron: But you play a great one.

Aaron: If you replayed one, you'd be like, hell yeah, there's so much more to this game now than there ever was.

Tom: Absolutely.

Aaron: Just saying, always, even if this, well, you can give it a fucking seven.

Aaron: So that's a fucking great score.

Aaron: You know, you'll play it again sometime, I assume.

Tom: I need to play the first one first.

Tom: And then I'll see if I'm replaying three at some point.

Tom: I certainly won't be replaying two.

Tom: I can tell you that much.

Aaron: No, that's a terrible, terrible idea.

Tom: I think three, particularly on PC, with the style switching mod would be a better way for me to replay it at some point in the future.

Aaron: Or apparently the Switch version.

Aaron: Do you have a Switch, don't you?

Tom: No, I don't.

Aaron: I'm just making stuff up now.

Aaron: You have an Xbox One X, don't you?

Tom: I've got games for Xbox Live on Windows which I think is essentially the same thing.

Aaron: Yeah, it is.

Tom: But at a significantly lower price.

Aaron: I kind of hope they patch the...

Aaron: Like after like six months or something, they patch the old versions of DMCbecause no harm to Nintendo.

Aaron: I'm not fucking buying that shit for the Switch.

Aaron: Just for a fucking no pun intended, a Switch for my abilities.

Tom: Yeah.

Tom: But you can mod the PC one to do that kind of thing.

Tom: I doubt they'll be patching the PSversion.

Aaron: No.

Aaron: But hey, the port of is a pretty good port, like that PSand the PC HD version.

Aaron: They're all very good ports.

Aaron: You know, and are...

Aaron: And then 's got a lot of missing artifacts, as I think I detailed in that podcast.

Tom: Yeah, that's, when you look at the video comparisons, really disappointing.

Aaron: Yeah, cause I was like, oh, I remember what looks like and then I replayed it.

Aaron: And I was like, is that a cleaner?

Aaron: And I remember, but like not in a good way.

Aaron: Like there's a lot of, a physics one's off here.

Aaron: And I looked that up and I was like, oh shit.

Aaron: Like there's so much motion blur and all.

Aaron: And I'm not a big fan of motion blur, but you need it for when Dante's devil trigger and then the first one, cause it has like a level of like, he's too quick to see a human eyes.

Aaron: But yeah, three's basically exact same as far as I remember.

Aaron: So you got the full package that I bought you eight years ago.

Tom: And thank you.

Aaron: I think it was

Aaron: There was something around then.

Tom: Probably, I think so.

Tom: It was a long time ago.

Aaron: A long fucking time ago, holy shit.

Aaron: I mean, you finally beat it.

Aaron: You finally beat my gift.

Tom: It only took me eight years.

Tom: That's less than one game every two years.

Aaron: And now because you're Steam sharing my library, you can, there's a new gift for you, Devil May Cry Special Edition, or just Devil May Cry

Tom: So I've got, there's three games left in the series now.

Tom: Isn't there four, DMC and five, right?

Aaron: Yeah, I forgot about DMC.

Tom: So I've got until to get through that.

Aaron: Yes.

Tom: And then I can start replaying.

Aaron: I'm sure, I'm sure you can bite her through them pretty quickly.

Aaron: Like three, or three, DMC, Devil May Cry.

Aaron: It's a pretty, again, it's a bite, Rob.

Tom: I think DMC, if it's anything like Enslaved, I'll get through pretty quickly because-

Aaron: It's, yeah.

Aaron: It's pretty-

Tom: What do they call it?

Tom: Is it Team Ninja, right?

Aaron: Team Ninja, yeah.

Tom: Yeah, they're very easy to just blaze through.

Tom: While they may be lacking-

Aaron: No, it's not Team Ninja, it's fucking, that's the Dead or Alive guys.

Tom: Okay, yeah.

Aaron: What the fuck was that?

Tom: That was an accidental compliment there.

Aaron: Yeah, that's a, I don't know who we're slagging.

Aaron: Ninja Theory.

Aaron: Close enough.

Tom: Close enough.

Aaron: Ninja Theory, who have gone on to make games based on ladies.

Tom: Yes.

Aaron: And ladies only.

Tom: Well, I'm pretty sure Enslaved also, you played as a lady half the time.

Tom: Probably not half, but like a third of the time.

Aaron: Heavenly Sword as well.

Tom: Yep.

Tom: Isn't Heavenly Sword entirely you as a chick?

Aaron: She looks almost identical to the girl in Enslaved.

Tom: And also, what's the latest one?

Tom: Heaven's Blade, Hellblade.

Aaron: Heaven's Hell, Senua's Sacrifice, and then there's a second one coming out.

Tom: She looks the same too, just a different hair color.

Aaron: No, she's got weird.

Aaron: She kind of looks different because she's got like bug eyes.

Aaron: But anyway, Devil May Cry, the DMC Devil May Cry, that'll be an interesting one too, just because it's so different compared to the first four, obviously, just by the fact that it's a reboot.

Aaron: And like Dante, he knows, not Dante at all, and Virgil, he knows, not Virgil.

Aaron: And there's this girl, Kat, and I'm going to be very curious.

Aaron: But again, you can, you know, you've got all these games, Curtis Aimee.

Aaron: You've got the original Devil May Cry

Aaron: You've got Devil May Cry Special Edition.

Aaron: Not much difference, you know, obviously, you know, if you're just playing Neymar and Dante, there's not much difference, is what I meant.

Tom: Yep.

Tom: And I plan to attempt to beat Devil May Cry this year at least.

Tom: I think the actual playing of the three games took me about a year and a half.

Aaron: That's pretty good.

Tom: So the issue was that I just took seven or six years to start.

Aaron: I remember when I bought you, and I was like, when are you gonna fucking play this shit?

Aaron: And then after like two, three years, I was like, I'm not even gonna ask.

Aaron: He'll do it whenever.

Tom: You just gave up.

Aaron: I was like, fuck it.

Aaron: That's a lot.

Aaron: I think it was the last gift I ever bought you.

Tom: Yep.

Aaron: Oh, I can finally buy you new gifts.

Tom: Never again.

Aaron: Never again.

Aaron: You never bought me a gift, you fucking bad.

Aaron: You never bought me a trilogy of games.

Tom: No, but I think I put you with something on Steam.

Aaron: Trilogy of my favorite games.

Aaron: Here, play this, you'll love this.

Aaron: Eight years later, I could finally grow half a beard.

Aaron: I was when I bought you those games.

Tom: And I would have been or

Aaron: And I am

Tom: And I'm

Aaron: Me, how was, how are you?

Tom: So that's basically a third of your life and nearly a third of mine.

Aaron: And Jesus, she said, oh, I don't like this.

Aaron: The last minutes of this podcast just stops having a fucking meltdown.

Aaron: Oh my God, we're sold.

Aaron: It took you so long to play that game that Devil May Cry was announced and released.

Tom: In the same period of time.

Aaron: Yeah, like Devil May Cry was released in no, I think it was eight, yeah.

Tom: I'm pretty sure you bought it for me after was out, though.

Aaron: Yes, I did, or so, or

Tom: Yep.

Aaron: And they rebooted Devil May Cry, made the special edition of and then made Devil May Cry and the time that it's taken you to complete the first three hems.

Tom: And we had the Bayonetta series.

Aaron: And the whole, well.

Tom: As well.

Aaron: The second one.

Tom: I played Bayonetta and before.

Aaron: Yeah, which is an odd decision.

Tom: Devil May Cry to

Aaron: I would have done it the other way around.

Tom: That could be logical, but I still, I don't know, I wonder which one I like more because I really need to play, replay Bayonetta for a proper comparison because it will be close between, even though Bayonetta is my favorite in the series, is my favorite in the series until I've replayed and found if I can deal with the QTEs, or that pisses me off too much.

Aaron: The QTEs are my favorite.

Aaron: It's the QTEs that can bring that all down because even though I've played that game four times since it's fucking released on PC, I love that game.

Tom: And every time you hate the QTEs.

Aaron: Oh yeah, every time I'm like, fuck.

Tom: It would be between Devil May Cry and Bayonetta for my favorite beat-em-up that I have played to completion once or twice.

Aaron: Those are two of the, those are top of the line games to have as like your favorite, so, you know, whatever.

Aaron: If it were weird if it was that, what's like that?

Aaron: What's that Ninja Gaiden, kind of ripoff game that was all green in the skyscraper?

Tom: No idea.

Aaron: What the hell was that game called?

Aaron: Ninja Gaiden type, let me Google it, type game.

Aaron: What was it called?

Tom: It's first result Dark Souls, new was the first result.

Aaron: And then no, it's not new.

Aaron: Oh my God.

Aaron: What is that game called?

Aaron: Ninja Blade, this fucking knockoff.

Aaron: I'll link it to you here.

Aaron: And that game, that's like, I'm weird if that game was your favorite.

Aaron: You know what I mean?

Aaron: I'd be like, wait, what?

Aaron: Ninja Blade?

Aaron: Not even Ninja Gaiden?

Aaron: No, man, Ninja Blade, Ninja Blade's where it's at.

Tom: Ninja Gaiden is another one I need to go back to at some point because I've only played the entirety of the demo and basically a couple or a few levels of the full game.

Aaron: Fun fact, I have never, ever played Ninja Gaiden.

Tom: Definitely give it a try.

Tom: It is, it really reminds me of, from what I remember of it anyway, Dark Souls, just with way more complexity to the combat.

Tom: But it's a similar, from what I can remember, sort of speed with, but with moments that are much faster than the Souls games.

Tom: But it has a similar sort of slow and weighty feel to it, from what I can remember.

Aaron: Yeah, and I've seen gameplay videos of Ninja Gaiden where it was just a fucking, it just looked like madness on the screen and I was like, holy shit.

Aaron: But then again, that's like watching videos for Devil May Cry and then going, mm, that doesn't look like the game for me.

Aaron: But you know, you play those games like the way you want to play them, you can play them slow and steady and kind of as normal, kind of focusing on just completing it or you could go fucking balls to the walls.

Tom: Insane.

Aaron: Yeah, that's the beauty of those games.

Tom: And I was terrible at it, so that's why it was slow.

Tom: No doubt.

Aaron: Probably.

Aaron: I'd love to actually watch you play it so I could be like, oh, this is why he doesn't like this game.

Aaron: Obviously he liked the game, but like, this is why he didn't like it that much.

Aaron: And then she like walking into the wall.

Tom: This is why he didn't continue playing it, you mean?

Aaron: Yeah.

Aaron: It's just you fucking walking into a wall or just shooting at them until they all die.

Aaron: And I'm like, are you serious?

Tom: I just, I walk into walls in every game.

Tom: So that's me in any game.

Aaron: That's how you know, that's the way to find.

Tom: That's how you find the secret missions.

Aaron: That's how you find the illusory walls in Dark Souls

Aaron: You walk into a wall and press A until it fucking opens up.

Tom: So my floor in gameplay ability is in some games actually a skill and an important skill of that.

Aaron: Yeah, you're shit at games and I think games are shit.

Aaron: I'm just shit, so it all works out.

Tom: Perfect.

Tom: So did we have anything else to say about Devil May Cry ?

Tom: I don't believe I do.

Aaron: Unless something comes up, we can maybe have a DLC podcast somewhere down the line that if you like give like Virgil a proper try and like the bloody piles and stuff like that.

Tom: Well, actually I should mention Virgil because I did actually start a replay as Virgil on the harder difficulty you unlock.

Tom: And disappointingly, the difficulty didn't really make enemies any more aggressive.

Tom: And I don't know if it's just cause I had improved as the game went on or Virgil was a little bit more powerful, but I couldn't tell any difference in the difficulty whatsoever.

Aaron: It's a bit of both because he is a wee bit more powerful.

Aaron: But that's also just a factor of you being more familiar with the combat and the enemies themselves.

Tom: And the enemies too as well.

Aaron: Yeah, exactly.

Tom: Yeah.

Tom: But that didn't really encourage me replaying the game because again, the convoluted level design and replaying the bosses, like the section, the level in the end game where you have to beat three of the bosses you've already fought and you can fight every boss again if you want.

Tom: I certainly didn't do that, but I don't think that Devil May Cry really encourages, it didn't with me anyway, an immediate repeat play through whereas when I finished Devil May Cry if I didn't have another game that I was waiting to play, I would have happily replayed that immediately.

Aaron: At the time of me first beating it, I obviously beat it again and probably a third time or a fourth time for life, I don't know, it was obviously so many years ago.

Aaron: But I can understand like this kind of climate of games just being fucking thrown at you left and right and there's no, like we can all afford games now because they're that dirt cheap these days.

Aaron: Like brand new games are like, you know, cut in half by about a month later.

Aaron: Like you're always just kind of going here, I'll go on to the next game.

Tom: And over the years we've accrued a gigantic backlog as well.

Aaron: Yeah, so I understand like not one, they jump straight back into it.

Aaron: I think it's a factor as well that they are, you know, as fucking unreal as DMC one is.

Aaron: It's short, which helps.

Tom: Yep.

Aaron: It's a short ass game, especially if you play it twice.

Aaron: You play it the first time.

Tom: It's got no sections that drag.

Aaron: Nah, it just goes, man.

Aaron: Every mission is like minutes long at most.

Aaron: The math on that is not right because that means the game will be two hours long.

Aaron: Wait, could that be like-

Tom: That's just because the cut scenes are so long.

Aaron: To be fair, that's probably what actually sped it up last time for me, because I skipped every cut scene, because I know the fucking story by now.

Aaron: But yeah, fair enough, if you didn't want to replay it.

Aaron: It's just one of those things.

Aaron: If it were worse, if you wanted to replay it too.

Tom: As I said, one, I would have been perfectly happy to replay immediately, but it's something else I was meant to play.

Tom: But three, and obviously two, did not encourage an immediate replay.

Tom: And when I was originally playing it, I was planning to play through the entire game again, as Virgil, because I was very excited to play as him.

Tom: And as I said, I started it.

Tom: But after the first couple of bosses, I was just like, do I really want to go through all of this again right now, after just playing through it once?

Tom: And no, I did not.

Aaron: I remember actively saying that you maybe shouldn't do that because you might get burnt out and then by the time DMC rolls around you, be like, ugh, let's all do this again.

Tom: Fuck this entire series.

Aaron: Yeah, pretty much.

Aaron: I replayed, obviously I just said, DMC immediately, and then immediately again.

Aaron: And I rarely do that shit.

Tom: That, from the tiny bit I play, and again, your review suggests it suffers from not so many problems as and apparently

Tom: That sounds like where it would just encourage that.

Aaron: It just goes here, play me again right now, and you're like, yes, sir.

Aaron: You got it, mister, cause I can't say anything with but it's one of those things where, obviously at the end of you've got all these new weapons and stuff, but at the fucking very end of it unlocks a completely new, I can't even describe, it just unlocks something completely new, like you're like, oh my God, I have to replay this right now because I need to test this out on the earlier levels.

Aaron: And then you just kind of go here, fucking, let's play it again, they fuck.

Aaron: You'll get what I mean when you play it eventually.

Tom: I'm looking forward to it in or so.

Aaron: Yep, that'll be sad, cause I really want you to play that one.

Aaron: That one's great, that one's fucking great.

Aaron: Four, not so much.

Tom: Yeah, I'm apprehensive when it comes to four.

Aaron: Which might make it help easier.

Aaron: Cause you might go and they're going.

Tom: Well, I mean, I was expecting two to be complete crap and that didn't help.

Aaron: No, cause it's like, it's a game that actively wants you to turn it off rather than replay.

Aaron: Like you get two missions deep, you're like, it's like, no, stop playing me.

Aaron: It's no good.

Aaron: And Devil May Cry is the best game in the series.

Aaron: Arguably.

Tom: For trying to get you to stop?

Aaron: Not just, you know, arguably, it's the best game in the series, just in general.

Aaron: It'd be a hard argument.

Tom: What?

Aaron: It's not my argument to make.

Tom: What would be the argument?

Aaron: I don't know, it's for somebody else to make.

Aaron: It's not me, but it is an argument.

Tom: It's for a master debater to make.

Aaron: That's someone that really can debate about anything.

Aaron: I would argue, here's the best thing about that I said-

Tom: You need to be a great devil's advocate to make that.

Aaron: Ah, there we are.

Aaron: God damn it.

Aaron: I would say I said this in the last podcast, it was the paving stone for because a lot of the little moves got turned into, from got turned into like Trickster and Gunslinger and Swordmaster.

Aaron: Obviously, you know.

Tom: That is true.

Aaron: Obviously, expanded upon greatly.

Aaron: has the dodge button, which kinda Ben Rana ran away with, like a dedicated dodge button.

Aaron: It's got great hair physics.

Aaron: Dante's got a pretty sweet coat in it.

Tom: Not to mention his diesel outfit.

Aaron: His diesel outfit, oh my God.

Aaron: What the bet, the tie in that no one asked for.

Aaron: Devil May Cry and diesel.

Tom: That everyone wanted, even though they didn't know it.

Aaron: Yeah, and that's it.

Aaron: That's all that's good about that game.

Aaron: The soundtrack's okay too.

Aaron: It's like a out of

Aaron: The game itself's out of

Tom: I give it a out of

Aaron: The game or the soundtrack?

Tom: No, the soundtrack.

Aaron: Oh, thank God, I was like, oh shit, he's lost.

Tom: I think we scored that on the podcast, but I can't remember what I got.

Aaron: I think you give it a

Tom: Okay, well it is Devil May Cry so that may be why.

Aaron: You know, in the Devil May Cry obviously it gives it a

Tom: Yes.

Aaron: And then obviously s were finally hit.

Tom: Devil May Cry gets a for the

Tom: Yes.

Tom: A there as well for some reason, because it is Game in the Devil May Cry series.

Aaron: Exactly.

Tom: So it makes perfect sense.

Aaron: And then Devil May Cry is finally average.

Aaron: And DMC doesn't-

Tom: It's all uphill from

Aaron: Yeah, slow increments.

Tom: I can't wait for Devil May Cry when they return to the same quality.

Aaron: It's just that, like, you know, the Resident Evil remakes they're doing.

Aaron: It's just a Resident Evil remake of the first one.

Aaron: So you're like, oh my God, yeah, out of again, happy days.

Aaron: Yeah, is pretty fucking good.

Aaron: To summarize, it's got its problems, but it's damn good.

Tom: That's why it gets a out of and an out of

Aaron: I can't wait for the VG press guys to be like, what are you talking about, Devil May Cry is a masterpiece.

Aaron: And you're like, well, for its time, it was.

Tom: Yep.

Tom: And that's the other thing.

Tom: I think if you play this before, for instance, a Bayonetta that does a lot of the dynamic stuff that they really implemented well here and were sort of flirting within too well, it would be a very different experience.

Tom: I think.

Aaron: I think it's just one of those things where.

Tom: Much more mind blowing.

Aaron: I think but you need to kind of put yourself in the like the brain, you have to kind of think this game is from this era.

Aaron: So you have to.

Aaron: It's like watching Sadistic Game or watching like fucking High Noon or something.

Aaron: You can't go.

Aaron: This isn't like films now, so I'm going to say this is shit.

Aaron: You know, you have to kind of go.

Aaron: This is a s film or this is a game.

Aaron: So it's it'll feel like this and this could because it's around this time and this is what it did for this genre.

Tom: But I think the difference is you can have something that is inventing a technique and not doing that technique particularly well, as is the case in Devil May Cry for instance.

Tom: Not that the technique itself is being badly done, but the stuff around it is badly done.

Tom: And that be different to a film that is from the era and is doing everything else exceptionally well.

Tom: A better comparison would be that simply it was limited by the technology, as you said originally, would be I think the only argument in defense of it at the time.

Tom: Because there's no excuse for the crappy...

Tom: That's just in regards to the style switching solely.

Tom: There's no excuse for the crap enemy design and crap level design and crap boss design.

Tom: There's no reason that you can't do that well in that era.

Aaron: Well, I just mean like for it being like...

Aaron: In terms of the gameplay and stuff like that and then you going back and being like...

Aaron: Because I remember you were saying about that, and you also said earlier obviously, but the Virgil boss battle being very similar to the boss battles and being at a one and two.

Aaron: And then I said...

Tom: As I said, it's amazing in Devil May Cry

Tom: That's one of my favorite moments.

Aaron: Three?

Tom: I'm giving that as much credit as I have in Bayonetta

Tom: And obviously it deserves even more credit for doing it first.

Aaron: Yeah, but as I'm saying, it doesn't really matter what order you've let them in, because you just need to know this one came first.

Aaron: So this is the one that laid the foundation.

Aaron: And again, just because it's old doesn't mean you can't ignore it's flaws.

Aaron: As you said, it's flaws even back then.

Aaron: But some people wouldn't even argue that these are flaws.

Aaron: Some people would say that these enemies are finally designed, like they're tuned just right now, but obviously we're not ones to agree.

Tom: That's because they like playing the tutorial of fighting games and don't realize that there's the ability to play other people or even the AI when the AI attacks you.

Aaron: Yeah, they like flying monsters that literally have a shield.

Tom: Yeah.

Aaron: Well, fun fact, one of the best enemies in has a shield.

Tom: Does it just float around?

Aaron: It flies, but it fucking comes right at you.

Aaron: That's amazing.

Aaron: It's a great boss battle.

Aaron: It's a great boss battle in my ass.

Aaron: It's a great fight.

Tom: Excellent.

Tom: So they take the idea from and actually use it.

Aaron: Again, stepping stones.

Tom: That's actually kind of a weird vibe I got from a lot of the level design in just a weird aside.

Tom: It felt kind of like stealth game design.

Tom: If you look at the areas with the floating enemies, that sort of design would make sense if your goal was to avoid the enemy rather than have to attack them where they've got a pre-designed scripted route through the level that they just blindly follow until they see you.

Tom: Except here, it's even a step below a stealth game because here, if they see you, they just continue along the same route.

Tom: The boss battle against the Bazooka chick, that reminded me of the boss battle against the rollerblading fat dude in Metal Gear Solid and also the level in Metal Gear Solid where you are against Revolver Ocelot.

Tom: Those are basically very similar designed levels with the way you move through them and the kind of non-aggressive attacking of the boss.

Tom: And again, it kind of makes sense in what is essentially a stealth game.

Tom: And it's also kind of an interesting switch around as well in Metal Gear Solid where rather than the enemy looking for you, you're kind of looking for the enemy.

Tom: But it just makes absolutely no sense in a beat-em-up to me anyway.

Aaron: I thought you were actually going to mention we should stealth and ignore enemies, the chess pieces that are like faded looking and when you go towards them, obviously they turn on or activate or come alive.

Aaron: But there's so many enemies, there's so many little chess pieces you can just be like, nah, I'm not fighting him.

Aaron: Fuck him.

Aaron: I'm just going to jump past him.

Tom: I'm just running past.

Aaron: But like, this is a game that, it's an action game, it's a stylish action game, I shouldn't feel that way.

Aaron: You know what I mean?

Aaron: I shouldn't be like, fuck this enemy.

Aaron: I could march with this guy.

Aaron: You want to go, hell yeah, let's fight this motherfucker.

Aaron: Yeah, but anyway, I think that's it.

Tom: I think it is indeed.

Aaron: Devil May Cry zero out of ten.

Aaron: Wouldn't play again.

Tom: Worst game ever.

Aaron: Worst game ever.

Tom: It's the worst Devil May Cry game since Devil May Cry that's how bad it is.

Aaron: That's pretty much how people like, they would hear all of our arguments and all, and then they'd be like, are we giving it an eight and a seven, I give it an eight, obviously.

Aaron: It's fucking insanely high.

Aaron: But all they hear is zero out of ten.

Aaron: Shit.

Aaron: Yeah, it's the worst Devil May Cry game since Devil May Cry

Tom: And that's our final word on Devil May Cry.

Aaron: That's the synopsis there.

Tom: That's what we're sticking as our quote on the front page of Game Under.

Aaron: Speaking funnily of action beta mops slash character action games and stealth sections.

Aaron: I was playing Astral Chain for the first time in like four months last night.

Aaron: And I got to a mission, mission six, I think it is, out of

Aaron: And it was like, you can't be alerted by these enemies.

Aaron: So try not to get alerted.

Aaron: And I was like, are you serious?

Aaron: In this game?

Aaron: Like this fucking game with like attacks at all times?

Aaron: Like it's the most explosive fucking anime-esque game I've ever played.

Aaron: And you're literally asking me to just sneak by people.

Aaron: And then I got caught and I got caught.

Aaron: And obviously it's a platinum game, so you get greeted with every fight.

Aaron: And because I got caught and then chose to attack the guys instead of just going back to the checkpoint and then starting again and trying to sneak through, I got a D.

Tom: So it's the worst Devil May Cry game since

Aaron: It's the worst Devil May Cry game since DMC Devil May Cry.

Tom: So even worse.

Aaron: That game's not that bad.

Aaron: People will be...

Aaron: People...

Tom: So which is worse, DMC Devil May Cry or Devil May Cry ?

Aaron: DMC Devil May Cry.

Aaron: Overall, overall, I would read it one...

Aaron: One and then a little gap, five, three, a decently sized gap, DMC Devil May Cry.

Aaron: So I'd give like a .

Tom: Yep.

Aaron: Or pushing it, really fucking pushing it.

Aaron: And then obviously two somewhere in the fucking abyss.

Aaron: That game's just got a lot of...

Aaron: It's cause of the fucking story.

Tom: Two in the next continent.

Aaron: Yeah, pretty much.

Aaron: It's cause DMC Devil May Cry's story is just aggressively shit.

Aaron: And the characters are like...

Aaron: They scream at you about like how much they're like pricks.

Aaron: And it's hard to ignore that when you're obviously playing a game.

Aaron: It's like, you know, Ninja Theory's...

Aaron: Ninja Theory?

Aaron: Team Ninja?

Aaron: What are those fucking...

Aaron: Whatever, one of them...

Aaron: Those games, a lot of games, obviously, are very story driven.

Aaron: And you know, DMC is no fucking different.

Aaron: So this isn't a game you can ignore the story for the gameplay.

Aaron: It's pretty good gameplay for a character action game cause, you know, I'm not gonna say no to a character action game, I'm gonna enjoy it.

Aaron: It's pretty simple for a Devil May Cry game, but it's still fun, flashy and fun.

Aaron: But the story just like tanks the whole goddamn thing.

Aaron: And you'll see, you'll watch it and you'll see why.

Aaron: You'll watch it, you'll fucking...

Tom: I'm looking forward to it because it looks hilarious.

Aaron: You may enjoy it, you may enjoy it.

Aaron: How like schlocky and like cosy and people are screaming at each other, fuck you back and forth.

Tom: I enjoyed the enslaved story, but that had the Gollum dude in it.

Aaron: Yeah, and that's a far cry from this story.

Tom: Okay, and I don't think that the Gollum dude is in this anyway.

Aaron: He's not.

Tom: So it wouldn't be the same.

Aaron: Enslaved has like a layer of subtlety, but DMC Devil May Cry is like a...

Aaron: It's like Lailove, but Lailove doesn't have any subtlety.

Aaron: It's so blatant about what it's trying to say.

Aaron: Obviously, because it's a John Carpenter film starring Roddy Piper.

Aaron: But this makes Lailove look like this most subtle film in the world.

Aaron: It's just insanely blatantly on the nose about consumerism.

Aaron: Because it's all about...

Aaron: It's like the Futureham episode where the slugs are making mind control schlurm.

Aaron: Have you seen that episode?

Tom: Yes, I have.

Aaron: That plot is in that game.

Aaron: Like, almost exactly.

Tom: It's the goth emo non-comedy version.

Aaron: Yeah.

Aaron: But you'll get to that eventually.

Tom: I'm looking forward to it.

Aaron: But you should definitely play that straight after.

Tom: I'm playing the series in order of what they came out.

Aaron: It all leads to another like their stuff.

Aaron: Obviously, DMC is a simpler version of everything that happens in like four.

Tom: But if four has the problems of three and is even worse, it may actually be the perfect palate cleanser.

Tom: True, yeah, that's the way I'm going to make me not want to never play a Devil May Cry game again.

Aaron: Yeah, because it will cleanse the palate, and because there's a lot of changes and stuff that are just like, it feels like its own game in many respects.

Aaron: But they do take a lot of the small, I thought, I felt like refined things from that game and put them in five, which I was like, okay, let's, okay, that's, that's useful, you know.

Tom: Five aesthetically actually looks quite similar to DMC Devil May Cry.

Aaron: Yeah, that's just a bit, this is not quite as ugly.

Tom: Yeah, but it's clearly, it's got that, yeah, it's got that look.

Tom: Especially because, which I'm pretty sure when it was first announced, a lot of people were pissed off about that.

Aaron: Actually, it's just because of how drab it kind of looked.

Aaron: But the game itself is pretty colourful, so it makes up for it.

Aaron: It doesn't have that Nero kind of looks like.

Aaron: It could be Dante from Devil May Cry, the Remake's brother.

Aaron: He looks very similar to him.

Aaron: BFI think gameplay wise, you'll really enjoy

Aaron: I think level design wise, that in the last half, it'll be, first half, you'll be like, okay, this is fine.

Aaron: And then you'll like, okay, I didn't like it enough to play it again.

Tom: So I'll blaze through the first half, then six months later, I'll finish the game.

Aaron: You'll finish Dante's half, yeah.

Aaron: It's so sad because Dante gets a fucking short stick in that game.

Aaron: It's so shit.

Aaron: But well, that's another story.

Aaron: That's another story for us.

Tom: That's another podcast.

Tom: See you in episode

Aaron: Yes, hopefully.

Tom: Okay.

Tom: So I think that pretty much wraps up our commentary on Devil May Cry the worst Devil May Cry game since Devil May Cry unless you had any closing comments.

Aaron: All I want to say is that soundtrack is banging and that's it.

Tom: I agree.

Tom: I agree.

Tom: And it is banging, but not as banging as Devil May Cry 's.

Tom: Which brings us to the end of episode of The Game Under Podcast.

Tom: Hopefully, Gargan will be able to join us for Devil May Cry as well, so that we can have the VG Press Devil May Cry drama live on air.

Aaron: It's just us two going, no, I think he might agree about though.

Tom: No, he is, I think, massive on as well.

Aaron: What the hell?

Aaron: Fanboy?

Tom: The only thing he cares about is attacking things.

Tom: Again, he claims to be good at fighting games and beat them up and learns them and all this sort of thing.

Tom: But I've known a few people who have said that and every fighting game I've played against them, I have thrashed them.

Tom: But I would not at all consider myself good at fighting games.

Tom: But the people who do consider themselves good at fighting games that I've played against and that have put in huge amounts of effort and learned all the moves and been very pretentious about it, in actually fighting them, I have discovered that they are full of shit and crap.

Tom: And again, if you are full of shit and crap, it would suggest that you would want to, again, just be fighting against enemies that don't attack you and just stand there and let you use cool moves at will.

Aaron: So I'm very curious.

Tom: My theory is that it turns out Gargan is actually shit at being marksman fighting games.

Aaron: I would love...

Aaron: I can't look at it right.

Aaron: I'm trying to...

Aaron: While you're going on that rant, there is like looking up to see if I could compare my scores and Devil May Cry to him.

Aaron: And I can't because I don't have it installed yet if they go in the actual game to find out.

Aaron: But I'm very curious now.

Aaron: What my score...

Tom: Don't you have super internet?

Tom: Surely you can just download it.

Aaron: It's pretty fucking big, is it not?

Aaron: Like it's actually, it sounds like gig...

Aaron: Nah, it's not happening.

Aaron: Plus this whole podcast, you turn into a robot if that happened.

Tom: Yeah.

Aaron: Cause I remember when I was playing it, my friends, one of my friends, he played it and he was playing it on like the human difficulty, like the easy mode.

Tom: Yep.

Aaron: And I was like, what the hell are you doing?

Aaron: Playing normal mode, and he played in the normal mode.

Aaron: And then his scores are like, like a quarter of my scores.

Aaron: And I was like, not saying that's a bad thing obviously, cause that's just, that's a normal person's scores and like, you know, this type of game.

Aaron: It's just like, I was just like, am I that much better at these games than these people?

Aaron: It makes sense though, cause these are like, these are my games.

Aaron: These are like the ones that I love the most, other than the NASCAR Rally games, of course.

Aaron: Cause I'm a big NASCAR fan, no.

Aaron: So I just wanted to know what the scores were like there.

Aaron: Just to see, so if I could, you know, in case I could rub it in.

Tom: We'll have to check this and include it in the show description.

Aaron: Cause if I can rub it in, that'd be great.

Aaron: But if his scores are higher than mine, that means he's a loser.

Aaron: You know what I mean?

Aaron: So there's no winning.

Tom: So check the scores.

Tom: And if you beat him, we'll include that in the show description.

Aaron: And if I don't bet-

Tom: If you don't, we'll just pretend, we'll edit this part of the podcast.

Aaron: No, include the whole thing.

Aaron: Just then call him out for being a fucking loser.

Tom: Fucking nerd.

Tom: All he does is either suck at Devil May Cry or play Devil May Cry.

Aaron: Or play anime games for losers.

Tom: Fucking weeaboo piece of shit.

Aaron: I agree.

Aaron: This is Lavel, no?

Tom: What was that?

Aaron: This is what?

Aaron: Not label.

Aaron: What do you call it?

Tom: Defamation.

Aaron: Defamation, yeah.

Tom: If he was Australian, he'd sue us.

Tom: Defamation is very popular amongst politicians and public figures.

Aaron: What about normal Australians like you?

Aaron: You know, quote on quote normal.

Tom: Probably not.

Tom: But he wouldn't be a normal Australian.

Tom: He'd be a weeaboo nerd piece of shit.

Aaron: I mean you, yeah, I was talking about you.

Aaron: I was about to start slacking you too.

Tom: I haven't sued anyone for defamation, so.

Aaron: No, this is the-

Tom: I haven't even been sued for defamation.

Aaron: That's surprising for you.

Tom: It is.

Aaron: Holy shit.

Tom: Very surprising.

Aaron: But I have to conclude Devil May Cry sucks ass.

Aaron: Compared to one.

Tom: Only dumb ass weeaboos defend it.

Tom: Who have no life and just spend their entire day playing fucking fighting game tutorials.

Aaron: Play bloody pals levels one to five over and over again.

Aaron: Cause he sucks.

Tom: Sucks.

Tom: Oddly pathetic.

Tom: Pathetic.

Game Under Podcast 119

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

Trademark Banter
0:09:00 Game Under the Podcast
0:34:00 How We Schedule the Show & Bushfires
0:04:30 Tom's Feature gameunder.net/doesreadingmakeyousmarter
0:07:20 Wattum, XBOX Antiperspirant, SpyHunter
0:08:00 How we Decided out Top Ten of 2010's
First Impressions
0:16:05 Fortnite
The Last Trademark Banter
0:19:30 Vegan Yoghurt Review
First Impressions
0:22:30 Halo Reach for PC, Newly Released We also discussed on episodes 54 and 55
0:38:22 Gears 5 and it's History
0:59:58 Pokemon Sword / Shield

Transcript
Tom: Hello and welcome to episode of The Game Under the Podcast.

Tom: The episode...

Phil: No, no, no.

Tom: The Game Under the Podcast, that we've changed our name.

Phil: It's actually episode

Tom: Is it?

Phil: And it's not Game Under the Podcast, even though that's what our theme song says.

Tom: I originally entitled the document but then for some reason changed it to

Phil: No, no.

Phil: And I'm eager to get under episode

Phil: A lot of people have asked me, like you guys have a really flexible schedule.

Phil: How is it that you determine when you're going to record?

Phil: And well, I just figured we'd talk about that a little bit.

Phil: The deliberation process that we go through, the planning and all of that sort of thing.

Phil: We use Microsoft Project.

Phil: And then today, you got a flat tire on your bike.

Tom: Well, as I was going to say, this is the episode that God basically arranged for us to record because first of all, he started several bushfires resulting in Melbourne last night or the night before having the worst air quality in the world.

Phil: I think the God didn't start those fires, the prime minister did from what I can gather on social media, he single-handedly is arsoning his way around the country.

Tom: The greatest nickname for him that I've come across, for those who don't know, Australia likes to give things awful nicknames, for instance, for some reason, we're all of a sudden calling firefighters firies.

Phil: We've always called them firies.

Phil: We've always called them firies.

Tom: Maybe in Queensland, which is essentially the hillbilly area of Australia.

Phil: The deep north.

Tom: Yes.

Tom: But you see, being a southern hemisphere country, our backwaters are north rather than south.

Tom: The greatest, he's normally known as Scromo, I believe, short for Scott Morrison, but the greatest name for him I came across was Scromo.

Phil: What's Scromo?

Tom: Well, the sign featuring Scromo was his face superimposed over a pair of testicles.

Tom: So that might give you a clue.

Phil: That's not clever.

Tom: I think Smoko was another one.

Phil: Smoko, not bad.

Tom: Again, but not vulgar enough.

Phil: And not clever enough.

Phil: So basically Australia's on fire and God started the fires and then what happened?

Phil: Because this is how we plan when we're gonna record.

Tom: Yeah, so I was normally would be on a bike ride presently.

Tom: And that was potentially not going to be the case due to the quantity of smoke.

Tom: However, there was a convenient thunderstorm which blew away all the smoke.

Tom: But then I discovered that the rear inner tube of my bicycle had perished since the prior bike ride.

Phil: This is your silver BMX, the Phoenix, I believe we call it.

Phil: We do call it the Phoenix, right?

Tom: Perhaps we should now call it fiery.

Phil: Fiery, yep.

Phil: Oh yeah, right.

Phil: Rising from the ashes.

Tom: So it's still a Phoenix.

Tom: But will Scott Morrison rise from the ashes?

Phil: I think he probably will, but.

Tom: The fact that Australia re-elected the same party after its number of scandals would suggest that he probably will.

Phil: And because of the flat tire, you then called me up and said, hey, I've got a free minutes, do you wanna record a show?

Phil: Of course, I'm always.

Tom: I think you mean you had a vision from God informing you.

Phil: I'm always on standby, sitting here in the Stride studio.

Phil: I sold the naming rights again, sorry I didn't tell you about that, all the money.

Phil: But I'm sitting here in the Stride recording studio, just waiting for you.

Phil: And then about every month and a half, you say, hey, you know, this bad thing happened, so I got nothing better to do, let's record a podcast about video games.

Phil: So thank you for doing this for us.

Tom: Thank God, not me.

Phil: I was flipping through the site.

Phil: I really enjoyed, we've been putting up a lot of content lately at gameunder.net.

Phil: I really enjoyed your article about you reading half a book a day.

Phil: I thought it was really impressive.

Phil: You went a year and you read a half a book a day, and then you learnt about things out of it, out of the whole year and you wrote an article about it.

Tom: I think I managed to stretch it out to which is approximately one thing learnt per every books.

Phil: Yeah, which is pretty good.

Phil: I mean, I typically learn something out of every other book, so that's not a very good batting average for you.

Phil: What was the highlight for the book?

Tom: Perhaps when you read more books, the amount you'll learn will go down.

Phil: Yeah, that's possibly true.

Phil: Now, the name of the article will just direct people.

Phil: If you go to the site and search for, what's the best way to get to that article, Tom?

Tom: I believe it was entitled, Does Reading Make You Smarter?

Tom: question mark.

Phil: If you put in things, you'll get to that page.

Phil: So just go to Game Under Podcast, search for things.

Phil: The URL is Things Tom Towers Learned from Reading Books in

Phil: And you didn't pick up on my slam.

Phil: I said you read half a book every day.

Phil: You actually read a book every two days, which is quite impressive, really.

Tom: But reading half a book every day is the same as reading two books every day.

Phil: Yeah, okay.

Phil: So...

Tom: This is the sort of thing that you would know if you read so many books.

Phil: Yeah, well, I've read a lot of books.

Phil: I preloaded my book reading as a child, and now I'm kind of coasting, you know.

Tom: Well, I also read a lot of books as a child, though, so...

Phil: Yeah, well, obviously you didn't pay attention, otherwise you wouldn't be still reading these crap books.

Phil: Not a fan of Faulkner.

Phil: We're not gonna get into this in great depth.

Tom: I think that was a compliment to Faulkner.

Phil: Yeah, it was, actually.

Phil: And then, obviously, you kept the best to last, which we won't spoil here.

Tom: But if you look up incel, you will find it.

Phil: Yeah, and also a picture of myself.

Phil: No, that's a joke.

Tom: Which one?

Tom: Are you the dead person, the person with the giant brain, or God?

Phil: Yeah, well, we'll let the listeners find out.

Phil: So, things.

Phil: That was really good.

Phil: I thoroughly enjoyed reading it, so thank you for that.

Phil: We've put up a bunch of other game content as well.

Phil: You gave your first impressions of Wattum.

Phil: I've given my first impressions of the XBOX Antiperspirant, which is available here in Australia.

Phil: I gave it an eight out of

Tom: And disappointedly did not smell like Mountain Dew.

Phil: No.

Phil: I was told by someone that I stink.

Phil: I explained that I do not stink.

Phil: I think I smell like an electronic appliance.

Phil: So I put up my review of SpyHunter.

Phil: I don't know if we promoted that the last time.

Phil: You had a chance to read my review.

Tom: I think you were hyping up the fact that it was coming.

Phil: Yeah, well, it's there now.

Phil: So just that keyword is, or AOL keyword is just SpyHunter.

Phil: And then-

Tom: It sounds like it's potentially even better than the cent game.

Phil: It is.

Phil: Not in terms of its gameplay because of the glitches, but in terms of everything else, yeah, it is.

Tom: So the gameplay is even worse than cent.

Phil: Yep.

Tom: That's a shame.

Phil: Yeah, definitely.

Phil: Just because of the bugs, you know.

Phil: But probably most notably, and what's getting the most attention, is that we sat back, we waited, we rested on our laurels for every other site to put up their best games of the s.

Tom: I think it was more like biding our time.

Phil: Biding our time.

Phil: And then we decided to put up the ultimate list of the best games of the, or the top games, rather, of the s.

Phil: And we can, even though the last entries are not yet published, we can reveal now that we've got all top games on the website.

Tom: And they are probably published for the listener.

Phil: Yeah, if you go to the site, you'll see what those games are.

Phil: You wrote a masterful introduction.

Phil: And this was not something that we just slap-dashed out.

Phil: Some of these articles, the ones I wrote, are over words long.

Tom: Is that for all the articles put together?

Phil: Yeah, in the history of the site, yeah.

Phil: And I think there's a lot of surprises on there.

Phil: I'd be interested to know how many of those that you actually played or beat-ed, beat-ed.

Tom: I believe I have played two from the first segment and finished both of them.

Tom: I did not play Dark Souls, but I did play Dark Souls and some of Bloodborne, which are basically the same game.

Tom: I played Dear Esther and the Last of Us, and I also even played a little bit of Fortnite, and I have played FIFA games with Ultimate Team.

Tom: So the only two games that I have not played from the list at all is Tetris, Quest and Minecraft.

Phil: Yeah, I think I've played about eight of the games on the list, and the only ones I haven't played are Tetris Effect, the Depression Quest.

Tom: And you've even forgotten my impressions of it.

Phil: Yeah, yep, I have.

Phil: Just to make sure, oh, and I haven't played Pokemon Go.

Phil: But I have played-

Tom: Oh yes, Pokemon Go I haven't played either.

Tom: I forgot that one.

Phil: I thought you would have.

Phil: But I have played Pokemon Shield.

Tom: And I've seen people playing Pokemon Go, so I don't know if that counts.

Phil: Yeah, it doesn't, not really.

Phil: So this is not our personal top

Phil: I will be putting together, with a lot less effort, my personal top after this.

Phil: Because that seems to be what I've figured out what to do for my features part of the website.

Phil: And you know, we've almost didn't reveal every game on the top but still it's worth going to the site to see what order we put them in.

Phil: And you know, I don't think that either one of us were completely happy with any selection on the list, but I think that's what makes it a good list.

Tom: I think it ended up being, after much discussion and insisting that Mass Effect didn't make the list in any way possible, a rather representative list of what the decade was like.

Phil: Yeah, and that's what I liked about it, because you did challenge me a fair bit, not only in my writing, but also in some of the games that we were gonna put on there.

Phil: Skyrim got booted off, Mass Effect got booted off.

Phil: There were quite a few more that did get left off the list.

Phil: And I think also, I think we're gonna probably regret some of these entries later on as we play more.

Phil: You were quite passionate about including Dear Esther, but I'm wondering if when we both play What Remains of Edith Finch, if that doesn't take that spot.

Tom: Not at all, that won't happen.

Phil: Yeah, that won't happen.

Tom: Because Dear Esther is the quintessential experimental game.

Tom: There are none that come close to its influence and impact on gaming.

Tom: And...

Phil: Yep, yep, fair enough.

Tom: That would potentially, that would be one of the games lower down the list that if that was at number one, I would not bat an eyelid.

Tom: Essentially the top five, that applies to any of the top five, you could pretty much choose to be number one.

Tom: And that's borderline.

Tom: Whereas the rest of the top are definitely not in the same league as the top six.

Phil: I know that, you know, in a personal list, you certainly would have included Metro and I would have included Papers, Please, but this wasn't our personal list.

Phil: Am I right about that?

Phil: You would probably, you'd put Metro in your personal list?

Tom: It would be a contender, definitely.

Tom: And perhaps this War of Mine as well.

Phil: Yeah, that's the first game that I thought of the other day when I was thinking about this, that that would be on the list for you.

Phil: And then, you know, there was major compromise with Tetris Effect.

Phil: I think that if you had your druthers, that wouldn't be on the list at all, but I thought that it was a worthy, you know, we had to mention, I thought we had to have something in there of virtual reality, and I thought that Tetris Effect would, you know, fit that mold.

Tom: Definitely, and I'm not sure if I necessarily would replace it with something else, because VR and the evolution of motion controls is definitely part of the decade, and there isn't really another game that would be more representative of that.

Tom: The only potential replacement for it would be something like League of Legends, which we can at least come up with the excuse of pedantry for not including it, even though it would be a contender for number one.

Phil: Right, and I thought also because of the, you know, the synesthetic nature of the game that at least gets it in there for you, but also I put it in there because it was the fulmination of Mitsugishi's vision, really, you know, something that he dreamed of with the Dreamcast years and years and years ago, and now finally actually able to be able to do it.

Phil: I'd have to say probably my favorite game on the list, my favorite game on the list, I don't have a favorite.

Phil: Probably my favorite in concept would be the FIFA Ultimate Team entry, perhaps.

Phil: But Pokemon go, look, they're all good, and Tom's done so much tremendous.

Tom: Is that your favorite game or your favorite description?

Phil: No, the best article, I think, is the one for Depression Quest, which you wrote.

Phil: And this is really worthy of publishing, I think.

Phil: It's just really a great article in and of itself.

Phil: So we don't have to go on about this forever and ever.

Phil: Please do go to gameunder.net, and you'll see under the features section, top games of the s.

Phil: And if you like that kind of content, let us know.

Phil: You can comment on the front page of any of those articles.

Phil: You can comment on that page directly.

Phil: But you can always contact us directly as well, somehow.

Phil: So, we can move on.

Phil: And I thought that perhaps we should probably talk about some topical games, new games that we've been playing, unless you've got anything else you want to talk about.

Tom: Not really.

Tom: The one thing I will add is, actually for research, even though I did not write the article for Fortnite, played a single game of Fortnite, and it was surprisingly good.

Tom: I assumed the opponents it gave me were AI, given how tremendously easy it was, but I was surprised by how smoothly it put you in the game.

Tom: Essentially, I just started it, it loads, and the next thing, a rap song starts playing, and you are dropped out of an aeroplane, and a game begins of Fortnite, and it is mechanically very satisfying.

Tom: Opponents take enough to kill that if you're attacked, you have time to respond, and the weapons all feel nice and chunky, and the sound effects are great.

Tom: It was a lot better than I was expecting, given that it is somewhat of a joke for most quote hardcore end quote gamers, but it probably shouldn't be that surprising, given that it is an epic game.

Phil: I was gonna say, in epic, you mean a game from Epic Games.

Phil: The Pedigree is, well, it is almost flawless, and I've played it a couple of times.

Phil: I've gotta say, it's beyond me, but so would PUBG, you know?

Phil: If I started playing PUBG flippantly, without committing a lot of time to it the same way that I played Fortnite, I'd go away with the same result.

Tom: I wonder when the last time you played it was, because at some point this year, last year, towards the end, they introduced, or at least it's speculated that they introduced bots.

Tom: So I'm wondering if you went back to it now, you would find it significantly easier.

Phil: Yeah, I played it when it was first released on the Switch.

Phil: And it's just one of those things where I, if any of my nephews or nieces come over to my house and they see games sitting in a room, the first thing they're gonna say is, oh, can we play Fortnite?

Phil: And I'm gonna say, oh, I don't have Fortnite.

Phil: And they're gonna look at me like, well, what's the point?

Phil: So I at least downloaded it for the Switch and played it a few times.

Tom: They should point out that Fortnite is free, anyone can have Fortnite.

Phil: That's right.

Phil: So that's why I downloaded it for the Switch.

Phil: And, you know, if I don't, I have no hesitation that if I was gonna play it every night, the way you can with these things, that I'd fully enjoy it.

Phil: But yeah, didn't grab, didn't, you know, it wasn't like Unreal Tournament back in where you just couldn't stop playing it.

Phil: But there's again, very capable.

Phil: So, no, well, the one thing I was gonna ask you about, and this is compelling, today we're gonna be, or today we're gonna be talking about Halo Reach, which has recently come to the Master Chief Collection on Xbox One and PC.

Phil: We're gonna be talking about Pokemon Shield, and we're gonna be talking about Gears

Phil: But just one last trademark banter thing, I was shocked to see on the list, Vegan Yoghurt.

Tom: Yes, and with the list of games we've mentioned, we just have to add that this is the world's only Vegan Dude Bro podcast.

Phil: That's right, you heard it, from Australia.

Tom: Probably worldwide.

Phil: True, so what's this Vegan Yoghurt thing?

Tom: Well, I recently tried Vegan Yoghurt, which I believe rather than fermenting milk in this case, it is fermented coconut.

Phil: Oh, you're reading the wrong yoghurt, my friend.

Phil: They make a Vegan Yoghurt out of soybeans.

Phil: So it's basically for people who are lactose intolerant.

Phil: So it's a dairy-free yoghurt, but it still has yoghurt cultures in it.

Tom: This also has biotic cultures in it.

Phil: Yep, and they have peach, apricot, blueberry, and strawberry-flavoured.

Phil: And the brand that I buy is absolutely great.

Tom: What's the brand?

Phil: King, K-I-N-G, and they're sold in most major grocery stores here in Australia.

Tom: This, I believe, is pure-free, and it is neither pure, given that the coconut also contains probiotic cultures, and nor is it free.

Tom: I did have to pay for it.

Tom: Yeah, but I actually think that coconut is an excellent base for a yoghurt.

Tom: You are unlikely to get as neutral or accurate a simulation of yoghurt as you might be able to from soy.

Tom: But the advantage of coconut is if you have ever used coconut milk, it is tremendously versatile, but without being a very neutral flavor.

Tom: So this can be used in quite a few interesting ways.

Tom: I don't know if you're familiar with Malung.

Phil: Malung?

Tom: Malung.

Phil: Malong?

Phil: Mei Long?

Phil: Mei Long, I think, wasn't she in Street Fighter ?

Tom: It might be spelt M-E-L-L-U-N, but I'm not sure.

Tom: But it's essentially a curry salad using coconut.

Tom: And that's combined with a coconut-based yogurt is actually surprisingly effective.

Phil: Okay, all right, well, check this out.

Phil: It's called Pure Free.

Tom: I think so.

Phil: And they're not a sponsor.

Tom: Nor are they free.

Phil: But, you know, I mean, like, why would you do that instead of just eating normal yogurt?

Tom: Why not?

Phil: Yeah, why not, indeed?

Phil: If it's the same price or cheaper.

Phil: I'm just glad there's a lot of lactose-free people in the world because they're the ones driving this dairy-free, you know, craze.

Phil: And I just sit back and reap the rewards.

Tom: And while we're on the topic of the lactose intolerant, I, due to my subscription, I think it's still free to Xbox Games Pass for PC, recently downloaded the Master Chief Collection and on PC, for some ridiculous reason, they are releasing the games in the chronological order of the story, rather than releasing them all at once, meaning that the first game you could actually play on it was Halo Reach, whereas I'm up to three in the trilogy, so that was what I was most hoping to play, but I nevertheless downloaded Halo Reach and tried it.

Tom: Having not bought an Xbox console since the original Xbox, this was my first Halo game in a very long time, but I was a big fan of both the original and Halo

Tom: I think they don't really deserve any of the praise they get in terms of their campaigns or supposed innovation in the first-person shooter genre outside of online, but, and multiplayer in general, Halo 's multi-link multiplayer is one of the best console multiplayer games ever, and it's up there with things like Perfect Dark and GoldenEye, and is, in my mind anyway, better than them.

Tom: And Halo obviously essentially invented the model for online shooters on console and online games in general, on the console, and its influence on PC games online also hasn't been as egregious as Call of Duty, for instance.

Tom: So I am a big fan of the series, and I have only played the first level of Halo Reach, but it was a tremendous disappointment.

Phil: Oh, wait, wait, wait, wait, you've only played the first level?

Tom: Yes.

Phil: Okay, so clarify for me, was this released as a part of the Master Chief Collection that they finally added it to, or was this released as a standalone release?

Tom: They've just released the Master Chief Collection for PC, and it is included in it, and on the PC, I think on consoles, you can play all of them, but on PC, they are staggering each Halo games released within the Master Chief Collection.

Phil: Okay, so just to frame this a little bit, this was released in after Halo and this was the last game that was developed by Bungie prior to them leaving and going over to reclaiming their company, going over to Activision and going to work on Destiny.

Phil: So after Halo the studio basically split into two different teams.

Phil: One worked on ODST, which is the worst Halo ever, a piece of complete crap, and the other team made the best Halo game that's ever been released, and that's Reach.

Phil: And that's basically the facts, as I understand it.

Phil: It was released on and then subsequently on Xbox One and Microsoft Windows.

Phil: And I think it's based on the writings of Eric Nyland, who did the Halo paperback novels, because he wrote the book, I think, for the Reach or something like that.

Tom: Well, that's not promising for the rest of the game.

Phil: Look, the game...

Tom: I would rather a story written by a bunch of random non-writers, such as The Intern and The Lunch Lady, as games are normally written, than someone who writes novelizations of games.

Phil: Well, he did the best novelization of a game ever, and I'm looking around me at the library here to go grab it, but his first Halo...

Tom: A very sensitive collection of game novelizations.

Phil: Yes.

Phil: Okay, now I...

Tom: Is that why you learn one thing per every two books is the number of game novelizations you read?

Phil: I can guarantee you I learn nothing from any of the novelizations of video game books, particularly the Banjo-Kazooie one.

Phil: I learned nothing from that.

Phil: But you know, and I've got to admit that of the collection of game novelization books I have, you know, about % of them I've written myself that I'm seeking a publisher for.

Phil: So if anyone's out there and wants to read the real story behind SimCity...

Tom: And I've got a correction on that.

Tom: Surely the best novelization of a game is Spec Ops The Line book.

Tom: What was it called again?

Tom: Zero something?

Phil: One of the zero?

Tom: Significant zero.

Phil: Significant zero.

Phil: Yeah, but that's not a novelization.

Phil: That was, you know, a tell-all.

Phil: Anyway, Reach is undeniably the best Halo game that's ever been made.

Phil: It was Bungie learning everything they had from their prior games.

Phil: Obviously, all the losers went over to make ODST, and then the good team went on to work for Reach.

Phil: It's really just the best Halo game possible.

Phil: It's a prequel to the first Halo game.

Tom: It takes what was, and you can correct me if I'm wrong, because I may be misremembering the Halo story.

Tom: What may have been a military fetishization story, nevertheless, it was, I do believe, humanity united to fight against an alien menace.

Phil: Right?

Phil: Yeah.

Tom: Whereas Halo Reach begins with some Rajad Kipling segment of American soldiers visiting some backwater against their will and having to deal with the dumbass natives who may be causing an uprising.

Phil: Doesn't it start in New Mombasa?

Phil: Or is that Halo or or ?

Phil: Anyway, you just play the first level.

Phil: Where does it start?

Tom: Well, there's the first disappointment, is the story itself, a complete change in tone.

Tom: And not just that, all of a sudden you have these teammates that are these whiny little babies all interacting rather than this stoic master chief ignoring everyone so that you don't have to deal with awful dialogue and annoying characters getting in the way.

Tom: So yet another negative.

Phil: No, it's a positive because those guys were all orphans who were adopted by, I don't even remember the plot at this point, but in any case, it's actually great.

Phil: I mean, the whole team thing and the theme and the mood that you're talking about, it does take on a more somber tone because you know how this is going to end.

Phil: In Halo they have the fall of the Reach, which is where that...

Tom: It may be attempting to build up with that, but it begins with this nonsense of them visiting a backwater and whining about a bunch of natives, essentially.

Phil: Yeah, we'll push on through and you'll find that this is the best Halo game ever, at least.

Tom: The next problem is the gameplay and the level design.

Tom: Now, I have never been someone who thinks that Halo's gunplay is particularly impressive.

Tom: It works wonderfully in multiplayer, but if you are doing, due to the way that the weapons affect the other players and the different amounts of damage they do and all that sort of thing, none of that really matters so much in the single player, where the fun and enjoyment isn't in working out the best weapon for certain situations and looking for the best weapons throughout the maps, the multiplayer maps, but is in using a variety of weapons that you're given and come across as you're playing.

Tom: But even on console, with more limited controls, there's not really much, you don't really have to deal with recoil that much.

Tom: With the vibration, it doesn't really add all that much.

Tom: When you're using a mouse, it's even worse and feels even less tactile and interesting.

Tom: There's very little difference between the weapons beyond the speed of the projectiles and how much damage they do, which again makes a difference in multiplayer, but basically very little difference in single player.

Tom: The design of the first level was absolutely awful.

Tom: Another thing that I have never thought was impressive about Halo is the AI for some reason that I simply cannot comprehend is held up to be some of the best ever.

Tom: I think it is just because the grunts do idiotic and comic things sometimes, which is entertaining, but just because you can design bad AI doesn't mean you can design good AI even if it makes the rest of your AI look good.

Tom: Essentially the AI even on Legendary is completely passive.

Tom: It doesn't try to come and kill you at any point.

Tom: It doesn't really try to flank you.

Tom: It just sits around in whatever it is and runs from side to side.

Tom: So maybe people think strafing is an example of good AI, but that's basically the only trick that the elites have, is simply to strafe.

Tom: Which again, strafing existed in Doom and the first ever first person shooters.

Tom: So I fail to be impressed by that.

Tom: But nevertheless, I did enjoy other Halo campaigns, including first levels in other Halo games, but in this one, what really makes it really uninteresting and boring is they just plonk the enemies in, there's basically several main fights throughout the levels.

Tom: And with the exception of the fight at the end, there are two battle designs that are repeated twice, one, they plonk the enemies around or one end of an obstacle in the middle, so that you basically have two sides to attack them from and they just walk around strafing on the other side of it.

Tom: The other is they stick them in the center of another sort of circular area, but this time they're in the middle of it and you kind of have to go through obstacles to get to them.

Tom: From what I can remember of other Halo games, the areas are usually slightly more open and the enemies are usually sort of spread over these areas that you go through rather than you walking or driving a car from one battle to the next, which is essentially how the first level of Halo Reach was structured.

Tom: And there was a lot of cinematic walking as well, which there was in the Halo games and maybe it was just because the story was so much more generic.

Tom: It was basically Call of Duty in space, but without the mind blowing insanity of Call of Duty, it seemed to drag on a lot more.

Tom: It was slightly better towards the end when you ended up inside a building and you had slightly more traditional corridor sections that were in the vein of a lot of the corridor sections in the first two Halo games, but the outdoor sections were not at all on the level of the outdoor sections in Halo and from what I can remember of them.

Phil: I think that you've got to really play some more of the game to really grasp it.

Phil: But I do think that the opening section of the game is quite impressive.

Phil: So if you're not enjoying it now, maybe you're not going to get there.

Phil: But I think over time, you'll probably get to enjoy it.

Phil: To me, this was the culmination of Bungie's development, because it was the last game that they made.

Phil: It was the best selling game that they made on day one.

Phil: They'd learnt all the lessons and it was the A-Team that really made it, as opposed to the schmucks that made ODST, which is the worst Halo game they've made.

Phil: You haven't played ODST, obviously.

Tom: Correct.

Phil: Yeah, yeah, yeah.

Phil: It's worth it for the comedy value.

Phil: I'd probably just watch the YouTube video of it.

Phil: The other thing you've got to realise is this game is years old, and you're coming at it fresh, but at the time, this thing got universal praise from every quarter.

Tom: As did the likes of Uncharted, though.

Phil: Yeah, I'm not sure if Uncharted did, but Uncharted certainly did.

Tom: It absolutely did.

Tom: The opening level to me was a tremendous disappointment as a Halo fan.

Phil: I can't remember now, because it has been years since I played it, because I got it at launch.

Phil: I really should replay it.

Phil: Did they make the female character wear a pink outfit?

Tom: I don't think so.

Phil: Okay, well, see, their hair is very progressive.

Phil: There's a lot of to and fro, and I think probably I did enjoy it because I did read the novel that it was based on.

Phil: Eric Nylon didn't do the writing for it, but it's based on a lot of what he'd written about the kids who were taken away, and he created that whole sub-story that basically these kids were adopted and Halsey, who has the same voice and appearance as Cortana, was the female scientist who was in charge of them.

Tom: See, this is one of the problems, though.

Tom: The wonderful thing about the, quote, story, end quote, of Halo is not so much at all the story, but the narrative and the atmosphere of the place.

Tom: You don't need to be shoving in this backstory that is just going to be stupid and not live up to the tremendous atmosphere they create.

Phil: I think also, too, because it was the last Halo game from Bungie, you can read a lot of subtext in there as well, and there are some overt messages from them basically saying, well, this is the end of what we're doing.

Phil: They do a little bit of meta-textual content, much as Infinity Ward did, you know, with their closing songs for their version saying that, you know, this is the only real version, you know, whatever Treyarch's doing, that's not really Call of Duty and all that sort of thing.

Phil: So, with that, I'm sure you're looking forward to playing more of Halo Reach, based...

Tom: I'm certainly not looking forward to it, but at some point I may.

Phil: Give it another shot, at least, yeah.

Phil: I don't know if you want to talk about Gears next, or if you want me to talk about Pokemon Shield.

Tom: Well, given we are talking about masculine shooters, why don't we move straight into Gears ?

Phil: I thought for sure you were going to say Pokemon Shield.

Phil: What's your history with the Gears franchise?

Tom: I have never played another Gears game.

Tom: This is my first.

Phil: Okay, well, my history with Gears is that I totally loved Unreal Tournament, so I was looking forward to the next thing that Epic made.

Phil: And back on the they actually mandated that every game had to have a demo.

Phil: This is something that people forget, but something that Microsoft mandated, that if you're going to release a game on our platform, people have to demo it first, which I think you book.

Phil: That's amazing, right?

Phil: So I downloaded and played the demo, and it's amazing.

Phil: Like, Gears of War was basically Cliff Blazinski looking at Resident Evil and trying to turn that cover-based shooting into a video game.

Phil: So you've experienced all of the runoff of that with, you know, Cent Blood on the Sand and thousands of other games since then.

Tom: Basically every shooter.

Phil: Yeah, but this is where it all started and, well, except for that Japanese game that I've played that I can't remember the name of right now, that Cliff Blazinski says was his inspiration as well.

Tom: I believe that started it and he popularized it.

Phil: Yeah, exactly.

Phil: So it was first seen in that game, which you'll look up and let us know about.

Tom: Was it Kill Switch?

Phil: Yeah, that's it.

Phil: Kill Switch.

Phil: And I think who was the primary developer on that?

Phil: He's one of our favorites.

Tom: Was he?

Phil: So having been a big fan of Unreal Tournament, I was really excited to see what Epic Games and at that time, we didn't know who he was really, but Cliff Placinski and what he would do.

Phil: But Cliff Placinski was the key designer on the game.

Phil: And basically, he took the cover shoot mechanic from a game called Kill Switch, which was developed by Namco, which I thought was a Japanese game, but apparently was designed in the US.

Phil: And combined it with the behind-the-shoulder third-person view of Resident Evil which was a wildly popular and successful critically acclaimed game.

Phil: And so the cover-based component of the game that went on to be copied and copied and copied elsewhere was really revealed to most people through the first Gears of War.

Phil: It was gory, and then the setting was beautiful.

Phil: It used Unreal's own engine and popularized its own engine.

Tom: And whenever one plays a Unreal Engine game by Epic Games, it demonstrates how disappointing every other game using Unreal Engine is.

Tom: They manage to, most Unreal Engine games have a very smooth, boring look to them, and with less detail.

Tom: Not necessarily literally, but the general, due to the smoothness of the image, they often end up feeling like they have less detail than games that have their own image, engines.

Tom: Judging by Gears and also videos I've seen of other Gears games and obviously other Unreal Engine games that Epic have made, they actually manage to get the engine to look, to suit a variety of different aesthetics, so that you don't end up with just a generic look, and they also don't have the ridiculous smoothness of the image, and they also manage to have a huge amount of detail as well.

Tom: Basically, the way Unreal Engine is used by most games, using the Unreal Engine, you end up with something that looks like something halfway between Unity and halfway between an Epic Unreal Engine game.

Phil: And one of the keys to Gears of War in its initial design thought was destructive beauty, so they'd put you in all of these Victorian era type mansions and houses that have them be destroyed, and then they carried that through to the organic levels as well, and in cities that had been broken down, but you're quite right, through a variety of different environments, be they organic or urban or, you know, inside a house, there's a level of detail that you don't see anywhere else.

Phil: And they created the engine, so obviously they know all the ins and outs of it.

Phil: In fact, they were sued by Dennis Dyack for not really sharing all the details.

Tom: I was about to say, I wonder if they are in fact releasing to other developers inferior versions of the engine tools.

Phil: Yeah, yeah.

Phil: But again, on the plus side, they've been very generous with the engine over the last four or five years where they let game developers use it for free until they have, you know, game revenue of a certain amount, and then they have to start paying royalties.

Tom: Yep.

Phil: So, but back to the game itself, it's a third-person shooter.

Phil: It's a third-person cover-based shooter.

Phil: So you get to, you know, creep around and throw grenades and use some fairly satisfying guns, I would say.

Phil: Would you agree?

Tom: Yep, definitely.

Tom: And not just in terms of their sound effects and the recoil management and all that sort of thing.

Tom: They also have a variety of amusing grenade launchers and rotating saw launchers and things like that as well.

Phil: Yep.

Phil: And of course you've got Up Close Malay where you can use chainsaws on enemies as well.

Phil: And the game itself, I mean, Gears, I kept playing Gears and waiting for it to wear off or waiting for them to slip a gear, if you will.

Phil: And they haven't, they've been consistent.

Phil: And Gears was really an amazing game where they've gone on to the new generation, left the characters, almost left the characters in the past.

Phil: But you'll see Marcus and Baird in this new game, as you would in Gears where they're older, they're bolder, they're grumpier.

Phil: And it's not overplayed.

Phil: It's really a pleasure and...

Tom: It's very suspicious that all of these old game series where the original audience might now be your age and parents are suddenly having father and child relationships in them.

Phil: Right, as in Dad of War, right?

Tom: Yep, and Gears

Phil: And Gears and Gears as well.

Phil: So it's, you know, I think it's video games growing up and acknowledging that.

Phil: Or growing old, I should say.

Tom: Or video game audiences growing old and developers...

Phil: Capitalizing on it...

Tom: .

Tom: marketing it to them.

Phil: Yeah, but I do think there's some earnest experiences going on with developers as well as they age and they want to make different kinds of games as well.

Phil: So in Gears they did introduce elements of real time strategy and what do you call that genre where it's castle defense?

Tom: Tower defense.

Phil: Yeah, tower defense, which I tolerated and got through and didn't really enjoy.

Phil: So far they haven't done any tower defense elements in this game.

Phil: But so far I went into this going, I really liked

Phil: I hope this is good and so far it's been a complete joy to play and I've only stopped playing it because of other games that have come up, but I'll definitely be getting back to it.

Phil: How far did you get into it?

Tom: I played the first level.

Phil: Oh, you've got to play more than that.

Tom: I may indeed continue it unlike Halo Reach in the immediate future, but as a new play to the series, it certainly does absolutely nothing to help you understand what is going on.

Tom: There is a brief prologue that refers to events, but I think it's basically just a recap of Gears as far as I can tell.

Phil: Yeah, exactly.

Phil: They don't tell you anything up to that point.

Phil: If you can somehow through the whole Microsoft thing, and I believe there's probably a way you can play the first game.

Tom: I think the first, the remaster of the first game is on Games Pass.

Phil: Yeah, and believe it or not, I have a, the remaster I have on the same disk as Viva Pignada.

Phil: He asks, I'm looking around the Stride studio, like there's some producer to help me with that.

Phil: No, it was the...

Tom: I find that hard to believe.

Phil: It was the...

Phil: okay, I'm being told it was the Rare Replay compilation that came on the same disk as the Gears remaster.

Phil: That's pretty cool, right?

Tom: Yep.

Phil: Which is why I bought it, because you're like, Rare Replay master on the same disk as Gears ?

Phil: I would strongly encourage you to play the first Gears.

Phil: I think it is the affinity...

Tom: I think I'll finish, if I continue the fifth, I think I'll probably play the fifth first.

Phil: Play the fifth, and if that piques your interest, go back through them, because they are the epitome, they are the absolute best third person shooter experiences that you can have in video games.

Tom: I could not disagree more.

Tom: I think this is probably the third best, and the only other good third person experience you can have in games, but it is certainly...

Phil: No, third person shooter?

Tom: Yep, third best third person shooter experience in games.

Tom: It is certainly not so far at all on the level of binary domain or vanquish.

Phil: Well, there goes my opportunity to exploit the listener by teasing our upcoming three best third person shooters of the s.

Tom: Previously, the top two was literally the only two third person shooters ever made that were any good, but apparently Gears is another good one, but it's not really comparable to them.

Tom: It is a lot of fun, but it is like other third person shooters, so much more limited.

Tom: Vanquish gets around the basic problem of cover shooter, third person shooter design where you are by allowing you extreme mobility, yet also the advantages of cover, but you are able to move so extraordinarily between cover to cover that you can actually run around shooting enemies as well pretty freely, and the environments are nice and open.

Tom: Binary domain is much more limited in terms of movement and the design of the areas than Vanquish, but it has the different areas of enemies to shoot that is quite complicated and some excellent boss battles as well.

Tom: This is basically like your standard third-person shooter, where the areas are really limited.

Tom: It's simply better to just sit behind cover and sometimes move between cover if you can't shoot the enemies, but for the most part it's just best to sit around and snipe at them.

Tom: But it is fun, unlike other third-person shooters, one, because the enemies do actually sometimes have some aggression, though usually not so far, and two, the gunplay is so exceptionally good.

Phil: Exceptionally good, and I think the level design is also good.

Phil: I think the range of enemies is good.

Phil: You've got everything from robots.

Tom: That's another good thing about it, apparent even in the first level.

Tom: The enemy design reminds me a lot of the Doom reboot, so no doubt it was greatly influenced by Gears.

Phil: Well, obviously Gears vastly influenced Vanquish and Binary Domain, and both of those games have influenced Gears as well.

Phil: The robots were only introduced in Gears just so you know, and they start out with Gears because it's the first in the new, you know, it's the Millennials, it's no longer the old characters.

Phil: And so, oh well, it's okay to kill robots because they're just robots, you know.

Phil: And then the shit hits the fan, and it's like, fuck, we got to kill everything.

Phil: And it was a very slow burn at the start of Gears where it's like, oh shit, well, is this game just going to be about shooting robots now?

Phil: Because, you know, we can't shoot like two story high, you know, flesh monsters anymore.

Phil: And you know, the game develops on and on, the old guy comes in, are you going to really kill things?

Phil: Let me show you how to do it.

Phil: You know, and yeah, I like that.

Phil: I love the mix of AIs, I love the mix of the of the environments.

Phil: There's one environment that you'll get to later, that you come to this nice little quiet Tibetan town, Alaa, uncharted

Phil: And you're like, oh, this is all very peaceful.

Phil: And, you know, you pat the yak as you do, and you walk through it, and you're like, oh, yeah, I get it.

Phil: They're making me slow walk through this environment because I'm going to have to fight, you know, blood and tooth back through this environment to get out of it.

Phil: And that's and that is exactly what you have to do.

Phil: They do this Metroid thing where you have to go through the level.

Phil: You don't have the powers.

Phil: You don't have this or that.

Phil: And then then you have to go back through and blast your way through it.

Phil: And one thing I do like about the AI in this game is that it's tough.

Phil: I'm playing it on a level just above medium, I think.

Tom: Yep, I was playing on the hardest one.

Phil: Oh, good.

Phil: Good for you.

Tom: And it was it was nice and challenging without feeling cheap at all.

Phil: And that thing that happens at the end when you kill them all with the sound, yeah, it does that kind of thing.

Phil: Yep.

Phil: That's a that's a staple of the series.

Phil: And it is a pure dopamine endorphin rush or whatever you want to call it.

Phil: It's just so great to hear that sound that's been through the whole series the entire time.

Tom: What one thing I will add to one thing that it does well, which third person shooters for some reason do not do, I think because they seem to think that you can just take combat design from a first person shooter and stick it into a cover based third person shooter.

Tom: And that will be interesting, which it never is, is the reason that the one of the reasons in the first level anyway, that the combat was so enjoyable was basically, although you are it's really limited in how you move and the greatest advantage is hiding behind cover.

Tom: The way they dole out more powerful weapons makes it really satisfying when you get one of them.

Tom: And you are able to play more aggressively than when you have weaker weapons.

Tom: Although I have to say, the pistol, if you can get headshots, is bizarrely powerful.

Tom: It's like the Magnum in Halo pretty much.

Phil: I've always thought, actually in playing through Gears when I first got that gun, I was like, is this a tribute to Halo?

Phil: You know, the shotguns are always great, of course.

Phil: But yeah, there's a broad diversity of weapons.

Tom: Basically, as you're going through, it slows you down and gets you stuck behind cover, then allows you to get grenades or other more powerful weapons so that you can play more aggressively, so that it's holding you back, then giving the satisfaction of being able to play more aggressively, which third-person shooters don't do because they're just copying the weapon, the way you get weapons from first-person shooters, which are completely different.

Tom: The equivalent to this in first-person shooters is in the design of older first-person shooters or the Doom reboot with the special powers you pick up or rare super-powered weapons like certain rocket launchers and so forth, which first-person shooters don't do today because they're much slower.

Tom: But in something like a cover-based third-person shooter, you really need that, or all you're doing is basically just sitting around, popping out a cover and killing people, and it's completely one-note in terms of the pacing of the actual gameplay and is just a really uninteresting experience unless it is binary domain or vanquished.

Tom: So the way Gears so far manages to make cover-based shooting interesting is through the way it doles out weapons.

Tom: And so far, it's not as special as binary domain or vanquished, but it is tremendously enjoyable in and of itself.

Tom: And it also has, of course, a great sense of spectacle and pacing, although as someone who has been randomly dropped into the th page in a -page epic science fiction fantasy novel, I'm not sure that there is anything to be enjoyed about these cinematic walking sections so far where the characters are talking.

Phil: Yeah, that's about right.

Phil: I think the only other thing I need to bring up is that this is not from Epic Games.

Phil: Microsoft bought the rights to Gears of War, and basically a company called The Coalition is now developing the game.

Phil: And I think The Coalition used to be known as Turtle Rock, which is a developer out of Southern California, close to where I used to live.

Phil: But yeah, look, I give full credit to this game.

Phil: I think it's amazing.

Phil: Just like Reach, I think you need to play through the whole thing to really enjoy it.

Tom: They were the developers of Left Dead, I believe, the original.

Tom: Yeah, that's right.

Tom: And Counter-Strike as well, and the failed Evolve.

Phil: Yeah, I mean, Turtle Rock was a great developer.

Phil: And I might be wrong.

Phil: Coalition might be something completely different, you know.

Phil: In fact, Turtle Rock may have been the people that got bought out to do the Dead Rising games, for all I know.

Phil: But anyway, caveat, mTOR, double-check our facts.

Phil: If you're happy to move on to the next game.

Tom: I am indeed.

Tom: Oh, just one thing you were mentioning about the graphic style, because one thing the series has been maligned for is its brownness.

Tom: But there is certainly nothing brown about Gears in any case.

Tom: It is basically the second best, perhaps best, attempt at doing what Enslaved did.

Tom: A couple of other games have attempted, but none really come to mind that did it well other than Enslaved, of this basically tropical paradise future world where the technologically advanced world has failed and is now being overgrown by plant life of the tropical variety.

Tom: And it is super colorful and looks excellent and is one of the few games where the vegetation actually looks as good as the rest of the environment.

Phil: And Horizon Zero Dawn was the first game I thought of, which you played the Killzone game Skyfall I think.

Tom: I don't think it's called Skyfall.

Phil: It was one that was a prelude with the last Killzone game before Horizon and they both kind of played more in that organic white light, Nordic types, you know, light.

Tom: Killzone also had some very interesting alien vegetation sections as well and was an extremely colourful game even in the laboratories and levels like that, but it also had a lot of jungle sections.

Phil: Well, speaking of a game that doesn't have a lot of jungle sections, I recently have been playing Pokemon Shield, so Pokemon Sword or Pokemon Shield, obviously it's a Pokemon game, so they're released two of them at the same time.

Phil: I'm playing it, of course, on the only console that will play it, which is the Nintendo Switch.

Phil: I bought it because my nephew has Pokemon Shield and he asked me, oh, will you, I'm sorry, he has Pokemon Sword, he said, oh, will you buy Pokemon Shield so that we can trade Pokemon?

Tom: He finally gave up on trying to play Fortnite with you.

Phil: Well, his parents gave me a $gift voucher, so I took that as a hint and went and bought a copy of the game.

Tom: I thought you were saying went and bought $worth of Fortnite loot boxes.

Phil: And yeah, I've been playing it, you know, it's masterful, it is a really, really good game.

Phil: And so this is basically Game Freak's first foray into the console world where they're really trying to bring the game from the handheld versions into the console version.

Phil: Now the Switch is a handheld console and indeed with the Switch Lite, it is a purely handheld console.

Phil: But what I mean is they're bringing it into the D, you know, open world kind of scene.

Phil: So they have...

Tom: There have been a couple of Pokemon games that have done that before in the past, but they have not been as in-depth as RPGs, right?

Phil: That's right.

Phil: Well, they re-released Pokemon Blue for Switch, but they really babyfied it.

Phil: And it was kind of a training game for the Pokemon Sword Shield series, so because, you know, Pokemon Blue is pretty basic at this point.

Phil: And it was a way for them to work with D tools and things like that.

Phil: That Pokemon Sword Shield basically puts you in a world where Pokemon are a part of the real world and Pokemon Trainers are, you know, eSports kind of participants.

Phil: So basically, you know, you go to a stadium and you compete and all the rest of it.

Phil: But that's kind of an end boss type of thing.

Phil: You still have to go.

Phil: It still starts with you in a small village and your mom and, oh, don't go there.

Phil: It's too dangerous.

Phil: And your friend saying, yeah, let's go there.

Phil: Let's chase that Pokemon.

Phil: And, you know, you go around and, you know, level up.

Phil: It is a it is a pure interpretation of the Pokemon game put into a modern framework.

Phil: And it's absolutely delightful.

Tom: So it's what people have been asking for ever since the GameCube.

Phil: Ever since the Game Boy, you know, because Pokemon started as a Game Boy game.

Tom: But it was with the GameCube that people really wanted a proper console version of it.

Phil: I think even the Nbecause you saw games like Pokemon Snap and Pokemon...

Tom: I think less so precisely because you saw games like Pokemon Snap and Stadium.

Phil: Pokemon Stadium, yeah.

Tom: The Nactually had good Pokemon games on it that may not have been standard RPGs but were very much in the Pokemon universe and the Game Boy games themselves were still so massive then.

Tom: I think it's really the GameCube generation that people started wanting more out of them.

Phil: Right.

Phil: And with this game, it's not perfect.

Phil: I mean, there's no voice acting.

Phil: Pokemon is the most successful intellectual property or best selling intellectual property in human history.

Phil: And when that first scene dropped and there's no voice acting in its subtitles, I'm like, come on.

Phil: I mean, come on.

Phil: You guys can afford it and do it because your target audience is little kids.

Tom: I'm going to tell you why they don't because it isn't the greatest selling intellectual property in human history.

Tom: I would suggest that probably Islam and Christianity, Buddhism, Hinduism, even Judaism potentially would probably beat Pokemon.

Tom: And if you look at the creative output of the main series such as Christian films, for instance, they also usually rather half-arse the effort they put into things.

Tom: So I think if you have an intellectual property that sells just on the basis of the fact that it is essentially religion as Pokemon is, for the most part, people making stuff for that market are not going to really be too bothered about what they produce.

Phil: If the Shiites, Buddhists, Catholics or Evangelicals put out a video game, it would have been a voice acting game.

Phil: This game doesn't have voice acting.

Phil: The reason why that is especially egregious is...

Tom: I don't know if that's necessarily true.

Phil: It is true.

Tom: Does that Noah's Ark game have voice acting?

Phil: Noah's Ark?

Phil: There was one like the NES.

Tom: No, that was much later.

Tom: The shooter, the Noah's Ark shooter where you're shooting animals, they remade Doom or whatever.

Phil: That's SNES.

Tom: It wasn't released at Doom.

Phil: It's on a Super NES.

Tom: Yes, it wasn't released then.

Phil: Yes, it was released on the SNES in real time.

Tom: In one year.

Phil: I'll find out.

Phil: But these are contemporaneous releases where voice acting wasn't available.

Phil: All I'm saying is if the official Catholic Church put out a game like Pope Hunter, that it would have voice acting.

Phil: I'm just saying that it's not available.

Phil: I'm just saying that it's not available.

Phil: I'm not saying it's not available.

Phil: Let's get it done.

Phil: And the reason why this is especially egregious...

Tom: I again question that.

Tom: Let's use a more common example.

Phil: Now you're interrupting me for the third time on this poem.

Tom: Don't make me make it a fourth.

Tom: Don't make me make it a fourth.

Tom: Christian films do not feature acting.

Phil: Christian films aren't video games.

Tom: But they are.

Tom: But Pokemon films feature acting.

Tom: So check mate.

Phil: It's particularly egregious because there are children like my nephew who's only and, you know, his reading is not up to, you know, he's or something, you know, his reading is not up to the level of an adult and it would be very helpful for him to have voice acting.

Phil: And these people have more money than God.

Phil: There should be voice acting in this game.

Tom: I also question if they have more money than the Vatican.

Phil: I believe they definitely do.

Tom: I would question that.

Phil: Actually, yeah, you know, I take you on that and that's fodder for a future article.

Phil: Who has more money?

Tom: The Vatican or Game Freak.

Phil: So we'll look into that.

Phil: We'll get our crack team of investigative journalists on it.

Phil: We're running out of time here.

Phil: Basically, this game is amazing.

Phil: It's awesome.

Phil: If you have a Switch and you've played Pokemon in the past, you must buy it.

Phil: You must play it.

Phil: You will love it.

Phil: I always love that part of an RPG where you realize you've grinded too much.

Phil: I thought I was just playing the game normally and then, you know, I'm just grinding along, you know, building up experience and all the rest of it.

Phil: And then I get to the next town where I'm apparently up against this massive threat and he's like a level and I'm like a level

Phil: I love that about traditional JRPGs.

Phil: The fact that they'll let you do whatever you want.

Phil: And I, you know, for whatever reason, I always over level.

Phil: And honestly, this could be a whole psychotherapy issue by itself.

Phil: But it's just like, yeah, I just love it.

Phil: And it's fun.

Phil: It's got a lot of new elements.

Phil: It's got online elements that are enjoyable, that don't interfere with the with the true nature of the game.

Phil: It looks amazing.

Phil: It looks great, much like Ni No Kuni for the PlayStation

Phil: And it has all of the elements.

Phil: Now, it's gotten some criticism online for not having all of the prior Pokemon.

Phil: And I buy that.

Phil: You know, it's the same criticism I'm saying you guys have more money than God.

Phil: Why couldn't you include Squirtle?

Tom: You know, I think also you can't go into as many buildings as the Game Boy Game Boy handheld versions as well.

Phil: Yeah, that's true.

Phil: But, you know, those didn't cost anything.

Phil: Programming wise, and it's really not a major part of the game.

Phil: I mean, the major part of the game is going through the open fields.

Phil: The one thing that is jarring is that they have open world segments that are online where you can use the right analog stick to sweep around the camera the same way you would in any video game.

Phil: If you can follow that.

Phil: But then when you're in the towns, you can't do that.

Phil: You can't move the camera around.

Phil: It just switches back to a fixed camera.

Phil: And that is jarring.

Phil: So there are some elements of this game that are half ass, but I give them a pass on that, but only for this game.

Phil: I've played all the Pokemon games, and I didn't do it in the usual organic, nostalgic way like most people have.

Phil: I actually sat down at one point in my life and went, OK, I haven't played a Pokemon game.

Phil: People out there tell me what are the Pokemon games and remakes that I can play through them all.

Phil: And I played through them all, beat them all.

Phil: And grew an appreciation for it because I was a big JRPGer at the time.

Phil: And it is a fine series with its own distinct characteristics.

Phil: But it has been done on the cheap for decade on decade at this point, where they're recycling stuff and not putting in the money.

Phil: And I'd just love to know who's getting the money?

Phil: Who is getting the money?

Phil: I'd just love to know, is there a very rich guy, Japanese guy sitting in Peru that owns half of Peru?

Phil: Where is the money going?

Tom: Because maybe it's going to the Vatican.

Phil: Well, we'll check that out as well.

Phil: Because if you look at the most, the open that ever been was a Game Informer feature that was done about a few months ago, where they let the Westerners in for about a week.

Phil: And their studio is quite small.

Phil: There's not a lot of people actually working at Game Freak making these games.

Phil: So I do wonder where the money goes.

Phil: And may I posit it's the Yakuza, because we've seen that before in Sega's history, where they spent a massive amount of money on a game and you're like, where did they spend the money?

Phil: A la Shenmue and the first Yakuza game.

Tom: And now the Shenmue Kickstarter as well.

Phil: Yeah, well I think that all ended up with Yu Suzuki.

Phil: So do you have any questions before we end up on...

Tom: Just two, there has been, as well as entering buildings, generally the reaction seems to have been much more disappointed than you are.

Tom: And secondly, what are these un-intrusive online elements?

Tom: They sound quite interesting, potentially.

Phil: Well, basically in the on-world, or the open-world elements of the games, of the game rather, so you can imagine these controlled places and then you have these massive fields and that's where the online community is allowed to come on.

Phil: And because of the time I play, it happens to sync up with Japan.

Phil: I just have a lot of very nice people coming up to me giving me shit for free.

Phil: And I don't even know how to give them anything back.

Phil: You know, I've tried and tried.

Tom: Can you battle them and things like that?

Phil: You can battle them.

Phil: You can also team up with them Monster Hunter style.

Phil: So they have these points that are in the open world segment where you can team up with three or four other online players to go and attack a big boss.

Phil: If you're not connected online, you can take it on yourself.

Phil: But if you are connected, and most people who do connect online, you know, like the game, like other players, you go in there and you attack this big boss to get rewards.

Phil: So that's much like in Destiny or Monster Hunter.

Phil: So it's really enjoyable.

Tom: I think the other question was just there has been, generally speaking, not as positive a reaction to it as you have had.

Tom: Why do you think that is, if you're familiar with it?

Phil: I think predominantly it comes from the big story of the whole catchphrases of the game, is you got to catch them all.

Phil: And in this game, they didn't carry over the Pokemon from the entire series.

Phil: For whatever reason, Game Freak is not allowed the assets to convert.

Tom: Part of it would probably be the amount of time of animating for D.

Phil: I think if you had all the money in the world, you wouldn't have the time, because the models are rich.

Phil: Now, people would also say, well, you had all this time to introduce new characters.

Phil: Couldn't you have spent that time on the old ones?

Phil: But they didn't introduce as many new characters as the old characters that they didn't introduce.

Phil: And all the new characters are up to this point consistent with the quality that they've done in the past.

Phil: So I fully expect with the next Pokemon, they'll have all of those characters return.

Phil: I think this is just a big dummy spit to use an Australian term on the basis of the fact that they didn't include them all.

Phil: But you cannot fault the actual game play, level design, enemy design, story at all.

Phil: It is a complete package and thoroughly enjoyable.

Phil: And the best, you know, the best Pokemon game that's been made to date because it captures all the things they've done up till now and embellish them and put them in a rich, colorful D environment.

Phil: So I think the criticism really does come from sour grapes.

Tom: Or disappointment.

Tom: What would the fans have to be sour about?

Phil: Just the fact that they don't include, you know, all the Pokemon.

Tom: Well, that's disappointment rather than sour grapes.

Phil: Oh, well, that is sour grapes.

Phil: I mean, they're basically just, you know, you didn't do this one thing for me, so therefore this game's shit.

Tom: Let me just get the definition of sour grapes.

Phil: Yeah, you look that up.

Phil: I think also there was a, there had to have been millions of people that bought the Switch for the first time because this game was released.

Phil: And so, you know, they're not just investing as I did.

Phil: I got bucks, you know, that's my skin in the game because I got a $gift voucher, you know.

Phil: So, you know, my skin in the game is fairly low.

Phil: If you had bought a $$game console, whatever they cost, and then bought this game because you finally said, OK, yeah, they got Mario, they got Zelda, that's fine.

Phil: OK, Pokemon's come out.

Phil: Now I'll buy the console.

Phil: And I think it's just probably a little bit of buyer's remorse because, you know, they've got bucks invested in this game.

Phil: I got bucks invested in this game.

Phil: And I had very low expectations going into it.

Phil: And they obviously thought, well, this is the the fulmination of years or years or years or however long this thing's been going on.

Phil: Obviously, this is going to be Nirvana.

Phil: And I'm going in going, yeah, obviously, this isn't going to be Nirvana because this is their first time of doing it properly.

Phil: So, did you find that definition of sour grapes?

Tom: And I would still question your usage here.

Tom: Technically, you may be able to argue that you're right, but I would question it.

Tom: We're going to Cambridge for a reasonable source on the definition.

Tom: If you describe someone's behavior or opinion as sour grapes, you mean that that person is angry because they have not got or achieved something that they wanted.

Tom: Now, wait though.

Tom: Wait?

Tom: No though, because listen to the examples here.

Tom: Because it implies that there is some investment involved in the process.

Phil: I bought Pokemon Shield and it wasn't what I wanted.

Phil: Sour grapes.

Tom: No.

Tom: Here are some examples.

Tom: I don't think it's such a great job, and that's not just sour grapes because I didn't get it.

Tom: Are his criticisms justified, or is this a case of sour grapes from a less successful artist?

Tom: I would suggest that this is more merely a case of their expectations potentially being too high.

Tom: And them expecting a one-to-one translation of the handheld version to console.

Phil: I think we'll give this one in for AC Pro because this is his English lesson for the show.

Phil: I think sour grapes has to do with envy.

Tom: Exactly, as those examples contained.

Phil: Yeah, yeah.

Phil: So having you refresh my knowledge of sour grapes because I'm not an envious person.

Phil: I've got it all, and let's face it, I do.

Tom: You've even got Pokemon Shield.

Phil: I've even got Pokemon Shield for bucks.

Phil: Look, go out, buy a Switch for it and you won't be disappointed, especially if you buy Mario Odyssey for it.

Tom: You won't be disappointed in Pokemon Shield if you buy Mario Odyssey.

Phil: Yep, and with that, unless you've got anything else you want to bleat?

Tom: No, I don't.

Phil: Okay, well good luck with those fires down there.

Tom: That's what the thunderstorm was for.

Phil: Yep, and if anyone wants to send us money because we're in a country that has a lot of fires, just comment at gameunder.net, go into one of our stories and say, hey, I want to give you guys money, let me know how I can do it, and we'll do it.

Phil: Because this podcast and our website is advertising free, which is really refreshing in this day and age and quite uncommon.

Phil: And not at all because we can't possibly get advertisers because of the things that we say on this podcast.

Tom: Well, they won't advertise on the website, but they will sponsor our studio nevertheless.

Phil: Yeah, I've got to tell you though, I don't know if you've ever had this experience with your underwear bunching up.

Phil: And so recently I've been getting my underwear from MeUndies.

Phil: So MeUndies is a website where you can subscribe for a very low price, and each month they will send you...

Phil: I'm kidding, I'm kidding, it's a joke!

Phil: It's a joke!

Phil: It's not MeUndies.

Phil: Don't buy it, it's a shit product.

Tom: But the underwear has indeed been bunching up lately.

Phil: Actually it hasn't.

Phil: I don't think the underwear bunching up is a common problem.

Phil: Do you?

Tom: No, I wear boxer shorts.

Phil: Oh really?

Phil: Consistently?

Tom: Boxer shorts or tights, I believe, is the correct term, but they're no longer referred to as tights.

Tom: Or long-drons is another term for them.

Tom: I think they're now called leggings.

Phil: Leggings?

Phil: Oh, okay.

Phil: Yep.

Phil: Alright, yeah, because boxer shorts on a bike, that's not going to work.

Phil: In any case, don't buy...

Tom: It does work.

Tom: How would that not work?

Tom: You can wear shorts on a bike.

Phil: Yeah, you can wear shorts, but you need the support, you know?

Phil: You need the support.

Phil: And, you know, have you ever bought bike shorts?

Tom: No, I certainly have never bought bike shorts.

Phil: If you want, I can send you an old pair of bike shorts that I have.

Phil: But in any case, I think we can quantify...

Tom: Just make sure to wear them first, or it won't be a proper used underwear product.

Phil: Yeah, and the Japanese are really uptight about that.

Phil: But anyway, I just want to say that MeUndies is a horrible product and do not buy them.

Phil: And that's the freedom that we have for being advertiser free.

Phil: We can say that kind of thing.

Phil: Are there any other commercial products that you hate that you wish to throw under the bus at this juncture?

Tom: Your second hand underwear, because I've now received it and I can confirm that it is odorless.

Tom: So I would not recommend buying used underwear from Phil Fogg.

Tom: He is a scammer.

Phil: Thank you very much.

Phil: So with that we'll close out episode of The Game Under Podcast.

Phil: I am Phil Fogg and I've been joined by the supreme co-host and EIC of gameunder.net, Mr.

Phil: Tom Towers.

Game Under Podcast 118

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

Introduction
0:00:17 Not Trademark Banter
0:00:37 New Xbox Gets a Name and Photo
0:02:51 Top 10 Games of the 2010's

Feature - Call of Duty
0:03:19 Call of Duty Advance Warfare
0:04:51 Phil's Call of Duty Modern Warfare 2019 Experience
0:08:56 Tom's Impressions of Call of Duty WWII
0:12:33 COD WWII Healing Mechanism
0:15:29 Mud and Ground Textures of COD WWII - Tom issues a score!
0:18:08 Tom discusses the Theme of COD WWII
0:19:16 Tom and Phil Play WWII Stereotype Tropes Bingo
0:22:00 Historical Accuracy Outrage
0:28:01 Phil Recommends Pentagon Training Manuals

Mini Film Review: Darkest Hour
0:31:03 Churchill Feature Resumes

Final Impressions
0:38:04 Kevin Spacey's Call of Duty: Advanced Warfare
1:01:46 In Summary, Call of Duty Modern Warfare

Transcript
WEBVTT

Phil: Hi everyone, and welcome to episode of The Game Under Podcast.

Phil: I am your host, Phil Fogg, and I'm joined, of course, by our co-host, Mr.

Phil: Tom Towers.

Phil: And we don't have time today to talk about trademark banter, even though I think one of my trademark banter topics I put on the list is quite literary in its nature, but we'll have to get to that in another day.

Phil: It's called The Roof, The Fence, The Bonfire.

Phil: And we also won't be talking about the new Xbox that was announced and how silly its name is.

<v SPEAKER_>It looks good though.

<v SPEAKER_>I'm one of the few people who thinks it looks good.

Phil: I think it looks great.

Phil: Oh, no.

<v SPEAKER_>I don't see the GameCube comparison at all.

<v SPEAKER_>Just because something is cubish does not mean it looks like a GameCube.

Phil: No, it's like it's extruded cube, extruded cube.

Phil: What more could you want?

Phil: In fact, that's probably what they should have called it.

<v SPEAKER_>Extrude cube with a capital X.

Phil: Trude cube, Trude cube.

<v SPEAKER_>X prude cube.

Phil: Like in terms of the naming convention, they're calling it the Xbox Series X.

Phil: I guess in a way they just basically-

<v SPEAKER_>Is that a Siri pun?

Phil: No, I don't think so.

Phil: I think they're just calling it a, they should have called it, yeah, well, but I think in a way, they're just basically saying, well, we're just going to call it the Xbox.

Phil: Because they've announced the Series X and then they'll announce the Series S.

<v SPEAKER_>Can I just add, people seem to be surprised that Microsoft is terrible at naming their consoles, but when the Xbox was released, it came after an era of adding Xs to things to sound cool.

<v SPEAKER_>So, if you begin following that era with naming console an Xbox, that's getting off on the wrong foot to begin with.

Phil: Well, they called it that because it was based on DirectX.

Phil: So, the games division had...

<v SPEAKER_>Well, that's what they claim.

<v SPEAKER_>But I think they called it that because X and Xtreme things had just been all over the place.

Phil: The thing that I never got was people like, oh, they're trying to say sex box.

Phil: They're not, I mean, what sort of sick mind comes up with this stuff?

Phil: Extreme box.

<v SPEAKER_>If they were doing that, it would have been a triple Xbox.

Phil: Okay, I'm putting you on the spot here, but if they came out with the Xbox today, if Microsoft is launching a new console today, what hot thing would they be writing?

Phil: What would they call it?

Phil: They wouldn't call it the iBox.

<v SPEAKER_>They might call it the iBox if they could get away with it, but they probably couldn't get away with it.

Phil: Fortnite box is what they should call it, but hey, we're putting together our top list.

Phil: We're still debating the editorial board, myself, Tom and the others as to what should be included.

Phil: I think we're getting close to detente in terms of what we're going to include and exclude.

Phil: So you look forward to that coming up on the side, but really what we wanted to talk about today was a triumvirate of Call of Duty games, because you've got your new PC.

Phil: You've actually been telling me-

<v SPEAKER_>The previous two episodes or several have been, I think it's two, been devoted to Call of Duty, I believe.

<v SPEAKER_>So we are ending my impressions of Modern Warfare in a way, because throughout my first and final impressions of that, I was wondering if it came out of nowhere, or if there was some lead up to it in the previous Call of Duty games, having only played, I think the most recent one before this was Call of Duty

Phil: And the most hilarious thing about that is, because I'm the Call of Duty expert.

Phil: You asked me, hey, Call of Duty Advanced Warfare, does it have the same level design?

Phil: Is it kind of the same thing as Modern Warfare?

Phil: And you asked me for that advice on the same episode where I told you that I had started playing WWII again and had completely forgotten that I had played and beaten the game.

Phil: And yeah, so I guess probably...

<v SPEAKER_>So what we're saying here is that even though you are the Call of Duty expert, you don't actually remember anything of what you've played of the game.

<v SPEAKER_>So you shouldn't be asked in spite of you having played many, many Call of Duty games.

Phil: No, almost all of them, in fact.

Phil: But the one thing I can tell you about is Call of Duty Modern Warfare because I had the good fortune to pick it up for $at an Amazon Black Friday or Sober Monday sale.

Phil: And so basically I have it now on eBay.

Phil: The auction closes in two hours and it's currently at $

Phil: So I'm up two cents on the transaction.

Phil: So what happened is I got it.

Phil: I excitedly put it into my PlayStation because I knew that we'd be talking about it on the show.

Phil: It told me that it would need an gig update.

Phil: I swallowed my medicine and said, no problem.

Phil: I will do this early in the morning when my internet off-peak hours are so that I don't lose.

<v SPEAKER_>Do you even have gigabytes of bandwidth?

Phil: Yeah, I have gig on my plan and gig of which is between.

<v SPEAKER_>So this would be nearly percent of your entire internet allowance.

Phil: Yep.

Phil: And of those hours are between AM and AM and the other hours are the rest of the day.

Phil: So on the first day, I was able to download gig.

Phil: That was, I woke up, set an alarm at o'clock in the morning, started the download by o'clock, I downloaded gig.

Phil: And I thought, well, that's fine.

Phil: I only have to do this another more times.

Phil: So I paused the update and then turned off my PlayStation went to work, did the same thing the following morning and had to start all over again.

Phil: Apparently, the PlayStation doesn't support this sort of update, this sort of cumulative update.

Phil: At that point, I said, okay, I am going to sell this game on eBay.

Phil: And here we are, days and hours later.

Phil: And there's hours more to go.

Phil: There are watches of the auction.

Phil: And as I said, I'm up cents at this point.

Phil: And they're paying shipping.

Phil: So I count that as a win.

Phil: I then went and...

<v SPEAKER_>And all the bids are likely to come at the end.

Phil: Yeah, that's right.

Phil: And I then found my copy of Call of Duty Black Ops which I had thrown across the room, removed the scuff marks, and I put up a few other games as well.

Phil: So basically, I will never buy an Activision game until I have better internet, or they start releasing these things on cartridges.

<v SPEAKER_>Until you have better internet.

Phil: Yeah, exactly.

Phil: And you were quite prescient.

Phil: I told you, hey man, I screwed Modern Warfare for bucks, and you're like, I look forward to your first impressions of installing an GB patch.

Phil: And I went, yeah, yeah, this time it will be different.

Phil: But honestly, I'm very sad because I really wanted to play the game.

Phil: I bought the game and I'm unable to play it.

Phil: So that aside, you know, you can take the rest of these impressions where you want.

<v SPEAKER_>On the bright side, you are making at least two cents out of the experience.

Phil: Yeah, which is more than what I can say about this podcast.

<v SPEAKER_>Yes.

<v SPEAKER_>So you will have beaten my Call of Duty Modern Warfare deal where it was essentially a free addition to my CPU by making money on Call of Duty Modern Warfare.

Phil: That's right.

Phil: You got it for free and I'm getting paid to buy the game.

Phil: I like it.

Phil: And they got to pay bucks free shipping.

Phil: So I don't think it's going to go up much higher than where it currently is at bucks.

Phil: But I think it's been selling for about

Phil: Anyway, we'll probably find out by the end of this podcast, I'll give you an update.

<v SPEAKER_>Yes, and one of the games we mentioned, because I think you gave it possibly the highest ever Call of Duty score was WWII.

Phil: Yes, sadly.

<v SPEAKER_>Yes, and I think it actually is deserving of a high score.

<v SPEAKER_>It's certainly better than Call of Duty in one way, because one thing the classic Call of Dudes did exceedingly well and better than any other ridiculous over-the-top first-person shooter that I played was the sniping.

<v SPEAKER_>When you are using a sniper rifle, the movement into the scope and out of the scope as you are putting a new bullet in between each shot has such a brilliant rhythm to it, and the animation and sound effects of when you are reloading is excellent.

<v SPEAKER_>And unlike other times where the enemies are very bullet spongy when you are using the sniper rifle, if you shoot them, they actually die.

<v SPEAKER_>So you are actually getting some positive reinforcement when you shoot someone other than the sounds of the gun for the rest of the time.

<v SPEAKER_>And in other games, because they are using more modern sniper rifles that you don't have to reload after every shot, that rhythm is lost and you don't get the satisfaction and fun of popping in and out of the scope as you are killing a number of soldiers in a row.

<v SPEAKER_>So for that alone, in terms of gameplay, it's a vastly superior experience to at least Call of Duty and I imagine many other later Call of Duty's as well.

<v SPEAKER_>So your score is not entirely misplaced.

Phil: Do they call on use of the sniper rifle often or often enough?

Phil: Or is it like an entremont?

Phil: Is it something that just comes here and there?

<v SPEAKER_>Once you have a reasonable amount of time into the game, you come across the more powerful weapons somewhat regularly.

<v SPEAKER_>So there are many occasions where you are given access to a sniper rifle.

<v SPEAKER_>And if you're reasonable at aiming, you can of course use it for closer range as well without using the scope.

<v SPEAKER_>And I have a reasonable amount of experience playing First Person Shooters without a cursor.

<v SPEAKER_>I played Modern Warfare for instance like that.

<v SPEAKER_>And that's just an aside.

<v SPEAKER_>But I think First Person Shooters, when you're using a mouse anyway, the experience is often greatly improved if you're not using a reticle rather, not a cursor, but a reticle.

<v SPEAKER_>Have you had any experience with that?

Phil: No.

Phil: So what you're saying is there's no reticule?

<v SPEAKER_>On the hardest difficulty in Modern Warfare, there is no reticle.

Phil: So how do you even know where you're shooting?

<v SPEAKER_>Well, the center of the screen is where you're shooting, as it is without the reticle.

Phil: That's how much I rely on the reticle.

<v SPEAKER_>Well, some games it isn't directly in the center.

<v SPEAKER_>So it depends on the game, but it's nearish the center.

<v SPEAKER_>So after a few shots and you see where the bullet goes, you will get the hang of it.

<v SPEAKER_>Metro is another game that takes advantage of that as well.

<v SPEAKER_>But other than the sniping, another throwback to Call of Duty of the past is that it's got rid of regenerating health and replaced it with med kits.

Phil: Again, we're talking about World War II.

<v SPEAKER_>Call of Duty WWII, that's right.

<v SPEAKER_>But the quantity of med kits means that essentially there is neither a regenerating health or med kit mechanic, but merely an infinite god mode mechanic as you're playing the game.

<v SPEAKER_>So that's a very weird design decision.

<v SPEAKER_>Because unless you get inundated with enemies, you're essentially never going to die.

<v SPEAKER_>But it does mean that rather than having to sit behind cover for several seconds, you just need to crouch for one second to go through the med kit animation.

<v SPEAKER_>So it is nevertheless an improvement on the regenerating health mechanic in other Call of Duties.

<v SPEAKER_>But it isn't really a med kit mechanic because you get so many.

<v SPEAKER_>It's not like you have to learn where they are in levels and look around for them.

Phil: That's right.

Phil: Yeah, it was never a punitive type thing at all.

Phil: And how did they handle that in Modern Warfare?

<v SPEAKER_>Modern Warfare is a regenerating health mechanic, but it isn't too invasive and annoying.

<v SPEAKER_>As I said, due to the nature of the level design and the speed with which you regenerate health, if you do ever have to stop to recover health, it doesn't take very long.

<v SPEAKER_>And because of the much more complex level design, often you'd naturally regenerate health as you're moving through the level anyway.

<v SPEAKER_>So it's not a big issue in Modern Warfare.

Phil: In a broader sense with first-person shooters, I think probably Halo kind of nailed it with the regenerating health in terms of enjoyment from the player's perspective.

<v SPEAKER_>Without being intrusive, I think is the key.

<v SPEAKER_>Where it isn't forcing you to take cover when you wouldn't normally for long periods of time.

<v SPEAKER_>I think a big part of that is again in Halo, the level design is much more open and complex.

<v SPEAKER_>So you get shot and you can naturally run behind whatever cover there is, come out the other side and attack the enemy from a completely different angle so that it feels like you are changing a strategy rather than just hiding.

<v SPEAKER_>That's the same sort of dynamic going on in Modern Warfare as well.

Phil: And of course, with Halo, it makes narrative sense as well.

Phil: Your suit takes a certain degree of damage.

Phil: If you can avoid damage, it recharges, but if you continue to take damage, then you've got to go find a health pack.

Phil: It's actually quite brilliant, honestly.

Phil: Yeah.

<v SPEAKER_>And the other just outstanding thing about WWII is the mud textures and the geometry of the mud.

<v SPEAKER_>And technically it isn't geometry.

<v SPEAKER_>There's a term for it that I've forgotten, but basically the ground in most games isn't rendered geometrically, but through textures that have a three-dimensional surface that you don't actually interact with.

<v SPEAKER_>So it's sort of an illusion and shouldn't necessarily really be called geometry, but the effect of you looking at it is extraordinary.

<v SPEAKER_>And while being a little bit older than Modern Warfare and other recent games' textures, the resolution isn't that high, so if you really zoom in on it or crouch in the mud and look down, it doesn't look as good, but from the distance that you're observing it throughout most of the game, it really is just absolutely amazing.

<v SPEAKER_>The gradation between the colours from wetter parts of the mud and the earth surrounding the mud and so forth is brilliant.

Phil: So, whereas Lara Croft and Tomb Raider has their Tress effects, you are really focused on the mud effects in this game.

<v SPEAKER_>Yes.

<v SPEAKER_>And that might sound ridiculous, but it is a game set in the Second World War.

<v SPEAKER_>And any total war where you were going through the countryside or towns that have been deserted and half-destroyed are going to be getting rather filthy and dirty.

<v SPEAKER_>So it's a necessary part of the atmosphere of the game.

Phil: Yeah, it's not trivial because, of course, in the modern games, it's all about concrete jungles and some desert, maybe.

Phil: I think we gave The Sand a pretty good score in Spec Ops The Line.

Phil: If you were to score the mud in this game in terms of its, you know, muddiness, how would you give it a score out of ten?

<v SPEAKER_>I think for its era, probably a ten out of ten, taking into account modern texture resolutions, probably a nine out of ten.

Phil: Okay, well, so you get the box quote now for if they want to re-release this, Game Under.NET gives this game a ten out of ten.

<v SPEAKER_>Ten out of ten mud textures.

Phil: Yeah, mud textures.

Phil: We'll have to come up with a good term for this ground texture.

Phil: It's a geological texture type thing.

Phil: We'll come up with something, I'm sure.

<v SPEAKER_>This might be heading in the direction of a very sarcastic or snide conclusion, given the content we've been focusing on, but I thought it was a genuinely enjoyable experience.

<v SPEAKER_>But it's also a very weird one, particularly when you compare it to the classic, at least, Call of Duty to

<v SPEAKER_>I haven't played any WWII Call of Duty since then.

<v SPEAKER_>But this is basically a weirdly nostalgic boys-own adventure where you're out with your mates having a fun time.

<v SPEAKER_>It's essentially WWII recruitment propaganda.

<v SPEAKER_>But this isn't the era of WWII, whereas Call of Duty and while obviously having very pro-military elements in the general tone of the game, did depict WWII as a disturbing and horrific experience for humanity.

<v SPEAKER_>Whereas this is a very fun time with the lads.

Phil: A rollicking good time.

Phil: Now I've got my bingo card here for WWII, so if you could just let me know if I get them.

Phil: Was there an Italian Catholic from New Jersey or New York?

<v SPEAKER_>I can't remember if they were from New Jersey or New York, but I believe there was an Italian.

Phil: Okay, was there a Jewish person who was in charge of some technical thing, like how the, you know, radio or communications?

<v SPEAKER_>If I remember correctly, I'm not sure if he was in charge of anything like that, but he had glasses and was highly educated.

Phil: Excellent, okay.

Phil: And was there a southern boy who was ostentatious but turned out to be more heroic than them all, ultimately sacrificing himself for the team?

<v SPEAKER_>I believe that is the protagonist.

Phil: Oh, okay, hey, bingo!

Phil: And, you know, I don't remember anything about any of these games, so, but that's what you, I mean, how stupid is it?

Phil: Those are the archetypes that you have to have.

Phil: Now, finally, who would be the mean guy?

Phil: You've got to have an officer who's a hard ass, who ultimately...

<v SPEAKER_>He is, of course, your CO.

Phil: Yeah, yeah, he's a hard ass, but ultimately he has a heart of gold and...

<v SPEAKER_>And it's doubling up on the American cliché of the high status person at your job getting in the way of you being able to do your fucking job.

<v SPEAKER_>And if this person wasn't there, the world would be so much easier, et cetera, et cetera, et cetera.

Phil: He's always asking for my badge and my gun.

Phil: Get off my case!

<v SPEAKER_>Exactly, because you see a yo as a dick that's always getting in your way and getting you to do dumb shit.

<v SPEAKER_>But he is also having to deal with higher-ups trying to reel him in.

<v SPEAKER_>So you've got the double cliché going at once to hilarious effect.

Phil: No significant female roles other than we're saving someone or someone's sister, I presume.

<v SPEAKER_>No, there is a token, two token women.

<v SPEAKER_>One is, I believe, a British officer who is on the battlefield at some point walking around giving orders or something.

<v SPEAKER_>No, I think she's intelligent, sorry.

Phil: Okay, and I presume she's wearing Judpus or riding boots or something like that.

<v SPEAKER_>Something like that, I believe.

<v SPEAKER_>And then there is also, of course, a female resistance woman with a personal vendetta against the Nazis.

Phil: I presume she's either French or Italian.

<v SPEAKER_>Yeah, French.

Phil: Yeah, okay, perfect, okay.

Phil: This shit writes itself.

<v SPEAKER_>It does indeed.

<v SPEAKER_>It's as if it has been written many, many times already.

<v SPEAKER_>And on token characters, weirdly, there is also a token black who you have to fight with at some point.

<v SPEAKER_>And if you look up this game, there's lots of outrage at some of the historical content.

<v SPEAKER_>And I find that historical accuracy, sorry, I find that historical accuracy is something of a Rorschach test.

<v SPEAKER_>So anything set in the past is essentially going to have a myriad of historical inaccuracies in it, with a few exceptions here and there, but for the most part, anything set in the past is.

<v SPEAKER_>So there was mass outrage on the internet that there were German, if you played online, you could choose to play as a woman if you played as Germany, and I assume it extended to America, but people were outraged about this in regards to the Germans.

<v SPEAKER_>And of course, there were no German combat soldiers, although there were indeed, sorry, female combat soldiers, although there were indeed women in the German army, though this is usually, the complaint is merely, there were no women in the German army, which is inaccurate.

<v SPEAKER_>But the one that stood out to me was the fact that you have to fight with a black American soldier at some point.

<v SPEAKER_>And it is sort of suggested that this is bizarre, but it is very bizarre because the American army was segregated at this point.

<v SPEAKER_>And not only was the American army segregated at this point, but there was a lot of lynching going on in the American army.

<v SPEAKER_>And for the most part, it depended, of course, what theatre of war it was, but black American soldiers very often were not given live ammo for their weapons.

<v SPEAKER_>So I'm not sure what the justification, logically, because they wanted to skirt the issue of having a black American soldier in this situation.

<v SPEAKER_>So they couldn't go into many details on why he was there, which resulted in this completely surreal and bizarre situation.

Phil: Okay.

Phil: When you said that you were fighting with an African American or a black American, I thought you meant fighting with, but what you meant is fighting as.

<v SPEAKER_>No, no, no, no, fighting with.

<v SPEAKER_>They join you.

Phil: Oh, yeah, yeah, yeah.

Phil: Well, there actually was.

Phil: There were several divisions of African Americans.

Phil: There was a Tuskegee Airmen that were pilots.

<v SPEAKER_>No, there were many.

<v SPEAKER_>I'm not suggesting there weren't.

<v SPEAKER_>I'm just saying that the American Army was segregated.

Phil: Oh, yeah, yeah, it was segregated.

Phil: Definitely.

<v SPEAKER_>So the odds of you.

Phil: Fighting with.

<v SPEAKER_>Winding up with one random black American soldier is completely bizarre.

Phil: Yeah, I agree, but at the same time.

<v SPEAKER_>I can imagine you running into a squad of them.

<v SPEAKER_>And fighting with them.

<v SPEAKER_>That would have made perfect sense.

Phil: Fighting alongside them.

Phil: Can we just say that instead?

<v SPEAKER_>Fighting with means the same thing.

<v SPEAKER_>I understand it also means fighting against, but yes, fighting alongside if you want.

Phil: Yeah, well, I just.

<v SPEAKER_>But fighting alongside a squadron of them would have made good sense.

Phil: Yeah, but if like one of the airmen like, you know, fell out.

<v SPEAKER_>If one of the airmen left the thing.

Phil: Fell out of his plane with a parachute.

<v SPEAKER_>The odds are they would have been sent somewhere.

Phil: No, no, no.

Phil: He's up in his plane.

Phil: He gets shot down by a German.

Phil: He puts on his parachute.

Phil: He lands and he's like in the middle of France and then.

<v SPEAKER_>Why would you be fighting with a random airman?

Phil: No, he's up there.

<v SPEAKER_>That's not a soldier.

Phil: Alongside him.

Phil: Like, you know, and he's like in the middle.

<v SPEAKER_>This takes place in an organized operation.

Phil: Okay, so he didn't just drop in.

<v SPEAKER_>Well, he dropped into the general vicinity at some point, I assume, but then was recruited into the operation.

<v SPEAKER_>But rather than him falling out of the sky.

<v SPEAKER_>Well, he wouldn't play.

Phil: Yeah, he shot down.

Phil: He's a hero.

Phil: You know, but the other thing too is Activision said right from the start.

Phil: When this game started coming out and in the previews, they said, hey, look, you know, we're taking some, you know, liberties.

<v SPEAKER_>And just to be clear, I don't have any problem with it.

<v SPEAKER_>I just thought it was of the historical inaccuracies, the weirdest.

<v SPEAKER_>Another weird one, but more esoteric was, if I remember correctly, on D-Day, many of the German soldiers were using Russian weapons.

<v SPEAKER_>So I'm not sure why.

Phil: They could have caught them from, you know, like they...

<v SPEAKER_>And if we are going to be total pedants, it does begin with D-Day.

<v SPEAKER_>And the greatest historical inaccuracy in any war thing, but it's particularly pronounced in D-Day, is basically everyone with a rifle was shooting.

<v SPEAKER_>D-Day was noted for being particularly brutal, I believe.

<v SPEAKER_>So pre-proper combat training, we're going to be getting even below the %.

<v SPEAKER_>And one of the most famous things of D-Day is, in post-D-Day scientific studies by the Army, is that essentially everyone who participated in D-Day got completely fucked up mentally and was essentially useless for a period of time afterwards.

Phil: Well, I find it interesting...

<v SPEAKER_>Whereas you just continue straight on after the D-Day affair.

Phil: Yeah, I find it interesting...

Phil: Well, because you're super ubermensch.

Phil: But what I find interesting is you have this issue, you know, in terms of its historical inaccuracy.

Phil: You don't, but you're pointing it out and that's fair.

Phil: But I just found it odd that when the squad was able to reconcile after D-Day, they went back to their camp and they were drinking Mountain Dew and eating Doritos.

Phil: I mean, you're getting hung up on the wrong things.

<v SPEAKER_>That's what was in the medical kits, I believe.

Phil: Okay, probably.

Phil: Now, the other thing I wanted to tell you, you asked me earlier or in your mind, you didn't verbalize it, what I've been reading lately.

Phil: I found that you can get these training manuals from the Pentagon for virtually free.

Phil: And I've been reading the training manual for the snipers, for guys who snipe.

Phil: It's an enthralling read.

Phil: It's really very interesting.

Phil: And they talk about all the reasons why you'd use a sniper and what benefits they have.

Phil: And it gets into the weapons, it gets into the ammo.

Phil: But more interesting than that, it gets into the psychology and the strategy behind being a sniper.

Phil: So for everyone out there, I just go into Amazon, put in training manual Pentagon, and you'll see a whole slew of them appear.

Phil: And for people that play war games or war video games, I think this stuff is enthralling reading.

Phil: I thoroughly recommend them.

<v SPEAKER_>Can you also buy the Pentagon torture manual?

Phil: Well, the Pentagon and members of the armed services don't torture anyone.

Phil: I think the CIA does enhanced interrogation, but the Army itself cannot torture.

Phil: And that's why they call in the CIA to do the enhanced interrogations.

<v SPEAKER_>Was at Abu Ghraib, wasn't that the Army or was that the CIA?

Phil: Well, now, that was the Army, but that wasn't interrogation, so the purpose behind...

<v SPEAKER_>Indeed, it was not interrogation, but I believe it was torture.

<v SPEAKER_>I said torture manual, not interrogation.

<v SPEAKER_>You brought up interrogation, good sir.

Phil: Torture, and I support the troops, is not endorsed, and that was just a bit of fun that they were doing.

<v SPEAKER_>But that doesn't mean there isn't necessarily a manual on it.

Phil: Well, if it is, it's informal and it's passed down amongst friends, but it's not...

<v SPEAKER_>You're missing the way out, and this was on a recent episode.

Phil: What?

<v SPEAKER_>Again, this came up on a recent episode of the show, I think, a recent...

<v SPEAKER_>in one of the COD episodes, but the way out is to say, no, America had no torture manuals for its torture techniques due to the perfect history of the CIA.

<v SPEAKER_>The CIA had to go to the KGB's torture manual.

<v SPEAKER_>So if you want to buy a Pentagon slash CIA, whatever department you want to call it, torture manual, you have to simply go for the KGB manual that they used.

<v SPEAKER_>It was right there for you, and you fucked it up.

Phil: Well, I support our troops.

Phil: What can I say?

Phil: And after playing a game like Call of Duty WWII...

<v SPEAKER_>He says that with someone holding a water can in the other room, I believe.

Phil: Yep.

Phil: So is that...

Phil: back to the game though.

Phil: So is that pretty much it for Call of Duty WWII?

<v SPEAKER_>Yes and no.

<v SPEAKER_>It is it for the game, but before we move on from WWII, I have to mention Darkest Hour.

<v SPEAKER_>The biopic about Winston Churchill.

<v SPEAKER_>And I bring it up because I mentioned just the sheer insanity of Modern Warfare's story and depiction of world events.

<v SPEAKER_>And I said that that's the sort of thing that you can only really get on that level in a video game.

<v SPEAKER_>You can't get that in other mediums.

<v SPEAKER_>But I did mention there are of course some random exceptions to this.

<v SPEAKER_>And Darkest Hour is.

<v SPEAKER_>And I don't know if you're familiar with Churchill or not.

Phil: Oh, very much, yeah.

<v SPEAKER_>Just an obscure politician.

Phil: Yeah, yeah.

<v SPEAKER_>But he is famous for his exploits in World War II.

<v SPEAKER_>And though he's never mentioned in the context of Australia, he was responsible for the mass slaughter, partially responsible anyway, for the mass slaughter of Australian troops at Gallipoli in our great rugby match against the Turks.

<v SPEAKER_>And this was essentially a massive stain on his military career and kind of stuck in his core because he considered himself to be a military genius and his greatest exploit was a massive, massive cock up at Gallipoli.

<v SPEAKER_>Again, Australia, for instance, an example of this, Australia managed to get massacred by the thousands against Turkish troops who had no ammunition and managed to hold the beach against them until reinforcements with ammunition arrived.

<v SPEAKER_>That is the level of cock up that Churchill had.

<v SPEAKER_>So the dude absolutely, nevertheless, loved war and was rampant for an opportunity to prove himself the military genius that he knew he was.

<v SPEAKER_>This film is about massive internal struggle he went through in, first of all, deciding whether to fight the Nazis or not.

<v SPEAKER_>That is, of course, featuring a long list of bizarre historical problems, one which was probably obviously alluded to.

<v SPEAKER_>The other is that the only political party at the time that was massively pro-war, if I remember correctly, was the Labour Party, whereas everyone else was essentially anti-war, which was the standard position at the time after appeasement.

<v SPEAKER_>But that's not why I bring it up, because that's a pretty standard sort of condensing issue you might run into when you're also trying to find a conflict where there wasn't really much of a conflict to begin with.

Phil: It's quite true.

Phil: Winston was, from a very early age, obsessed with war, as was Theodore Roosevelt, not Franklin D.

Phil: Roosevelt, but Theodore Roosevelt, and would have done anything to get us into a war, absolutely anything at all.

Phil: It's quite interesting, I don't know, psychology or pathology or whatever you want to say about someone like that.

Phil: It would have been different, I think, if instead they decided, oh, well, let them have Poland, you know.

Phil: But of course, who knows where it would have ended and all the rest of it.

<v SPEAKER_>Well, it is worth noting that all genocides, generally, at least massive ones, take place during wartime.

Phil: That's right, yeah.

<v SPEAKER_>That's not to say that all do.

<v SPEAKER_>You get a lot of smaller ones and instances of ethnic cleansing outside of that, but all massive instances of them have generally taken place during wartime.

<v SPEAKER_>Even the Australian one, in the minds of the Tasmanian settlers, they were at war with the Aborigines and also in the minds of many Aborigines as well.

<v SPEAKER_>But I bring up this up not for any of that, but for the hilarious scene, because another important characteristic of Winston Churchill is that he was a tremendous racist.

<v SPEAKER_>And people who like to defend racists from the past like to say, well, everyone was racist in the past, which is not true to begin with, but there are degrees of racism.

<v SPEAKER_>And Winston Churchill was tremendously racist for the era.

<v SPEAKER_>And in the scene that convinces him that he'll have public support for his pro-war effort and gives him the inspiration for his speech.

<v SPEAKER_>He travels on the tube to reach parliament in time to give a speech, but at this time he's still sort of unsure about it.

<v SPEAKER_>But on the train he runs into one of the blacks from the British colonies on the train who has moved to England, as many of them did, non-white immigration to Britain from the colonies is not a new phenomenon.

<v SPEAKER_>But he runs into one of these blacks on the train and is tremendously moved by his Shakespearean soliloquising, which he joins in with.

<v SPEAKER_>And this is his inspiration to go to parliament.

<v SPEAKER_>Now, this level of mind-blowing insanity is the sort of thing you see in games.

<v SPEAKER_>And if it happens in a game, you get the game shat on and denigrated for what is actually a tremendously hilarious and entertaining experience.

<v SPEAKER_>If this happens in a film, because it's aesthetically less jarring, it's Oscar bait.

<v SPEAKER_>So I bring that up for two reasons.

<v SPEAKER_>One, to point out that you do get this level of hilarity outside of games, but when you do, people don't notice how ridiculously stupid it is.

Phil: And that's because there's no active movie forums.

Phil: I mean, there are forums and discussion areas, but like video games, every microcosm is examined and there's an argument for and against.

<v SPEAKER_>I don't think that's the reason at all.

<v SPEAKER_>I think the reason is % film is a well-established aesthetic language.

<v SPEAKER_>So if you follow that, you could get away with mind-blowing stupidity.

<v SPEAKER_>The Last of Us, for instance, is an example of that.

<v SPEAKER_>You can have that giraffe scene, which is one of supposedly the most moving scenes in gaming history, but it's a fucking giraffe.

Phil: Yeah, it's the...

Phil: what did I call it?

<v SPEAKER_>I can't recall, sadly.

Phil: It's the giraffeic park moment of the game.

<v SPEAKER_>Oh yes, yes.

<v SPEAKER_>When I say I couldn't recall, I meant I had been actively blocking it from my memory.

Phil: Thank you.

Phil: Okay, so back to...

<v SPEAKER_>We can now move on.

Phil: Modern Warfare.

<v SPEAKER_>Yes, well, by Modern Warfare we mean Advanced Warfare.

<v SPEAKER_>Yes.

<v SPEAKER_>And this was the one where you suggested there was indeed a move in the direction of Modern Warfare.

<v SPEAKER_>And I'm pleased to say you were correct.

<v SPEAKER_>It is a significantly more complex style of level design than prior Call of Duties that I played.

<v SPEAKER_>And it does it not in the way that Modern Warfare does, but in the way that your general mid-tier, I would call, mid-tier FPS design rather than low-end, which would be Call of Duty, or high-end, which would be something like Stalker, for instance, where you are given relatively open environments, preferably with multiple levels to them.

<v SPEAKER_>That's often diminished in console first-person shooter design so that you're just aiming left to right, which is easier with a thumbstick.

<v SPEAKER_>When you have movement of a mouse or a Wii point, for instance, you can have more vertical aiming, but that's not an issue in PC shooters.

<v SPEAKER_>This is the level of design in Wolfenstein as well.

<v SPEAKER_>There aren't really any levels that reach the peaks of Wolfenstein, but the best level that illustrates the level design is similar to that famous submarine level in Wolfenstein, but it is much more corridor-based.

<v SPEAKER_>So in the Wolfenstein level I've mentioned multiple times, you basically had two rectangular main areas for you to move around in with two levels to them, and within those rectangular passageways, there were center areas that you could move through as well.

<v SPEAKER_>This is sort of an inversion of that, where you are moving through what is basically a corridor hanger area with the center area basically completely open for you to just walk through or run through, and it's surrounded by scaffolding of, I think, two levels, so you can move up and down those areas as well, and the enemies are distributed throughout the entire area, so you can essentially move through the area as you please.

<v SPEAKER_>That's the most dynamic level in the game, and I would arguably argue the most well designed.

<v SPEAKER_>It gives you a lot of room to use your crazy jumping abilities, your fast movement and whatever other abilities you want to take on, that it's copying from Crysis, and elsewhere it kind of does that on a smaller scale, and it also sometimes combines that with cover gameplay as well.

<v SPEAKER_>I think a good example of that, where it is combining with more traditional gameplay, is a level where you have, I think you're running after a recently kidnapped person, and you end up in this intersection with a massive roundabout in the middle of it, and the traffic stops around it.

<v SPEAKER_>Luckily, all the vehicles are mysteriously empty as soon as the shooting starts.

<v SPEAKER_>So this was not a game where Call of Duty was trying for controversial click bait.

<v SPEAKER_>I can tell you that much.

<v SPEAKER_>And you can move around the level as you please.

<v SPEAKER_>It also gives you some interesting environmental interaction where you can shoot a tanker which kills a huge amount of enemies.

<v SPEAKER_>And it also is a good example of where they fuck this design up really badly and ruin it probably % of the time, if not more than that.

<v SPEAKER_>So that there's only one or two instances where you're given the freedom of movement that you need to really take advantage of this style of first person shooter design, where you have open spaces and the fun and creativity of what you're doing comes from freedom of movement.

<v SPEAKER_>If you move to certain areas in this level where you're still perfectly vulnerable to enemy fire, you get a message saying you're leaving the mission area and it then resets to the checkpoint.

Phil: Yeah, that's not great.

<v SPEAKER_>So it's got much more interesting level design in many areas than other Call of Duties, and as much of the time that it does that, half the time that it does that rather, it ruins it because you have no freedom of movement.

<v SPEAKER_>In the rest of the game, it obviously has much more traditional linear shooting sections like other CODs, and it also unfortunately does another thing that WWII did, and basically all Call of Duties that I've played have done, except with the exception of and they did it to a much lesser degree, and Modern Warfare is it has cinematic walking sections.

<v SPEAKER_>Not only does it have cinematic walking sections, it also has sections where they're very much narrative and pacing based and very scripted, and they go on for a really long time period where you're not really doing much and you're just going through the cool stuff happening on screen, and worst of all, it features fucking QTEs.

<v SPEAKER_>So it is absolutely a step in the direction, but it is also not really the same thing.

<v SPEAKER_>And another example of a step in the direction that you can really see where they were going, but they were not really doing it properly is all the crisis influences.

<v SPEAKER_>So for instance, you obviously can't have a proper stealth mechanic through the rest of the game, but there is a stealth level where you're basically doing the crisis stealth suit, but it's through a very carefully controlled environment and things like that.

<v SPEAKER_>Whereas when Modern Warfare is stealing from a specific game for a certain segment rather than for an overall mechanic, it is using the mechanic in a similar way to the actual game that used it, which gives you a completely different smorgasbord experience in the style of Uncharted or The Last of Us or Call of Duty, because it's a smorgasbord where you're actually eating the food that it is showing you from other games rather than it being plastic food that you don't actually consume, but merely look at.

Phil: I found there was one level in that game where you were running through residential rooftops, apartments and that sort of thing that I think culminates in a roundabout shootout with buses and things like that.

Phil: That's probably to me the most memorable level in that whole game.

Phil: Was there another level that jumped out at you?

Phil: Do you remember that particular level?

<v SPEAKER_>The hangar level was, I would say, the highlight of the more traditional COD pacing style where you're much more quickly moving from smaller fight to fight.

<v SPEAKER_>I think the best one was when you are in a, I think it was a Middle Eastern setting and you are planning an assassination of one of the evil people you're fighting against.

<v SPEAKER_>The plan goes wrong, you get discovered and you have to navigate tight city streets through various buildings and it ends with a sort of semi-boss battle against a few armored people.

<v SPEAKER_>I think they had armor or that might have actually been later and a cut scene where you catch up to the terrorist you'd been after for a long time.

<v SPEAKER_>But that's another level actually that was really reminiscent of Modern Warfare in that when you're moving through these houses, it wasn't like close, it was much closer combat than when you go into a building in previous Call of Duties.

<v SPEAKER_>And it was obviously completely scripted, but because of the interaction between enemies outside that were shooting at you and the ones inside and your ability to move through houses or run through the street yourself, there was a dynamic element to it as well as there is in Modern Warfare's close combat.

<v SPEAKER_>So that was another one that was clearly a step in the direction of Modern Warfare.

<v SPEAKER_>That to me in terms of the standard COD design was probably my highlight.

<v SPEAKER_>And I say standard COD design, but it was obviously standard, but doing something a little different as well.

<v SPEAKER_>The other important element, which again was a step in the direction of Modern Warfare and made the combat significantly more interesting, including during the much more traditional and basic levels, was the AI was significantly more aggressive than they usually are in Call of Duty.

<v SPEAKER_>And that applies to WWII as well.

<v SPEAKER_>So if you are just sitting around in the one area doing nothing, eventually one of the enemies will come and try and kill you, and in some levels that may even happen pretty quickly.

<v SPEAKER_>So you have to take into account where enemies are when you're wondering where you should hide to regain your health, which then makes that a slightly interesting experience.

<v SPEAKER_>And it also encourages you to be more aggressive, so that when you do take enough damage to have to hide, you have killed more enemies than you otherwise would have, whereas Call of Duty Standard Design really encourages you to just hide and pop out and hide and pop out and gradually kill enemies one by one.

<v SPEAKER_>So that's another massively important change.

<v SPEAKER_>And the AI not only is it aggressive, it also sometimes moves around, so again, very rarely, and it doesn't do that to a huge degree in Modern Warfare, but much more than this, but sometimes you might be camping, recovering health and get ready to shoot someone.

<v SPEAKER_>They might have moved to a slightly different location.

<v SPEAKER_>So the AI is another massive step in the COD series here as well.

Phil: How did you find the AI in WWII?

Phil: Or just basically, do you think that after the advance that they had turned the page and made that improvement?

<v SPEAKER_>I think the WWII AI was a throwback like the rest of the game to the older style of Call of Duty AI.

<v SPEAKER_>And it's just a completely dynamic thing, except for random occasions where it for some reason isn't, which I assume is not necessarily even intentional.

<v SPEAKER_>So basically the AI just sits around wherever it is waiting to shoot you.

<v SPEAKER_>Sometimes if you move on to another section of the level and you haven't killed everyone, they will actually walk after you and shoot you from behind, which is an interesting thing.

<v SPEAKER_>I don't recall that happening in other Call of Duty games I've played.

<v SPEAKER_>So that was the only difference compared to other Call of Duties that I noticed in WWII.

<v SPEAKER_>The other interesting thing that I have to bring up is bridge levels in First Person Shooters are almost always the worst level in the game.

<v SPEAKER_>This has another example of this, and it's the one occasion where the aggressive AI was a little bit frustrating.

<v SPEAKER_>And the area that First Person Shooters run into with bridge design levels is the checkpointing system, generally speaking.

<v SPEAKER_>The worst one in history is the bridge level in Homefront, but they're generally bad.

<v SPEAKER_>And this level, I think Half-Life also had a terrible bridge level as well.

<v SPEAKER_>And the bridge level in this is no exception.

<v SPEAKER_>Basically, it's a close combat level, like the one where you're moving through the town.

<v SPEAKER_>But unlike the one where you're moving through the town, because there's traffic fucking everywhere, they really minimize the size of the areas you can move through from one area to another.

<v SPEAKER_>And not only that, they're much more limited in the sort of cover you can use.

<v SPEAKER_>On top of that, because you get...

<v SPEAKER_>because the progression is based on checkpoints, you often get checkpoints in really awkward situations, because when you're moving from one area to the next, you're killing a certain number of enemies.

<v SPEAKER_>And you don't know where the checkpoints are, so you don't know what number of enemies you should move before moving to a better point of coverage.

<v SPEAKER_>So let's say you see you've got a okay bit of coverage, and on top of that, once you get to a checkpoint, more enemies spawn, and you think, okay, it's okay, but I see this better point of coverage here and there's only a couple of enemies, and you see where they are, and you proceed there, and you kill those enemies, and you hit the checkpoint, and suddenly a large number of enemies spawn, and they're in areas that your cover is completely useless for, you're then fucked, and you have to go through a annoying period of killing, learning which enemies you need to kill first.

<v SPEAKER_>And this simultaneously, one thing I will add again, is there is a weird satisfaction that comes from this very scripted, bizarre checkpoint first person shooter that Call of Duty epitomises, and the best example is actually from WWII.

<v SPEAKER_>There was a section where you have to repel several waves of enemies with a flamethrower, and there are two choke points directly next to you, one on the left, one on the right, and the enemies all come from the middle distance, and on harder difficulties, they're all bullet sponges, so if you're shooting them from the middle distance, depending on the number that are coming, you can't necessarily do much damage to them, so the best strategy was essentially to just kill maybe one or two, then wait at this spot and kill them with the flamethrower as they run up to you.

<v SPEAKER_>And it required, with the timing of the waves of enemies and playing on harder difficulty, it required actually a pretty complex management of your timing of shooting them from the middle distance, then switching to the flamethrower, and killing them when they come to shoot you at close range.

<v SPEAKER_>It creates these completely weird, ridiculous gameplay scenarios that have nothing to do with what you would expect playing a first-person shooter to be.

<v SPEAKER_>And it's kind of a unique experience in first-person shooters when you're playing Call of Duty on a harder difficulty that you can't get anywhere else because of how weird this cryptic design is when the enemies are bullet sponges and can kill you in one or two hits.

Phil: Yeah, I found the Flamethrower series or level in World War II to be just ridiculous.

Phil: And it took me a long time to kind of figure out exactly what it was that they wanted me to do.

<v SPEAKER_>But back to the bridge level, I pretty much described the basic issues you face in designing a bridge level is the massive constriction of space because your bridge level in a first-person shooter is going to have a massive amount of either traffic or debris or debris and traffic on it.

<v SPEAKER_>And they don't really seem to take that into account, particularly ones that use a checkpointing system.

<v SPEAKER_>But that's the worst level in the game.

<v SPEAKER_>And so, as you can probably tell, it is kind of a mixed experience, but it does deserve, I think, massive praise for being one of the first post-Call of Duty IV first-person shooters that had some traditional and genuine first-person level design and first-person AI in it.

<v SPEAKER_>And if you were playing this, and it was the first Call of Duty game to be doing this since the original II, it would be a mind-blowing experience, I think, in spite of all the issues it has.

<v SPEAKER_>Was it for you?

Phil: To me, like, I'd played Ghosts, and I was impressed with Ghosts, and I was even more impressed with Advanced Warfare.

Phil: And I went into it with low expectations because a lot of people didn't like the wall running and the other things that they did with it.

Phil: But ultimately, it just, you know, reinforced my appreciation for the series.

Phil: I completely enjoyed it.

<v SPEAKER_>And that's the other thing I should add is the...

<v SPEAKER_>because I didn't really talk much about the super power jumps and the upgraded armor and all of that sort of thing.

<v SPEAKER_>That also actually adds a missing element to the very simple Call of Duty gunplay mechanics and basic FPS mechanics is when you add those elements to it, it's obviously not comparable to something like Crysis.

<v SPEAKER_>But it is enough to make the levels a little bit more interesting and in the levels that take advantage of it, the ability to jump onto second story platforms completely changes the way you can approach a level.

<v SPEAKER_>And it really enhances the mechanics and makes for a significantly better Call of Duty experience compared to other games in the series.

<v SPEAKER_>And you can do that just as well as Modern Warfare does by having significantly better than your standard Call of Duty game gunplay as Modern Warfare does.

Phil: The one thing that was interesting to me that was jarring at first was that they take skills away on a level by level basis.

Phil: So it kind of forces you to think a little bit and I certainly appreciated it by the time I was done with the game.

Phil: But it was kind of like, well hang on, this is kind of arbitrary, but what that enabled them to do was to be more creative with their level design rather than restrictive.

<v SPEAKER_>I think it's not that it's not arbitrary, it's just you don't get to choose when to use it so that they can put it into their very strict level design.

Phil: Yeah, which worked out great because if you had everything available to you all the time, it would have made all those levels impossible.

Phil: I actually really appreciated that component of it.

Phil: How did you enjoy the Kevin spaciness of the game?

<v SPEAKER_>Well, we have to bring that up, and again, the Call of Duty series is just a fascinating experience because it's simultaneously aiming to be the most transparently propagandistic interpretation of whatever they think is the most marketable ideas when it comes to the American and to a lesser degree the world's ideas on current geopolitics.

<v SPEAKER_>And the military.

<v SPEAKER_>And yet all of them have just completely inexplicable and bizarre elements to them.

<v SPEAKER_>For instance, when was the last time in the last years you saw anything in America that depicts the UN and the Hague in at all a sympathetic light, or that there could potentially be something even worse than the UN and the Hague in terms of world order?

<v SPEAKER_>Because this is literally the only mainstream American work of popular culture that I can think of that has done this.

Phil: I can't think of a single instance, either fiction or nonfiction.

<v SPEAKER_>And in this, you have the UN and the Hague, yes, to begin with morally ambiguous libertarian Kevin Spacey and the experience of you as a soldier.

<v SPEAKER_>Depicts the UN of course and the Hague as being impotent, but he does kind of come across as a dick when he's at the UN giving his mask off villain speech.

<v SPEAKER_>And it turns out that a libertarian world order rather than a UN and Hague world order would indeed be worse than the UN and the Hague.

<v SPEAKER_>When you have the UN and the Hague in an American thing and they are taken over, sure they can be taken over by villains and potentially they can be worse, but it's always very clear that there's a potentially better world order.

<v SPEAKER_>For instance, Captain America, the world order that might crush the UN and destroys it is bad, but obviously the fucking Captain America and Iron Man shit, which is going to take over after the UN, is a much better fucking world order than the UN in the film.

<v SPEAKER_>This is literally the only American mainstream work of popular fiction featuring the crushing of the world order, that is the UN and the Hague, being replaced by something worse.

<v SPEAKER_>Fucking mind-blowing.

<v SPEAKER_>And it's also a more interesting depiction of libertarianism, because the libertarian Kevin Spacey is, as libertarians are, at least some of the time, and in theory they should be all of the time, he is an anti-imperialist, he is anti-war, and he's getting rid of the UN and taking over from them and from nation state world politics for the sake of world peace, as a good anti-imperial and anti-war libertarian would be.

<v SPEAKER_>And that in and of itself is also kind of an interesting pop culture story where someone is doing a bad thing for a good reason.

Phil: Yes, that's an interesting point that you rose there, and honestly in a lot of video games, when the bad guy is speaking, as was the case in this one, I was like, meh, alright, he makes a good argument.

Phil: I'll go along with that.

Phil: I mean, you know, you can't make an omelette without breaking a few eggs.

<v SPEAKER_>His one mistake was breaking American eggs.

Phil: That's right.

Phil: No, my watch.

Phil: Okay, so is that it for...

<v SPEAKER_>So I think this should take the place of Bioshock as being the best examination of libertarianism in a game.

Phil: I thought so, and I thought so when I was watching it.

Phil: I think I commented to you at the time.

<v SPEAKER_>So that's pretty much the end of our COD Odyssey.

<v SPEAKER_>So it is absolutely true that the series has been moving in the direction of Modern Warfare, but Modern Warfare is still a pretty shocking experience in that the level design in and of itself and the gunplay is just in a completely different world to the rest of the series, even with the improvements that are apparent in Advanced Warfare.

<v SPEAKER_>But the elements that it takes from other games, it implements in as serious a manner as those games implement them, and to a tremendously competent degree and without much compromise on those mechanics.

<v SPEAKER_>And rather than limiting the mechanics to the level design, it designs the levels around the mechanics.

<v SPEAKER_>And the gimmicks it includes, like random drone flying sections or the sniper rifle section, they're not at all intrusive, like the cinematic walking and the quick time events and all of that malarkey that is going on even in Advanced Warfare as well.

<v SPEAKER_>So it is still nevertheless a completely astounding experience.

<v SPEAKER_>And Modern Warfare did not make the game under top of the decade, but it would certainly make my top games of the decade.

<v SPEAKER_>And I hope it is as influential as Call of Duty was on the coming decade of games.

Phil: Yeah, I'm not quite sure there will be a coming decade of Call of Duty, but it could be wrong.

<v SPEAKER_>I mean gaming in general, Call of Duty was tremendously influential on all AAA titles, essentially.

Phil: And I think the original Call of Duty Modern Warfare didn't fall in this decade, which is why it wasn't available for consideration.

<v SPEAKER_>But it was influential on the games of this decade.

Phil: It certainly was.

Phil: And again, we'll be posting that top story soon.

Phil: Look, in the interest of brevity, I think there's going to be plenty of podcasting this week.

Phil: A Giant Bomb is going to, you know, publish about hours of their Game of the Year deliberation.

Phil: And for the first year, I'm like, I am not sure I need to listen to all of that, you know?

Phil: I'm really not sure I need to listen.

Phil: Actually, I know I don't have to listen to all of that.

<v SPEAKER_>Well, I've never listened to a game, a Giant Bomb Game of the Year podcast and I never will.

Phil: No, yeah, and you'll be better off for it.

<v SPEAKER_>So there's no change for me.

<v SPEAKER_>I don't suddenly feel like I need to listen to it.

Phil: No.

Phil: But just to let you know what I've been playing, I've continued to play the PlayStation games.

<v SPEAKER_>We can't move on.

<v SPEAKER_>We can't move on quite yet.

Phil: Oh, sorry.

<v SPEAKER_>Because we mentioned libertarianism.

<v SPEAKER_>And free speech and libertarianism are two interests of mine.

<v SPEAKER_>And I find modern libertarians absolutely hilarious.

<v SPEAKER_>They are some of the most vocal defenders of free speech, and they're very much anti-hate speech laws.

<v SPEAKER_>But more importantly than their ideas on free speech, they are very much arch conservatives and arch corporatists.

<v SPEAKER_>So I found it very amusing that as America introduces or plans to introduce an executive order to extend their powers to combat BDS and other forms of anti-Israeli protesting, it is monumentally amusing to find libertarians all over the internet and libertarian publications vociferously defending this on the basis of a necessary step to combat anti-Semitic hate speech.

<v SPEAKER_>But I think you had something else to say.

Phil: That being the case, I did want to let you know the other things I've been playing.

Phil: I've been playing the PlayStation game Spy Hunter, Nowhere to Run, starring Dwayne The Rock Johnson.

Phil: And I've also been playing Star Wars, Jedi, The Fallen Order.

Phil: So I will have further impressions of those games at a future podcast.

<v SPEAKER_>And by further impressions you mean impressions?

Phil: I mean final impressions, at least of The Rock Game, because that's the one I've been playing actively.

Phil: I'm about two-thirds of the way through.

Phil: And absolutely loving it.

Phil: It's an incredible game.

<v SPEAKER_>I've watched A Minute Octial on YouTube and it looks amazing.

Phil: Yeah, it is truly amazing and worth playing.

Phil: So with that, I think...

<v SPEAKER_>I, we should also add what I've been playing.

<v SPEAKER_>I've been playing Memories Retold and Forza Horizon

Phil: Okay, you mentioned in the last show.

<v SPEAKER_>I did indeed, but I don't think I had any impressions for it.

Phil: And what do you think?

<v SPEAKER_>Well, I don't have any impressions for it in this show either.

<v SPEAKER_>And I may not in the future.

<v SPEAKER_>It depends on if I write something about it.

<v SPEAKER_>But I should add, you should probably play it at some point as you were a big fan of...

Phil: Valiant.

<v SPEAKER_>Valiant Heroes, I believe it was called.

Phil: Yeah, Valiant Hearts.

<v SPEAKER_>Yeah, Valiant Hearts, sorry.

<v SPEAKER_>Yeah, and this is essentially an aesthetically and narratively but inferior in terms of gameplay version of Valiant Hearts.

Phil: Okay, well I'm all for Imperium.

<v SPEAKER_>By the same director and this time in collaboration with Aardman Animation.

Phil: The people who do Shaun and the Sheep, Wallace and Gromit and the like.

<v SPEAKER_>Indeed.

<v SPEAKER_>Masters of claymation.

<v SPEAKER_>And we may not be having impressions of any of these games in the next episode because the next episode may be devoted to Devil May Cry and potentially Lord of the Rings.

Phil: Are we going to have any guest hosts for…

<v SPEAKER_>We will.

<v SPEAKER_>We will definitely have Arnie on that show and hopefully Gargan Deep Singh as well of the Endless Backlog podcast.

Phil: Now, the Lord of the Rings, what are you talking about, a video game?

<v SPEAKER_>I believe it is a book.

Phil: I'm sorry, I was thinking of Shadow of Mordor.

Phil: So, yeah, definitely count me out of that one.

Phil: But, alright, well with that, we'll close out episode of The Game Under Podcast.

Phil: I've been your host, Phil Fogg, joined by Tom Towers.

Phil: And please do visit us at gameunder.net where we will very soon have our Top Games of the Decade posted along with plenty of other content.

Phil: Thanks, Tom.

<v SPEAKER_>You're welcome, Phil.

Tom: Escape, evade, make a break to raised ground!

Tom: We need to recoup, regroup our resources, source some new paths, plot some new courses.

Tom: No, it's not hopeless!

Tom: Do you need a slap?

Tom: Stop blubbering, keep quiet!

Tom: Take off your damned hat!

Tom: Robotic poachers, tough robots in tweed, not supposed to show emotion but obviously pleased.

Tom: It seems here that humans are usually hunted with mechanical hounds, if I can just find my compass, we might find something to help get us home.

Tom: Just stay low and never leave here alone, this world smells of chrome polish, hatred and brass.

Tom: No, if I'm honest, I hate it, let's grasp the moment.

Tom: There's no need to be like that.

Tom: It's not my fault that we're stuck here.

Tom: Well, no, I suppose it is technically my fault, but still.

Tom: It's moody.

Tom: I'm sorry, we've got a...

Tom: I've got a stitch.

Tom: We're gonna have to stop.

Game Under Podcast 117

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

Trademark Banter
0:00:06 World's Only Vegan Call of Duty Podcast?
0:00:30 Why So Defensive Fogg?
0:02:00 Ayn Rand Revisit: ITT, Xerox and GM
0:03:50 Lizard People
0:05:29 Fair and Balanced Facism
0:08:55 Idiocracy


Final Impressions - Demolition Man
0:11:23 4 Park Plaza, Irvine 92614
0:20:10 Dennis Leary and Rob Schneider
0:21:30 Demolition Man, the video game
0:23:50 Cryogenics is a Fraud

Final Impressions
0:24:54 Future Cop L.A.P.D, one of the first MOBAs

In Brief
0:28:46 Codemaster's OnRush and SEGA's Judgement and The Girl From Tomorrow

Final Impressions
0:33:05 Call of Duty Modern Warfare 2019
0:41:35 Campaign Review
0:47:00 Difficulty Settings
0:48:25 Gather 'round Children, and Old Man Rates all the COD Games
0:53:25 Back to the Campaign Review
1:10:15 CONTROVERSY - Rock Texture Talk
1:17:30 Smattering of Friends
1:19:30 Plant Fidelity
1:22:45 Story Analysis
1:50:25 Score

Personal Computer Talk
1:51:45 HDD and Keyboards

Transcript
WEBVTT

Tom: Hello and welcome to episode of The Game Under Podcast, Australia and most likely the world's only vegan Call of Duty podcast.

Tom: I am your host Tom Towers, and I'm not actually a vegan, but I am joined by Phil Fogg, who is a vegan.

Phil: This is Phil Fogg.

Phil: Thank you for that wonderful introduction. It's wonderful to be speaking to you again after our podcast last week. But you say I'm a vegan. In Australia, as I said last episode, that's become a pseudonym for animal activist, which isn't always the case.

I mean, if you ask me how I feel...

Tom: How do you feel?

Phil: I'm really sore because I spent all day yesterday doing cattle work, which means branding them, giving them needles, other various type things.

Tom: It sounds like you might have accidentally branded and vaccinated yourself there, if you're that sore.

Phil: Well, I'm sore just from holding these calves in place while all this stuff's being done to them, you know.

Phil: And it's not to say that there's any animal cruelty involved, but, you know, it's all a part of meat production. And while I'm a vegan myself, that doesn't stop me from helping out family when we need to be doing such things. I just want to make sure people know I am a cattle rancher in addition to being a vegan.

Tom: What do you think would happen if they thought you were an animal rights activist vegan?

Phil: Who? The cattle?

Tom: No, the audience. If an audience for the show exists, there seems to be a great fear you have.

Phil: Well, I just don't want them to think I'm some sort of radical, you know...

Tom: I don't think that anyone who has listened to the show would ever think you were radical.

Phil: They don't call me Vanilla Fogg for nothing.

Phil: I don't know anyway, it doesn't really matter, but speaking of last week, was there anything that we left off the table in our Anne Rand? I've actually been watching some videos of her. There's a video of her with Phil Donahue.

What's hilarious about that one is she's saying that the corporations that are currently succeeding are because they're getting government aid and assistance.

We shouldn't worry about corporations going out of control because new corporations will come in and replace them and be great. This one lady stands up and says, Are you telling me that at some point GM, ITT and Xerox aren't going to be predominant in their independent businesses?

Phil: And of course Xerox is now gone.

Phil: ITT, I don't even remember what ITT used to do, let alone them being a presence. And of course the funny thing is GM actually did get a massive government bailout with Atlas Shrugged and is now back on the demise again.

So to me, it was really useful to see this person making an argument saying, oh, well, who is going to stand up to the powerful corporations like Xerox and ITT who will forever enslave us?

Phil: And you fast forward years and those companies are gone, and now new companies are our corporate overlords.

Tom: They are indeed.

Tom: A better argument might have been that it doesn't matter who your corporate overlord is, if you're against corporate overlords, but such a system may encourage corporate overlordship.

Phil: The old, meet the old boss same as the new boss.

Tom: Exactly.

Phil: Sort of thing.

Phil: Yeah.

Phil: I don't know where that reference is from.

Phil: Do you know off the top of your head?

Tom: No, I don't.

Phil: Well, in any case, watching some of those videos with Anne Randt were more persuasive than her writing, and it is interesting, and I think I always like say, you know, I think the internet's a negative, but, you know, something like YouTube, which enables you to watch, you know, these videos, have access to these video libraries is pretty incredible.

Tom: It is, and she's more persuasive solely due to her charisma and not having to make an argument in the context of an interview, I would say.

Phil: Yeah, well, she was in a Phil Donahue one.

Phil: She's actually taking questions from the audience.

Phil: And it was weirdly recorded at Madison Square Gardens, which is a massive coliseum in New York.

Tom: Anyone taking questions from an audience, though, that is at all a public figure is going to have by far the upper hand.

Phil: Oh, definitely.

Phil: Yeah.

Phil: Hey, but one thing that's weird that we didn't, I don't think we got into her drug use.

Phil: One of the first TV interviews she does with Mike Wallace, which is a great, great interviewer and journalist, is her eyes, man.

Phil: She's like bugging out big time.

Phil: Like she looked, and I'm not going to say she looked like a lizard person, but she looked like a lizard who happened to be a person.

Phil: Her eyes, man, were just wild.

Phil: I don't know if you've seen that one, the Mike Wallace interview with Anne Rand?

Tom: I'm not sure, but I have seen her in such a state.

Phil: She's hept up on Benzos, you said?

Tom: Yes.

Phil: Alright, well, was there anything that we left off the table that you wanted to...

Tom: I just wanted for the sake of, I believe it's popular among at least mainstream political coverage to have balance, so you've got to have a statement from each side, and I believe I described something as fascism, which isn't allowed on the internet these days because apparently the word has been overused, which it may or may not have been, but it does mean you aren't allowed to call anything fascist, which removes a word from the dictionary that is quite useful for describing some things.

Tom: But I should add, just in the interest of balance, by the same token, public education, for instance, is indeed a communist idea.

Tom: So if one was to call someone who was arguing for public education a communist, they would be factually correct.

Phil: Yeah, that's right.

Tom: The one thing I should add, the one other thing I should add, again relevant to current coverage of politics, because it's very popular to claim your opponent is being dishonest or not arguing in good faith.

Tom: And I believe I accused Ayn Rand of doing that in her nonfiction.

Tom: And it's a statement I stand by and it's actually a complimentary statement because there are two options in a lot of her nonfiction writing.

Tom: And it's either she's arguing in bad faith or she is just completely unbelievably stupid.

Tom: Because, for instance, in her final book, her philosophy, what is it for, something like that, and if you read that, the only conclusion, at least the conclusion I reached, was that philosophy was completely pointless and should be thrown in the dustbin of history.

Tom: But in that book, for instance, she reviews a book by, I think, John Rawls, or a contemporary philosopher, who had differing ideas to hers, and in the classic attack on postmodernism, she just said, it's all fairy language that doesn't really make any sense, and all the people who have read it, again, I think a humorous statement we made against Atlas Shrugged, all the supposed fans probably haven't read the book, and they're just saying they like it because it makes them sound cool that they've read this hard to read, difficult book.

Tom: Incidentally, she did have to add in a following review of another book that she hadn't read the book she was reviewing, but was nevertheless commenting on it.

Tom: Now, that is either an instance of bad faith arguing where you are proceeding a rhetorical trick there, which is criticizing something you haven't read by accusing your opponent of precisely this failing, or she's a moron.

Tom: So you can pick between the two, but it's a fair statement, I think, to accuse her of being in bad faith or her being an idiot.

Tom: Either way.

Phil: At least she admitted to reviewing something she hadn't read or seen, which is certainly something we'd never do here on The Game Under Podcast.

Phil: So what else has been up?

Phil: What have you been up to since the last time we talked?

Tom: Well, speaking of things that we have seen, have you seen the film Idiocracy?

Tom: I think it's called.

Phil: Probably, but I don't remember it right off the top of my head.

Tom: Well, it's a very forgettable film, but people like to bring it up in relation to modern politics because it essentially describes a United States run by a professional wrestler after the population grew progressively stupider and stupider and elected progressively stupider and stupider presidents.

Phil: No, I missed that one.

Phil: I see here it's a Matt Judge film.

Tom: Yes, and I think it's not a particularly interesting satire at all.

Tom: It has a few amusing moments, but as far as its satirical statements, it's just a generic general, the population is stupid, therefore, if they get even stupider progressively as they are, because humanity is always getting progressively stupider, democracy will lead to increasingly stupider rulers.

Phil: So that film was from

Phil: Jesse Ventura, who was a professional wrestler, became governor of Minnesota from to

Phil: So, you know, I mean, it has happened.

Tom: It has happened, but...

Phil: Jesse Ventura was also an esteemed actor.

Phil: I think he's in many fine films.

Tom: But you will note that the film followed real world events, much more prophetic and a much more layered and interesting commentary on the American political climate.

Tom: At the time, and some may say today, is the film Demolition Man from

Tom: And I say prophetic because in it, Arnold Schwarzenegger was elected the president of the United States.

Tom: So they aimed a little too high there.

Tom: But calling prophetic might also be over the top because we shouldn't forget that Ronald Reagan was an actor before he was a president.

Phil: Well, I think that was the joke.

Phil: You know that Jesse Ventura is actually in Demolition Man as well, just so you know.

Phil: But yeah, there was that joke in Demolition Man.

Phil: I was actually watched it this week.

Phil: It's on Netflix.

Tom: What a coincidence.

Phil: In rewatching it because in watching it, I didn't realize that I must have watched it back in a day.

Phil: But right up until the Wesley Snipes character confronts the dude from Yes Minister.

Tom: And the madness of King George, I believe as well.

Phil: No, no, it's not.

Phil: It's still Stallone threatens that dude.

Phil: Most of the film takes place right around the corner from where I used to work, with the address of which was Four Park Plaza in Irvine.

Phil: And so all that early part of the film is shot in Orange County just around the corner from where I used to work.

Tom: So you recognized a lot of it?

Phil: Yeah, I recognized a lot of it because a lot of these corporate parks, they're of course abandoned on the weekend.

Phil: So they're actually quite nice places to go.

Phil: And you can do some good photography and stuff because it's usually some interesting architecture.

Phil: And of course, they didn't change a thing in the movie at all.

Tom: Including with the population, I imagine.

Phil: Yeah, exactly.

Phil: Now, why were you drawn to a Demolition Man?

Tom: Well, I had also seen it back in the day.

Tom: I believe it must have been soon after its release because my main memory of it was that when Wesley Snipes escaped, that scene was quite impressive and even a little bit frightening.

Tom: So I assume I must have seen it close to

Tom: But I bring it up just because it's, I think, a film made for the internet today, and certainly a film that should have been a cult film.

Tom: But because of, I think, it starring Sylvester Stallone and Wesley Snipes and being in and of itself a relatively competent action film, its satirical elements were potentially lost.

Phil: Yeah, I was quite struck by it.

Phil: Of course, it's got Sandra or Sandy Bullock in it as well.

Phil: She's got an interesting face.

Tom: She does indeed.

Phil: Yeah.

Phil: I don't know if you can look up when Speed came out, the film with Keanu in it and Sandra Bullock as well.

Phil: But there are so many references in this film.

Phil: Like the film starts out with Wesley Snipes, a quote maniac, who's hijacked a bus with people on it.

Phil: So I don't know if that was a reference to Speed, if Speed came out before or after

Phil: And then...

Tom:

Phil: Okay, so it was a precursor.

Phil: Of course, Sandy Bullock is...

Tom: This film is more prophetic than we imagined.

Phil: Yeah.

Phil: Well, the film starts off in and then jumps forward to

Phil: And basically, Wesley Snipes and Sylvester Stallone, Wesley Snipes being the bad guy, Sylvester Stallone being the good guy, are both cryogenically frozen for crimes they've committed.

Phil: And while they've been frozen, they've been subject to conditioning.

Tom: Conditioning, yes.

Tom: Brainwashing, if you prefer.

Phil: To make them better people, Wesley Snipes apparently escapes from cryogenesis years later.

Phil: And so they figure out that since they now live in a peaceful utopia and the cops aren't real cops anymore because there is no crime, they defrost Sylvester Stallone's character, John Spartan.

Phil: So I think that's a Halo reference to basically go after the Wesley Snipes character, who apparently is great at cracking computers and a weapons master and all this sort of thing.

Phil: I forget what I was saying, but oh yeah, Sandy Bullock is actually, she's a fan of the s.

Phil: So there's sort of crossovers with Back to the Future there as well, but she's a big fan of the s, so she's got like a Lethal Weapon movie poster up in her office and other s memorabilia.

Tom: She's a th century history buff.

Phil: Yeah, and there's a, back to the references though, there's a, obviously it's not a spoiler to say that there's a romantic encounter between Sylvester Stallone and Sandy Bullock.

Phil: It ends in a way with a scene that's straight out of, I think it's a film called It Happened One Night, and the very next scene is The Next Morning, and in my head I'm looking at that and going, wow, that's just like It Happened, whatever I just said, and the first line that Sylvester Stallone says to her is, I'm sorry about last night, or I'm sorry about, you know, and that's the sort of Hollywood writing I like where if you are familiar with enough stuff, you can see the writers filling up the script with in-jokes, and they may not be just in-jokes, they might also be nods to people who, you know, follow cinema and things like that.

Phil: Yeah, It Happened One Night is actually still a very good film.

Tom: Around that scene, there's also one of the most gratuitous news scenes in cinema history where he gets a wrong number video phone call by a naked woman for seemingly no reason whatsoever.

Tom: Was that a reference to some film I haven't seen?

Phil: I think that's just to bump up its rating because at that time...

Tom: Because they couldn't do a bodily fluid exchange sex scene.

Phil: No.

Tom: So they had to get some greater nudity than the very short shot of some breasts in that scene in there.

Phil: It's got an M rating which it probably could have gotten for violence, but back in the day, around this period, even with The Goonies, a film that we've talked about, there's often a gratuitous shit thrown in there or a gratuitous naked breast so that it would automatically click up into a different rating because no one wanted to have a G film.

Phil: And then there was like PG-or something like that.

Phil: So by saying the S word or by having bare female breasts, it was automatically kicking your film up into a different demographic, which demonstrably showed that it would have better sales.

Phil: So, but I wish, yeah, Demolition Man, I mean, it's got tablets, it's got Skype, it's got a bunch of stuff that actually would happen in the future.

Phil: And I thought it was actually, it held up well for a movie that's years old.

Phil: I mean, it came out in so do the math yourself.

Tom: It's also one of the better-looking s films.

Tom: It takes the drab concrete aesthetic and combines it with some comical Middle Eastern slash Amish-inspired costumes, as well as a variety of old European clothing types, and adds a bit of colour to the architecture with a lot of the futuristic screens and so forth as well.

Phil: It looks good.

Phil: The film, to me, though, fell apart with about minutes left to go, and this was something that happened in a lot of films.

Phil: I don't know if it still happens in a lot of films, but I was actually following in it and engaged and interested in what was happening.

Phil: But then there was this thing that happened in action films at the time where they hit, they're trying to reach a crescendo, so they start about to minutes before the end of the movie and then just keep ramping up and ramping up and ramping up the action.

Phil: And it really, to me, lost its tone at that point.

Phil: Now, it comes back with a nice ending, but there was about to minutes there where it just seemed to be, oh, and then they let the stuntmen take over the film and the effects guys take over the film, you know.

Tom: I think it's also a narrative issue because you have Sylvester Stallone and Wesley Snipes as the two antagonists, both of whom are excellent in the film and this is one of Wesley Snipes' best performances.

Tom: And Wesley Snipes is talking to, interacting with the Madness of King George dude.

Tom: When they introduce the civil disobedience living in the underground, it's a stand-up comedian.

Phil: Dennis Leary.

Tom: And he just tanks compared to the rest of the cast.

Tom: And his character and story is also of no interest as well because you've got a wonderful parody of quote, political correctness, end quote, and Christian sensibilities.

Tom: And then you introduce this lame libertarian character to save the day.

Phil: Yeah, and also, I don't know if you also noticed in there, there was another comedian chewing up the scenery.

Phil: Rob Schneider.

Phil: Had a very distracting role.

Phil: And it wasn't just because he's Deuce Bigelow, but just because he's such a bad actor, because he's a comedian.

Phil: And Dennis Leary and Rob Schneider, I think were both...

Tom: At least they gave Deuce Bigelow some amusing lines, whereas poor Dennis Leary only had his stand-up comedy to work with.

Phil: I still watch Deuce Bigelow at least every other year.

Phil: I stand by that film.

Tom: It's wonderful.

Tom: And while Deuce Bigelow, Rob Schneider, may not be able to act, when he appears on screen, you notice him.

Phil: Oh, yeah.

Phil: Yes.

Phil: I don't know why there wasn't a game made of Deuce Bigelow, but in any case, I tell you, Demolition Man did get a video game release.

Phil: It came out for the Super Nintendo, the Sega Mega Drive slash Genesis and the Sega CD, and the DO.

Phil: And I don't have the game, I'm sad to say, but it was innovative in that it was not only a platformer, but it also had D fighter elements and also a top-down shooting type thing, which for licensed films at the time was pretty typical.

Phil: You could do one of three things very poorly and basically sell it on the basis of its license.

Phil: Yeah, but overall, I think, yeah, it's a good...

Phil: It's worth watching.

Phil: I was just shocked at how well it stood up.

Phil: Like, you know, in terms of just being a piece of entertainment.

Tom: And Wesley Snipes, that has to be one of his best performances.

Phil: I've got to say, I thought he could have been a lot badder.

Phil: I'm thinking RoboCop came out in...

Phil: No, I mean like a bad guy.

Tom: Oh, I see.

Phil: He needed to be doing something like in RoboCop.

Tom: I think the tone of the whole film is very comical.

Tom: I think if he was pushing it, it wouldn't have worked so well.

Tom: And you get the...

Tom: It's one of the few moments, few times where you get a comical Sylvester Stallone with a great foil to work against him and with him rather.

Phil: Oh, look, I can't say enough good things about Sylvester Stallone.

Phil: I think he's a wonderful contributor to entertainment.

Phil: I thought Wesley Snipes actually did do quite well.

Phil: And we won't spoil it here, but there's a piece of information that's revealed in the film that is, I think, quite...

Phil: You know, it makes you think about the character in a completely different way.

Phil: Even though ultimately he gets his superhero demise, I thought at some point there, there was a redemption story.

Phil: But, you know, I'm talking about the remediation that he received while he was under cryogenesis.

Phil: Yeah, or cryogenic, genetic, or whatever it is.

Phil: I don't care.

Phil: You know that's all a fraud, right?

Phil: A what?

Phil: A fraud.

Tom: Oh, yes, a fraud, yes.

Tom: If people didn't realize, what happens if you freeze, you die.

Phil: Yeah, yeah.

Tom: What happens if you freeze a corpse?

Tom: Well, if the corpse was alive, it would die, but it isn't alive, so it just remains dead.

Phil: Yeah, and microwaving isn't going to help.

Tom: Well, it depends on what you're trying to achieve there, because microwaving frozen corpses, I believe, is pretty popular.

Phil: We'll talk about that later, but this, This American Life has a show about the people who are doing cryogenics.

Phil: You say the word for me.

Tom: Freezing people who want to be immortal.

Phil: Yes, they were doing it in California, and the podcast is absolutely disgusting, but the whole thing is a fraud, and it's a shame.

Phil: I thought your interest in Demolition Man may have come from the Playstation game Future Cop LAPD.

Tom: That is clearly very inspired by it.

Phil: Yeah, but it came out in so five years later, and I was disappointed.

Phil: I've got a copy of it in my hand.

Phil: You'd be very jealous to know.

Phil: I was disappointed to find out that it doesn't put a year on it, you know, like or or something like that.

Phil: It just sticks with in the st century.

Phil: In the st century, gangs have taken over LA hit the streets with your standard issue hovercraft, walker and all purpose justice dispenser.

Phil: It's like playing good cop, bad cop, only without the good cop.

Phil: And it's credited.

Phil: You've talked about it in our shows before.

Phil: You love this game.

Tom: Yeah, it is a highly underrated title in the Mecha canon.

Phil: Yeah, so basically, it's credited as being one of the first MOBAs.

Phil: So Herzog We, for the Genesis, is like the original MOBA.

Phil: And of course, these aren't online, so they're more, you know, they can't be massively online battle arena.

Phil: Yeah, but were you surprised by my statement just there?

Phil: It is actually held up as one of the early MOBAs.

Tom: That actually rings a bell that it started to begin to receive coverage for positive reasons.

Phil: Yeah.

Tom: Because I can recall it potentially making lists for two reasons, one being a good cop game and one being terrible.

Phil: Well, remember, they've gotten rid of the good cop, so it's a bad cop game.

Phil: I've played it expecting it to be something quite different.

Phil: And on a podcast with you, I said it was a terrible game.

Phil: But playing it with another person would definitely change that.

Phil: And then also recognising that it's a MOBA and not just like a shooter.

Tom: It's not meant to be like Macquarie.

Phil: Yeah, exactly.

Phil: So would you do a review of that for the site?

Phil: Are you able to do a review of that for the site?

Tom: Well, I am physically capable and mentally capable of writing, but I doubt I would choose to write a review of it.

Tom: I would also probably need to replay it to do that.

Phil: Yeah, well, I've got a copy if you want to borrow it.

Phil: I was interested to see that it was published by Electronic Arts.

Phil: Like, it's not like...

Phil: And that's the thing, EA used to do this.

Phil: EA used to do just these games like this, when games used to be a lot less expensive to make, I'm presuming.

Phil: But anyway, was there anything else you wanted to say about Demolition Man?

Tom: I think we pretty much covered it.

Tom: Basically, it's worth watching for Wesley Snipes and Sylvester Stallone among much of the cast and as an action film, but the satire in it is hugely underrated, and how it has not become a cult film is mind-boggling.

Phil: I thought it had, but...

Tom: Maybe it has and I'm wrong.

Phil: Yeah, but if you want to see some good acting, watch Sylvester Stallone's face and mannerisms when Sandra Bullock is telling him that the exchange of bodily fluids has now been made illegal.

Phil: I don't think he...

Phil: He is a good actor, but in that scene, I don't think he's acting.

Phil: I think he's just thinking back through his life of all the other times where he can tell that there will not be, even though we went out for a dinner date, there will not be exchange of bodily fluids tonight.

Phil: It is hilarious if you can just watch that one scene.

Tom: As is his knitting.

Phil: Hey, I did want to say, I finally got in the mail my copy of Onrush, the day one edition.

Phil: Excellent.

Phil: This is a game from Codemasters, which is a revolutionary new arcade racing game.

Phil: It is predominantly supposed to be played online, but it does have an offline single player mode.

Phil: And I was interested in that because of my review of foxkids.com Micromaniacs, which you'll see on gameunder.net.

Phil: But yeah, I'm really excited to play that, but the only other thing I've been playing really is Judgment.

Phil: I'm just wrapping that up and getting ready to write a review for it.

Tom: So it's worthy of a written review.

Phil: It's worthy of a proper written review, not just like three screenshots intercepted by one paragraph comments, which, you know, frankly, a lot of these older games is pretty much all they deserve at this point.

Phil: But yeah, I'm going to do a proper Phil Fogg review.

Phil: And yeah, I think it's certainly going to be one that I recommend that you play.

Tom: Excellent.

Tom: And I think that can bring us into Call of Duty if I did not have to take us back to a previous topic that we had just moved on from.

Tom: But one thing I just remembered that I have to add about Demolition Man is we've spoken on the podcast and we brought up in this about this weird concrete s aesthetic and typified and parodied to perfection by Monkeys.

Tom: But you've offered no potential origin of this aesthetic other than just cost cutting measures perhaps.

Tom: But I realized watching Demolition Man, because it is early on in this weird concrete aesthetic, and it is incredibly similar to an Australian children's show from The Girl From Tomorrow.

Tom: Now, being an Australian film, of course, the future shown in the film is essentially the goal.

Tom: That's where the girl from tomorrow is from, who has to live in the dystopian economic crashed s Australia.

Tom: And the future, the costumes are very similar.

Tom: It's more high technology than in Demolition Man.

Tom: But the combination of real world s and slightly hippie future world is very, very much like Demolition Man.

Tom: And in later seasons, where they go to a world where you haven't reached the preferred future, it is a mad maxi thing.

Tom: So it has basically all the aesthetic elements of Demolition Man in it.

Phil: So I've just read the description.

Phil: It's a sci-fi kids show.

Phil: One season, episodes, awesome.

Phil: And it's about a girl from the year who gets kidnapped and brought back to

Phil: This sounds like gold.

Tom: It is.

Phil: The only thing wrong with it is it doesn't star Nicole Kidman.

Phil: How could this not star Nicole Kidman?

Phil: Who, of course, was by the time came around.

Phil: But I see John Howard's star is in the film.

Tom: Yes, as an absolutely brilliant villain, Silver Thorn.

Phil: Our first Prime Minister of like years, apparently had time to...

Phil: I think he was Prime Minister during the...

Tom: And this was, I think...

Tom: I think it's...

Tom: No, he wasn't Prime Minister then.

Tom: He became Prime Minister after the show, I think the character of Silver Thorn was his preparation for his role as Prime Minister.

Phil: Okay, well, I'm glad you mentioned that in the show, because now I'm going to have to look that up, the whole Girl From Tomorrow thing.

Phil: I, of course, knew the political...

Phil: John Howard got his start in this, just like Ronald Reagan got his start in movies as well.

Phil: So that's really, really great.

Phil: So, alright.

Phil: Hey, yeah, so let's get into Call of Duty Modern Warfare as I call it.

Phil: You've, I understand, now finished the game.

Tom: I have completed the campaign, and I have played three online matches.

Tom: And I think in the previous episode, we talked about how similar the basic mechanics were to Killzone.

Tom: We compared it to a few other games, but Killzone is probably the closest with the movement speed and the weight of the weapons.

Tom: It's still more lightweight than Killzone but it is very similar.

Tom: And the interesting thing about the online is the level design, and bear in mind, the only Call of Duty I've played online was one of the Black Ops when it was free on Steam.

Tom: The level design as well is a lot more complex than it was in the Black Ops game I played.

Tom: It's a lot more open, and there are less obvious routes through the level.

Tom: In Black Ops, it's basically a train simulator as a first-person shooter, where you're running through these different tracks, and whoever sees the other player first shoots them.

Tom: I mean, kills them, and that's that.

Tom: So it's all about just running in a straight line as fast as possible, so that if anyone shoots you from behind, you're about to turn a corner, so that you can then spin around and face them face to face, so you've got a -chance of killing them.

Tom: And that's probably how a complete noob plays Call of Duty, but it was relatively effective in Black Ops.

Tom: This strategy is not effective in Modern Warfare, which doesn't have such obvious train tracks for you to follow through the levels.

Tom: So it is a completely different beast, but unfortunately, unlike Killzone the amount that is required to kill other players is extremely tiny.

Tom: So if you are a complete Call of Duty noob like I am, and the gameplay due to the very low health is still partially based on finding tracks, as far as I could tell from watching the kill cams of the people who killed me, it's just that the tracks are less obvious.

Tom: Your, or at least I was, are merely getting killed a lot.

Tom: I think I managed to kill one person in two matches.

Tom: So I can't really give proper commentary on that, but there is a co-op mode which I contributed to competently.

Tom: And that is quite interesting because it's again in large open areas combined with moving through buildings.

Tom: It's like some of the areas in Stalker that combine the two, the base of the last faction you interact with, if I remember correctly, was quite similar to that in the level I played.

Phil: So, the co-op mode is called Special Ops, is that right?

Phil: Yep.

Tom: But not the line, just Spec Ops.

Phil: Just Spec Ops.

Tom: Yes.

Phil: And so you were able to perform competently in that.

Phil: I was going to say, you're playing this online.

Phil: Obviously on the PC, you don't have to have PSN or Xbox Live.

Phil: You own the game so you can play it online for free, right?

Tom: Correct.

Tom: You just need to make a Blizzard account.

Phil: A battle net or specifically like a Blizzard?

Tom: A battle net.

Phil: Okay.

Tom: So it is free to play on the PC, other than the price of the game.

Phil: Yeah, other than the rest of the game.

Tom: But so that's quite an interesting co-op thing, because it's like the better levels in the campaign.

Tom: The enemy spawning and so forth is obviously more like just an onrush of endless streams of enemies, though they are in different scenarios where you're meant to be doing things like hacking something or defending an area and that sort of thing.

Tom: So the design of those levels in terms of the enemies that you're fighting isn't as interesting as in the best campaign levels.

Tom: But in terms of the level design, the level I played, and there are only four, so presumably the rest are of a similar sort of quality, is up there with the better missions in the game.

Tom: So that is actually quite an interesting and viable multiplayer mode.

Tom: Unlike the Spec Ops missions in Killzone which basically just used smaller, more limited versions of the maps, and therefore basically the multiplayer maps, and therefore basically no one played them.

Phil: Do they have any...

Phil: I mean, the level design in the Spec Ops mode or the Co-op mode, is it very much different from the other multiplayer modes?

Tom: Yes, well the multiplayer modes elsewhere in the matches I played are your standard deathmatch or team deathmatch and mission mode.

Tom: So the team deathmatch match I played, you basically spawn on one side of the map, the other team spawned on the other side of the map and there were a variety of different buildings.

Tom: It was quite compact, but it was basically there were two warehouse sorts of buildings and some corresponding offices and that sort of thing, as well as some truck trailers and stuff like that.

Tom: And you basically just went around that looking for people to shoot while avoiding being shot or in my case simply being shot.

Tom: In the multiplayer mission I played, for instance, it began in an area of flats and offices in a slightly ruralish area.

Tom: And you had to first get to the building, then go through the building to find a specific enemy to kill to take their hard drive of their terrorist information, I presume, or potentially just their pornography stash.

Tom: It wasn't really clear.

Tom: Then you had to motor over on ATVs to a nearby stadium, and at this stadium you were walking around the concourse of the stadium and the freeway area hacking servers that were there for a reason that wasn't explained, and then destroying the servers after you had hacked them.

Tom: So, obviously a very different design style to fit the sort of game that was being played.

Tom: In the team, the match that was basically capture the flag or control an area, not dissimilar to a map in Killzone where there's a bridge in the middle.

Tom: Again, players spawned on either side of the map in the middle, and you had one area to control that was halfway between you and the bridge in the middle of the map, and the bridge in the middle of the map also had an area to control, so basically the match was decided by whoever was able to control the bridge for long enough as it was relatively close.

Phil: So, is there, in terms of other modes, I just have two questions, is there a Battle Royale mode and is there a Zombies mode?

Tom: I'm not sure about either of those questions.

Tom: I think they may have removed the Zombie mode this time, and have there been Battle Royale modes in previous CODs, or were you wondering if they would include that just because that is all the rage?

Phil: Well, there was a Battle Royale mode in last year's Black Ops game that was released, and obviously Black Ops is usually where there's a Zombies mode.

Phil: They don't usually carry it over if I'm right, because obviously I don't play a lot of these games online.

Phil: But yeah, there was a Battle Royale mode in last year's game, I think, called Blackout, which was critically well received.

Phil: But if it's not in this one, that makes sense, because this is the other team that's...

Phil: Infinity Ward that's doing the game as opposed to...

Tom: Treyarch or Sledgehammer?

Phil: Yeah, Treyarch, yeah.

Tom: But speaking of Sledgehammer, and we're now going to get into the campaign, just to compare what the level design was like, I think I'm now about halfway through Call of Duty World War II, and that is very similar to the original Call of Duty IV in terms of its design.

Tom: It's built on the same base, so I think it's probably safe to say that the...

Tom: the magnificent leap forward in terms of level design and ballistics as well and gunplay is indeed new and hasn't been building up over the series because World War II essentially plays identically to Call of Duty II and Call of Duty IV before it in terms of its gunplay.

Tom: And the level design is very much based on the same style of...

Tom: There are basically three scenarios.

Tom: One is you are walking down corridors and it doesn't necessarily need to be little corridors, it can be trenches and that sort of thing, and enemies will pop out and shoot at you.

Tom: The other one is you're in a stationary environment and it's safe for you to sit in cover and pick off the enemies as they pop up.

Tom: The most difficult scenario they present you with is, again, a static arrangement of enemies, but in an area where you have to actually move from cover to cover and get deeper and deeper into the area that they're guarding to kill them all.

Tom: Those are the basic three designs in it so far.

Tom: They've also added stuff like stealth sections and other interesting things in terms of pacing and QTEs, but as far as the meat of the game in terms of its shooting is concerned, it's the standard Call of Duty method that has been in the series since Call of Duty the first.

Phil: Do you think that perhaps, though, that is more to do with the setting and yeah, more to do with the setting, that they might take World War II back to that kind of level design?

Tom: Well, you've played other Call of Duties, but it is suggestive to me that they are doing the same thing rather than moving backwards in terms of the level design, because the World War II Call of Duty games that I played anyway are Call of Duty II and possibly the original, did not feature stuff like stealth and the other pacing levels in this one.

Tom: It's very much like a combination of Uncharted and the original Call of Duties, but it's interesting that Uncharted gets all the credit for a lot of the pacing stuff it did when Call of Duty IV was before it, wasn't it?

Tom: And Call of Duty IV basically did the same sort of model and better than any Uncharted except for

Phil: The only reason I bring it up is because Sledgehammer did Call of Duty Advanced Warfare, which I thought that is where the level design really went up to a different level.

Phil: Now with World War II, I thought the game was competent and certainly enjoyable, but I wouldn't put it on the same level as their prior work, Advanced Warfare, in terms of level design.

Tom: Would you say it is a different style of level design in Advanced Warfare, or are they doing it a lot better?

Tom: Because, for instance, Call of Duty IV does this style of level design significantly better than World War II is doing it.

Phil: Yes, I would agree.

Phil: I thought that with World War II, they were perhaps just being too respectful for the setting, and maybe even going back to the Call of Duty II type era to see how they could recreate something.

Phil: Because Advanced Warfare was pretty hardly criticized because they had taken it too far into the future.

Phil: And so the obvious reaction is in Warfare, you fight your last battle, so they went back and overreacted.

Phil: So it sounds like to me with Modern Warfare, which is a soft reboot, they've got it just right, and probably taken all of the things that they've learned, which is encouraging.

Tom: So that is interesting.

Tom: So that remains yet to be definitively decided upon until one of us plays the other game in question.

Phil: Yeah, and I'd say it's probably gonna be easier for you to get a copy of Advanced Warfare for the PC, as opposed to me to get a copy of this game and play it in a hurry, again, because of the whole bandwidth thing.

Phil: Look, trust me, if there was no bandwidth in the world, I'd pay bucks tonight just to play Call of Duty Modern Warfare, you know?

Phil: But it's all about the silly delivery systems that we have, so.

Tom: Indeed, and before we move on from World War II, one thing throughout the history of game under impressions that you have complained about often is me playing games on the hardest difficulty setting and suggesting that in games, particularly like Call of Duty, that it's not designed to be played on such a hard setting and that the design doesn't really fit it.

Tom: And this is an interesting question because I began World War II on the hardest difficulty setting and I played the Call of Duty which is a much better game than World War II on the hardest difficulty setting as well.

Tom: And to some degree, you have a point because when you are basically doing those three things over and over again, it doesn't really add much to the experience that it is more difficult.

Tom: But lowering the difficulty while saving you from frustration doesn't make it more fun either.

Tom: It just makes it shorter.

Phil: Yeah, I think my argument may change now too because with different skill levels and different ways people play, normal might not be what it used to be.

Phil: I'd be more open to playing a game on hard out of the get out, out of the box than I was certainly like four years ago.

Tom: Due to games getting easier over the past four years.

Phil: Yeah, exactly.

Phil: Yeah.

Phil: And different audiences changing and all that sort of thing.

Phil: But Call of Duty World War II, I just looked up what I gave it as a score, and this is just internally.

Phil: I played it back to back.

Phil: So I played Call of Duty World War II, and then I played Call of Duty Infinite Warfare.

Phil: I gave World War II a nine, and I gave Infinite Warfare an eight.

Tom: So it's a Bioshock all over again.

Phil: Yeah, probably.

Phil: The lowest scored game that year was Life is Strange Before the Storm, which got a six.

Tom: It's probably better than both of them.

Phil: Yeah, I haven't played a single Call of Duty game this year, so again, that's a...

Phil: For the record Call of Duty Advanced Warfare, I played in and it got an eight as well.

Phil: So, this is really a bio-shock all over again.

Phil: It'd be interesting to see what the highest rated Call of Duty game is that I've played.

Phil: Interesting, of course, to everyone, not just myself.

Tom: I would hope it's Call of Duty or or

Phil: Oh, here's an interesting...

Tom: Maybe it's World War

Phil: Call of Duty Modern Warfare I gave a four to.

Phil: I played it in and that was the only Call of Duty I played that year.

Phil: But talk amongst yourselves, I'm...

Tom: So that was probably the best one.

Phil: Call of Duty Modern Warfare I gave a .

Phil: It's possible with this system I could go back to see what I gave the original Call of Duty Modern Warfare.

Phil: Spec Ops the line, of course, I gave a

Tom: Well, if you're giving Call of Duty World War a that's then a fair score.

Phil: I gave Army of an

Phil: That was years ago.

Phil: Call of Duty here you go.

Phil: You ready?

Tom: Yep.

Phil:

Tom: That's also the same score that I gave Call of Duty a

Tom: But that means vastly different things.

Phil: Did you play Stranglehold?

Phil: John Woo Presents?

Tom: I played the demo of it.

Phil: Yeah, I gave that an .

Phil: And I gave Scarface a

Phil: And No More Heroes a

Phil: That was in

Phil: And this all ends, because I only keep records back to

Tom: Back to the year Call of Duty was released, coincidentally.

Phil: Yeah, but back then I didn't actually rate games.

Phil: But I did play Cent Blood in the Sand that year.

Phil: And gave it an .

Phil: So there's a trip down memory lane for everyone.

Phil: So apparently, Call of Duty World War is the best Call of Duty game I've ever played.

Phil: Even though today, I say it's worse than Infinite Warfare.

Phil: And certainly worse than Advanced Warfare.

Tom: Well, as someone who gave World War a out of and just on the hard thing, the one other thing I was going to add, and this might be why I enjoy adventure games and think the puzzle-solving of them is vastly underrated, the advantage of playing games on harder and difficulty settings is there were two sections that were, for whatever reason, I found to be very difficult.

Tom: One was in a level where you're trying to get to a train before it leaves the train station, just before you get to the postmaster's office, and where you are in the previous mission or a bit earlier, where you were defending an area while you're waiting for some air strikes or something to that effect, and you have a flamethrower.

Tom: Both those sections were quite difficult for me, and while beating them on a very high difficulty level was not interesting in terms of what you were doing in terms of gameplay, because the base gameplay is very limited, the fact that it was so difficult leaves both of those events sticking in my mind and will be something that I will take away from the game to remember, whereas much of its intended content won't be memorable.

Tom: So, successfully completing something that is difficult is satisfying in and of itself, whether what you're doing is interesting itself.

Tom: And you don't get that if you play on lower difficulties.

Phil: Was it the boss battle in Call of Killzone where you're going after the big bad guy in a cathedral type setting?

Tom: Killzone

Phil: That was Killzone ?

Phil: Like, obviously for me, I remember that because it was frustrating.

Phil: Because it took forever.

Phil: I'm not wrong, am I?

Tom: No, you are % correct.

Phil: Yeah, but for example, I can't remember how Killzone ended other than the bad cutscene, but I don't remember the last boss battle in Killzone

Tom: Exactly.

Tom: So, I may have a point here.

Phil: You definitely have a point.

Tom: Excellent.

Tom: So, I think we can finally now return to the thing we've all been waiting for, which is the campaign of Call of Duty, because this time the campaign was more interesting than the multiplayer, or more well received at least, because the reaction to the slightly more complicated, less trained, tracky multiplayer level design and more strategic bonuses and items in the levels to use has been one of mass outrage that I've seen, whereas the campaign has been relatively well received for a Call of Duty campaign, by which I mean it's generally been liked and people have talked about it.

Tom: But, I mentioned most of the gameplay related stuff in the previous episode, but there are a couple more things that are worth mentioning.

Tom: There are a couple of moments where basically the level design in it, other than the parts where you are involved in combat in tight spaces, is like a weird compilation of some of the best level design in recent first-person shooters.

Tom: So for your average moments, or third-person shooters as well, for your average moments in the better levels, they're basically like Killzone style cover shooting, where it is cover shooting, but you have to be more proactive, because if you're just sitting behind something trying to shoot people, you are not going to be able to see enough enemies, but unlike in Call of Duty, where they require you to be more proactive, you have to strategize a bit more, because of the complexity of where the enemies are, and that sort of thing.

Tom: So you can't just make a note of where everyone is, and then just figure out a way to quickly kill them, or shoot the person in the cover next to you, then move to that and so on and so forth.

Tom: You have to actually think about what you're doing, to be able to move through the area.

Tom: So, Killzone level of complexity in basic level design isn't exceptional, but it is a massive step up from standard Call of Duty level design.

Tom: Now, where things get more interesting is, we talked about the closer areas in the previous game, is where they're copying much more explicitly other shooters.

Tom: One of the best levels in the game is, you are, it's both stealth and shooting.

Tom: You are attempting to infiltrate a Russian estate, and it's like a combination of Rainbow Six and SWAT and Metro

Tom: It's a, being an estate, a, there's central mansion surrounding that, are barns and other auxiliary houses for the staff and entertainment areas and a swimming pool and all that sort of thing.

Tom: So you've got patrols moving through the outer areas as well as in the inner areas, and things like lighting effects, whether you can be seen.

Tom: So you are having to think about both the environment, the movement of enemies, and if you do get noticed, you can kill the people who noticed you and run off and hide, and they eventually give up looking for you and go back to their patrols, and it all culminates in...

Phil: Wait, wait, wait.

Phil: If you kill someone, the other party then comes and search for you, and then eventually they just give up and go back to their patrols?

Tom: If you run away and hide.

Tom: It's a stealth game.

Phil: You just killed someone.

Tom: Yeah, but you kill them, then you go and hide and they can't find you, so they have to return to the patrol.

Tom: No, not that same person, no.

Tom: Another person.

Phil: That stretches credibility.

Phil: I mean, no one's going to go, oh, well, John, I've got killed.

Phil: Oh, let's go find the guy.

Phil: Oh, can't find him.

Phil: Oh, well, back to the job.

Tom: Yes, but that's the standard way of doing stealth, isn't it?

Phil: Well, I would just think that in the st century, we would have come up with something a bit better than that.

Tom: We haven't, and you're not going to find Call of Duty coming up with much new.

Phil: The point is gone.

Phil: Well, before you go on to your point, is there an amusement park scene in this game?

Tom: No.

Phil: In Russia?

Phil: Because the Call of Duty, that was the first time in a Call of Duty game, there was an amusement park scene in a Call of Duty, and our listeners will know.

Tom: Are you referring to the Chernobyl scene?

Phil: Yeah, yeah, I am.

Tom: So in the Ukraine, then?

Phil: Is that in the original Call of Duty?

Tom: That's in Call of Duty

Phil: okay.

Phil: Because I thought that scene was the break.

Phil: You were saying, oh, well, you can't just say, oh, that guy's there and that guy's there and that guy's there, and I'll go out and figure out how to do it.

Phil: In that particular scene or level, that was the first time in Call of Duty where I actually had that same experience, where I was like, oh, these guys are actually hunting me and can see, you know...

Tom: Yep, that's one of the few moments where the AI actually aggressively moves towards you.

Phil: Right, and that was in Call of Duty

Phil: So is that repeated in this game?

Tom: Yeah, that's now standard in all the levels.

Tom: So rather than it being where they want that to be there to achieve a certain effect, that's the basic gameplay.

Phil: It's great.

Tom: It is.

Tom: And just on this self level again, so previously you're going around the auxiliary buildings around the mansion, and so it's relatively open.

Tom: So you can move with relative ease through the areas.

Tom: Then you get to the mansion, and it's lit up by numerous spotlights, as well as all the lights in the building itself being on.

Tom: So immediately you are completely screwed compared to what you were doing beforehand.

Tom: And I just attempted basic infiltration of the thing multiple occasions and got to various areas in the mansion, but couldn't get higher than the second floor, and you'd need to get to the third, if I remember correctly.

Tom: So at this point I decided to try something else, and in a Call of Duty game, there's usually not an option to try something else.

Tom: But I had the idea that, well, the issue is that with all this illumination, I can easily be seen.

Tom: So I went back to creeping around outside and discovered not only were there many, many entry points to the building that were not immediately apparent from the game initial area where you would obviously enter the mansion from, though you could do the previous sections in different orders.

Tom: So I'm not sure if you would actually end up in that spot every time depending on how you played.

Tom: But not only were there very many entry points into the mansion, you could actually find all the spotlights that were shining on the mansion from the outside and stealthily shoot them out.

Tom: Which was an important strategy in Metro.

Tom: And it was again something that you can discover yourself in Metro without any prodding.

Tom: And so from after doing that, I was able to successfully infiltrate the mansion.

Tom: That's not the sort of thing you would expect to find in a Call of Duty game.

Tom: And other than not expecting to find in a Call of Duty game, it's also executed really well.

Tom: As well as keeping up the quality of Call of Duty pacing, but doing it in what feels much more dynamic, where you were going through the easier auxiliary buildings and then you end up with this brightly lit up building that you have to figure out how to get into.

Phil: So all these years where I've been talking about playing these Call of Duty games and you've just sat there, ho-hum, whatever Vanilla Fogg is talking about.

Phil: Now you sound like you're a convert.

Tom: Well, I'm a convert to this one at least.

Tom: Whether they will keep it up is another question entirely.

Phil: Well, and then also iterating on what is widely seen to be one of the most revolutionary first person shooters, right or wrong, obviously gives you a leg up.

Phil: You're kind of standing on the shoulders of giants.

Phil: But I think the kinds of things that you're talking about in terms of level design and AI is something that is perhaps even just beyond that.

Phil: But yeah, so very, very favorable impressions.

Tom: Definitely.

Tom: To Call of Duty 's credit, as we said, in terms of its pacing, it was indeed rightly called revolutionary.

Tom: It's just that the rest of the design was essentially identical to the original Call of Duty, which in and of itself was copying earlier Medal of Honor games, albeit copying it with the same developers having moved to Infinity Ward, if that's what it was called at the time.

Phil: And certainly, you know, with the loss of the co-founders of the studio going over to respawn, changes in console generations, and also the success of Call of Duty they rested on their laurels quite obviously for some amount of time.

Phil: So it's not to say that from Call of Duty Call of Duty went from strength to strength to strength, and this is the combination of that.

Phil: But it is exciting that at the end of a console cycle, that a massive company like Activision has people working within their company that are passionate and talented to get this sort of game across the line.

Phil: And you were a big Killzone fan, but Killzone was made by, at first, not a massive studio, but what ended up being a massive studio funded by a large company like Sony.

Phil: So you're not averse to the charms of a product of a medium manufacturer.

Tom: They were also one of the best Call of Duty developers as well.

Phil: Yeah, absolutely.

Phil: But the thing is this, what does Treyarch do in response to this?

Phil: Do they build on it?

Phil: Because Black Ops last year released without a campaign mode, and I think they're kind of in a slump at this point.

Tom: Well, this is what will be interesting, because the formula of Call of Duty is, at least mediocally, easily replicable, because you just need to understand how the structure is, and you've then got very basic gameplay moments to design, and you just put them in the correct order.

Tom: That might be a bit of a simplification, but there is certainly some truth to that.

Tom: The interesting thing about this is, and it is still primarily, the flow of the game is definitely still based on pacing, but rather than going for pacing the game slowly through the narrative order of events, and basic versions in terms of the expression of this in gameplay of what you're meant to be doing, like a really rudimentary stealth section.

Tom: This is basically doing a similar sort of pacing structure, but where they have a stealth section, for instance, it has to be of a...

Tom: They're still copying, but they're copying something that is really good at this, and they're copying it well.

Tom: They're not just doing a basic $shop version of it, as you did in previous Call of Duty.

Tom: So it will be interesting whether the other studios are able to replicate it.

Phil: Yeah, well, I certainly hope so.

Phil: I mean, with new consoles launching next year, you'd expect a setback.

Tom: Yep.

Phil: With the rise of Fortnite and games of that nature, you'd expect some sort of disruption.

Phil: But for the most part, people who marginally like Call of Duty or don't like Call of Duty at all is giving this game high praise.

Tom: And hopefully it is as influential as Call of Duty was because if the next generation of Uncharted and the like have to actually complement their pacing with well-designed gameplay, both in terms of mechanics and level design and AI, the gaming landscape will be radically different to how it has been the past two generations.

Phil: Yeah, I think this game is going to be influential, definitely.

Phil: It's got a lot of attention.

Phil: And isn't it funny to think of games like Uncharted now?

Phil: They kind of start to look, well, very much look like Jak and Daxter, games that just don't get it.

Phil: They're just, yeah, you know, they're just old games at this point, in terms of the, you know, dynamic nature or lack thereof.

Tom: Just the final thing on the gameplay, I think it's worth mentioning, because we have been shitting on Naughty Dog here, and deservedly so, but one thing that is amusing is one of the levels where you are navigating a hospital, in terms of its level design with how you're going through the different wars is straight out of the hospital scene in The Last of Us, and every bit as good, but without the narrative pacing that made that just an exceptional experience, but in terms of the design of the movement through the level and the AI's movement through the level, it is as good as that, but more aggressive because that isn't one of the stealth sections in the game.

Tom: And it does include random Call of Duty style gimmick stuff, such as in one of the levels you are mid-fight scene controlling drones that are suicide bomb drones, essentially.

Tom: And another level is a sniper mission where the travel of your bullets are affected by the wind and gravity.

Tom: And very funny, the level doesn't end at that point.

Tom: It ends with a close battle.

Tom: And the moment you switch to weapons other than a sniper rifle, suddenly bullets go exactly where you shoot them, including at the distance you were shooting at with the sniper rifle.

Phil: That's an old thing, though, at this point, isn't it?

Phil: The whole wind affecting your...

Phil: I mean, that was back in Call of Duty World at War.

Phil: That's like ten years ago at this point.

Tom: But only in basic levels.

Tom: Some first-person shooters do that as their basic ballistics, and gravity affects your guns in Stalker, for instance.

Phil: Yeah, but you wouldn't want that in a basic level with normal guns, because you're just going to assume that the game's broken, that, hey, I aimed there, why didn't a bullet go there?

Tom: I think it could potentially work with the high-level design in Call of Duty now, but you don't miss it, but it's just funny the contrast where in the same level, you switch weapons and suddenly the physics of the world have changed utterly.

Phil: Well, I think as long as you tip it off to the player, then you can do that, certainly, but you ordinarily, a player's not going to understand that unless you explain it to them.

Phil: As you do with the sniper rifle levels, but keeping in mind that normal gamers and players have no idea as to how ballistics actually work, this is obviously still just a video game.

Tom: That's enough of that, though.

Tom: It's time to get to the moment I think we've all been waiting for.

Tom: I'm sure you've noticed that the campaign has been very controversial.

Phil: Because of the, I guess, spoilers, right?

Tom: Oh, yes, there will also be spoilers, but it is a Call of Duty story, and there may actually not be spoilers.

Tom: We'll find out.

Phil: I think it's all faux controversy, really.

Phil: I mean, the only thing that I've heard is controversial is the waterboarding minigame.

Tom: Well, no, that's not what I was talking about.

Tom: I was talking about the rock textures and geometry.

Phil: Oh, God.

Tom: Yes.

Phil: They got that wrong?

Tom: No, they got it right.

Tom: And this is the most recent game I have played, and comparing it to Call of Duty World War II, which I think came out only a year or two ago, is mind-blowing, not even taking into account the ray-traced shadows.

Tom: With the exception of a couple of areas, particularly the last mission comes to mind where you are approaching the chemical factory, that would be a spoiler, but it is of course about finding those ever elusive chemical weapons.

Phil: Weapons of mass destruction.

Tom: So you can imagine that it will end in such an area, and they were in Russia all along as we discover.

Phil: Damn it, I knew it, I knew it.

Phil: It's always the last place you look.

Tom: The problem is the Republicans were in power at the time, so they thought it was in Iraq or China.

Tom: If the Democrats were in power, it would have been in Russia, so the problem would have been solved.

Phil: Since when has the party on the left of the politics had this intent hatred for Russia and the people on the right backing Russia?

Phil: I don't know.

Tom: I think that since Russia went from being a communist kleptocracy to a capitalist kleptocracy, I believe.

Phil: Yeah, fair enough.

Phil: They're kind of the up-and-coming capitalist kleptocracy, really.

Phil: I think probably the Republicans look over there and go, damn it, we can't beat them.

Phil: They just openly steal.

Phil: They're cheating, you know, like the Russians do in the Olympics.

Phil: Steroids.

Tom: Cheating, I believe, with the current president of the United States.

Tom: And you may know more about this subject than me, but as far as I'm aware, and this I knew before the election, his wealth is based primarily on laundering money for the Russians.

Phil: That's absurd.

Phil: His wealth is based predominantly on what NBC played him for years to host The Apprentice.

Tom: No, that's the reason he's not bankrupt, but that's not where his money is.

Phil: Okay, alright.

Phil: Bob Woodward, get back on the case.

Phil: What are you doing in a video game podcast?

Phil: You've got all these revelations.

Phil: Be careful you aren't subpoenaed.

Phil: Anyway, politics aside, not that we entered politics, I don't think we made any comments there.

Tom: We're still talking about rock textures.

Phil: We're still teetering on the...

Phil: Now, what's your issue?

Phil: You're famously against the rock textures.

Phil: You said that Grand Theft Auto IV was an absolute failure.

Tom: No, no, no.

Tom: I'm pretty sure I'm famous for commenting on how good the rock textures were in Grand Theft Auto V, but how bad the geometry was.

Tom: So the surface of the rock looked amazing, but the shape of them was atrocious.

Phil: Well, that's obviously a big oversight.

Phil: A lot of these companies use speed tree for their organic material.

Phil: Maybe you and I should start speed rock.

Tom: Well, we'll get to trees in a moment, but the incredibly impressive thing about this is we had not only really good rock textures, but the geometry of rocks and the geometry of bricks and corners and all that sort of thing was up to the standards of the textures.

Tom: And this was the biggest sore thumb sticking out that had started to look as good as character models and important items in levels and that sort of thing.

Tom: So with the advent of high quality rock geometry and combined with high quality rock textures, we've now ended up with a level of fidelity that achieves a really nice stylized version of reality that doesn't have stuff sticking out except for one area.

Tom: And there have been two, one game that did it just brilliantly.

Tom: I'll go with three.

Tom: There have been three games that handled this well.

Tom: One of them is unmatched by the other two.

Tom: In terms of its stylistic management of this aesthetic problem faced by video game rendering.

Tom: One of them handled it technically, arguably better than anyone, even though it is now over years old.

Tom: And the other one was kind of between the two.

Tom: Can you guess what the issue I'm talking about is and what those three games are?

Phil: Wow, I've been really good with my prediction slightly, but no, I'm afraid I can't.

Tom: What if I mention the games?

Tom: One is Stalker, one is Crisis, and one is The Witcher

Phil: Well, Stalker would indicate lighting, Crisis would indicate physics, Witcher ..

Tom: Well, it's neither of those.

Tom: It is...

Tom: though physics is sometimes a part of it, though usually a looped physics that is not based on any real-time actions in the world.

Tom: That would be the plant life in the level.

Tom: In the case of Stalker, whenever you go back to that, the first thing that stands out is the quantity of leaves and the detail on trunks and the amount of movement in blades of grass and the leaves and so on and so forth.

Tom: The thing that in Stalker was handled completely differently due to the brilliant wind effects and slightly surreal nature of the game, they managed to get the lower fidelity than the rest of the game plant life to fit in really well.

Tom: To be fair to them as well, it was slightly earlier, so textures weren't as good as they were in Crisis and in The Witcher so there's less of a difference in fidelity between the plants, textures and the rest of the world.

Phil: Just a pro tip, don't do a web search for Stalker Leaves.

Phil: Stalker Leaves page note under Teen's Pillow.

Phil: Co Stalker Leaves Court.

Phil: Stalker Leaves another creepy gift.

Phil: Gimpy Stalker Leaves woman too scared to leave house.

Phil: Stalker Leaves Cake.

Tom: While we're reading out things from the internet, I came across this today.

Tom: In the fetid, druggie summer of Charles Manson, a hippie messiah who claimed to be the spawn of Christ, Satan and Hitler combined, dispatched his besotted apostles on killing sprees throughout Los Angeles.

Tom: For starters, they obscenely butchered Sharon Tate, then pregnant with Roman Polanski's child and a smattering of her friends.

Tom: The next night, the gang slaughtered a suburban grocer and his wife, leaving a devilish-looking pitchfork stuck in the man's chest.

Phil: I get some problems there.

Phil: First of all, fetid.

Phil: Like, I know what that word means, obviously, but I think that's a misuse of the word fetid.

Phil: And then it said the other...

Phil: the smattering of his friends.

Tom: The smattering of her friends.

Phil: Yeah, so just read that full sentence again.

Tom: For starters, they obscenely butchered Sharon Tate, then pregnant with Roman Polanski's child, and a smattering of her friends.

Phil: So she was pregnant with Roman Polanski's child and a smattering of his friends.

Tom: Well, I think the subject of the last part of that sentence is still the obscene butchering that they did for starters.

Tom: But to avoid confusion there, they should have put then pregnant with Roman Polanski's child in M dashes.

Phil: Yeah, yeah, that's just bad.

Phil: Who's writing is that, by the way?

Tom: No idea.

Tom: Someone reviewing a book on this.

Tom: You can look into this as well as Donald Trump's money laundering affairs.

Phil: Yeah.

Tom: We have Charles Manson's links to CIA training.

Phil: Okay.

Phil: Well, Tarantino just brought out a Manson film.

Phil: I haven't probably seen it.

Tom: Does the CIA feature in it?

Phil: I would have to.

Tom: I hope so.

Tom: I have to.

Tom: But the point is we've now reached a moment in games where for what effect they're attempting to achieve, whether it's a stylistic version of reality or in the case of Outer Worlds, a pure cartoon look, the only thing that is not of the same level of fidelity as other aspects of the graphics is the plant life, whereas since basically the PSera, there have always been disparate elements in terms of fidelity in the games, in the graphics, and there have been attempts to sort of squash them together, but usually some parts look significantly better than others.

Tom: The first step and the two that usually were given the least thought were things like rocks and plants, and now we're down solely to plants.

Tom: So I'm hoping that in the next generation of games, plants finally get the attention they deserve, because even in something like The Outer Worlds, they don't look as good as the rest of the game.

Tom: In terms of their sharpness, they do, but the difficulty with plants is the animation, because you know that they should be moving, yet it's the only game that has ever got that right is Stalker, and it's because it is a surreal effect.

Tom: The Witcher when you're moving, it looks great.

Tom: You stop and all of a sudden you're just thinking, why is there a constant wind that blows every two seconds in the same direction?

Phil: I think Red Dead Redemption Rockstar, actually did a pretty good job with their tree and organic matter.

Phil: When often watching a tree blowing, I think of like coral, you know, it actually looks like coral under the sea, which is a good thing to take away as well, but you know, a lot of people are saying with the capabilities of the next generation, companies like Speed Tree are in big trouble, but I don't think that these kind of microservices will ever go out of fashion because obviously when you're making a game, the last thing you want to worry about is a tree, but then as you said, it ends up with all games having this generic tree content, which is why people tune in to listen to The Game Under Podcast.

Tom: Well, you need to cut corners in budgets as well in some places so the poor plants and trees suffer, but I think in games where people want to put in the effort, like most games aren't going to be putting in the amount of geometry effort that has been put into the rocks in a Call of Duty game, for instance, but for games where they do, if you can now achieve that level of evenness in fidelity, the next step for people obsessed with detail is going to be plants, so I think if you now have enough power to, by default, be covering rocks as well, plants may, by developers who want to spend the effort and money on it, get the attention they deserve at last.

Phil: Finally.

Tom: But we can now move on to what will be a disappointing subject after that, which is politics.

Tom: As we can tell from my knowledge of Donald Trump's business affairs, you will have to correct me on this because I'm not more knowledgeable about Syria than I am about Donald Trump's finances.

Tom: But my understanding of the Syrian Civil War is essentially that the Syrian political power has been attempting to deal with rebels through a variety of mean systems of oppression as well as dealing with potential annexation of its parts by Russia, who is also attempting to protect itself from ISIS who as well as the internal dissidents in Syria, ISIS also has been successfully and unsuccessfully also attempting to annex parts of Syria.

Tom: Simultaneously to all of this, America has been supporting one of the dissident groups, the Kurds, I think it is there, as well as some of the Islamic extremists there as well, probably partially as an action against Russia.

Tom: You can correct me on any of these points, but is that at all accurate to anything that's going on there?

Phil: I don't want to get into the politics of it, but I'd say that none of that is accurate.

Tom: Just in general detail, what would you say it is then?

Phil: Well, basically, the leader of Syria is an ophthalmologist who is only leading the country because his brother died in a car crash.

Phil: He's a very mellow and meek person who's apparently been made out to be this horrible person.

Phil: And basically, Russia and the United States are both trying to claim hold on Syria because of the pipelines and its logistical position on the globe.

Tom: So, that sounds precisely what I said.

Tom: You're just referring to the motivations of the actions.

Phil: Yeah, but what I'm saying is the uprising and all the rest of it, that's all been fabricated by one side or the other.

Phil: The so-called rebels and ISIS and all that stuff, it's all been fabricated, for the most part, so that we could have this, what do they call it, a pseudo war?

Tom: I think it's called a proxy war.

Phil: Proxy war, exactly.

Phil: So it's a proxy war about pipelines.

Tom: I would say that still doesn't necessarily disagree with anything I've said.

Phil: Okay, good, we're in agreement.

Tom: Yes, but so taking that into account of what you've said, here I believe is Call of Duty's understanding of the situation.

Tom: Essentially, I believe Bashir, or as he's called in the game, Barkov or Barakov, or something like that, is-

Tom: Yep, is actually a Russian, not just a Russian proxy, but a Russian working for the Russian military because there is no political power in Syria other than Russia.

Tom: Al Qatala, who I assume is meant to be ISIS, but they sound like Al Qaeda, and regardless of the two, their depiction is rather strange because in either case, it isn't really accurate, but Al Qatala is essentially not, they're not Muslim fundamentalists or attempting to unite the Arab world or attempting to run a lot of drugs, but they are in fact a death cult obsessed with anarchy who wants to destroy all political powers.

Tom: And then there are the Americans who are helping all of the Syrians attempting to fight off the Russian power that is controlling their country and the death cult that is attempting to take over.

Tom: And on top of that, the Russians are responsible for America's war crimes in both Iraq wars as well as waterboarding, which is particularly funny because I don't know if you recall this, but as the waterboarding stuff started to, pardon the pun, leak out, one of the important points was that the CIA, which has previously, even in their rogue days where they had nothing to do with the government at all, of course, were never involved in torture.

Tom: So for the Americans to implement a torture program, they had to actually base all their tactics on the torture methods used in the Gulag in the Soviet Union that they discovered during their spying exploits during the Cold War.

Tom: So I don't know if that's a deep comical reference to that, or if it's a just restating the same comical concept.

Phil: I'd be appreciative of either one of those, actually.

Tom: But to me, this is just a completely fascinating depiction of the events, because one, doesn't really make any sense at all.

Tom: But two, as a propaganda statement, one can essentially take no message from it in terms of the context of Syria and what one should be supporting in Syria.

Tom: The only message from the game is essentially the tremendous evil of Russia, and it is done in an incredibly explicit and graphic manner.

Tom: I think back to Call of Duty which came about at the winding down of Iraq, the Iraq war in and pivoting towards Russia, and the depiction of Russia in that Russia was obviously the bad guys, but they were nevertheless a serious military opponent that one could grow to have fond feelings of battle against, which is an interesting idea that is usually not shared, at least during the war, by most soldiers.

Tom: But you then get to today where you compare the depictions of the Nazis in the first half of World War II and the Nazis and the Russians in Modern Warfare

Tom: And the Russians are significantly worse.

Tom: In World War II, we're getting statements by the characters on the wonderful scientific and cultural achievements of the Germans and how not all Germans are bad.

Tom: You're interacting with not just Germans who are helping the French resistance, but literal Nazis who are helping the French resistance.

Tom: In this, the closest you get to that is a German criminal who wants to restore the name of his Russia.

Tom: And it's really quite bizarre.

Tom: It's more reminiscent of something like which pre-torture was all about the virtues of torturing people for information and the horrors and evil of Middle Easterners.

Tom: So it's on that sort of level.

Tom: And unlike Aidan Rand, I have seen some episodes of

Tom: And the series ran for a long time, but my memories of the early show was that it was really really completely fucked up and maybe my memories are wrong, but it's worth remembering that came out before the Twin Tower attack.

Tom: So one was not automatically predisposed in theory to be on the side of people going around, torturing people just because they may know something.

Phil: Look, I'd have to say that even though did start after the Twin Tower attacks, it was less than a month after.

Phil: And so obviously, the show was well into development prior to the attack, but obviously it was very well influenced in the years to come.

Phil: It was a very successful and popular series.

Phil: And I think there was a lot of schadenfreude on the part of foreign audiences watching it.

Phil: And for the part of the American audience that were watching it provided some therapy really, in that they got to see the bad guys get tortured and all the rest of it.

Phil: I think I've never watched the show.

Phil: I think it's reprehensible in concept.

Phil: And that's why I never watched the show, which is silly because you need to be able to take in these kinds of things to have a take.

Tom: You don't want to be Ayn Rand sheltering yourself from everything you're frightened of.

Phil: But yeah, point taken.

Tom: There's more reason not to watch it, which is that it's a show starring Kiefer Sutherland as the main lead.

Phil: That's the main reason not to watch it.

Phil: And yeah, this game obviously also, spoiler, features a Highway of Death scene, which is from the first war waged by the US in Iraq.

Phil: Again, that was a coomp.

Phil: I don't want to get into it.

Phil: And they blame that on the Russians also, don't they?

Tom: Yes, they do.

Tom: And not only that, but there is also reference to the massacre in the Second Iraq War.

Tom: And I forgot the name of it.

Tom: It's something like Qadhafa or something along those lines.

Tom: Where I think Marines in retaliation for a supposed IED attack.

Tom: No doubt there was an IED attack.

Tom: But in their retaliation, they just killed whatever civilians were at hand.

Tom: And that also is referenced in the game by its name as one of the bad things Russia has done in the fictionalized version of Syria.

Phil: Yeah, yeah.

Phil: And again, we can't stand from our podcast studios, you know, in criticism of people doing this, that or the other.

Phil: War in general sucks and bad things will happen on both sides.

Phil: So, but killing civilians obviously is beyond the pale, but it's become a norm.

Tom: Well, it's always been a norm of war.

Tom: You can't really fight a war without killing civilians.

Tom: And it becomes increasingly difficult to not kill civilians as the power of artillery goes up.

Tom: An interesting statistic that is included in The Better Angels of Our Nature, which unlike other statistics that aren't suitable to the argument, is a book by Steven Pinker, which aren't included in the book or by reasonable statistical means, but questionable historical means, excluded such as the Second World War doesn't count because it's such a statistical outlier for the th century.

Tom: But one basic...

Phil: Hey, that one time I raped that girl doesn't count.

Tom: That's an outlier.

Tom: I only did it once.

Phil: That's an outlier.

Phil: Doesn't count.

Tom: But what is included, if I remember correctly, is the fact that as war technology has improved, the number of civilians killed per war has also increased.

Tom: Now, that's also arguably a questionable statistic because as war technology has improved and the skill level required for being a soldier and so forth has improved, drafting people has gone down as well.

Tom: So there are less soldiers involved in war today than there were in the past.

Tom: So overall, the number of people being killed are still less.

Tom: But you would assume, though, given that it's an entirely utilitarian book, morality is important that it will be morally worse nevertheless to be fighting wars where more civilians are killed than in the past.

Tom: But again, it's a utilitarian book, so morality is irrelevant.

Phil: Yeah, and I could go on and on and on, but we should probably just close out the final thoughts on Call of Duty Modern Warfare and its campaign mode.

Tom: Yes, well, it is fascinating that you don't find this in either propaganda or export.

Tom: You can either interpret the story of Call of Duty as being propaganda or exploitation, and given the history of the series, it is probably a combination of the two varying degrees.

Tom: But, again, video games do this more interestingly than other mediums.

Tom: I mentioned American Sniper, which was just a pity party.

Tom: Look at how hard it is for this poor person who went to Iraq to kill people and came back very sad about the affair, which was completely inaccurate to the actual person.

Tom: But notwithstanding that, it's just a wine fest of completely boring, boring nonsense that is in no way entertaining or interesting from a dramatic perspective.

Tom: This, you get literally name drop American war crimes being applied to the Russians.

Tom: That's amazing.

Tom: Two other examples, which are much more on the exploitation level of Modern Warfare, so a better comparison also aesthetically because Call of Duty is really copying the style of those films in terms of its cut scenes.

Tom: Zero Dark Thirty and The Hurt Locker.

Tom: The Hurt Locker, a lot of that again is pity and then the cliché of war is a drug, but it's so austere and boring and it's like Bourne Identity as a television show because they suck all the, except for the sniper scene, they suck all the kinetic energy and action out of it because it's got to be gritty and realistic.

Tom: So you just get a shit television knockoff of that featuring a supposedly edgy take on the nature of war and how difficult it was to see anything in Iraq and so on and so forth.

Tom: Simultaneously, and you do, I'm sure in The Hurt Locker, there was a scene featuring the monumental information gathering techniques of America preceding battles where all the civilians in theory had to go and have their retinas scanned.

Tom: Have you seen The Hurt Locker?

Phil: No, I haven't.

Tom: Okay, because I'm trying to think whether that was featured in the film, which would be a, because it is in one similar American film that I've seen, but I'm not sure if it's in The Hurt Locker or I'm thinking of a different film, but that would be a similarly funny thing to what is occurring in a game that is essentially thematically about how bad Russia is and they're bad because they commit American war crimes, where a film showing how difficult it was for Americans in Iraq to know what was going on and be able to figure out who's an enemy and who's a civilian, featuring one of the greatest information gathering on a occupied population in the history of war.

Tom: So that would be a Call of Duty level comic moment, but I can't confirm that that's in there because I'm not sure if I'm thinking of the same film.

Tom: And you also compare that to Zero Dark Thirty, which was essentially a pure propaganda celebration of an assassination.

Tom: And that has one scene in it that has as much energy as the sniper scene in The Hurt Locker, but it's much simpler, and yes, it's got a lot of fast cutting in it.

Tom: But if you really break that scene down, the main reason it feels so fast and energetic and explosive is because it's two minutes of action after two hours of a bunch of boring little talking to each other and engaging in shitty office rivalry.

Tom: If it was not preceded by such slow, boring shit, then it would be complete crap.

Tom: You compare that to the action that's on offer in Call of Duty, Piccadilly, a scene where you've got dudes with suicide vests running at you in Piccadilly in London, and that's not even one of the best scenes in terms of gameplay.

Tom: It's no comparison.

Tom: So, again, games in terms of their narrative content, and that is narrative content, due to people not being willing to either be criticized for making a narrative argument that games can be better than something else just because games writing scripts are silly, another missed opportunity for games critics that are now supposedly committed for games for art.

Tom: All we can talk about is the controversy, and it's certainly worth talking about the controversy because it's so hilarious, but it's another moment where here's a game narratively and dramatically superior to its direct competition in cinema, and it's not even a close battle.

Tom: The one thing that can possibly come to it is the sniper scene in the Hurt Locker, and maybe the hilarity of what may not even be in the film.

Phil: And while critics may not express that it's superior to those films, they are responding in a positive way, possibly because they are picking up that it is better than those films, even if they're not putting two and two together and expressing it.

Tom: Absolutely, and a lot of it would just be a lack of literary skill to understand that narrative does not mean plot and script.

Tom: And that sort of thing is discouraged throughout games criticism because the people who do want to stand up for stories and stuff like that want to focus on things that you don't get in other mediums, so generally just commentary on games themselves, like in Braid or What's the Undertale.

Tom: And if anyone does try to claim that a game story is better than a story in another medium that is directly competing with it, there's five million videos on why a script in a game is bad.

Tom: Well, if you really want to play that game, a script in the film that you think is good writing is going to be complete shit compared to a play or a novel.

Tom: That's not how writing works.

Tom: Writing is not defined by the technical achievement of one aspect of it.

Tom: That's just ridiculous.

Phil: That's a very important point to make, because the one thing that I have a criticism of is that we'll often come on here and say, oh, the writing was bad.

Phil: These people are bad writers.

Phil: And it's not really just about the writing or the dialogue or the story.

Phil: It's about the whole thing, the whole narrative thing.

Phil: We talked about Demolition Man.

Phil: We're not going to go back there and go, oh, the writing was so good.

Phil: But you put all the pieces together, and you can still produce something that's outstanding and worthwhile.

Tom: And the writing from the matter of...

Tom: Start that again.

Tom: The writing in terms of its subject matter is good.

Tom: The script may be...

Tom: If you're comparing the script of Demolition Man to something that does that really well, that is reference dialogue, you compare that to pulp fiction, and it's terrible.

Tom: But if you compare the thematic content of Demolition Man to most of Tarantino's films, not all of them, but most of them, the two aren't even comparable.

Phil: No, not at all.

Tom: But, unfortunately, games criticism moves continuously in the direction of this pseudo-scientific analysis of things, which results in...

Tom: That is a valid thing and can be useful, particularly as part of a general analysis, and it can be useful and interesting in and of itself, but it leaves the games criticism completely incapable of articulating why anything outside of a specific mechanic works and is good.

Tom: And when you want to approach something that is doing something interesting and new or differently to something else, for instance, the way the story in Call of Duty works compared to its film competition, then you can't say anything at all, and that applies to games as well.

Tom: And it also allows games like Bastion and games following Bastion to get away with being completely mediocre, because if you look at the mechanics in Supergiant's games, the mechanics themselves are fine, but they do absolutely nothing interesting with the mechanics.

Tom: So you can't really criticize them following the same technique either.

Phil: I've got to say, to his credit, Giant Bombs' Jeff Gershman was talking about this game a couple of weeks ago, and people were saying, a story this, story that, and American Sniper came up, and he said, yeah, but you know, American Sniper has two hours to tell its story, you know, and when you're making a game like this, you know, it has to be played out over to hour, you know, it's different storytelling.

Phil: And he, and this is where you disagree with him, and I disagree with him also, was basically making excuses, saying, oh, well, video games, you know, over to hour period can't have the same impact of a film that's only two hours.

Tom: That's a big problem with books as well.

Tom: They're too long.

Tom: They can't affect you at all.

Phil: Well, that's, yeah, that's a brilliant point, right?

Phil: Because you can read a book might take hours to read, but no one's going to say that, you know, as a result, the storytelling medium of books, you know, suffers.

Phil: So, yeah, it's an interesting point.

Tom: And if they read a book, they're also not going to say that the pros in it can't be a part of the aesthetic and story, whereas in games, the gameplay isn't part of the story or aesthetic at all.

Phil: And I'd say Russian writing, albeit in English, really does well with the aesthetic contribution.

Phil: Not one that I particularly enjoy, but that's where it's most pronounced.

Phil: So in reading writings of Russian writers, you know, they'll often have all these names and this and that, and they'll go back into the backstory endlessly.

Phil: And you're like, why are they doing this?

Phil: But it does contribute to the overall storytelling in terms of the style contributing to the story.

Phil: And I think even though it's not a Russian author, Moby Dick is one of those things where it's just like, you know, you're reading it, you go, okay, enough already.

Phil: I get it.

Phil: I see where you're going here.

Phil: But they keep going and going and going.

Phil: And that is actually a part, and the video game part of the book, where they're creating this world that you're actually participating in.

Phil: And that obviously is a criticism of, a common criticism of Red Dead Redemption with its boring, unrelenting pace.

Phil: Well, that's part of the aesthetic, and it's part of the storytelling.

Tom: It makes perfect sense, except that what you were describing was a Victorian novel, rather than a Russian novel.

Phil: Well, that's, yeah, and I said that, but I think in many ways, there is a big part of that in Victorian literature, of which you are a scholar.

Phil: But in any case, back to Modern Warfare.

Tom: I think that brought us to the end of Modern Warfare, I believe.

Phil: Well, wouldn't it be wonderful?

Phil: Wouldn't it be nice if that was the end of Modern Warfare?

Phil: If we could just end it like that.

Tom: Well, it won't be then.

Tom: I have to add one thing.

Tom: There's the infamous scene where you are conducting a raid on the house, safe house of some terrorists, and there is a baby which you can accidentally shoot.

Tom: And if you accidentally shoot the baby several times, the game leaves you with a message scolding you for doing this.

Tom: I knew none of this at the time, but I successfully shot the mother who you can easily accidentally shoot.

Tom: I heard the baby was crying.

Tom: So, of course, the first thing I did was walk up to the cot that the baby was in and try and shoot the baby.

Tom: And I couldn't shoot the fucking baby.

Tom: I aimed at it.

Tom: I pressed fire and nothing happened.

Tom: So that's one area where the exploitation fails utterly, is you're allowed to shoot the baby when the mother is running past carrying it, but you're not allowed to shoot the baby when it's lying in its cot crying.

Phil: So, on a scale of to then as a result, what would you give this game as a score?

Tom: Well, it's meant to be controversial, it's meant to be shocking.

Tom: You're conducting a raid on a terrorist stronghold after they just performed a terrorist attack in Piccadilly, and you can't even kill the fucking baby deliberately.

Tom: How do I know that there's not a bomb on the baby, or that it's not hiding a bomb in its nappy?

Tom: That's just complete bullshit.

Tom: So, I would have to give it a...

Tom: What was your lowest Call of Duty score?

Tom: I think it was a out of wasn't it?

Phil: I think I gave the original Call of Duty Modern Warfare a out of

Tom: No, you gave Modern Warfare a

Tom: I think it was...

Tom: Modern Warfare you gave a

Phil: Yeah, yeah.

Tom: So, I've got to go significantly lower than that.

Tom: I'm going to have to give it a out of

Tom: It deserves the because it is possible to shoot the baby accidentally.

Tom: It could have been a if you were able to shoot the baby while it's in its cot, but you weren't, so it's only deserving of

Phil: Fair enough.

Tom: That's its official score.

Tom: I'm sad about it.

Phil: And to be clear, that's the voice of Tom Towers.

Tom: And even with that in mind, my Call of Duty scores will make more sense than yours do.

Phil: That's true.

Phil: That's true.

Phil: Okay everyone, well thank you for listening to episode of The Game Under Podcast, the official podcast of gameunder.net.

Phil: Please visit our site, check out what we're doing over there.

Phil: Even though it is only an adjunct to this podcast, it still has some reviews from time to time.

Phil: And I'm hoping soon to soon see some photos of your new PC.

Tom: Which reminds me, is now slightly louder than it was beforehand, because it features a working hard drive in it.

Phil: Even the solid state drive?

Tom: No, the solid state drive is silent.

Tom: It now features a working hard drive.

Phil: Ah, so you're getting all the uh uh uh uh.

Tom: No, just the basic vibrations of when it is spinning.

Tom: Correct.

Tom: So that's, it's inaudible if I am about to centimetres away from the case.

Tom: But if I'm closer than that, it is audible.

Tom: So I will have to attempt suspending it at some point, as given that the vibrations are significantly amplified by it rattling around in the case as it is attached to the case.

Tom: Suspending it, which should be possible because it has a second -inch drive bay up the top, will hopefully render it a silent computer once again.

Tom: Are you familiar with suspending hard drives?

Tom: Well, basically you suspend the hard drive from a larger disk drive bay using elastic.

Phil: Really?

Tom: Yes.

Phil: Elastic what, like rubber bands?

Tom: Strong elastic.

Tom: No, elastic, not rubber bands.

Tom: Rubber bands will perish eventually.

Phil: Well, duh, but so will elastic.

Tom: Stronger elastic will not perish very quickly at all and should have no issue holding up a light inch disk drive.

Phil: I should point out that when I used to play streetball, that's basketball, my moniker was E-Man, which was Elastic Man, because my abilities were such that, well, you can connect one and one and two and two.

Tom: Sounds like a strange version of basketball, the way you said that.

Phil: I think if anyone knows about Elastic, it's E-Man.

Phil: Now, so MSY came through for you with the delivery of the...

Tom: Yes, they did.

Tom: So that was successfully resolved.

Tom: And one other recent part that broke is my keyboard of many, many years old.

Tom: And I don't know if you're familiar with Microsoft keyboards, but...

Phil: Yeah, that's kind of a joke, obviously.

Phil: I know all about Microsoft keyboards.

Tom: Well, in my experience, not necessarily in terms of the build quality of the keyboard itself, but in terms of the design in a couple of their models, I generally find them to be significantly superior to Logitech and brands that often have superior build quality.

Tom: And the best keyboard I had ever used was one of the additions of the Microsoft Comfort Curve series, which is a semi-ergonomic keyboard, where ergonomic keyboards generally split the keys in two, which if you want to type fast is a terrible, terrible design, because to be able to type as fast as possible, you need to be able to reach both ends of the keyboard with both hands for certain situations.

Tom: And this is coming from someone who at some point was typing near world record speed, so I know what I'm talking about.

Tom: But it is true that a flat keyboard isn't the best shape for your hands, because your hands being...

Tom: your elbows generally being further apart than the edges of the keyboard mean that your hands are diagonally pointing inwards.

Tom: So having a slight curve, but not having the keys separated and only having a slight curve so that the keyboard isn't forcing you to reach up and down and isn't too wide is by far the fastest typing design keyboard that I've used.

Tom: And is as comfortable as either comfortable normal keyboards or comfortable normal ergonomic keyboards.

Tom: And the other advantage with it was it did not have a massive lip at the end of it.

Tom: So after...

Tom: Yep.

Phil: So after...

Phil: Have you got a or or...

Tom: I've now got a

Phil: Oh, okay.

Tom: Yep, which has now got a large lip at the end of it, unfortunately.

Tom: But it is not as bad as I was expecting because the lip is so long that the size of the keyboard has been significantly reduced.

Tom: The overall dimensions are the same, but the area that the keys take up is significantly smaller.

Tom: So it probably would still be too long for your hands, but for my hands, my hands, the palm of them, can essentially completely rest on the entirety of the lip, and it's not significantly at a steeper incline than the keys are.

Tom: So it's not too dissimilar in effect to having a shorter lip because you aren't reaching over the lip from the desk or over the first set of keys to get the ones at the end.

Tom: So it overall ends up being equally effective as the earlier versions that did not have the massive lip, which was one of the wonderful design features that set them apart.

Tom: And it still sets it apart from most ergonomic keyboards because most ergonomic keyboards usually have a pretty big key spread on them as well.

Phil: Which is ridiculous and stupid.

Tom: Yep.

Phil: You know, I bought like IBM keyboards.

Phil: They were PSs, which before PlayStation

Phil: Yeah, yeah.

Phil: So and then I killed my last PSIBM keyboard by washing it in a kitchen sink because I thought, oh, you know, I could do that, which I obviously can't.

Tom: I have seen people on the internet suggesting that.

Tom: But but I always assumed that they would have just meant taking the keys off and placing the keys themselves in the sink, not the keyboard.

Phil: My the current keyboard.

Phil: Well, the best keyboards you can get right now are from the company that bought out IBM, which is Lenovo.

Phil: Like they have some amazing keyboards, which I'm a big fan of.

Phil: But the keyboard I currently have, as you'd know, is the one that I took off a Korean, which is a Dell keyboard.

Phil: This thing weighs a ton.

Phil: It's beautiful.

Phil: It's a great, great keyboard.

Phil: You know the story about how I got this keyboard, right?

Tom: It sounds familiar.

Phil: Well, I went into the computer shop looking for a good keyboard, because as you will recall, from having seen my typing, I once had a really bad keyboard.

Phil: You know how bad my typing was.

Tom: Yes, I do.

Tom: But are you saying something has changed recently?

Phil: Well, no.

Phil: This is years ago.

Phil: Now, I went into this store.

Phil: I went through the whole store, and I'm talking to the guy, and I said, I want a keyboard.

Phil: He's got a keyboard.

Phil: Keyboard, he shows me all the keyboards he has.

Phil: Now, this is like a place where they have old computers.

Phil: And I noticed that the keyboard that he's using at his point of sale is this really good Dell keyboard.

Phil: And he said, well, I'm sorry, we couldn't find anything for you.

Phil: And I said, well, what about that?

Phil: He said, well, that's my keyboard.

Phil: I said, yeah, he's Korean.

Phil: That's my keyboard.

Phil: I said, yeah, yeah, yeah.

Phil: I know it's your keyboard, but how much do you want for it?

Phil: He's all $

Phil: I'm like, yeah, okay, I'll take it.

Phil: So I took this keyboard out of the hands of a Korean shopkeep.

Phil: And it's an amazing keyboard.

Phil: Now I still have problems with it, as you know.

Phil: But at work, I use a Lenovo keyboard.

Phil: They're absolutely great.

Phil: But seeing your -I'd probably want to go with a Microsoft Curve, like because I'm still put off by the amount of frontage that the -has.

Tom: and are peak comfort curves.

Phil: Yeah.

Phil: And for the listeners at home, please look these up because Microsoft's first ergonomic keyboard was a split keyboard, which I had, which was absolute garbage.

Tom: I've also tried that and it was horrific.

Phil: Yeah.

Phil: All right.

Phil: Well, we're going long.

Phil: So with that, we'll close out episode of The Game Under Podcast.

Phil: I have been and remain Phil Fogg.

Tom: And I was never Tom Towers.

Game Under Podcast 116

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

Trademark Banter
0:01:16 Death Stranding Talk
0:03:41 PC Talk plus Xenimax Busted
0:06:09 BMX Gon Give It To Ya
0:07:28 Halloween History
0:11:44 Hungry Jack's Vegan Burger Talk

Ayn Rand and Bioshock
0:18:19 SPOILERS abound as Tom and Phil Discuss the writings of Ayn Rand and Bioshock.

Transcript:
Tom: Hello and welcome to episode of the Page Under Podcast, Australia's premium vegan book podcast.

Tom: I am Tom Towers, and I am joined by the bibliophile Phil Fogg.

Phil: Hi, everyone, and welcome to episode of The Game Under Podcast.

Phil: Podcast.

Tom: We're coming to you coast to coast.

Phil: With our pod of game-undering.

Phil: Well, this is obviously Australia's premier, longest-running video game podcast.

Phil: I am, of course, your co-host, Phil Fogg.

Phil: Hello, Tom.

Phil: So we're finally going to do it.

Phil: We're finally going to get down to our Bioshock Atlas Shrugged Book Club.

Phil: This episode.

Tom: That's what we're claiming.

Phil: We gave the listeners one more week to finish Atlas Shrugged, which I think is a -page book.

Phil: We disputed that a while back, but I'm pretty sure it is.

Tom: You claimed it was pages.

Phil: No, no, no.

Tom: I corrected you that it was close to

Phil: Yeah, it just feels like

Phil: Before we get into that, you've been continuing to play Call of Duty Modern Warfare.

Phil: But the one thing I'm most happy to be not talking about is Death Stranding.

Phil: I've been listening to various podcasts and reading reviews of Hideo Kojima's game, and the conversations about the game are absolutely painful.

Phil: So we've picked a good week to talk about Bioshock and Atlas Shrugged.

Tom: The game itself looks absolutely fascinating to me.

Tom: And a lot of people are rather apprehensive about it, but to me this looks like potentially the game we've been waiting for from Kojima after the creative difficulties he was facing in having to make Metal Gear Solid after Metal Gear Solid after Metal Gear Solid.

Phil: Yeah, he had to get it out of his system.

Phil: I think if this had been a game from Platinum, like if he had been able to be unable to make a game at Platinum Studios and it'd be a game with less attention, it probably would have been healthier for him because I'm not quite sure where he's going to go after this sort of response.

Phil: But I think for the most part, there's been a lot of perfect scores for this game.

Phil: So he'll probably be okay, but I just don't think his games are going to sell anywhere near the magnitude that he had, obviously, with Konami behind him.

Tom: And the franchise of Metal Gear Solid.

Phil: Which he built with his reputation, of course.

Tom: I think it's more than his reputation.

Tom: I think the major thing there is the brand of Metal Gear because Zone of the Enders, I don't think sold nearly as well, did it?

Phil: No, no, except of course when it had the demo for Metal Gear Solid

Phil: Yeah.

Phil: You know, as I said, I'm kind of sick of listening to people contemplate their navels while talking about Death Stranding.

Phil: Like I said, I probably am going into this hoping that it's not as good because I've just not been interested in it from the very start.

Phil: So I'm actually probably more inclined to buy it and play it now than not, just because it does seem to be something that's gonna be at the very least interesting.

Tom: Absolutely.

Phil: So speaking of which, I wanted to ask you if you had gotten your, we know now that your PC is up and running, if you've got all of the parts, replacement parts in and operational?

Tom: The replacement parts are currently on their way.

Tom: So the RMA process with MSY has so far been successful.

Tom: The items were sent back to them at their cost and they inspected them and concluded they were indeed broken.

Tom: So offered me a refund or replacement parts.

Tom: So as long as the replacement parts are working, then that will have been a successful warranty issue sorted out by MSY.

Phil: We were talking about MSY and the ACCC while you were talking about your RMAs, which is hilarious, I think, that we just throw around RMA, you know, which is of course what?

Phil: What does it stand for?

Tom: You will have to tell me, but this is the term they like to use.

Phil: Return Merchandise Authorisation.

Phil: There we are.

Phil: So, yeah, yeah.

Phil: So I'm glad that your RMA has been approved.

Phil: It's, um, but this week, the ACCC dropped the bomb on Zenimax.

Tom: What is the ACCC, while we're at it?

Phil: The Australian Anti-Corruption and Crimes Commission, or something like, Anti-Competitive something Commission.

Phil: So you've, I'm hoisted on my own petard.

Phil: The Australian Competition and Consumer Commission, they've dropped the bomb on Zenimax, makers of Fallout because people wanted to return the game, because it was broken, and Zenimax was basically, being a US organization was like, no.

Tom: What the fuck do you mean, you can return a broken product, huh?

Phil: Yeah, yeah, yeah, you can, in Australia.

Phil: And Zenimax was fined and forced to refund consumers for the game.

Phil: They acknowledged that they are likely to have misled Australian consumers about their rights for a refund when they experience faults with their Fallout game.

Phil: So, they have to provide refunds to people who had contacted them between th of November and the st of June of this year.

Phil: So, a good months of people can get a refund had they contacted ZenimX during that time.

Tom: Justice has been served.

Phil: Other things that have broken and fixed, I presume, are you back on your BMX?

Tom: I am indeed.

Tom: The crank was replaced, and the new crank is slightly longer than the previous crank.

Tom: So, you get more torque at low speeds or going uphill.

Tom: And because BMX is other than the gear, which the chain is attached to, are gearless, it also essentially means you have a longer gear, meaning that it now has a higher top speed as well.

Phil: Alright.

Phil: Well, more torque at lower speeds is probably a good description for this podcast as well.

Phil: Boy, your BMX doesn't have a name, does it?

Phil: You don't have a name for it?

Tom: I think it got a name recently, but I can't recall what it is.

Tom: So until I remember what its name is, it doesn't have a name.

Phil: What about BMX gonna give it to you?

Tom: No.

Phil: Um, no.

Phil: I thought it was called like the Crimson Marauder or something like that.

Tom: But it's white and silver.

Phil: I thought it was gold.

Tom: No.

Phil: Well, you'll have to come up with a name for it.

Tom: You hoped it was gold, but unfortunately, of the rare metals, it only has a silver colouring on it.

Tom: But the silver part does a glitter very slightly.

Phil: I'm sorry to hear that.

Phil: Speaking of glitter, have you gotten off your Halloween costume yet?

Tom: I don't have a Halloween costume, but Halloween is now a thing in Australia.

Tom: But it's a little weird, because last year, there were very few children trick or treating on our street here, as far as one can tell, because you can usually tell from the sound of children screaming outside, which I presume means that Halloween in Australia is truer to the horror spirit than either the chocolate and candy eating spirit, or is there a spiritual or other or historical meaning to Halloween in America?

Tom: Or is it entirely about dressing up and the consumption of sweets?

Phil: For as long as I was there, when I got there initially, it was more about dressing up your house with as much electronics as possible and little kids going around getting candy.

Phil: Then towards the end of my time in the US, it just became an excuse for people to dress in loose ways that they ordinarily wouldn't be allowed to.

Tom: But on the day, is there some meaning as opposed to how it is now expressed?

Phil: I doubt it.

Phil: I don't know.

Phil: No, I don't know.

Phil: I don't know how Halloween got started.

Phil: I think it wasn't from a US origin.

Phil: I think it initially was from Europe.

Phil: But there's no real meaning of Halloween as it pertains to how North America celebrates it.

Phil: It's just about going door to door to get candy.

Tom: I'm looking this up out of interest because I feel like I at some point knew what its real meaning was.

Tom: And it is indeed a Christian feast for All Hallows Day.

Tom: And All Hallows Day I am familiar with.

Tom: But this year, and in spite of last year, there being a few children screaming outside, we put on the veranda a variety of sweets, none of them poisoned.

Tom: At least that's what I'm claiming.

Tom: And for two hours to three hours, there was a constant stream of screaming children.

Phil: Well, that's good.

Tom: So who knows what's going on, but for some reason this year, there was a major influx of children.

Tom: Perhaps it's in some way related to all the American political propaganda graffiti around today.

Tom: There may be a correlation.

Phil: I think it probably has more to do that you live in a fairly toney area, which for our North American listeners means he lives in a very rich person type neighborhood.

Tom: I do now.

Tom: It didn't used to be.

Phil: So I think probably what's happening is kids are being bussed in from the poorer towns because they know your type of people are going to give out better candy because you can afford it as opposed to those poor people out in the slums.

Phil: So that's probably what's going on.

Tom: The slums literally three streets away.

Phil: Yeah, well, I think with the economy starting to falter, people in their own communities in the suburbs probably don't have the sort of candy that you'd be able to lay out.

Tom: But if you wanted a different sort of candy that is a lot more expensive, you'd be bussing to the slum several streets away.

Phil: Is that right?

Tom: Yes, but that's all year round.

Phil: Yeah, well, I mean, in Australia now, we're following Halloween, we've got Black Friday.

Phil: All we need to do now is start observing Thanksgiving, thanking the pilgrims for discovering America and freeing the slaves, that being the indigenous people, from the shackles of no taxation.

Tom: Of not having a concept of property rights, I think.

Phil: Yeah, which is something we will get into when we start talking about our book report.

Tom: We will indeed, but another American topic we have to bring up before we move on.

Tom: I did mention that this is also Australia's premier vegan podcast.

Tom: And I had the opportunity to try the Rebel Whopper, which I assume isn't a vegan burger because Hungry Jacks, which is the Australian branding of Burger King because a restauranteur in Adelaide had copyrighted Burger King in Australia before Burger King came to Australia in the s.

Tom: So it couldn't be called Burger King here, and is in fact called Hungry Jacks.

Tom: They sell what is specifically referred to as a vegan burger, so I assume their Rebel Whopper is merely a vegetarian burger.

Tom: But unlike the vegan burger, the Rebel Whopper is in the style of a soy-based patty that is meant to be similar to a meat patty, I believe.

Phil: Yeah, I've actually had this myself.

Phil: I was at the Sydney Airport, and they were advertising as a vegan cheeseburger because it has a protein-based patty, a plant protein-based patty, and then cheese made out of coconut oil, essentially.

Phil: I gave it a try, and what did you think about it?

Phil: Because I'm a connoisseur of veggie burgers, obviously.

Phil: I make my own veggie burger.

Phil: Insofar as where I was concerned, I gave it a out of because most veggie burgers you get in Australia are probably a out of

Phil: And I think with this one, at least, it achieved its goal of being an average fast food type burger.

Tom: Yep, I'd say that's a fair analogy.

Tom: The only two vegan burgers I'm familiar with, and I can remember the brand of the...

Tom: I think it was mentioned on a previous show, the patties you buy to add to burgers yourself, Tally Ho, I believe it is.

Tom: And that's the gold standard for vegan burgers that I've tried.

Tom: Second to that would be the Lord of the Fries burger I've tried.

Tom: And third would be this.

Tom: And to me, it was probably of a similar sort of quality to the beef patty in terms of its taste, fillingness and energy that it provided, which is, as you said, a mediocre fast food burger.

Tom: And again though, it does have the advantage of not being coated in the rancid fat.

Tom: Well, it would get rancid fat from the grill, but the rancid fat of the animal itself.

Phil: Yeah, I'm not sure if they have a separate grill or not.

Phil: Hungry Jacks and Burger King have for a long time been pretty progressive with providing vegan options, though not advertising it ostensibly.

Tom: So it may also have the advantage of a vegetable oil that would be less reused due to having to avoid the slop that they use for the chips and burgers.

Phil: Yeah, I mean, most organizations do use vegetable oil as a matter of economy and cleanliness.

Phil: But, you know, even...

Tom: But again, it gets mixed with the fat of the meat.

Phil: Yeah, and that's exactly right.

Phil: And you can't always assume, going into a place to get French fries, that they're going to be vegan because, I mean, McDonald's puts like a beef sort of flavoring into their French fries as well.

Phil: So, but yeah, I mean, it's good.

Phil: It's good to have these options.

Phil: There's no hungry jacks around me, but I must say, every time I drive by one, it's not like I feel compelled to go in and try it, but I at least thought it was good.

Phil: And they've launched it at the most controversial time because vegans in Australia used to be called animal activists, but now they call them vegans.

Phil: And so for people like me who just don't eat meat because I...

Phil: not for animal activist reasons, it's a bit difficult.

Phil: But in terms of going to normal restaurants in the capital city in my state, it is impossible to not have vegan options all over the menus these days.

Phil: So it must be something that's emerging as a popular thing.

Phil: But that's neither here nor there as it relates to this video game podcast.

Phil: Now, we did feature Sneaker King in our top games for hardcore gamers list at Game Under.

Tom: Or Sneak Jack as it was known in Australia.

Phil: Are you kidding me?

Phil: You are kidding me.

Phil: Yes.

Phil: Hey, the other thing I've got to tell you, it's been a part of my family law that Burger King had to call themselves Hungry Jacks because my mother's cousin, who we affectionately called Uncle Bobby, had a restaurant in North Queensland called Burger King.

Phil: And he was featured prominently in the press.

Phil: He wore a crown on his head, and he had a double decker hamburger he was famous for.

Phil: And he was of Swedish origin and brought the concept over from his time in World War II when he had been to the United States and gone to a McDonald's in California.

Phil: And then he brought that concept back over here to North Queensland.

Phil: So I'm going to have to look into this Adelaide interloper.

Tom: That's what the internet sources that I've seen suggest.

Phil: Yeah, yeah, I mean, and that's fine.

Phil: I mean, that may well be the case, but like I've still got stuff from his restaurant called Burger King from the s.

Phil: When did Hungry Jacks come over here?

Tom: I think or

Phil: Yeah, would have predated that.

Phil: But anyway, it's not really an original concept.

Phil: Burger King had been around in the United States for a very long time.

Phil: Again, neither here nor there.

Tom: But he just visited at McDonald's.

Phil: Yeah.

Tom: He'd never heard of Burger King.

Phil: Well, he may not have been around at that point, but he should have just called his restaurant McDowell's, and he could have escaped all of those kinds of issues.

Phil: So if we can attack this however you want to, but I wanted to go over the plot of both of these first, if that's okay?

Tom: You may indeed.

Tom: Will, I just give you a very brief commentary on Burial at Sea, because we will be returning to it, not in this episode, but at a future date.

Tom: But I started Burial at Sea, which is the DLC for Bioshock Infinite, and is set in Rapture.

Tom: And this was towards the end of my use of my previous computer, and I ran into huge issues in getting it to run, which were unrelated to the computer itself.

Tom: I ran the original Infinite perfectly fine.

Tom: This was an issue that a lot of people on Steam were having.

Tom: But the funniest thing was that I gave up on it in a moment that is very fitting the really just completely bizarre and surreal theme park style of Infinite, which we've mentioned on our podcast.

Tom: I was in an area where you were meant to be getting a magical power.

Tom: I've forgotten what they call them in Infinite.

Tom: Salts.

Tom: You were looking for a salt that gave you the ability to freeze things.

Tom: And after many, many, many crashes, I eventually managed to get to the boss who had this salt, who you were, I assume, going to kill and steal it from them.

Tom: And just as I finally got up to the boss, you know, I think a skating rink or something to that effect, with everything frozen around me, rather than the game crashing, the computer froze.

Phil: And that's when you gave up?

Tom: And that's when I gave up.

Phil: Were you very close to the end of the game?

Tom: No, this is, I think, about halfway through the first episode of the DLC.

Phil: I'd like to be quite honest with you here.

Phil: There are games where I'm playing them, and I get to the point where I no longer enjoy them, but I've put enough time into them that I feel, okay, I'm going to beat this so I can say that I've beaten it, and then it'll be done, and then I can close the book, you know, and at least I can tell people I don't like it.

Phil: There was a God of War spinoff that wasn't a numbered title.

Phil: I think it was called God of War Ascension, that I was in this situation, and I got to a game-ending bug, and I felt like I had gotten off the hook, you know?

Phil: It feels so good to go, hey, I was trying to finish it, but there was this game-ending bug, and therefore I finished the game.

Phil: I beat it.

Phil: It's done, and finished with.

Tom: I'm slightly tempted to not continue, but I also want to continue because the game looks amazing, first and foremost, and it is a Ken Levine game, so it is fascinatingly insane.

Tom: And before we do begin, I have to bring up one other thing, because in preparation for this, I listened to our trilogy of Bioshock podcasts, which is some of the greatest podcasting in history, and I've got to highlight a few things that were said in that podcast, because one of them at least relates to Ayn Rand, and at that point, I believe, neither of us had read an Ayn Rand book in full, but this statement was on Infinite, but I think could potentially be applied to the previous Bioshock games as well.

Tom: You described it as fluff based on fluff, I believe, so it will be interesting to see whether that statement holds up with our dive into Ayn Rand.

Phil: Yeah, with the scales pulled from our eyes, I think we can go back into these games and have a look at them again.

Phil: In fact, I started playing Bioshock again, and I felt quite the idiot having not read Atlas Shrugged, and then going back to play Bioshock again.

Phil: I had started Bioshock, I think, three or four times.

Phil: You've listened to the podcast, so you'd know better than I before I finally stuck with it and finished it.

Phil: So the start of the game is very familiar to me.

Phil: But I just want to describe to you what I think the plot is of the game.

Tom: I've just got to mention the one final thing, because other than your wonderful insight in describing Bioshock Infinite as a synchronized cleaning simulator or something to that effect, I think you described the look of the characters as Japanese anime style sex dolls.

Phil: Oh, and do they?

Tom: Do they what?

Tom: Are they Japanese anime style sex dolls?

Tom: You were the one that described it as them, so I cannot confirm or deny whether they.

Tom: That's an accurate description or not, but I thought I'd bring it up.

Phil: This Phil Fogg sounds like a shock joke to me.

Phil: Alright, so I'm going to go through the plot of Bioshock first.

Tom: It sounds a little bit like Tom Towers, but it was Phil Fogg.

Tom: That may well be why we were confused for one another on a recent episode by someone, but continue.

Phil: And what I was going to say is, feel free to interrupt me.

Tom: I always do.

Tom: I don't know why you need to say that.

Phil: Okay, so you...

Phil: Basically, I'm not going to describe what happens beat by beat, but basically the story is, you are...

Tom: You should probably say this will have spoilers for...

Phil: This one.

Tom: Not only our struct, but also the Fountainhead, and possibly several of her philosophy books.

Phil: I don't know why we spend so much time making sure our mics work before we record every week.

Phil: You could just talk.

Phil: All right, so you start the game...

Tom: Well, we need to make sure my microphone works.

Phil: Clearly.

Phil: Well, I think we need to make sure your speakers work.

Phil: All right, so you start the game...

Tom: Why is that?

Phil: As a fish out of water, or rather a fish in water, as you're evidently in a plane crash in a body of water, which looks like it's in the Atlantic, to me at least.

Phil: You're not going to ask why?

Tom: I'm just politely listening.

Phil: Okay, so you basically are in a...

Phil: I'd describe it as a post-World War II era DC-type plane, and you've crashed into a body of water, which I believe is the Atlantic.

Tom: But again, it's definitely set before the Second World War.

Tom: Well, this was actually a point of contention on our trilogy, but I am correct, and it was not set post-Second World War.

Tom: The Bioshock was, and that was one of the important differences between the original and the sequel, was the setting, in that it was set some years after the original.

Phil: Yeah, I'd go for that.

Phil: And you come across a lighthouse, you're quickly brought into the lighthouse, and then essentially trapped in there, where someone starts speaking to you, and is giving you advice as to, could you please help me and my family?

Phil: There's this madman here, and on and on and on.

Phil: You discover that this land, this dream land has been created, this utopia, by a man named Andrew Ryan.

Tom: And can I just point out, which is, I think, a potentially controversial thing to say, but you've got Ayn Rand, one of the most interesting and comical, female, quote, intellectual, end quote, of her era.

Tom: You get a game supposedly commenting on her works, and the major antagonist in it is not a highly entertaining and potentially crazy, or to use a more offensive term, hysterical woman, but a generic s man named Andrew Ryan.

Phil: Yep, who looks a bit, not a little bit like Walt Disney, but a lot.

Phil: And Walt Disney himself, I think, I haven't researched it, but he created Disneyland, which was his own little form of utopia, so I think there's something there, and there's something to the animatronic nature of Disneyland in some of these Bioshock games as well.

Tom: And he had even more interesting political ideas than A-Rand.

Phil: Well, I don't know if they were political, but they were certainly...

Phil: He was a German sympathizer, wasn't he?

Tom: Yes, he was.

Phil: Yeah, yeah.

Phil: And probably had some great interest in geneticism and all that sort of thing as well.

Phil: So back to the story.

Phil: You're a stranger who's landed in this place, which is very clearly a utopia that was created by a character named Andrew Ryan.

Phil: The utopia obviously has taken a turn for the worse, and it is in a complete state of disrepair and, in fact, horror.

Phil: And as you help a man named Atlas, who you cannot see but only hear over a microphone, he's guiding you through this place, at first to help his family, but ultimately to, I don't know if it's stated overtly, to kill Andrew Ryan.

Phil: As you go through this world, you'll come across these large robotic security guards, essentially, in these large boiler suits that look like diving suits from the...

Tom: And I just need to add, because it is an interesting corollary with Atlas Shrugged, I believe his motivation for killing Andrew Ryan was not philosophical or anything, but predominantly revenge.

Tom: He's using political rhetoric to get you to act out his plan that is merely a revenge plot.

Phil: Right, but as for all we know right now, at this point in the story, Atlas is just a sweet-hearted Irish-sounding man who you're just trying to help.

Tom: Yes.

Phil: As you go through this fallen utopia, you come across people and you discover that a lot of the population, if not all of them, were in some way addicted to using these plasmids, which were a way to enhance your body and your mind and gave you special abilities, like the ability for telekinesis, to shoot electricity, fire.

Tom: To freeze things?

Phil: Freeze things, exactly.

Phil: So from a video game, we're not again talking about the gameplay, we're just talking about the plot.

Phil: You're eventually driven to find Andrew Ryan, and he's sitting in his office saying, I knew you'd come.

Phil: He's just pleasantly playing golf.

Phil: To this point, Atlas was going to make you think that Andrew Ryan was going to be some sort of evil dude out to kill you.

Phil: But in fact, Andrew Ryan is quite calm.

Phil: He then describes that you are actually his son, and that you were kidnapped by his nemesis, Frank Fontaine.

Phil: You were prematurely aged to the age that you currently are, and are subject to his control.

Phil: Now, Frank Fontaine, we find out, is actually someone who was leading a rebellion against Andrew Ryan under the premise of an uprising.

Phil: But in terms of his true motivation, he was actually just motivated for criminal gain.

Phil: He faked his own death, started calling himself Atlas, and then became a civil rights figure to fight against Ryan.

Phil: At that point, Atlas, who's now known as Frank, asks you to kill your father, Andrew Ryan, by using a hypnotic cue that he's been using throughout the course of the game.

Phil: And so he's been saying, would you kindly, along the whole course of the game, in fact, at that point, after you've killed Andrew Ryan, you realize that you're under his hypnotic control.

Tom: And importantly, again, in relation to not so much Atlas Shrugged, but because this is absent suspiciously from Atlas Shrugged, but the Fountainhead, before you kill Andrew Ryan, he gives a speech about the Nietzschean concept of the slave and master.

Phil: Correct.

Phil: And I think one of his direct quotes is, a man chooses, a slave obeys.

Phil: So at that point, you go the rest of the game.

Phil: Frank Fontaine now wants to kill you, of course, because you've done your job.

Phil: A ragtag assemblage then saves you, and then basically you're directed throughout the rest of the game to get your revenge and try and kill Frank Fontaine.

Phil: With the help of the little sisters, these little girls, well, they're not little girls there.

Phil: They're made to look like little girls, but they've got this atom in them, A-D-A-M, which powers the plasmids.

Tom: Well, I think they are little girls, but they've been brainwashed and are also controlled by the atom slug.

Phil: Okay, so we'll probably get back into that later.

Phil: To finish out the story, it ends in basically a boss battle.

Phil: You challenge Frank Fontaine.

Phil: He takes a boatload of atom, turns into this really stupid-looking...

Phil: Actually, I think he's supposed to look like the Atlas statue from Atlas Shrugged at the end of the game.

Phil: And then the game ends and is either a good ending or a bad ending, depending on whether you decide to harvest atom from the little girls or not harvest the atom from the little girls.

Phil: So the plot itself, there's lots of elements in it, but it really comes down to player choice, because you go through the game the first time you're playing it, and you think that you're doing things for a certain reason, but then you find out that actually you're being controlled the entire time.

Phil: Having known the game the second time I played through it, the first time that Atlas says to me, would you kindly, you know, activate the elevator, I said, I wonder if there's an Easter egg in here, you know, so I just sat there, and I didn't do it, you know.

Phil: I just was like, no, I'm going to choose not to.

Phil: I will not kindly activate the elevator, and I'll just wait and see what happens.

Phil: And I expected at some point something would happen, but I think he just keeps repeating himself.

Phil: And there's no other choice.

Phil: I let it sit there for about minutes, hoping that they'd just go, okay, well, I guess this isn't going to work.

Phil: Go back out into the ocean, you know.

Tom: Which is essentially the basis of the majority of manipulation, which is making someone believe that they do not have a choice in something.

Phil: Yeah.

Tom: So that's clearly yet another very deep bit of commentary there from Ken Levine.

Phil: Yes, and Ken Levine didn't say that he was influenced only by Atlas Shrugged.

Phil: He said he was also influenced by Logan's run and by

Tom: Well, how he can have been influenced by I can't really say.

Tom: Other than maybe the time period it's set in or the lack of realism or pointlessness.

Tom: The writing's certainly better than

Phil: Yeah, maybe the pointlessness of it, just the fact that it doesn't really matter what you choose is really only going to, you know, you're going to be doing the playing of fate or of others, I guess.

Tom: I meant the pointlessness of the book itself.

Phil: Oh, okay.

Phil: The plot of Atlas Shrugged by Anne Rand, I'm just going to describe it, not the plot, but I'm going to describe it.

Phil: Basically, a bunch of capitalists decide they're going to destroy the world by removing themselves from it.

Tom: No, no.

Tom: You're missing the first part, and one of the things that makes, I think, the Fountainhead more interesting than it otherwise would have been, which is that it actually begins with a bunch of capitalists deciding they're going to form a trust to destroy the major power in what is clearly a thinly veiled reference to what was the name of the major oil tycoon that was limited in what he was able to do by the introduction of antitrust laws.

Phil: Oh, you mean in the real world?

Tom: Yes, yes, because it begins with basically the standard libertarian interpretation of those events.

Phil: Yeah, okay, so standard oil was established by John D.

Phil: Rockefeller.

Phil: And Rockefeller had, he had vertical integration, which is now illegal, which is, so we don't have to get into that, but the basically is there was a time when you could do absolutely whatever you wanted as a business and you could control it, you could collude on pricing and all the rest of it.

Phil: And a lot of that stuff still goes on.

Phil: And I mean, so basically in the Supreme Court had a landmark case against standard oil, which started to break down the trusts.

Phil: And Roosevelt, Theodore Roosevelt, president, Roosevelt was the trust buster who came in and started, you know, disabling companies from doing whatever they wanted.

Tom: Typical disabled president to disable things, but I think this was his father, not the following one.

Tom: He was just mentally disabled.

Phil: Yeah, Theodore, I've got my own views on him, but FDR was a cousin, a distant cousin of Theodore.

Tom: Have there been any American presidents that are not part of a royal family?

Phil: Yeah, he would get that impression, but I won't waste your time by going into that.

Phil: So, from my perspective, I looked at the book at Leshrugged, and these capitalists that wanted to destroy the world were doing it because they could start to see their power being curtailed.

Tom: Well, as I said, before that, you get the protagonist works for her family business, which is the standard oil version, is standard oil but in the railway business.

Tom: And the competing companies who can't compete with them due to their superior business acumen decide to form a trust and destroy her family's company.

Tom: Following this, capitalists, other capitalists who weren't part of this pro-trust lobbying begin to disappear.

Tom: And as the story unfolds, you discover that they are engaged in a terrorist campaign against the government, essentially.

Phil: The governments of the world.

Tom: Well, it gradually escalates as the story continues due to the creeping nature of communism in the mind of Ayn Rand.

Tom: So if it gets a foothold at all in America through an antitrust thing, within a couple of years, the entirety of the world are ardent communists, essentially.

Tom: So their terrorist campaign moves from being directed at the United States to the rest of the world.

Phil: But the main plot point is basically that these guys want to take...

Phil: They take their ball and leave.

Phil: And basically say, you guys think we're so bad?

Phil: Fine, we'll leave.

Phil: And they go form their own utopia in the Rocky Mountains.

Phil: And the society starts to break down with the absence of...

Tom: But again, and this is what is...

Tom: There is one quality that Ayn Rand has as an artist, and that is she is surprisingly honest.

Tom: And one quality she utterly lacks is imagination.

Tom: So her concept of the book is, and her philosophy, is essentially that any socialist ideals or altruistic ideals inevitably lead to the total collapse of society.

Tom: Now, she can't actually come up with a reason why this is true, either in her philosophy or in her fiction writing.

Tom: And I have had the misfortune of reading, let me count them, one, two, three, four, five Ayn Rand books.

Tom: And not in any of them does she logically demonstrate why this altruism inevitably leads to the problems that she sees it leading to.

Tom: But unlike in her non-fiction, where she just avoids this question whatsoever, or lies by obfuscating it with another point, in her fiction she is honest, and her fiction is written in good faith.

Tom: And so what can she do?

Tom: And I'm not saying that she is necessarily wrong, but her basic concept is altruism inevitably leads to the apocalyptic collapse of society.

Tom: So she has an antitrust thing destroy the biggest company.

Tom: Now, that should be the starting point.

Tom: If you want to demonstrate that this sort of action inevitably leads to this conclusion, what you can't then do is introduce a terrorist campaign that is actively destroying the socialist policies, because the type of terrorism that they are doing is sinking aid ships, destroying social programs, social program infrastructure left, right and center.

Phil: Indeed, in fact, there is a situation where there is industrial farming that the government has set up to stave off hunger, and they completely undermine that.

Tom: Yep, so what we're seeing is not that these things are destroyed by themselves and their own policy, but that they are destroyed by the terrorist campaign of the major businessmen.

Tom: And this is kind of absolutely hilarious to me, because this is, and you don't, it depends on the era, but this is a classic, not a classical liberal, but a classic liberal argument against communism at various times, is okay, fine, so take the example of Vietnam.

Tom: All right, we're willing to accept that all the problems with Vietnam may have been partially caused by the complete destruction of the infrastructure when France said, fuck this, we're going home, and America said, well, if you're not going to do business with us, you're not going to do business with anyone.

Tom: But the very fact that France and America were able to so easily destroy much of the Vietnamese infrastructure is in and of itself a great argument against communism.

Tom: So what we're getting from this libertarian, famous supposedly countercultural and edgy philosopher, is just a classic liberal dumbing down, watering down, I should say, version of Might Is Right.

Tom: And Might Is Right is an actual book and is hilarious and well worth reading and does actually contain that idea and other ideas similar to it, not in a watered down form as it is presented in Ayn Rand.

Phil: Yeah, I've got to say several times throughout the book she undercuts her own story and philosophy.

Phil: And then ultimately when the book ends, it's completely deflating because you are hoping that she was going to wrap it all back up together again and do something great because why else would people always be reading this book and treating it...

Tom: The funniest example of her undermining her own point is the train disaster where she puts all the characters she doesn't like on a train and the scene is just there so that the author can just enjoy killing them.

Tom: But it's also meant to demonstrate how our regulations inevitably will lead to major disasters.

Tom: But what is actually presented in the book is a catastrophic failure of a command structure because there is a massive lack of regulations.

Phil: Yeah, and this goes on throughout the book.

Phil: And yeah, I mean, the characters that they're fighting against, the guys who are lobbying the government and the people in government positions, you know, obviously they're weak, willed people who aren't very competent and all the rest of it.

Phil: They're not sympathetic at all, but they're not the same level of monster as the people who are deliberately tearing apart the society.

Tom: Well, to me, neither of them are in any way sympathetic.

Tom: And this is a really bizarre thing following on from the Fountainhead because in the Fountainhead, I'll get to that in a minute, but just on that point, the entire book feels completely pointless from a narrative perspective because one, the supposedly impressive billionaire businessmen and great entrepreneurs don't do anything interesting.

Tom: The ideas they come up with, the crap science fiction ideas, you don't get to follow them on any journey where they make some interesting discoveries or they're fighting against issues because the book begins with their shit being destroyed.

Tom: So all you get is words of self-pitying whining.

Tom: And the bad characters, that is the average person, well, the one thing you can say for them is they're not so self-pitying as these fucking pieces of shit, but they're in no way sympathetic or interesting either.

Tom: So by the end of the book, I was just thinking, personally, I hope that the socialist world starves to death, then these fucking retards realize that, okay, there's a bunch of several billionaires, and with the honesty of Ayn Rand, this would occur.

Tom: They realize, well, okay, there's several people here, what the fuck are we going to do?

Tom: We're just going to have to go back to subsistence farming, or we won't be self-sufficient and we'll starve to death.

Tom: And so then they either become subsistence farmers and they can't enjoy the freedom of non-subsistence farming to come up with all their wonderful inventions, which they employ the silly masses to produce for them and the government grants to fund their research.

Tom: And they end up starving or living in a state of, I believe Ayn Rand will call it, primitivism.

Phil: Yeah, but if you look at what they did in their own utopia, they did go back to subsistence farming.

Phil: And she made herself subservient to being basically a housemaid for this John Galt fellow.

Phil: So for all of the talk, and that was the other thing that was annoying about the book from a feminist perspective, is for all the talk about how she was so great because she wore pant suits and acted like a man, and that made her a superior feminist, the book spends probably a few hundred pages talking about how utterly sexually addicted she is to three of the main male characters in the book.

Phil: It's pathetic.

Phil: It is absolutely pathetic.

Tom: And the disappointing thing about that again, and we are going to have to get to the Fountainhead, but one of the brilliant things about the Fountainhead is certainly not feminism, but its weird sadomasochistic love triangle is just absolutely brilliant, and the woman at the center of it is simultaneously one of the cruelest sadists in fiction and one of the greatest masochists.

Tom: And it is some sad level brilliance.

Tom: In this, all of the weird perversion is gone, and you've just got a shitty nymphomaniac who falls in lust with these three complete doofuses and spends the entire time self-pitying, whining about how other people have sex without having the same level of passion as I have.

Phil: It's terrible.

Phil: It's absolutely terrible.

Phil: And talking about doofuses, look at John Galt.

Phil: He's apparently this really intelligent guy who is absolutely a creepy stalker.

Phil: Everyone thinks he's so great, but he's spent the last, what, years or so living in some crummy apartment just so he could spy on the main female character and somehow brush against her from time to time.

Phil: It's pathetic.

Phil: Anyway, you talk about sadomasochism, and that's what those billionaires were all doing back in their utopia.

Phil: It's like, oh, what did you do today?

Phil: I learned how to invent this new sort of brass cleaner and look at this brass.

Phil: I cleaned it up real well.

Phil: It only took hours, but I...

Tom: That was definitely your euthanism, by the way.

Phil: Yeah, I did it by my own hand, so to speak.

Tom: I polished my brass by my own hand.

Phil: Yeah, yeah.

Phil: You keep saying we've got to get back to the Fountainhead.

Phil: I thought we were only talking about Atlas Shrugged.

Tom: We are, but also in the context of Ayn Rand, because, and we're also going to go back to the romantic manifesto, but Ayn Rand, to me, as I said, she is very original in some areas, not in her philosophy, because, as I said, in her version of Might is Right, it boils down to the lamest liberal justification for imperialism.

Tom: And that is essentially the most middle-of-the-road, centrist bullshit you can possibly come up with that has been the same shit said in a million different ways since the invention of empire, perhaps since the invention of humanity itself.

Tom: And it gets its edgy versions, like Ayn Rand, for instance, that completely ignorant fuckwits, who have read absolutely nothing divergent in their life, believe is some sort of original edgy shit, because it's saying some basic dogma that they've heard a million times, so they're able to understand it, because they're so stupid, they can only hear stuff they've heard said themselves before many, many, many times, so that's stuck in their head in a slightly different way, and suddenly it's some original amazing thing.

Tom: But Ayn Rand did actually have some slightly divergent and interesting ideas and some original aspects to her character.

Tom: But if you read several books over her career, you get the impression that she is gradually committing intellectual suicide, and Atlas Shrugged, one of her final works, that and Philosophy Who Needs It as well, both of those are particularly in Atlas Shrugged, because she is at no point a good faith non-fiction writer to a large degree, not necessarily because she is being deliberately bad faith, but because she is such a poor writer and such an even worse philosopher.

Tom: But if you read The Fountainhead, The Fountainhead is essentially exactly the same themes, a very similar plot as well, but it's about a sculptor.

Tom: And this sculptor is a tortured genius who wants to go his own way against society and just build what he wants to build.

Tom: And in this book, which I think reflects very badly on Bioshock, there is a character called, I think, Gail Wyman.

Tom: And Gail Wyman is this great newspaper tycoon who is the antagonist of Owlsworth Tooe, who is a socialist architecture critic who has plans of world domination.

Tom: That's right, he is a socialist architecture critic who has plans of world domination.

Tom: And doesn't this already sound a million times better than Atlas Shrutt?

Tom: But it does.

Tom: But Owlsworth Tooe is a genuinely interesting character, and he is the major evil character.

Tom: And there are genuine bits of not socialist philosophy or thought, but certainly socialist aesthetics and commentary styles in him, unlike anything socialist in Atlas Shrutt, which is in entirely the fantasy of a paranoid capitalist.

Tom: But so you first of all got a antagonist and a dangerous power who is a character written as complexly as everyone else, whereas the socialist characters in Atlas Shrugged, they have like the brother of the protagonist.

Tom: He has absolutely no philosophical ideas whatsoever, and that's the point of him, which is libertarian projection, because libertarians take their names from the original libertarians, which were socialists.

Tom: So if you're putting in as a libertarian a socialist character, and you are going to be completely dishonest and not bother to attack the ideas of socialism, which should be precisely what you're attempting to do, what you're going to end up with is pure projection.

Tom: So you end up with someone who has no ideas of their own and just lives their life attempting to get ahead as much as possible, which is what the average libertarian ends up simply defending.

Tom: And by this time, Ayn Rand had degenerated to being your average milquetoast libertarian.

Phil: Yeah, I did get the sense that she was committing philosophical suicide in this book, and it's shocking to me why so many people who were interested in the early internet are going to be libertarians, because, you know...

Tom: And I was going to preface this whole discussion by saying that one of my best friends at GameSpot is and was a...

Tom: I don't know if he still is, but he was a libertarian.

Tom: And he actually recommended that I read The Fountainhead and Atlas Shrugged, and lots of people say, this is a book you should read in your youth, and I think I was still a teenager then.

Tom: And so I borrowed them both from the library.

Tom: I read the first sentence of both of them and laughed profusely and decided if I were to read this, I would soon not be friends with him.

Tom: Not because I would not want a libertarian friend.

Tom: I couldn't care less what my friends believe, which I don't know if that came out right.

Tom: But because if I made any comment on the book, he would immediately disown me, because I had previously read and I had described to him precisely why contains no connection to reality whatsoever.

Tom: And therefore, as a supposed warning of where society may potentially be headed if things go wrong and you let totalitarianism take hold, it's a complete and utter failure and is at best going to have the effect of making people needlessly paranoid and frightened.

Tom: And if something is going to allow totalitarianism to take hold, that's kind of the basis of totalitarianism control, and most control is fear.

Tom: So it's probably not a good idea to hold this up as a great book to read if you want to have, develop some sort of political autonomy given that all it offers you is a nightmare scenario that bears no relation to any workings of politics whatsoever.

Tom: There are a couple of lines in it that may be good as a basic commentary on certain aspects of fear control, such as, for instance, the object of torture is torture, which is to say the object of torture is not to get information from anyone as anyone who tortures people will tell you it is.

Tom: But beyond basic lines, it's complete trash, and this nearly ended the friendship.

Tom: So it was clearly advisable not to read The Fountainhead or Atlas Shroud so as not to destroy a friendship and also waste or hours of my life.

Phil: So what I was saying is that everything that was foretold in that would come about because of a totalitarian state has come about and ultimately existed in quite the reverse.

Phil: It's come from liberal, free enterprise democracies.

Tom: I believe the term is inverted totalitarianism.

Tom: But the interesting thing is, and again this is potentially very dangerous grounds for a games podcast, but fascism is actually the...

Tom: inverted fascism would be a more accurate description because fascism structurally is essentially defined by an alliance between the state and the cooperation with the state being the more powerful partner between the two.

Tom: And one interpretation of many societies today would be an alliance between corporations and the state with the cooperation being the predominant partner.

Phil: Yeah, I definitely agree with that.

Phil: If you could look at the military-industrial complex and say perhaps that would be the ultimate play out of that.

Tom: Well, any military, as long as it isn't a complete crap one, due to the massive power it inherently holds is always, by default, a major partner in the power of any society.

Phil: Okay, so when you were talking about liberals before too, you were talking in the traditional political sense, not meaning the American sense, which would be a leftist.

Phil: You were talking about the concept of liberalism.

Tom: I'm talking about in the traditional sense.

Tom: In the American sense of liberal, it would be a rightist, but in the American sense of leftist and rightist, it would be a leftist.

Phil: Yeah, and I think that was important to point out because most of our listeners are in the United States.

Phil: When we talk about liberals, we're not talking about leftists.

Phil: We're talking about people who are promoting individual rights and free enterprise and democracy.

Tom: Correct, yes.

Tom: Leftists in America would be one of the groups that would reject that justification of imperialism and argument against left-wing societies, being that they don't necessarily have the military power to defend themselves.

Tom: Which is an interesting point, because it then means you need to either conclude that the Soviet Union was not a leftist society or that in fact a leftist society can defend itself from the greatest military power in history.

Tom: So it's not a logically consistent argument.

Phil: No, it's not.

Phil: The thing that gets me back to libertarianism, and again, I'm very sympathetic to it.

Phil: I'm sympathetic to most political persuasions, but...

Tom: I like them all.

Phil: Yeah, and I do as well, and a lot of people I know have been libertarians.

Phil: But I just want to know why libertarians and why someone like Alan Greenspan would promote or hold up Atlas Shrugged as anything to do with libertarianism.

Tom: Well, if you listen to Alan Greenspan, I can...

Tom: and this is going...

Tom: I mean, this is either going to show that I'm a complete moron, or Alan Greenspan is a complete moron.

Tom: But it makes perfect sense that libertarians and Alan Greenspan or any other major proponents of the Fountainhead would choose the Fountainhead over Atlas Shrugged as they go to biblical text, because they're either extremely stupid or they want an extremely stupid market, and they want people who they can easily manipulate, again, either because they're genuinely stupid, so they think that this terrible argument makes any sort of sense, or they want to use this against people that they believe they can control.

Tom: And Alan Greenspan, well, it could go either way.

Phil: Wait, did you just call him Alvin Greenspan?

Tom: Alan, no, no, I said Alan.

Phil: Because that would be funny.

Tom: That's not a joke, because the fountainhead, other than its great length, and that is perhaps an attractive part of it, if you want to believe in its ideas, it gives you, it doesn't give you the actual ideas, it gives you a fantasy of those ideas, which are beyond critique because they are not based in reality.

Tom: And it presents you arguments against them that don't actually exist.

Tom: They're entirely invented by someone who believes in the idea that they're arguing against.

Tom: So they're obviously bad arguments against it.

Tom: And the only difficult point is, again, that Ayn Rand is an honest artist.

Tom: So all the issues in terms of the plot and the narrative occur.

Tom: But most people that want to read this story that is presenting their ideas, they're just going to ignore that, or they're not going to be literate enough to notice it, or because it's pages, they're not actually going to read the whole thing.

Tom: So they're not going to find out that the reason this socialist society collapses is because of the capitalist terrorism destroying.

Phil: I think it's going to be the latter.

Phil: I think a lot of people are just going to read the Cliffnote version of the book and basically assume that the message of the book is that big government is bad.

Tom: And that's why, again, people like Alan Greenspan can promote the road to serfdom, even though the road to serfdom is utterly against to % of Alan Greenspan and libertarian politics.

Tom: But the Reader's Digest version excluded all of the parts of that book that contained any reference to the responsibilities of the state to society.

Phil: Wonderful.

Phil: We've solved that, then.

Phil: So basically, people say that this book is great if you're a libertarian basically because they haven't read it.

Tom: I think that's the only flattering way we can reach any sort of conclusion as to why.

Tom: But back to the Fountainhead again.

Tom: As I said beforehand, it has a fully developed socialist antagonist.

Tom: More important than that and much more impressive, and it's a response to the basic criticism of Ayn Rand, which I think isn't a fair criticism, of this is just Nietzschean master-slave dynamic because it isn't.

Tom: If that were the case, then the billionaires wouldn't have run away to form their little society because they couldn't master anyone.

Tom: And in the Fountainhead, there is a character in the book to symbolise this point, and that is Gail Wyndon the...

Tom: And he is an example of where Ayn Rand's and libertarianism can go wrong, where rather than it being the pursuit of selfish fulfilment, and that means fulfilment that does not rely on anyone else, which is usually ignored by any critics, including Bioshock and why they moved to the master-slave dynamic, where fulfilment is through the.

Tom: Domination or the submission to other people.

Tom: And so it can be fulfilment both for the master and the slave.

Tom: It's not just fulfilment for the master, it's also fulfilment for the slave.

Tom: Here she demonstrates relatively coherently why if you supposedly follow selfish ideals, but you base your power not on what you're able to do by yourself, but what you're able to do by dominating and relying on other people, as Gail Winan does, you're not really being a proper objectivist, and you in and of yourself do not have great power.

Tom: And that's perfectly logically consistent in the book, and he fails logically due to his control being based not on his own power, but on his control of others.

Tom: So when it becomes more useful for the people under him to follow a greater political power, they leave in a logical fashion.

Tom: So that's a, I think, perfectly coherent response to the standard argument against objectivism like you see in Bioshock, which is basically just master-slave dynamic.

Tom: But even in The Fountainhead, where it fails, and my major issue with objectivism, and I think it is because there isn't an answer, because if you bring it into politics, because they will not move to any sort of anarchy or even a new basis for current paradigms of laws, they merely want to continue with the current law, which is based predominantly on property rights, and that is where modern law begins, not so much the Magna Carta, but more so the enclosures.

Tom: Because they want to use that as the basis, they can't come up with a logical, justifying reason for this.

Tom: And this fails again in The Fountainhead, because at the end of the book, the protagonist destroys the perversion of his great masterpiece.

Tom: He built it on a government grant.

Tom: It was basically he was building a public housing establishment.

Tom: And that wasn't the perversion.

Tom: A lot of people also like to criticize Ayn Rand for accepting social services at the end of her life as hypocrisy.

Tom: But she wrote that she was % for people against social services, accepting social services, but against people who were for them because for those people, because they were for the stealing of other people's property, it was theft, whereas because they were against the stealing of other people's property, it wouldn't be theft, but it would be them accepting money they were owed for the money that had been stolen from them through taxes.

Tom: Wow.

Tom: That's logical to me.

Tom: I think that's fair.

Phil: I was wondering where you were going with that, but yeah, when you finished that, it was like, all right, it's pretty small-minded, but you know, if you got...

Tom: It's very petty, but it's logically consistent.

Phil: Yep, yep.

Tom: So that's perfectly fair.

Tom: And again, another bad criticism of Ayn Rand is that...

Phil: Speaking of criticisms of Ayn Rand, you've said that she's a poor writer, and I don't have the...

Phil: Yeah, she's a poor writer.

Tom: You don't need to have any knowledge of writing to know she's a bad writer.

Tom: Basic example.

Tom: Atlas Shrugged is pages long.

Tom: She wrote Anthem, a, I think, or perhaps even less than that page, novella.

Tom: Now, the plot of Anthem is quite literally identical to the plot of Atlas Shrugged.

Tom: And the events that occur in Anthem are with less characters, essentially identical, and it also takes place basically after the socialist thing was already in power, but other than that, it's basically identical.

Tom: And if the plot began afterwards, it would make no difference anyway.

Tom: Again, pages or less, identical plot at the shrugged, pages, identical plot.

Tom: And Anthem is better written as well, not coincidentally due to the length.

Phil: She needs an editor more than she needs writing classes.

Phil: I think with most people, you'd go, okay, yeah, that's good.

Phil: You go out and write your pages.

Phil: But like, I am an amateur, and I could go through her work and cut out probably or pages, maybe not that much, but you could cut a fair bit out of it, and it wouldn't be that bad.

Tom: Well, I think you need to cut out the book entirely because she's writing a book she wrote better.

Tom: That's by far her best fiction piece.

Tom: And if you want a more detailed exploration of her philosophical ideas, there's the Fountainhead.

Tom: This is Atlas Shrugged, only exists because in those books, she took her ideas seriously, and you can read that, and you can attack her ideas.

Tom: In Atlas Shrugged, you can't read that and attack her ideas because there are no ideas in it.

Tom: You can just point out how the plot is fucking stupid and undermines her own point.

Tom: But her points aren't actually indicative of any ideas.

Tom: That's why she wrote it, because she was afraid that her legacy would consist of ideas that could be attacked.

Tom: But back to the Fountainhead.

Tom: That is a failure, ultimately, because he builds this thing, everything goes swimmingly.

Tom: He builds it in the shadows using the artist who could potentially have been a good artist, but decided to instead bow to societal trends and societal pressures and did not take his art seriously, and so fucked up everything, fucked up his career as an artist.

Tom: Again, this logically plays out, so that's all fair, but he still has, due to being a shit artist who sells out, he has some social capital, so he uses him, but he nevertheless goes down in the world.

Tom: But to reinvigorate his career, they make a deal that, I think it's Rourke in this book, will build this government housing as his masterpiece, but use the other dude's name.

Tom: Couple of problems.

Tom: One, everyone is floored by how great this work of architecture is.

Tom: That's the first issue with this idea, because for most artists who do follow such a career path, they'll either never be well loved, or if they do, it's very unlikely to occur in their lifetime.

Tom: The two greatest artists in history in my mind are William Blake and Emily Dickinson.

Tom: And one of them was a joke in his lifetime, that being William Blake, and the other one was so disgusted by the publication process that she published nothing in her lifetime.

Tom: And when she did get published by her family members and was exposed to the public, her stuff was destroyed and introduced to the public in a mutilated form.

Tom: So even when she was immediately exposed and got some credit as a mediocre, generic female versifier, it was not for the right things.

Tom: Then when she started to get some credit during the feminist movement, it's questionable whether much of it is a fair appraisal of her work or not.

Tom: And in the case of William Blake, again, he was adopted by the romantics, and there are certainly romantic parts of his art, but in all romanticism, no matter how religious it is, it is very much an atheist religion, and you cannot get a more mystical version of Christianity than William Blake other than stuff in the Bible itself.

Tom: So even when you get to, I think, the greatest examples of rauc in reality, neither of them are exactly popular names loved by the average man on the street, and in the circles where they do get major credit, it's often for questionable reasons.

Tom: So that's complete nonsense.

Tom: The second issue is even William Blake, who believed that artists who were great artists such as himself deserved to be treated as kings and whose dream was to decorate the greatest cathedrals in the world like the Renaissance painters.

Tom: Incidentally, his hero, Michelangelo, was a shit painter, hated doing the Sistine Chapel, but was nevertheless a great sculptor.

Tom: He had questionable taste in art, but he was shat on in his lifetime, thought to be a joke, and he nevertheless, in spite of all that, fundamentally believed the most important thing was that he successfully did his art to his own and God's, what he believed was merit.

Tom: Now, that's what the character of Rourke does, but he's only justified in the book by the fact that his work is liked and the fact that the people don't like it, don't like it just because they don't understand it or they're jealous.

Tom: Fuck off.

Tom: That is the most merely mouth, disgusting, sniveling, bullshit interpretation of someone willing to ignore society.

Tom: Fuck off.

Tom: Secondly, so other than a moral disagreement there, the book also fails because he blows it up, and he's caught as the terrorist who blew the shit up.

Tom: And he goes to court, he defends himself in a hilarious scene of self-defense.

Tom: His argument, justifying self, has many problems, but it's too complicated for me to go into.

Tom: But you can push that aside.

Tom: What do you think happens at the end of this tortured, misunderstood genius defending himself in court after blowing up a newly built public works?

Phil: That the judge agrees with him and sets him free?

Tom: Yes, the jury finds him not guilty.

Tom: And again, objectivism that supposedly bases itself not on arbitrary power, but on the individual's own power, cannot even justify a fucking artist without the law.

Tom: If that book ended with him being arrested, sent to prison for ten years, he's like, fuck this, I'm going to study, I'm going to meditate, I'm going to do push-ups a day.

Tom: When I come out, I'm going to fucking drag a granite block like that fucking French motherfucker who literally built a castle in France while he was a postman, you motherfucker!

Tom: And the world can suck my dick!

Tom: Then that is a brilliant work that justifies itself.

Tom: Instead, no, gotta have the law.

Tom: Fuck off.

Tom: Fucking failure.

Tom: Objectivism, you fucking suck.

Tom: You are the most disgusting perversion of what you claim to be because you are invented by a fucking coward!

Tom: Bullshit!

Tom: Fucking bullshit!

Phil: Yeah, I think it's sad that I was able to predict how that would go.

Phil: And the fact that it...

Tom: In reality, you get fucking postmen building castles in France for their own gratification.

Tom: Yet an objectivist who has a career as a hackwriter cannot have that occur in fiction, which is meant to occur in an idealized world.

Tom: And again, it's the same thing.

Tom: She is too much of a coward to not have justification outside of herself, so she has to go to the law.

Tom: And it's the same in her politics.

Tom: She won't come up with a logical political argument for what a libertarian society would look like, so all she can say is, it is a society based on property rights defended by the army and the police.

Tom: Well, that is a military dictatorship.

Tom: And that's not meant to be a comical argument against objectivism.

Tom: That's literally what libertarians describe their ideal society as being.

Tom: Is it not, as far as I'm aware it is?

Phil: Yeah, it is.

Tom: And there's no other way to describe a society that bases itself on property rights justified by defence, by the military, and by the police, with no recourse to law other than your property.

Tom: That's essentially how most military dictatorships work, without any exaggeration.

Tom: And again, libertarianism to me, I don't have any sympathy for libertarianism, because it has reached new levels of cowardice due to its political correctness.

Tom: Now, in Ayn Rand Day, she didn't beat around the bush.

Tom: She bases it on property rights.

Tom: Well, property rights begins with the enclosures.

Tom: The enclosures aren't really relevant to America, but they've got a little bit more of an even awkward beginning of property rights, because property rights begins for Americans with the idea that Indians don't have property rights.

Tom: Now, why don't Indians have property rights?

Tom: What is the objectivist answer to this and the libertarian answer to this, which they won't ever say?

Tom: What is the answer to this?

Phil: You're going to have to tell me.

Tom: The answer to this is that the primitive Indians, not being human beings, did not have a concept of property rights.

Tom: And it's a bit of circular logic here, because to be a human being, you have to have no conception of property rights.

Tom: So therefore, you can do anything to those people, and they're outside of the law, because they aren't people.

Tom: So therefore, Indians weren't humans, because they didn't have property rights.

Tom: But even this, they're willing to at least admit the reason, but it's, as in Australia, for instance, you can maybe, you may be slightly more knowledgeable of Indian law, but it's questionable, because as far as I'm aware, Indians did have a concept of property ownership.

Tom: Some of it was collectivist, but collectivist ownership is a conception of ownership, and therefore property rights.

Tom: But in Australia, we were able to, in Victoria, quite literally have some of the land purchased, and from my knowledge of American history, a lot of stuff was bought from Indians.

Tom: Now, I don't know if it's possible to buy something from someone without them having a concept of ownership.

Tom: It seems to me that that would be logically impossible.

Phil: To buy something without a concept of ownership?

Tom: Yes.

Tom: I don't see how I'm capable of selling something to you if I don't have a conception of ownership.

Phil: Yeah, I'm just thinking about digital distribution in video games, and Spotify, and that sort of thing, where people have sits.

Tom: Well, the reason they need to hide stuff in their eula is that you have a concept of ownership that doesn't agree with theirs.

Phil: That's true.

Tom: But anyway, the point is, again, on the basic point, this concept that is supposedly based on fearless individuality cannot justify itself outside of an arbitrary collectivist point, and even in its most idealistic works, such as Ayn Rand.

Tom: And look at what the billionaires did.

Tom: They didn't piss off to do their own things on their lonesome.

Tom: They pissed off to create a fucking little utopian society.

Phil: Yeah.

Tom: What?

Tom: What?

Tom: I don't fucking get this.

Phil: I mean, it just continues.

Phil: She just continues to undercut and undercut and undercut.

Phil: The book makes no sense.

Phil: I don't see...

Phil: Well, again, we've already figured out why it was so popular and why people still read it.

Tom: And the last thing I have to bring up on why the writing is bad is, have you read any Soviet realism?

Tom: Sorry, socialist realism, because it's not a Soviet thing.

Phil: I don't know if I have or not.

Tom: Well, I bet you have, because surely you've read John Steinbeck.

Phil: Yes.

Tom: What about Jack London?

Phil: Yes.

Tom: They're both great exponents of the socialist realist style.

Tom: And again, what is this stupid strawman fantasy nightmare?

Tom: John Steinbeck, quintessential American socialist, one of the most important socialist authors ever, one of the most important American authors ever, one of the greatest writers about entrepreneurship and individuality.

Tom: What he believed was his masterpiece and most important book, and he's also one of America's greatest Christian writers, which is about a biblical tale.

Tom: He spends multiple monologues dedicated to the righteousness of entrepreneurship and individual genius, and that individual genius is what drives innovation and new inventions.

Tom: Again, why are you attacking Strawman?

Tom: And you're not attacking his socialist ideas either, but that's beside the point.

Tom: I bring them up because socialist realism is essentially defined by silly monologues and fetishization of the working classes that is, even when it's written by working class people, at least when it's written by working class people, you get a lot of dickheads who work in class, but it nevertheless fetishizes them.

Tom: They're all basically, what is the book where someone takes a female wraith off the streets, teaches her to speak well, and she joins high society?

Tom: Basically, if it's written by a working class person, socialist realism, all the characters of the working class are like that.

Tom: If it's written by a non-working class person, then all the characters have already been transformed into the nice-talking upper middle class person that the author actually loves.

Phil: Yeah, it's patronising.

Tom: But other than that patronisation, there's also a strong trend of self-pity and whining throughout all these books.

Tom: Less so in John Steinbeck's less immediately socialist work.

Tom: So in Grapes of Wrath, there's lots of self-pity throughout.

Tom: But at least in that, it's narratively justified and it feels like it is coming from the characters rather than the author, because John Steinbeck in his own conception of the world is consistently joyful regardless of the circumstances, so he can get away with it.

Tom: But Ayn Rand being Russian, where this originated, really ratchets that up, so the entire thing consists of this nonsense.

Tom: And she's on the level of Gorky to me, and she basically writes Gorky novels, except unlike Gorky, she has only one talent and is an artist, which is honesty.

Tom: Gorky has the greater talent as an artist who writes propaganda, which is dishonesty.

Tom: So if you read a Gorky book, it's going to make sense and produce a convincing argument for something that may potentially be untrue rather than an argument that shows why your shit is nonsense if you even have something to argue for.

Tom: But to me, it is hilarious that this fucking cunt flees Soviet Russia.

Tom: And by the way, there is no greater argument against the Soviet rule of Russia and perhaps even communism itself.

Tom: But one, they emancipated women so that women could go to university.

Tom: And they get fucking morons like this going to their fucking socialist universities.

Tom: Could she have gone into a university that had any sort of standard for picking quality, such as they had to be male or not potentially retarded?

Tom: No, so there's one great argument against communism in a non-communist society.

Tom: Ayn Rand ain't going to university.

Tom: Ayn Rand, once her father's business fails, ain't getting into the middle classes and writing this shit, one hopes anyway.

Tom: Because there are ways around that in any society, unfortunately.

Tom: But she is a perfect hack, socialist, Russian Soviet realist writer that ticks all the boxes for it from the self-pitying to the crappy realist writing that isn't like John Henry.

Tom: What's his first name?

Tom: Another most important American writer.

Tom: Henry James, sorry.

Phil: Yep.

Tom: Yep, one of the preeminent realist writers, because all great realist writers has a prevailing mysticism or surrealness to it.

Tom: So Kafka could almost be described as a realist writer as well.

Tom: But in Soviet realism, they replace that with self-pity and the political monologue rather than the interior monologue.

Tom: And that's essentially what Ayn Rand consists of.

Tom: So this dumb fuck goes to America, where she had the freedom to write in a different style that wasn't this shit, and no, she could not take the communist out of herself and remain a communist in America, which again is why she's popular among libertarians, who as I said, are at their core, collectivists who are such frightened little war flowers that in a place like America where individuality is valorized, they can't admit this, they've got to go into bat for individuality, but they're not actually individualists, so it all goes a bit wrong.

Phil: In what way?

Tom: I described that earlier because none of their justifications for individual power or individuality are based on anything that isn't collectivist.

Tom: They always have to have recourse to the law, or popular opinion and so on and so forth.

Tom: Which as described in the character of Gail Winand, is not individualist.

Tom: But I think that is everything that can possibly be said about Ayn Rand, and we are in hallowed company because I have only seen, encountered one other instance of games criticism commenting on Bioshock that has had any exposure to Ayn Rand.

Phil: Am I glad that I read it?

Phil: I'm glad to have read it because it deflates, it deflates the myths that surround the book.

Phil: And after reading it, I then started researching, by accident, the creation of the Federal Reserve Bank in the United States.

Phil: There's a podcast called Congressional Dish, which has an episode about the Federal Reserve, that if you are feeling good about life in general, I'd encourage you to listen to, because it's deeply depressing.

Tom: The Federal Reserve, the libertarian, the most hated libertarian project, staffed yet staffed by libertarians.

Phil: Yeah, you've got to listen to that podcast.

Phil: It's a good prep just for knowledge of the Federal Reserve in any case.

Tom: My experience with reading books like this is the complete reverse to you, because to read something that is so venerated, like Ayn Rand's Body of Worth, and is so influential, and one of the touchstones of, at least it's completely dismissed by philosophy itself, but is one of the touchstones of popular philosophy.

Tom: Reading things like this, and it's not just this, I've read a lot of books recently unfortunately, my reaction is the opposite.

Tom: I would rather not discover that somehow, nonsense like this, people venerate and believe is some illuminating and enlightening text.

Phil: Yeah, I know.

Phil: If it was so easy as to be able to watch movies that were venerated, like I would have loved to have spent two hours with this book and gotten the same thing out of it as having seen some, you know what I'm saying?

Tom: You can apply this to political figures as well.

Tom: For instance, read something by Mussolini, an eminently successful politician, and you read his writing, and okay, he's just a dickhead dude, bro.

Tom: He understands how power works, but that's basically the only thing he understands.

Tom: And the same, I'm sorry to say, to communists, because in communist circles, they don't really differentiate between politicians and intellectuals, whereas in fascist circles, they do.

Tom: So no one's reading Mussolini and thinking this dude's someone with ideas who we need to pay attention to.

Tom: But in communism, perhaps due to its collectivist ideas, if you've written something and you're in politics, you're of note.

Tom: Lenin, for instance, and Lenin, in his defense, was also capable of describing how political power works.

Tom: So he's certainly on another level to Mussolini.

Tom: But I'm not sure he had any idea of what the fuck Marx was talking about.

Tom: Let me put it that way.

Phil: No.

Phil: For the last two years, I've been trying to read as many primary documents by Mussolini, Mao, Marx and Lenin as possible.

Tom: Mao is hilarious.

Tom: I'm not sure he understood how anything worked.

Phil: Which is the amazing thing when you get into Mao and Mussolini.

Tom: He is...

Tom: Mao...

Tom: I don't understand why Mao isn't the hero of the current ridiculous internet political movement, because he is the ultimate troll.

Tom: This is a man who literally told his people that they needed to revolutionary attack his own society.

Tom: Then when they started doing this, he was told by...

Tom: as the revolution started to take place and undermine his political power, he was told by his underlings that...

Tom: we should probably put a stop to this, because we're actually in power, and we're trying to cause a revolution.

Tom: And due to your wonderful rhetorical skills, he certainly did understand how rhetoric worked, actually.

Tom: That's one thing.

Tom: We'll lose power, because you started a revolution.

Tom: It's beautiful, and that is...

Tom: I can't think of something that is any closer to political meme culture than that.

Phil: Well, thank you very much for this discussion.

Phil: I don't think that we can really lend much of the works of Ken Levine to Atlas Shrugged other than the aesthetic.

Phil: Don't you think?

Tom: Well, that's what we have to end on, because is it in any way a critique of Atlas Shrugged or any of Ayn Rand's works?

Tom: And I would have to say no, because it falls into the same trap that any crappy argument against these ideas does, which is it thinks it's Nietzsche, and it is not Nietzsche.

Tom: It is fundamentally opposed to Nietzsche.

Tom: It falls into the collectivist trap through a completely different other way, and Nietzsche doesn't fall into the collectivist trap, because Nietzsche isn't trying to avoid it.

Tom: Again, Stephen Hicks, you fucking idiot.

Tom: It's not a gotcha moment when you claim that Nietzsche is a collectivist, because at no point does Nietzsche fucking reject collectivism.

Tom: So what the fuck are you meant to have discovered, you moron?

Tom: And Nietzschean philosophers don't fucking deny any of the shit you supposedly discovered.

Tom: And that's another objectivist, by the way.

Tom: But it falls into that trap.

Tom: The one interesting thing I think that it does do, which is that it sees, because I see comments all over the place, well, this isn't a fair criticism of a libertarian society, because what happened in Biosoc is they weren't allowed to compete with one another, because Andrew Ryan crushed his competitor for pay by introducing anti-competition laws.

Tom: Well, that's actually true to what happens in the beginning of Atlas Shrugged.

Tom: So as kind of stealing from the plot of Atlas Shrugged, I think it does it better than I expected it to, because it does before the events of The Game, what has happened is that the utopian society hasn't been destroyed by the Nietzschean dichotomy, power, this power thing, but has been destroyed by the antitrust laws which Ayn Rand herself saw destroying a libertarian society, which she believed America to be in its halcyon days.

Tom: So I think it's true to the book in an interesting way.

Tom: And if you take it not as critiquing Ayn Rand from an ancient perspective, but just including it as a related idea, I think it, having read Atlas Shrugged and considering it like that, I have actually slightly more respect for Bioshock than I did beforehand.

Tom: And certainly Ken Levine is in one sense, in terms of theme, a worse artist than Ayn Rand because he has no thematic qualities whatsoever, but he is aesthetically completely insane in a fascinating, fascinating way.

Tom: So they're probably equal artists where they both have one quality that if you want to waste hours on reading something that is ultimately completely hollow and shit, or if you want to read something that undermines its points fundamentally in the end but is otherwise an interesting exploration of its ideas like the Fountainhead, is worth it nevertheless because they do have genuine qualities or rather a genuine quality each as an artist.

Tom: And the best thing that you should read by Ayn Rand, because Ayn Rand is a absolutely hilarious critic, and that's basically her level of intellectual understanding, he says on a Games Criticism podcast.

Tom: That's basically her level of intellectual understanding is as a art critic.

Tom: Read The Romantic Manifesto.

Tom: It is not a manifesto.

Tom: It is basically a collection of her literary criticisms, and many of them are absolutely hilarious.

Tom: And because they're just criticism, she's sometimes great and invective and very funny when all she's doing is writing a review, which is basically the easiest level of writing.

Tom: And if you can't do that, and people in games writing apparently can't do that, I don't know what to tell you, but even Ayn Rand can do that.

Tom: So read The Romantic Manifesto if you want to read Ayn Rand, because that is very funny.

Tom: And if you have to read her fiction, Fountainhead has some things good about it, but is ultimately failure, so I wouldn't recommend that.

Tom: Anthem is basically Atlas Shrugged, condensed into two hours.

Tom: So if you want to waste your time reading one of the seminal texts of American intellectual insanity, just read Anthem and tell people you've read Atlas Shrugged, they won't know the difference, because they're fundamentally the same.

Tom: And they probably haven't read Atlas Shrugged either, but they won't have read Anthem either, so you will be less of a poser than they are.

Phil: And I would suggest that if you haven't played the Bioshock games, just play Bioshock and tell everyone that you've played all three games, and that the third one sucked, and they'll believe you as well.

Tom: Yeah, but they may not if you say that, because that's becoming more a popular opinion, but still not a popular opinion.

Phil: Really?

Tom: Yeah, but it's still Infinite and Bioshock are the two good ones, I believe.

Phil: Yeah.

Tom: And The Nervous Den.

Phil: Well, we liked Bioshock before it was cool to like Bioshock

Tom: And it still isn't cool.

Phil: No, it's not.

Phil: I think we have to call it a show.

Tom: We do indeed.

Phil: So, with that, thank you for the final episode of The Page Under Podcast, and episode of The Game Under Podcast.

Phil: I thought perhaps, if I could just give you some notes, I thought perhaps your presentation was a bit subdued, so we might have to find some other topics to talk about in the next show that you can get animated about.

Tom: Well, we will be going into Call of Duty, Modern Warfare Final Impressions.

Tom: And there is a lot to unpack politically about that game.

Phil: All right, well, I'm actually going to...

Phil: I'm thinking of trying to replay Modern Warfare, and I'm not sure whether...

Phil: I know you're just going to slap your head.

Phil: I don't know whether to buy Call of Duty Infinite Warfare, or Infinite Wars or whatever it's called, because it has the remastered Modern Warfare on there, or if I should just play Modern Warfare on the Xbox and I think we both know the answer to that, because otherwise I'll still be downloading by the time we record our next episode.

Tom: What I would suggest is, buy the remastered version, install it, and play the original version, because then you can, at a later date in the future, play the newer game, without having to sit through it installing.

Phil: Yeah, yeah, that's true.

Phil: Oh, I could be playing the old game while the other one installs, but something tells me that that will still be...

Tom: I think the old one will also have to install.

Tom: Really?

Tom: Probably.

Phil: Okay, well I already have the old one on the disc, so it should go pretty quickly.

Phil: Okay, so with that, that's the end of the show.

Phil: We'll see you next time.

Phil: Bye.

Game Under Podcast 115

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

Intro
0:00:08 PageUnder Podcast
0:00:34 Typhoid Mary Plagiarism

Feature
0:03:00 Tom's PC Build, Final Update
0:04:30 You say Bios, I say BIOS.
0:05:55 MSY and Consumer Law
0:09:08 Hot Hot Hot
0:23:41 First Impressions of Windows 10
0:29:30 What Games did Tom Install First (and ray Tracing)
0:37:33 Manuals and Gew Gaws
0:41:40 Epic Games Store First Impressions
0:47:46 Xbox Gamerpass First Impressions
0:53:33 Streaming Over Wifi

First Impressions - Call of Duty Modern Warfare (2019)
0:59:57 Preamble/ PC Controllers/ Forza
1:08:05 Respawn
1:09:35 Throwing Shaders
1:10:25 The First Level, and Dick Cheney
1:17:50 Level Design
1:23:19 Guns

Final Impression
1:32:57 Neo Cab - Notes Left Out of the Review on Gameunder.net

Sky's the Limit
1:39:00 That Game Company's MMORPG (Sky for iOS) Continues to Improve

Transcript
Tom: Hello and welcome to episode of the Page Under Podcast, Australia's premium vegan book podcast.

Tom: I am Tom Towers, and I am joined by the bibliophile Phil Fogg.

Phil: Hi, everyone, and welcome to episode of The Game Under Podcast.

Phil: Podcast.

Tom: We're coming to you coast to coast.

Phil: With our pod of game-undering.

Phil: Well, this is obviously Australia's premier, longest-running video game podcast.

Phil: I am, of course, your co-host, Phil Fogg.

Phil: Hello, Tom.

Phil: So we're finally going to do it.

Phil: We're finally going to get down to our Bioshock Atlas Shrugged Book Club.

Phil: This episode.

Tom: That's what we're claiming.

Phil: We gave the listeners one more week to finish Atlas Shrugged, which I think is a -page book.

Phil: We disputed that a while back, but I'm pretty sure it is.

Tom: You claimed it was pages.

Phil: No, no, no.

Tom: I corrected you that it was close to

Phil: Yeah, it just feels like

Phil: Before we get into that, you've been continuing to play Call of Duty Modern Warfare.

Phil: But the one thing I'm most happy to be not talking about is Death Stranding.

Phil: I've been listening to various podcasts and reading reviews of Hideo Kojima's game, and the conversations about the game are absolutely painful.

Phil: So we've picked a good week to talk about Bioshock and Atlas Shrugged.

Tom: The game itself looks absolutely fascinating to me.

Tom: And a lot of people are rather apprehensive about it, but to me this looks like potentially the game we've been waiting for from Kojima after the creative difficulties he was facing in having to make Metal Gear Solid after Metal Gear Solid after Metal Gear Solid.

Phil: Yeah, he had to get it out of his system.

Phil: I think if this had been a game from Platinum, like if he had been able to be unable to make a game at Platinum Studios and it'd be a game with less attention, it probably would have been healthier for him because I'm not quite sure where he's going to go after this sort of response.

Phil: But I think for the most part, there's been a lot of perfect scores for this game.

Phil: So he'll probably be okay, but I just don't think his games are going to sell anywhere near the magnitude that he had, obviously, with Konami behind him.

Tom: And the franchise of Metal Gear Solid.

Phil: Which he built with his reputation, of course.

Tom: I think it's more than his reputation.

Tom: I think the major thing there is the brand of Metal Gear because Zone of the Enders, I don't think sold nearly as well, did it?

Phil: No, no, except of course when it had the demo for Metal Gear Solid

Phil: Yeah.

Phil: You know, as I said, I'm kind of sick of listening to people contemplate their navels while talking about Death Stranding.

Phil: Like I said, I probably am going into this hoping that it's not as good because I've just not been interested in it from the very start.

Phil: So I'm actually probably more inclined to buy it and play it now than not, just because it does seem to be something that's gonna be at the very least interesting.

Tom: Absolutely.

Phil: So speaking of which, I wanted to ask you if you had gotten your, we know now that your PC is up and running, if you've got all of the parts, replacement parts in and operational?

Tom: The replacement parts are currently on their way.

Tom: So the RMA process with MSY has so far been successful.

Tom: The items were sent back to them at their cost and they inspected them and concluded they were indeed broken.

Tom: So offered me a refund or replacement parts.

Tom: So as long as the replacement parts are working, then that will have been a successful warranty issue sorted out by MSY.

Phil: We were talking about MSY and the ACCC while you were talking about your RMAs, which is hilarious, I think, that we just throw around RMA, you know, which is of course what?

Phil: What does it stand for?

Tom: You will have to tell me, but this is the term they like to use.

Phil: Return Merchandise Authorisation.

Phil: There we are.

Phil: So, yeah, yeah.

Phil: So I'm glad that your RMA has been approved.

Phil: It's, um, but this week, the ACCC dropped the bomb on Zenimax.

Tom: What is the ACCC, while we're at it?

Phil: The Australian Anti-Corruption and Crimes Commission, or something like, Anti-Competitive something Commission.

Phil: So you've, I'm hoisted on my own petard.

Phil: The Australian Competition and Consumer Commission, they've dropped the bomb on Zenimax, makers of Fallout because people wanted to return the game, because it was broken, and Zenimax was basically, being a US organization was like, no.

Tom: What the fuck do you mean, you can return a broken product, huh?

Phil: Yeah, yeah, yeah, you can, in Australia.

Phil: And Zenimax was fined and forced to refund consumers for the game.

Phil: They acknowledged that they are likely to have misled Australian consumers about their rights for a refund when they experience faults with their Fallout game.

Phil: So, they have to provide refunds to people who had contacted them between th of November and the st of June of this year.

Phil: So, a good months of people can get a refund had they contacted ZenimX during that time.

Tom: Justice has been served.

Phil: Other things that have broken and fixed, I presume, are you back on your BMX?

Tom: I am indeed.

Tom: The crank was replaced, and the new crank is slightly longer than the previous crank.

Tom: So, you get more torque at low speeds or going uphill.

Tom: And because BMX is other than the gear, which the chain is attached to, are gearless, it also essentially means you have a longer gear, meaning that it now has a higher top speed as well.

Phil: Alright.

Phil: Well, more torque at lower speeds is probably a good description for this podcast as well.

Phil: Boy, your BMX doesn't have a name, does it?

Phil: You don't have a name for it?

Tom: I think it got a name recently, but I can't recall what it is.

Tom: So until I remember what its name is, it doesn't have a name.

Phil: What about BMX gonna give it to you?

Tom: No.

Phil: Um, no.

Phil: I thought it was called like the Crimson Marauder or something like that.

Tom: But it's white and silver.

Phil: I thought it was gold.

Tom: No.

Phil: Well, you'll have to come up with a name for it.

Tom: You hoped it was gold, but unfortunately, of the rare metals, it only has a silver colouring on it.

Tom: But the silver part does a glitter very slightly.

Phil: I'm sorry to hear that.

Phil: Speaking of glitter, have you gotten off your Halloween costume yet?

Tom: I don't have a Halloween costume, but Halloween is now a thing in Australia.

Tom: But it's a little weird, because last year, there were very few children trick or treating on our street here, as far as one can tell, because you can usually tell from the sound of children screaming outside, which I presume means that Halloween in Australia is truer to the horror spirit than either the chocolate and candy eating spirit, or is there a spiritual or other or historical meaning to Halloween in America?

Tom: Or is it entirely about dressing up and the consumption of sweets?

Phil: For as long as I was there, when I got there initially, it was more about dressing up your house with as much electronics as possible and little kids going around getting candy.

Phil: Then towards the end of my time in the US, it just became an excuse for people to dress in loose ways that they ordinarily wouldn't be allowed to.

Tom: But on the day, is there some meaning as opposed to how it is now expressed?

Phil: I doubt it.

Phil: I don't know.

Phil: No, I don't know.

Phil: I don't know how Halloween got started.

Phil: I think it wasn't from a US origin.

Phil: I think it initially was from Europe.

Phil: But there's no real meaning of Halloween as it pertains to how North America celebrates it.

Phil: It's just about going door to door to get candy.

Tom: I'm looking this up out of interest because I feel like I at some point knew what its real meaning was.

Tom: And it is indeed a Christian feast for All Hallows Day.

Tom: And All Hallows Day I am familiar with.

Tom: But this year, and in spite of last year, there being a few children screaming outside, we put on the veranda a variety of sweets, none of them poisoned.

Tom: At least that's what I'm claiming.

Tom: And for two hours to three hours, there was a constant stream of screaming children.

Phil: Well, that's good.

Tom: So who knows what's going on, but for some reason this year, there was a major influx of children.

Tom: Perhaps it's in some way related to all the American political propaganda graffiti around today.

Tom: There may be a correlation.

Phil: I think it probably has more to do that you live in a fairly toney area, which for our North American listeners means he lives in a very rich person type neighborhood.

Tom: I do now.

Tom: It didn't used to be.

Phil: So I think probably what's happening is kids are being bussed in from the poorer towns because they know your type of people are going to give out better candy because you can afford it as opposed to those poor people out in the slums.

Phil: So that's probably what's going on.

Tom: The slums literally three streets away.

Phil: Yeah, well, I think with the economy starting to falter, people in their own communities in the suburbs probably don't have the sort of candy that you'd be able to lay out.

Tom: But if you wanted a different sort of candy that is a lot more expensive, you'd be bussing to the slum several streets away.

Phil: Is that right?

Tom: Yes, but that's all year round.

Phil: Yeah, well, I mean, in Australia now, we're following Halloween, we've got Black Friday.

Phil: All we need to do now is start observing Thanksgiving, thanking the pilgrims for discovering America and freeing the slaves, that being the indigenous people, from the shackles of no taxation.

Tom: Of not having a concept of property rights, I think.

Phil: Yeah, which is something we will get into when we start talking about our book report.

Tom: We will indeed, but another American topic we have to bring up before we move on.

Tom: I did mention that this is also Australia's premier vegan podcast.

Tom: And I had the opportunity to try the Rebel Whopper, which I assume isn't a vegan burger because Hungry Jacks, which is the Australian branding of Burger King because a restauranteur in Adelaide had copyrighted Burger King in Australia before Burger King came to Australia in the s.

Tom: So it couldn't be called Burger King here, and is in fact called Hungry Jacks.

Tom: They sell what is specifically referred to as a vegan burger, so I assume their Rebel Whopper is merely a vegetarian burger.

Tom: But unlike the vegan burger, the Rebel Whopper is in the style of a soy-based patty that is meant to be similar to a meat patty, I believe.

Phil: Yeah, I've actually had this myself.

Phil: I was at the Sydney Airport, and they were advertising as a vegan cheeseburger because it has a protein-based patty, a plant protein-based patty, and then cheese made out of coconut oil, essentially.

Phil: I gave it a try, and what did you think about it?

Phil: Because I'm a connoisseur of veggie burgers, obviously.

Phil: I make my own veggie burger.

Phil: Insofar as where I was concerned, I gave it a out of because most veggie burgers you get in Australia are probably a out of

Phil: And I think with this one, at least, it achieved its goal of being an average fast food type burger.

Tom: Yep, I'd say that's a fair analogy.

Tom: The only two vegan burgers I'm familiar with, and I can remember the brand of the...

Tom: I think it was mentioned on a previous show, the patties you buy to add to burgers yourself, Tally Ho, I believe it is.

Tom: And that's the gold standard for vegan burgers that I've tried.

Tom: Second to that would be the Lord of the Fries burger I've tried.

Tom: And third would be this.

Tom: And to me, it was probably of a similar sort of quality to the beef patty in terms of its taste, fillingness and energy that it provided, which is, as you said, a mediocre fast food burger.

Tom: And again though, it does have the advantage of not being coated in the rancid fat.

Tom: Well, it would get rancid fat from the grill, but the rancid fat of the animal itself.

Phil: Yeah, I'm not sure if they have a separate grill or not.

Phil: Hungry Jacks and Burger King have for a long time been pretty progressive with providing vegan options, though not advertising it ostensibly.

Tom: So it may also have the advantage of a vegetable oil that would be less reused due to having to avoid the slop that they use for the chips and burgers.

Phil: Yeah, I mean, most organizations do use vegetable oil as a matter of economy and cleanliness.

Phil: But, you know, even...

Tom: But again, it gets mixed with the fat of the meat.

Phil: Yeah, and that's exactly right.

Phil: And you can't always assume, going into a place to get French fries, that they're going to be vegan because, I mean, McDonald's puts like a beef sort of flavoring into their French fries as well.

Phil: So, but yeah, I mean, it's good.

Phil: It's good to have these options.

Phil: There's no hungry jacks around me, but I must say, every time I drive by one, it's not like I feel compelled to go in and try it, but I at least thought it was good.

Phil: And they've launched it at the most controversial time because vegans in Australia used to be called animal activists, but now they call them vegans.

Phil: And so for people like me who just don't eat meat because I...

Phil: not for animal activist reasons, it's a bit difficult.

Phil: But in terms of going to normal restaurants in the capital city in my state, it is impossible to not have vegan options all over the menus these days.

Phil: So it must be something that's emerging as a popular thing.

Phil: But that's neither here nor there as it relates to this video game podcast.

Phil: Now, we did feature Sneaker King in our top games for hardcore gamers list at Game Under.

Tom: Or Sneak Jack as it was known in Australia.

Phil: Are you kidding me?

Phil: You are kidding me.

Phil: Yes.

Phil: Hey, the other thing I've got to tell you, it's been a part of my family law that Burger King had to call themselves Hungry Jacks because my mother's cousin, who we affectionately called Uncle Bobby, had a restaurant in North Queensland called Burger King.

Phil: And he was featured prominently in the press.

Phil: He wore a crown on his head, and he had a double decker hamburger he was famous for.

Phil: And he was of Swedish origin and brought the concept over from his time in World War II when he had been to the United States and gone to a McDonald's in California.

Phil: And then he brought that concept back over here to North Queensland.

Phil: So I'm going to have to look into this Adelaide interloper.

Tom: That's what the internet sources that I've seen suggest.

Phil: Yeah, yeah, I mean, and that's fine.

Phil: I mean, that may well be the case, but like I've still got stuff from his restaurant called Burger King from the s.

Phil: When did Hungry Jacks come over here?

Tom: I think or

Phil: Yeah, would have predated that.

Phil: But anyway, it's not really an original concept.

Phil: Burger King had been around in the United States for a very long time.

Phil: Again, neither here nor there.

Tom: But he just visited at McDonald's.

Phil: Yeah.

Tom: He'd never heard of Burger King.

Phil: Well, he may not have been around at that point, but he should have just called his restaurant McDowell's, and he could have escaped all of those kinds of issues.

Phil: So if we can attack this however you want to, but I wanted to go over the plot of both of these first, if that's okay?

Tom: You may indeed.

Tom: Will, I just give you a very brief commentary on Burial at Sea, because we will be returning to it, not in this episode, but at a future date.

Tom: But I started Burial at Sea, which is the DLC for Bioshock Infinite, and is set in Rapture.

Tom: And this was towards the end of my use of my previous computer, and I ran into huge issues in getting it to run, which were unrelated to the computer itself.

Tom: I ran the original Infinite perfectly fine.

Tom: This was an issue that a lot of people on Steam were having.

Tom: But the funniest thing was that I gave up on it in a moment that is very fitting the really just completely bizarre and surreal theme park style of Infinite, which we've mentioned on our podcast.

Tom: I was in an area where you were meant to be getting a magical power.

Tom: I've forgotten what they call them in Infinite.

Tom: Salts.

Tom: You were looking for a salt that gave you the ability to freeze things.

Tom: And after many, many, many crashes, I eventually managed to get to the boss who had this salt, who you were, I assume, going to kill and steal it from them.

Tom: And just as I finally got up to the boss, you know, I think a skating rink or something to that effect, with everything frozen around me, rather than the game crashing, the computer froze.

Phil: And that's when you gave up?

Tom: And that's when I gave up.

Phil: Were you very close to the end of the game?

Tom: No, this is, I think, about halfway through the first episode of the DLC.

Phil: I'd like to be quite honest with you here.

Phil: There are games where I'm playing them, and I get to the point where I no longer enjoy them, but I've put enough time into them that I feel, okay, I'm going to beat this so I can say that I've beaten it, and then it'll be done, and then I can close the book, you know, and at least I can tell people I don't like it.

Phil: There was a God of War spinoff that wasn't a numbered title.

Phil: I think it was called God of War Ascension, that I was in this situation, and I got to a game-ending bug, and I felt like I had gotten off the hook, you know?

Phil: It feels so good to go, hey, I was trying to finish it, but there was this game-ending bug, and therefore I finished the game.

Phil: I beat it.

Phil: It's done, and finished with.

Tom: I'm slightly tempted to not continue, but I also want to continue because the game looks amazing, first and foremost, and it is a Ken Levine game, so it is fascinatingly insane.

Tom: And before we do begin, I have to bring up one other thing, because in preparation for this, I listened to our trilogy of Bioshock podcasts, which is some of the greatest podcasting in history, and I've got to highlight a few things that were said in that podcast, because one of them at least relates to Ayn Rand, and at that point, I believe, neither of us had read an Ayn Rand book in full, but this statement was on Infinite, but I think could potentially be applied to the previous Bioshock games as well.

Tom: You described it as fluff based on fluff, I believe, so it will be interesting to see whether that statement holds up with our dive into Ayn Rand.

Phil: Yeah, with the scales pulled from our eyes, I think we can go back into these games and have a look at them again.

Phil: In fact, I started playing Bioshock again, and I felt quite the idiot having not read Atlas Shrugged, and then going back to play Bioshock again.

Phil: I had started Bioshock, I think, three or four times.

Phil: You've listened to the podcast, so you'd know better than I before I finally stuck with it and finished it.

Phil: So the start of the game is very familiar to me.

Phil: But I just want to describe to you what I think the plot is of the game.

Tom: I've just got to mention the one final thing, because other than your wonderful insight in describing Bioshock Infinite as a synchronized cleaning simulator or something to that effect, I think you described the look of the characters as Japanese anime style sex dolls.

Phil: Oh, and do they?

Tom: Do they what?

Tom: Are they Japanese anime style sex dolls?

Tom: You were the one that described it as them, so I cannot confirm or deny whether they.

Tom: That's an accurate description or not, but I thought I'd bring it up.

Phil: This Phil Fogg sounds like a shock joke to me.

Phil: Alright, so I'm going to go through the plot of Bioshock first.

Tom: It sounds a little bit like Tom Towers, but it was Phil Fogg.

Tom: That may well be why we were confused for one another on a recent episode by someone, but continue.

Phil: And what I was going to say is, feel free to interrupt me.

Tom: I always do.

Tom: I don't know why you need to say that.

Phil: Okay, so you...

Phil: Basically, I'm not going to describe what happens beat by beat, but basically the story is, you are...

Tom: You should probably say this will have spoilers for...

Phil: This one.

Tom: Not only our struct, but also the Fountainhead, and possibly several of her philosophy books.

Phil: I don't know why we spend so much time making sure our mics work before we record every week.

Phil: You could just talk.

Phil: All right, so you start the game...

Tom: Well, we need to make sure my microphone works.

Phil: Clearly.

Phil: Well, I think we need to make sure your speakers work.

Phil: All right, so you start the game...

Tom: Why is that?

Phil: As a fish out of water, or rather a fish in water, as you're evidently in a plane crash in a body of water, which looks like it's in the Atlantic, to me at least.

Phil: You're not going to ask why?

Tom: I'm just politely listening.

Phil: Okay, so you basically are in a...

Phil: I'd describe it as a post-World War II era DC-type plane, and you've crashed into a body of water, which I believe is the Atlantic.

Tom: But again, it's definitely set before the Second World War.

Tom: Well, this was actually a point of contention on our trilogy, but I am correct, and it was not set post-Second World War.

Tom: The Bioshock was, and that was one of the important differences between the original and the sequel, was the setting, in that it was set some years after the original.

Phil: Yeah, I'd go for that.

Phil: And you come across a lighthouse, you're quickly brought into the lighthouse, and then essentially trapped in there, where someone starts speaking to you, and is giving you advice as to, could you please help me and my family?

Phil: There's this madman here, and on and on and on.

Phil: You discover that this land, this dream land has been created, this utopia, by a man named Andrew Ryan.

Tom: And can I just point out, which is, I think, a potentially controversial thing to say, but you've got Ayn Rand, one of the most interesting and comical, female, quote, intellectual, end quote, of her era.

Tom: You get a game supposedly commenting on her works, and the major antagonist in it is not a highly entertaining and potentially crazy, or to use a more offensive term, hysterical woman, but a generic s man named Andrew Ryan.

Phil: Yep, who looks a bit, not a little bit like Walt Disney, but a lot.

Phil: And Walt Disney himself, I think, I haven't researched it, but he created Disneyland, which was his own little form of utopia, so I think there's something there, and there's something to the animatronic nature of Disneyland in some of these Bioshock games as well.

Tom: And he had even more interesting political ideas than A-Rand.

Phil: Well, I don't know if they were political, but they were certainly...

Phil: He was a German sympathizer, wasn't he?

Tom: Yes, he was.

Phil: Yeah, yeah.

Phil: And probably had some great interest in geneticism and all that sort of thing as well.

Phil: So back to the story.

Phil: You're a stranger who's landed in this place, which is very clearly a utopia that was created by a character named Andrew Ryan.

Phil: The utopia obviously has taken a turn for the worse, and it is in a complete state of disrepair and, in fact, horror.

Phil: And as you help a man named Atlas, who you cannot see but only hear over a microphone, he's guiding you through this place, at first to help his family, but ultimately to, I don't know if it's stated overtly, to kill Andrew Ryan.

Phil: As you go through this world, you'll come across these large robotic security guards, essentially, in these large boiler suits that look like diving suits from the...

Tom: And I just need to add, because it is an interesting corollary with Atlas Shrugged, I believe his motivation for killing Andrew Ryan was not philosophical or anything, but predominantly revenge.

Tom: He's using political rhetoric to get you to act out his plan that is merely a revenge plot.

Phil: Right, but as for all we know right now, at this point in the story, Atlas is just a sweet-hearted Irish-sounding man who you're just trying to help.

Tom: Yes.

Phil: As you go through this fallen utopia, you come across people and you discover that a lot of the population, if not all of them, were in some way addicted to using these plasmids, which were a way to enhance your body and your mind and gave you special abilities, like the ability for telekinesis, to shoot electricity, fire.

Tom: To freeze things?

Phil: Freeze things, exactly.

Phil: So from a video game, we're not again talking about the gameplay, we're just talking about the plot.

Phil: You're eventually driven to find Andrew Ryan, and he's sitting in his office saying, I knew you'd come.

Phil: He's just pleasantly playing golf.

Phil: To this point, Atlas was going to make you think that Andrew Ryan was going to be some sort of evil dude out to kill you.

Phil: But in fact, Andrew Ryan is quite calm.

Phil: He then describes that you are actually his son, and that you were kidnapped by his nemesis, Frank Fontaine.

Phil: You were prematurely aged to the age that you currently are, and are subject to his control.

Phil: Now, Frank Fontaine, we find out, is actually someone who was leading a rebellion against Andrew Ryan under the premise of an uprising.

Phil: But in terms of his true motivation, he was actually just motivated for criminal gain.

Phil: He faked his own death, started calling himself Atlas, and then became a civil rights figure to fight against Ryan.

Phil: At that point, Atlas, who's now known as Frank, asks you to kill your father, Andrew Ryan, by using a hypnotic cue that he's been using throughout the course of the game.

Phil: And so he's been saying, would you kindly, along the whole course of the game, in fact, at that point, after you've killed Andrew Ryan, you realize that you're under his hypnotic control.

Tom: And importantly, again, in relation to not so much Atlas Shrugged, but because this is absent suspiciously from Atlas Shrugged, but the Fountainhead, before you kill Andrew Ryan, he gives a speech about the Nietzschean concept of the slave and master.

Phil: Correct.

Phil: And I think one of his direct quotes is, a man chooses, a slave obeys.

Phil: So at that point, you go the rest of the game.

Phil: Frank Fontaine now wants to kill you, of course, because you've done your job.

Phil: A ragtag assemblage then saves you, and then basically you're directed throughout the rest of the game to get your revenge and try and kill Frank Fontaine.

Phil: With the help of the little sisters, these little girls, well, they're not little girls there.

Phil: They're made to look like little girls, but they've got this atom in them, A-D-A-M, which powers the plasmids.

Tom: Well, I think they are little girls, but they've been brainwashed and are also controlled by the atom slug.

Phil: Okay, so we'll probably get back into that later.

Phil: To finish out the story, it ends in basically a boss battle.

Phil: You challenge Frank Fontaine.

Phil: He takes a boatload of atom, turns into this really stupid-looking...

Phil: Actually, I think he's supposed to look like the Atlas statue from Atlas Shrugged at the end of the game.

Phil: And then the game ends and is either a good ending or a bad ending, depending on whether you decide to harvest atom from the little girls or not harvest the atom from the little girls.

Phil: So the plot itself, there's lots of elements in it, but it really comes down to player choice, because you go through the game the first time you're playing it, and you think that you're doing things for a certain reason, but then you find out that actually you're being controlled the entire time.

Phil: Having known the game the second time I played through it, the first time that Atlas says to me, would you kindly, you know, activate the elevator, I said, I wonder if there's an Easter egg in here, you know, so I just sat there, and I didn't do it, you know.

Phil: I just was like, no, I'm going to choose not to.

Phil: I will not kindly activate the elevator, and I'll just wait and see what happens.

Phil: And I expected at some point something would happen, but I think he just keeps repeating himself.

Phil: And there's no other choice.

Phil: I let it sit there for about minutes, hoping that they'd just go, okay, well, I guess this isn't going to work.

Phil: Go back out into the ocean, you know.

Tom: Which is essentially the basis of the majority of manipulation, which is making someone believe that they do not have a choice in something.

Phil: Yeah.

Tom: So that's clearly yet another very deep bit of commentary there from Ken Levine.

Phil: Yes, and Ken Levine didn't say that he was influenced only by Atlas Shrugged.

Phil: He said he was also influenced by Logan's run and by

Tom: Well, how he can have been influenced by I can't really say.

Tom: Other than maybe the time period it's set in or the lack of realism or pointlessness.

Tom: The writing's certainly better than

Phil: Yeah, maybe the pointlessness of it, just the fact that it doesn't really matter what you choose is really only going to, you know, you're going to be doing the playing of fate or of others, I guess.

Tom: I meant the pointlessness of the book itself.

Phil: Oh, okay.

Phil: The plot of Atlas Shrugged by Anne Rand, I'm just going to describe it, not the plot, but I'm going to describe it.

Phil: Basically, a bunch of capitalists decide they're going to destroy the world by removing themselves from it.

Tom: No, no.

Tom: You're missing the first part, and one of the things that makes, I think, the Fountainhead more interesting than it otherwise would have been, which is that it actually begins with a bunch of capitalists deciding they're going to form a trust to destroy the major power in what is clearly a thinly veiled reference to what was the name of the major oil tycoon that was limited in what he was able to do by the introduction of antitrust laws.

Phil: Oh, you mean in the real world?

Tom: Yes, yes, because it begins with basically the standard libertarian interpretation of those events.

Phil: Yeah, okay, so standard oil was established by John D.

Phil: Rockefeller.

Phil: And Rockefeller had, he had vertical integration, which is now illegal, which is, so we don't have to get into that, but the basically is there was a time when you could do absolutely whatever you wanted as a business and you could control it, you could collude on pricing and all the rest of it.

Phil: And a lot of that stuff still goes on.

Phil: And I mean, so basically in the Supreme Court had a landmark case against standard oil, which started to break down the trusts.

Phil: And Roosevelt, Theodore Roosevelt, president, Roosevelt was the trust buster who came in and started, you know, disabling companies from doing whatever they wanted.

Tom: Typical disabled president to disable things, but I think this was his father, not the following one.

Tom: He was just mentally disabled.

Phil: Yeah, Theodore, I've got my own views on him, but FDR was a cousin, a distant cousin of Theodore.

Tom: Have there been any American presidents that are not part of a royal family?

Phil: Yeah, he would get that impression, but I won't waste your time by going into that.

Phil: So, from my perspective, I looked at the book at Leshrugged, and these capitalists that wanted to destroy the world were doing it because they could start to see their power being curtailed.

Tom: Well, as I said, before that, you get the protagonist works for her family business, which is the standard oil version, is standard oil but in the railway business.

Tom: And the competing companies who can't compete with them due to their superior business acumen decide to form a trust and destroy her family's company.

Tom: Following this, capitalists, other capitalists who weren't part of this pro-trust lobbying begin to disappear.

Tom: And as the story unfolds, you discover that they are engaged in a terrorist campaign against the government, essentially.

Phil: The governments of the world.

Tom: Well, it gradually escalates as the story continues due to the creeping nature of communism in the mind of Ayn Rand.

Tom: So if it gets a foothold at all in America through an antitrust thing, within a couple of years, the entirety of the world are ardent communists, essentially.

Tom: So their terrorist campaign moves from being directed at the United States to the rest of the world.

Phil: But the main plot point is basically that these guys want to take...

Phil: They take their ball and leave.

Phil: And basically say, you guys think we're so bad?

Phil: Fine, we'll leave.

Phil: And they go form their own utopia in the Rocky Mountains.

Phil: And the society starts to break down with the absence of...

Tom: But again, and this is what is...

Tom: There is one quality that Ayn Rand has as an artist, and that is she is surprisingly honest.

Tom: And one quality she utterly lacks is imagination.

Tom: So her concept of the book is, and her philosophy, is essentially that any socialist ideals or altruistic ideals inevitably lead to the total collapse of society.

Tom: Now, she can't actually come up with a reason why this is true, either in her philosophy or in her fiction writing.

Tom: And I have had the misfortune of reading, let me count them, one, two, three, four, five Ayn Rand books.

Tom: And not in any of them does she logically demonstrate why this altruism inevitably leads to the problems that she sees it leading to.

Tom: But unlike in her non-fiction, where she just avoids this question whatsoever, or lies by obfuscating it with another point, in her fiction she is honest, and her fiction is written in good faith.

Tom: And so what can she do?

Tom: And I'm not saying that she is necessarily wrong, but her basic concept is altruism inevitably leads to the apocalyptic collapse of society.

Tom: So she has an antitrust thing destroy the biggest company.

Tom: Now, that should be the starting point.

Tom: If you want to demonstrate that this sort of action inevitably leads to this conclusion, what you can't then do is introduce a terrorist campaign that is actively destroying the socialist policies, because the type of terrorism that they are doing is sinking aid ships, destroying social programs, social program infrastructure left, right and center.

Phil: Indeed, in fact, there is a situation where there is industrial farming that the government has set up to stave off hunger, and they completely undermine that.

Tom: Yep, so what we're seeing is not that these things are destroyed by themselves and their own policy, but that they are destroyed by the terrorist campaign of the major businessmen.

Tom: And this is kind of absolutely hilarious to me, because this is, and you don't, it depends on the era, but this is a classic, not a classical liberal, but a classic liberal argument against communism at various times, is okay, fine, so take the example of Vietnam.

Tom: All right, we're willing to accept that all the problems with Vietnam may have been partially caused by the complete destruction of the infrastructure when France said, fuck this, we're going home, and America said, well, if you're not going to do business with us, you're not going to do business with anyone.

Tom: But the very fact that France and America were able to so easily destroy much of the Vietnamese infrastructure is in and of itself a great argument against communism.

Tom: So what we're getting from this libertarian, famous supposedly countercultural and edgy philosopher, is just a classic liberal dumbing down, watering down, I should say, version of Might Is Right.

Tom: And Might Is Right is an actual book and is hilarious and well worth reading and does actually contain that idea and other ideas similar to it, not in a watered down form as it is presented in Ayn Rand.

Phil: Yeah, I've got to say several times throughout the book she undercuts her own story and philosophy.

Phil: And then ultimately when the book ends, it's completely deflating because you are hoping that she was going to wrap it all back up together again and do something great because why else would people always be reading this book and treating it...

Tom: The funniest example of her undermining her own point is the train disaster where she puts all the characters she doesn't like on a train and the scene is just there so that the author can just enjoy killing them.

Tom: But it's also meant to demonstrate how our regulations inevitably will lead to major disasters.

Tom: But what is actually presented in the book is a catastrophic failure of a command structure because there is a massive lack of regulations.

Phil: Yeah, and this goes on throughout the book.

Phil: And yeah, I mean, the characters that they're fighting against, the guys who are lobbying the government and the people in government positions, you know, obviously they're weak, willed people who aren't very competent and all the rest of it.

Phil: They're not sympathetic at all, but they're not the same level of monster as the people who are deliberately tearing apart the society.

Tom: Well, to me, neither of them are in any way sympathetic.

Tom: And this is a really bizarre thing following on from the Fountainhead because in the Fountainhead, I'll get to that in a minute, but just on that point, the entire book feels completely pointless from a narrative perspective because one, the supposedly impressive billionaire businessmen and great entrepreneurs don't do anything interesting.

Tom: The ideas they come up with, the crap science fiction ideas, you don't get to follow them on any journey where they make some interesting discoveries or they're fighting against issues because the book begins with their shit being destroyed.

Tom: So all you get is words of self-pitying whining.

Tom: And the bad characters, that is the average person, well, the one thing you can say for them is they're not so self-pitying as these fucking pieces of shit, but they're in no way sympathetic or interesting either.

Tom: So by the end of the book, I was just thinking, personally, I hope that the socialist world starves to death, then these fucking retards realize that, okay, there's a bunch of several billionaires, and with the honesty of Ayn Rand, this would occur.

Tom: They realize, well, okay, there's several people here, what the fuck are we going to do?

Tom: We're just going to have to go back to subsistence farming, or we won't be self-sufficient and we'll starve to death.

Tom: And so then they either become subsistence farmers and they can't enjoy the freedom of non-subsistence farming to come up with all their wonderful inventions, which they employ the silly masses to produce for them and the government grants to fund their research.

Tom: And they end up starving or living in a state of, I believe Ayn Rand will call it, primitivism.

Phil: Yeah, but if you look at what they did in their own utopia, they did go back to subsistence farming.

Phil: And she made herself subservient to being basically a housemaid for this John Galt fellow.

Phil: So for all of the talk, and that was the other thing that was annoying about the book from a feminist perspective, is for all the talk about how she was so great because she wore pant suits and acted like a man, and that made her a superior feminist, the book spends probably a few hundred pages talking about how utterly sexually addicted she is to three of the main male characters in the book.

Phil: It's pathetic.

Phil: It is absolutely pathetic.

Tom: And the disappointing thing about that again, and we are going to have to get to the Fountainhead, but one of the brilliant things about the Fountainhead is certainly not feminism, but its weird sadomasochistic love triangle is just absolutely brilliant, and the woman at the center of it is simultaneously one of the cruelest sadists in fiction and one of the greatest masochists.

Tom: And it is some sad level brilliance.

Tom: In this, all of the weird perversion is gone, and you've just got a shitty nymphomaniac who falls in lust with these three complete doofuses and spends the entire time self-pitying, whining about how other people have sex without having the same level of passion as I have.

Phil: It's terrible.

Phil: It's absolutely terrible.

Phil: And talking about doofuses, look at John Galt.

Phil: He's apparently this really intelligent guy who is absolutely a creepy stalker.

Phil: Everyone thinks he's so great, but he's spent the last, what, years or so living in some crummy apartment just so he could spy on the main female character and somehow brush against her from time to time.

Phil: It's pathetic.

Phil: Anyway, you talk about sadomasochism, and that's what those billionaires were all doing back in their utopia.

Phil: It's like, oh, what did you do today?

Phil: I learned how to invent this new sort of brass cleaner and look at this brass.

Phil: I cleaned it up real well.

Phil: It only took hours, but I...

Tom: That was definitely your euthanism, by the way.

Phil: Yeah, I did it by my own hand, so to speak.

Tom: I polished my brass by my own hand.

Phil: Yeah, yeah.

Phil: You keep saying we've got to get back to the Fountainhead.

Phil: I thought we were only talking about Atlas Shrugged.

Tom: We are, but also in the context of Ayn Rand, because, and we're also going to go back to the romantic manifesto, but Ayn Rand, to me, as I said, she is very original in some areas, not in her philosophy, because, as I said, in her version of Might is Right, it boils down to the lamest liberal justification for imperialism.

Tom: And that is essentially the most middle-of-the-road, centrist bullshit you can possibly come up with that has been the same shit said in a million different ways since the invention of empire, perhaps since the invention of humanity itself.

Tom: And it gets its edgy versions, like Ayn Rand, for instance, that completely ignorant fuckwits, who have read absolutely nothing divergent in their life, believe is some sort of original edgy shit, because it's saying some basic dogma that they've heard a million times, so they're able to understand it, because they're so stupid, they can only hear stuff they've heard said themselves before many, many, many times, so that's stuck in their head in a slightly different way, and suddenly it's some original amazing thing.

Tom: But Ayn Rand did actually have some slightly divergent and interesting ideas and some original aspects to her character.

Tom: But if you read several books over her career, you get the impression that she is gradually committing intellectual suicide, and Atlas Shrugged, one of her final works, that and Philosophy Who Needs It as well, both of those are particularly in Atlas Shrugged, because she is at no point a good faith non-fiction writer to a large degree, not necessarily because she is being deliberately bad faith, but because she is such a poor writer and such an even worse philosopher.

Tom: But if you read The Fountainhead, The Fountainhead is essentially exactly the same themes, a very similar plot as well, but it's about a sculptor.

Tom: And this sculptor is a tortured genius who wants to go his own way against society and just build what he wants to build.

Tom: And in this book, which I think reflects very badly on Bioshock, there is a character called, I think, Gail Wyman.

Tom: And Gail Wyman is this great newspaper tycoon who is the antagonist of Owlsworth Tooe, who is a socialist architecture critic who has plans of world domination.

Tom: That's right, he is a socialist architecture critic who has plans of world domination.

Tom: And doesn't this already sound a million times better than Atlas Shrutt?

Tom: But it does.

Tom: But Owlsworth Tooe is a genuinely interesting character, and he is the major evil character.

Tom: And there are genuine bits of not socialist philosophy or thought, but certainly socialist aesthetics and commentary styles in him, unlike anything socialist in Atlas Shrutt, which is in entirely the fantasy of a paranoid capitalist.

Tom: But so you first of all got a antagonist and a dangerous power who is a character written as complexly as everyone else, whereas the socialist characters in Atlas Shrugged, they have like the brother of the protagonist.

Tom: He has absolutely no philosophical ideas whatsoever, and that's the point of him, which is libertarian projection, because libertarians take their names from the original libertarians, which were socialists.

Tom: So if you're putting in as a libertarian a socialist character, and you are going to be completely dishonest and not bother to attack the ideas of socialism, which should be precisely what you're attempting to do, what you're going to end up with is pure projection.

Tom: So you end up with someone who has no ideas of their own and just lives their life attempting to get ahead as much as possible, which is what the average libertarian ends up simply defending.

Tom: And by this time, Ayn Rand had degenerated to being your average milquetoast libertarian.

Phil: Yeah, I did get the sense that she was committing philosophical suicide in this book, and it's shocking to me why so many people who were interested in the early internet are going to be libertarians, because, you know...

Tom: And I was going to preface this whole discussion by saying that one of my best friends at GameSpot is and was a...

Tom: I don't know if he still is, but he was a libertarian.

Tom: And he actually recommended that I read The Fountainhead and Atlas Shrugged, and lots of people say, this is a book you should read in your youth, and I think I was still a teenager then.

Tom: And so I borrowed them both from the library.

Tom: I read the first sentence of both of them and laughed profusely and decided if I were to read this, I would soon not be friends with him.

Tom: Not because I would not want a libertarian friend.

Tom: I couldn't care less what my friends believe, which I don't know if that came out right.

Tom: But because if I made any comment on the book, he would immediately disown me, because I had previously read and I had described to him precisely why contains no connection to reality whatsoever.

Tom: And therefore, as a supposed warning of where society may potentially be headed if things go wrong and you let totalitarianism take hold, it's a complete and utter failure and is at best going to have the effect of making people needlessly paranoid and frightened.

Tom: And if something is going to allow totalitarianism to take hold, that's kind of the basis of totalitarianism control, and most control is fear.

Tom: So it's probably not a good idea to hold this up as a great book to read if you want to have, develop some sort of political autonomy given that all it offers you is a nightmare scenario that bears no relation to any workings of politics whatsoever.

Tom: There are a couple of lines in it that may be good as a basic commentary on certain aspects of fear control, such as, for instance, the object of torture is torture, which is to say the object of torture is not to get information from anyone as anyone who tortures people will tell you it is.

Tom: But beyond basic lines, it's complete trash, and this nearly ended the friendship.

Tom: So it was clearly advisable not to read The Fountainhead or Atlas Shroud so as not to destroy a friendship and also waste or hours of my life.

Phil: So what I was saying is that everything that was foretold in that would come about because of a totalitarian state has come about and ultimately existed in quite the reverse.

Phil: It's come from liberal, free enterprise democracies.

Tom: I believe the term is inverted totalitarianism.

Tom: But the interesting thing is, and again this is potentially very dangerous grounds for a games podcast, but fascism is actually the...

Tom: inverted fascism would be a more accurate description because fascism structurally is essentially defined by an alliance between the state and the cooperation with the state being the more powerful partner between the two.

Tom: And one interpretation of many societies today would be an alliance between corporations and the state with the cooperation being the predominant partner.

Phil: Yeah, I definitely agree with that.

Phil: If you could look at the military-industrial complex and say perhaps that would be the ultimate play out of that.

Tom: Well, any military, as long as it isn't a complete crap one, due to the massive power it inherently holds is always, by default, a major partner in the power of any society.

Phil: Okay, so when you were talking about liberals before too, you were talking in the traditional political sense, not meaning the American sense, which would be a leftist.

Phil: You were talking about the concept of liberalism.

Tom: I'm talking about in the traditional sense.

Tom: In the American sense of liberal, it would be a rightist, but in the American sense of leftist and rightist, it would be a leftist.

Phil: Yeah, and I think that was important to point out because most of our listeners are in the United States.

Phil: When we talk about liberals, we're not talking about leftists.

Phil: We're talking about people who are promoting individual rights and free enterprise and democracy.

Tom: Correct, yes.

Tom: Leftists in America would be one of the groups that would reject that justification of imperialism and argument against left-wing societies, being that they don't necessarily have the military power to defend themselves.

Tom: Which is an interesting point, because it then means you need to either conclude that the Soviet Union was not a leftist society or that in fact a leftist society can defend itself from the greatest military power in history.

Tom: So it's not a logically consistent argument.

Phil: No, it's not.

Phil: The thing that gets me back to libertarianism, and again, I'm very sympathetic to it.

Phil: I'm sympathetic to most political persuasions, but...

Tom: I like them all.

Phil: Yeah, and I do as well, and a lot of people I know have been libertarians.

Phil: But I just want to know why libertarians and why someone like Alan Greenspan would promote or hold up Atlas Shrugged as anything to do with libertarianism.

Tom: Well, if you listen to Alan Greenspan, I can...

Tom: and this is going...

Tom: I mean, this is either going to show that I'm a complete moron, or Alan Greenspan is a complete moron.

Tom: But it makes perfect sense that libertarians and Alan Greenspan or any other major proponents of the Fountainhead would choose the Fountainhead over Atlas Shrugged as they go to biblical text, because they're either extremely stupid or they want an extremely stupid market, and they want people who they can easily manipulate, again, either because they're genuinely stupid, so they think that this terrible argument makes any sort of sense, or they want to use this against people that they believe they can control.

Tom: And Alan Greenspan, well, it could go either way.

Phil: Wait, did you just call him Alvin Greenspan?

Tom: Alan, no, no, I said Alan.

Phil: Because that would be funny.

Tom: That's not a joke, because the fountainhead, other than its great length, and that is perhaps an attractive part of it, if you want to believe in its ideas, it gives you, it doesn't give you the actual ideas, it gives you a fantasy of those ideas, which are beyond critique because they are not based in reality.

Tom: And it presents you arguments against them that don't actually exist.

Tom: They're entirely invented by someone who believes in the idea that they're arguing against.

Tom: So they're obviously bad arguments against it.

Tom: And the only difficult point is, again, that Ayn Rand is an honest artist.

Tom: So all the issues in terms of the plot and the narrative occur.

Tom: But most people that want to read this story that is presenting their ideas, they're just going to ignore that, or they're not going to be literate enough to notice it, or because it's pages, they're not actually going to read the whole thing.

Tom: So they're not going to find out that the reason this socialist society collapses is because of the capitalist terrorism destroying.

Phil: I think it's going to be the latter.

Phil: I think a lot of people are just going to read the Cliffnote version of the book and basically assume that the message of the book is that big government is bad.

Tom: And that's why, again, people like Alan Greenspan can promote the road to serfdom, even though the road to serfdom is utterly against to % of Alan Greenspan and libertarian politics.

Tom: But the Reader's Digest version excluded all of the parts of that book that contained any reference to the responsibilities of the state to society.

Phil: Wonderful.

Phil: We've solved that, then.

Phil: So basically, people say that this book is great if you're a libertarian basically because they haven't read it.

Tom: I think that's the only flattering way we can reach any sort of conclusion as to why.

Tom: But back to the Fountainhead again.

Tom: As I said beforehand, it has a fully developed socialist antagonist.

Tom: More important than that and much more impressive, and it's a response to the basic criticism of Ayn Rand, which I think isn't a fair criticism, of this is just Nietzschean master-slave dynamic because it isn't.

Tom: If that were the case, then the billionaires wouldn't have run away to form their little society because they couldn't master anyone.

Tom: And in the Fountainhead, there is a character in the book to symbolise this point, and that is Gail Wyndon the...

Tom: And he is an example of where Ayn Rand's and libertarianism can go wrong, where rather than it being the pursuit of selfish fulfilment, and that means fulfilment that does not rely on anyone else, which is usually ignored by any critics, including Bioshock and why they moved to the master-slave dynamic, where fulfilment is through the.

Tom: Domination or the submission to other people.

Tom: And so it can be fulfilment both for the master and the slave.

Tom: It's not just fulfilment for the master, it's also fulfilment for the slave.

Tom: Here she demonstrates relatively coherently why if you supposedly follow selfish ideals, but you base your power not on what you're able to do by yourself, but what you're able to do by dominating and relying on other people, as Gail Winan does, you're not really being a proper objectivist, and you in and of yourself do not have great power.

Tom: And that's perfectly logically consistent in the book, and he fails logically due to his control being based not on his own power, but on his control of others.

Tom: So when it becomes more useful for the people under him to follow a greater political power, they leave in a logical fashion.

Tom: So that's a, I think, perfectly coherent response to the standard argument against objectivism like you see in Bioshock, which is basically just master-slave dynamic.

Tom: But even in The Fountainhead, where it fails, and my major issue with objectivism, and I think it is because there isn't an answer, because if you bring it into politics, because they will not move to any sort of anarchy or even a new basis for current paradigms of laws, they merely want to continue with the current law, which is based predominantly on property rights, and that is where modern law begins, not so much the Magna Carta, but more so the enclosures.

Tom: Because they want to use that as the basis, they can't come up with a logical, justifying reason for this.

Tom: And this fails again in The Fountainhead, because at the end of the book, the protagonist destroys the perversion of his great masterpiece.

Tom: He built it on a government grant.

Tom: It was basically he was building a public housing establishment.

Tom: And that wasn't the perversion.

Tom: A lot of people also like to criticize Ayn Rand for accepting social services at the end of her life as hypocrisy.

Tom: But she wrote that she was % for people against social services, accepting social services, but against people who were for them because for those people, because they were for the stealing of other people's property, it was theft, whereas because they were against the stealing of other people's property, it wouldn't be theft, but it would be them accepting money they were owed for the money that had been stolen from them through taxes.

Tom: Wow.

Tom: That's logical to me.

Tom: I think that's fair.

Phil: I was wondering where you were going with that, but yeah, when you finished that, it was like, all right, it's pretty small-minded, but you know, if you got...

Tom: It's very petty, but it's logically consistent.

Phil: Yep, yep.

Tom: So that's perfectly fair.

Tom: And again, another bad criticism of Ayn Rand is that...

Phil: Speaking of criticisms of Ayn Rand, you've said that she's a poor writer, and I don't have the...

Phil: Yeah, she's a poor writer.

Tom: You don't need to have any knowledge of writing to know she's a bad writer.

Tom: Basic example.

Tom: Atlas Shrugged is pages long.

Tom: She wrote Anthem, a, I think, or perhaps even less than that page, novella.

Tom: Now, the plot of Anthem is quite literally identical to the plot of Atlas Shrugged.

Tom: And the events that occur in Anthem are with less characters, essentially identical, and it also takes place basically after the socialist thing was already in power, but other than that, it's basically identical.

Tom: And if the plot began afterwards, it would make no difference anyway.

Tom: Again, pages or less, identical plot at the shrugged, pages, identical plot.

Tom: And Anthem is better written as well, not coincidentally due to the length.

Phil: She needs an editor more than she needs writing classes.

Phil: I think with most people, you'd go, okay, yeah, that's good.

Phil: You go out and write your pages.

Phil: But like, I am an amateur, and I could go through her work and cut out probably or pages, maybe not that much, but you could cut a fair bit out of it, and it wouldn't be that bad.

Tom: Well, I think you need to cut out the book entirely because she's writing a book she wrote better.

Tom: That's by far her best fiction piece.

Tom: And if you want a more detailed exploration of her philosophical ideas, there's the Fountainhead.

Tom: This is Atlas Shrugged, only exists because in those books, she took her ideas seriously, and you can read that, and you can attack her ideas.

Tom: In Atlas Shrugged, you can't read that and attack her ideas because there are no ideas in it.

Tom: You can just point out how the plot is fucking stupid and undermines her own point.

Tom: But her points aren't actually indicative of any ideas.

Tom: That's why she wrote it, because she was afraid that her legacy would consist of ideas that could be attacked.

Tom: But back to the Fountainhead.

Tom: That is a failure, ultimately, because he builds this thing, everything goes swimmingly.

Tom: He builds it in the shadows using the artist who could potentially have been a good artist, but decided to instead bow to societal trends and societal pressures and did not take his art seriously, and so fucked up everything, fucked up his career as an artist.

Tom: Again, this logically plays out, so that's all fair, but he still has, due to being a shit artist who sells out, he has some social capital, so he uses him, but he nevertheless goes down in the world.

Tom: But to reinvigorate his career, they make a deal that, I think it's Rourke in this book, will build this government housing as his masterpiece, but use the other dude's name.

Tom: Couple of problems.

Tom: One, everyone is floored by how great this work of architecture is.

Tom: That's the first issue with this idea, because for most artists who do follow such a career path, they'll either never be well loved, or if they do, it's very unlikely to occur in their lifetime.

Tom: The two greatest artists in history in my mind are William Blake and Emily Dickinson.

Tom: And one of them was a joke in his lifetime, that being William Blake, and the other one was so disgusted by the publication process that she published nothing in her lifetime.

Tom: And when she did get published by her family members and was exposed to the public, her stuff was destroyed and introduced to the public in a mutilated form.

Tom: So even when she was immediately exposed and got some credit as a mediocre, generic female versifier, it was not for the right things.

Tom: Then when she started to get some credit during the feminist movement, it's questionable whether much of it is a fair appraisal of her work or not.

Tom: And in the case of William Blake, again, he was adopted by the romantics, and there are certainly romantic parts of his art, but in all romanticism, no matter how religious it is, it is very much an atheist religion, and you cannot get a more mystical version of Christianity than William Blake other than stuff in the Bible itself.

Tom: So even when you get to, I think, the greatest examples of rauc in reality, neither of them are exactly popular names loved by the average man on the street, and in the circles where they do get major credit, it's often for questionable reasons.

Tom: So that's complete nonsense.

Tom: The second issue is even William Blake, who believed that artists who were great artists such as himself deserved to be treated as kings and whose dream was to decorate the greatest cathedrals in the world like the Renaissance painters.

Tom: Incidentally, his hero, Michelangelo, was a shit painter, hated doing the Sistine Chapel, but was nevertheless a great sculptor.

Tom: He had questionable taste in art, but he was shat on in his lifetime, thought to be a joke, and he nevertheless, in spite of all that, fundamentally believed the most important thing was that he successfully did his art to his own and God's, what he believed was merit.

Tom: Now, that's what the character of Rourke does, but he's only justified in the book by the fact that his work is liked and the fact that the people don't like it, don't like it just because they don't understand it or they're jealous.

Tom: Fuck off.

Tom: That is the most merely mouth, disgusting, sniveling, bullshit interpretation of someone willing to ignore society.

Tom: Fuck off.

Tom: Secondly, so other than a moral disagreement there, the book also fails because he blows it up, and he's caught as the terrorist who blew the shit up.

Tom: And he goes to court, he defends himself in a hilarious scene of self-defense.

Tom: His argument, justifying self, has many problems, but it's too complicated for me to go into.

Tom: But you can push that aside.

Tom: What do you think happens at the end of this tortured, misunderstood genius defending himself in court after blowing up a newly built public works?

Phil: That the judge agrees with him and sets him free?

Tom: Yes, the jury finds him not guilty.

Tom: And again, objectivism that supposedly bases itself not on arbitrary power, but on the individual's own power, cannot even justify a fucking artist without the law.

Tom: If that book ended with him being arrested, sent to prison for ten years, he's like, fuck this, I'm going to study, I'm going to meditate, I'm going to do push-ups a day.

Tom: When I come out, I'm going to fucking drag a granite block like that fucking French motherfucker who literally built a castle in France while he was a postman, you motherfucker!

Tom: And the world can suck my dick!

Tom: Then that is a brilliant work that justifies itself.

Tom: Instead, no, gotta have the law.

Tom: Fuck off.

Tom: Fucking failure.

Tom: Objectivism, you fucking suck.

Tom: You are the most disgusting perversion of what you claim to be because you are invented by a fucking coward!

Tom: Bullshit!

Tom: Fucking bullshit!

Phil: Yeah, I think it's sad that I was able to predict how that would go.

Phil: And the fact that it...

Tom: In reality, you get fucking postmen building castles in France for their own gratification.

Tom: Yet an objectivist who has a career as a hackwriter cannot have that occur in fiction, which is meant to occur in an idealized world.

Tom: And again, it's the same thing.

Tom: She is too much of a coward to not have justification outside of herself, so she has to go to the law.

Tom: And it's the same in her politics.

Tom: She won't come up with a logical political argument for what a libertarian society would look like, so all she can say is, it is a society based on property rights defended by the army and the police.

Tom: Well, that is a military dictatorship.

Tom: And that's not meant to be a comical argument against objectivism.

Tom: That's literally what libertarians describe their ideal society as being.

Tom: Is it not, as far as I'm aware it is?

Phil: Yeah, it is.

Tom: And there's no other way to describe a society that bases itself on property rights justified by defence, by the military, and by the police, with no recourse to law other than your property.

Tom: That's essentially how most military dictatorships work, without any exaggeration.

Tom: And again, libertarianism to me, I don't have any sympathy for libertarianism, because it has reached new levels of cowardice due to its political correctness.

Tom: Now, in Ayn Rand Day, she didn't beat around the bush.

Tom: She bases it on property rights.

Tom: Well, property rights begins with the enclosures.

Tom: The enclosures aren't really relevant to America, but they've got a little bit more of an even awkward beginning of property rights, because property rights begins for Americans with the idea that Indians don't have property rights.

Tom: Now, why don't Indians have property rights?

Tom: What is the objectivist answer to this and the libertarian answer to this, which they won't ever say?

Tom: What is the answer to this?

Phil: You're going to have to tell me.

Tom: The answer to this is that the primitive Indians, not being human beings, did not have a concept of property rights.

Tom: And it's a bit of circular logic here, because to be a human being, you have to have no conception of property rights.

Tom: So therefore, you can do anything to those people, and they're outside of the law, because they aren't people.

Tom: So therefore, Indians weren't humans, because they didn't have property rights.

Tom: But even this, they're willing to at least admit the reason, but it's, as in Australia, for instance, you can maybe, you may be slightly more knowledgeable of Indian law, but it's questionable, because as far as I'm aware, Indians did have a concept of property ownership.

Tom: Some of it was collectivist, but collectivist ownership is a conception of ownership, and therefore property rights.

Tom: But in Australia, we were able to, in Victoria, quite literally have some of the land purchased, and from my knowledge of American history, a lot of stuff was bought from Indians.

Tom: Now, I don't know if it's possible to buy something from someone without them having a concept of ownership.

Tom: It seems to me that that would be logically impossible.

Phil: To buy something without a concept of ownership?

Tom: Yes.

Tom: I don't see how I'm capable of selling something to you if I don't have a conception of ownership.

Phil: Yeah, I'm just thinking about digital distribution in video games, and Spotify, and that sort of thing, where people have sits.

Tom: Well, the reason they need to hide stuff in their eula is that you have a concept of ownership that doesn't agree with theirs.

Phil: That's true.

Tom: But anyway, the point is, again, on the basic point, this concept that is supposedly based on fearless individuality cannot justify itself outside of an arbitrary collectivist point, and even in its most idealistic works, such as Ayn Rand.

Tom: And look at what the billionaires did.

Tom: They didn't piss off to do their own things on their lonesome.

Tom: They pissed off to create a fucking little utopian society.

Phil: Yeah.

Tom: What?

Tom: What?

Tom: I don't fucking get this.

Phil: I mean, it just continues.

Phil: She just continues to undercut and undercut and undercut.

Phil: The book makes no sense.

Phil: I don't see...

Phil: Well, again, we've already figured out why it was so popular and why people still read it.

Tom: And the last thing I have to bring up on why the writing is bad is, have you read any Soviet realism?

Tom: Sorry, socialist realism, because it's not a Soviet thing.

Phil: I don't know if I have or not.

Tom: Well, I bet you have, because surely you've read John Steinbeck.

Phil: Yes.

Tom: What about Jack London?

Phil: Yes.

Tom: They're both great exponents of the socialist realist style.

Tom: And again, what is this stupid strawman fantasy nightmare?

Tom: John Steinbeck, quintessential American socialist, one of the most important socialist authors ever, one of the most important American authors ever, one of the greatest writers about entrepreneurship and individuality.

Tom: What he believed was his masterpiece and most important book, and he's also one of America's greatest Christian writers, which is about a biblical tale.

Tom: He spends multiple monologues dedicated to the righteousness of entrepreneurship and individual genius, and that individual genius is what drives innovation and new inventions.

Tom: Again, why are you attacking Strawman?

Tom: And you're not attacking his socialist ideas either, but that's beside the point.

Tom: I bring them up because socialist realism is essentially defined by silly monologues and fetishization of the working classes that is, even when it's written by working class people, at least when it's written by working class people, you get a lot of dickheads who work in class, but it nevertheless fetishizes them.

Tom: They're all basically, what is the book where someone takes a female wraith off the streets, teaches her to speak well, and she joins high society?

Tom: Basically, if it's written by a working class person, socialist realism, all the characters of the working class are like that.

Tom: If it's written by a non-working class person, then all the characters have already been transformed into the nice-talking upper middle class person that the author actually loves.

Phil: Yeah, it's patronising.

Tom: But other than that patronisation, there's also a strong trend of self-pity and whining throughout all these books.

Tom: Less so in John Steinbeck's less immediately socialist work.

Tom: So in Grapes of Wrath, there's lots of self-pity throughout.

Tom: But at least in that, it's narratively justified and it feels like it is coming from the characters rather than the author, because John Steinbeck in his own conception of the world is consistently joyful regardless of the circumstances, so he can get away with it.

Tom: But Ayn Rand being Russian, where this originated, really ratchets that up, so the entire thing consists of this nonsense.

Tom: And she's on the level of Gorky to me, and she basically writes Gorky novels, except unlike Gorky, she has only one talent and is an artist, which is honesty.

Tom: Gorky has the greater talent as an artist who writes propaganda, which is dishonesty.

Tom: So if you read a Gorky book, it's going to make sense and produce a convincing argument for something that may potentially be untrue rather than an argument that shows why your shit is nonsense if you even have something to argue for.

Tom: But to me, it is hilarious that this fucking cunt flees Soviet Russia.

Tom: And by the way, there is no greater argument against the Soviet rule of Russia and perhaps even communism itself.

Tom: But one, they emancipated women so that women could go to university.

Tom: And they get fucking morons like this going to their fucking socialist universities.

Tom: Could she have gone into a university that had any sort of standard for picking quality, such as they had to be male or not potentially retarded?

Tom: No, so there's one great argument against communism in a non-communist society.

Tom: Ayn Rand ain't going to university.

Tom: Ayn Rand, once her father's business fails, ain't getting into the middle classes and writing this shit, one hopes anyway.

Tom: Because there are ways around that in any society, unfortunately.

Tom: But she is a perfect hack, socialist, Russian Soviet realist writer that ticks all the boxes for it from the self-pitying to the crappy realist writing that isn't like John Henry.

Tom: What's his first name?

Tom: Another most important American writer.

Tom: Henry James, sorry.

Phil: Yep.

Tom: Yep, one of the preeminent realist writers, because all great realist writers has a prevailing mysticism or surrealness to it.

Tom: So Kafka could almost be described as a realist writer as well.

Tom: But in Soviet realism, they replace that with self-pity and the political monologue rather than the interior monologue.

Tom: And that's essentially what Ayn Rand consists of.

Tom: So this dumb fuck goes to America, where she had the freedom to write in a different style that wasn't this shit, and no, she could not take the communist out of herself and remain a communist in America, which again is why she's popular among libertarians, who as I said, are at their core, collectivists who are such frightened little war flowers that in a place like America where individuality is valorized, they can't admit this, they've got to go into bat for individuality, but they're not actually individualists, so it all goes a bit wrong.

Phil: In what way?

Tom: I described that earlier because none of their justifications for individual power or individuality are based on anything that isn't collectivist.

Tom: They always have to have recourse to the law, or popular opinion and so on and so forth.

Tom: Which as described in the character of Gail Winand, is not individualist.

Tom: But I think that is everything that can possibly be said about Ayn Rand, and we are in hallowed company because I have only seen, encountered one other instance of games criticism commenting on Bioshock that has had any exposure to Ayn Rand.

Phil: Am I glad that I read it?

Phil: I'm glad to have read it because it deflates, it deflates the myths that surround the book.

Phil: And after reading it, I then started researching, by accident, the creation of the Federal Reserve Bank in the United States.

Phil: There's a podcast called Congressional Dish, which has an episode about the Federal Reserve, that if you are feeling good about life in general, I'd encourage you to listen to, because it's deeply depressing.

Tom: The Federal Reserve, the libertarian, the most hated libertarian project, staffed yet staffed by libertarians.

Phil: Yeah, you've got to listen to that podcast.

Phil: It's a good prep just for knowledge of the Federal Reserve in any case.

Tom: My experience with reading books like this is the complete reverse to you, because to read something that is so venerated, like Ayn Rand's Body of Worth, and is so influential, and one of the touchstones of, at least it's completely dismissed by philosophy itself, but is one of the touchstones of popular philosophy.

Tom: Reading things like this, and it's not just this, I've read a lot of books recently unfortunately, my reaction is the opposite.

Tom: I would rather not discover that somehow, nonsense like this, people venerate and believe is some illuminating and enlightening text.

Phil: Yeah, I know.

Phil: If it was so easy as to be able to watch movies that were venerated, like I would have loved to have spent two hours with this book and gotten the same thing out of it as having seen some, you know what I'm saying?

Tom: You can apply this to political figures as well.

Tom: For instance, read something by Mussolini, an eminently successful politician, and you read his writing, and okay, he's just a dickhead dude, bro.

Tom: He understands how power works, but that's basically the only thing he understands.

Tom: And the same, I'm sorry to say, to communists, because in communist circles, they don't really differentiate between politicians and intellectuals, whereas in fascist circles, they do.

Tom: So no one's reading Mussolini and thinking this dude's someone with ideas who we need to pay attention to.

Tom: But in communism, perhaps due to its collectivist ideas, if you've written something and you're in politics, you're of note.

Tom: Lenin, for instance, and Lenin, in his defense, was also capable of describing how political power works.

Tom: So he's certainly on another level to Mussolini.

Tom: But I'm not sure he had any idea of what the fuck Marx was talking about.

Tom: Let me put it that way.

Phil: No.

Phil: For the last two years, I've been trying to read as many primary documents by Mussolini, Mao, Marx and Lenin as possible.

Tom: Mao is hilarious.

Tom: I'm not sure he understood how anything worked.

Phil: Which is the amazing thing when you get into Mao and Mussolini.

Tom: He is...

Tom: Mao...

Tom: I don't understand why Mao isn't the hero of the current ridiculous internet political movement, because he is the ultimate troll.

Tom: This is a man who literally told his people that they needed to revolutionary attack his own society.

Tom: Then when they started doing this, he was told by...

Tom: as the revolution started to take place and undermine his political power, he was told by his underlings that...

Tom: we should probably put a stop to this, because we're actually in power, and we're trying to cause a revolution.

Tom: And due to your wonderful rhetorical skills, he certainly did understand how rhetoric worked, actually.

Tom: That's one thing.

Tom: We'll lose power, because you started a revolution.

Tom: It's beautiful, and that is...

Tom: I can't think of something that is any closer to political meme culture than that.

Phil: Well, thank you very much for this discussion.

Phil: I don't think that we can really lend much of the works of Ken Levine to Atlas Shrugged other than the aesthetic.

Phil: Don't you think?

Tom: Well, that's what we have to end on, because is it in any way a critique of Atlas Shrugged or any of Ayn Rand's works?

Tom: And I would have to say no, because it falls into the same trap that any crappy argument against these ideas does, which is it thinks it's Nietzsche, and it is not Nietzsche.

Tom: It is fundamentally opposed to Nietzsche.

Tom: It falls into the collectivist trap through a completely different other way, and Nietzsche doesn't fall into the collectivist trap, because Nietzsche isn't trying to avoid it.

Tom: Again, Stephen Hicks, you fucking idiot.

Tom: It's not a gotcha moment when you claim that Nietzsche is a collectivist, because at no point does Nietzsche fucking reject collectivism.

Tom: So what the fuck are you meant to have discovered, you moron?

Tom: And Nietzschean philosophers don't fucking deny any of the shit you supposedly discovered.

Tom: And that's another objectivist, by the way.

Tom: But it falls into that trap.

Tom: The one interesting thing I think that it does do, which is that it sees, because I see comments all over the place, well, this isn't a fair criticism of a libertarian society, because what happened in Biosoc is they weren't allowed to compete with one another, because Andrew Ryan crushed his competitor for pay by introducing anti-competition laws.

Tom: Well, that's actually true to what happens in the beginning of Atlas Shrugged.

Tom: So as kind of stealing from the plot of Atlas Shrugged, I think it does it better than I expected it to, because it does before the events of The Game, what has happened is that the utopian society hasn't been destroyed by the Nietzschean dichotomy, power, this power thing, but has been destroyed by the antitrust laws which Ayn Rand herself saw destroying a libertarian society, which she believed America to be in its halcyon days.

Tom: So I think it's true to the book in an interesting way.

Tom: And if you take it not as critiquing Ayn Rand from an ancient perspective, but just including it as a related idea, I think it, having read Atlas Shrugged and considering it like that, I have actually slightly more respect for Bioshock than I did beforehand.

Tom: And certainly Ken Levine is in one sense, in terms of theme, a worse artist than Ayn Rand because he has no thematic qualities whatsoever, but he is aesthetically completely insane in a fascinating, fascinating way.

Tom: So they're probably equal artists where they both have one quality that if you want to waste hours on reading something that is ultimately completely hollow and shit, or if you want to read something that undermines its points fundamentally in the end but is otherwise an interesting exploration of its ideas like the Fountainhead, is worth it nevertheless because they do have genuine qualities or rather a genuine quality each as an artist.

Tom: And the best thing that you should read by Ayn Rand, because Ayn Rand is a absolutely hilarious critic, and that's basically her level of intellectual understanding, he says on a Games Criticism podcast.

Tom: That's basically her level of intellectual understanding is as a art critic.

Tom: Read The Romantic Manifesto.

Tom: It is not a manifesto.

Tom: It is basically a collection of her literary criticisms, and many of them are absolutely hilarious.

Tom: And because they're just criticism, she's sometimes great and invective and very funny when all she's doing is writing a review, which is basically the easiest level of writing.

Tom: And if you can't do that, and people in games writing apparently can't do that, I don't know what to tell you, but even Ayn Rand can do that.

Tom: So read The Romantic Manifesto if you want to read Ayn Rand, because that is very funny.

Tom: And if you have to read her fiction, Fountainhead has some things good about it, but is ultimately failure, so I wouldn't recommend that.

Tom: Anthem is basically Atlas Shrugged, condensed into two hours.

Tom: So if you want to waste your time reading one of the seminal texts of American intellectual insanity, just read Anthem and tell people you've read Atlas Shrugged, they won't know the difference, because they're fundamentally the same.

Tom: And they probably haven't read Atlas Shrugged either, but they won't have read Anthem either, so you will be less of a poser than they are.

Phil: And I would suggest that if you haven't played the Bioshock games, just play Bioshock and tell everyone that you've played all three games, and that the third one sucked, and they'll believe you as well.

Tom: Yeah, but they may not if you say that, because that's becoming more a popular opinion, but still not a popular opinion.

Phil: Really?

Tom: Yeah, but it's still Infinite and Bioshock are the two good ones, I believe.

Phil: Yeah.

Tom: And The Nervous Den.

Phil: Well, we liked Bioshock before it was cool to like Bioshock

Tom: And it still isn't cool.

Phil: No, it's not.

Phil: I think we have to call it a show.

Tom: We do indeed.

Phil: So, with that, thank you for the final episode of The Page Under Podcast, and episode of The Game Under Podcast.

Phil: I thought perhaps, if I could just give you some notes, I thought perhaps your presentation was a bit subdued, so we might have to find some other topics to talk about in the next show that you can get animated about.

Tom: Well, we will be going into Call of Duty, Modern Warfare Final Impressions.

Tom: And there is a lot to unpack politically about that game.

Phil: All right, well, I'm actually going to...

Phil: I'm thinking of trying to replay Modern Warfare, and I'm not sure whether...

Phil: I know you're just going to slap your head.

Phil: I don't know whether to buy Call of Duty Infinite Warfare, or Infinite Wars or whatever it's called, because it has the remastered Modern Warfare on there, or if I should just play Modern Warfare on the Xbox and I think we both know the answer to that, because otherwise I'll still be downloading by the time we record our next episode.

Tom: What I would suggest is, buy the remastered version, install it, and play the original version, because then you can, at a later date in the future, play the newer game, without having to sit through it installing.

Phil: Yeah, yeah, that's true.

Phil: Oh, I could be playing the old game while the other one installs, but something tells me that that will still be...

Tom: I think the old one will also have to install.

Tom: Really?

Tom: Probably.

Phil: Okay, well I already have the old one on the disc, so it should go pretty quickly.

Phil: Okay, so with that, that's the end of the show.

Phil: We'll see you next time.

Phil: Bye.

Game Under Podcast 114

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

Introduction

0:00:09 Thyphoid Mary, Tokyo Rose, Lord Haw Haw and Axis Sally Morning Zoo

Content on Gameunder.net
0:05:50 Prof. Stephen Hicks Book Review

First Impressions
0:12:58 Mario World Tour & Broader Discussion of Nintendo's Mobile Initiative
0:22:13 Subway Surfers and Roblox and the problem with kids today.
0:27:40 Lord of the Fries
0:35:18 Judgement, from the makers of Yakuza

Tom's New Computer Build
0:46:30 An Update, All the parts have now been purchased

Final Impressions Update
1:15:35 Sky Now Supports Controllers and the Ghost of Steve Jobs

Uncharacteristic Belabouring of a Point by Tom
1:27:04 See Topic

Closer
1:29:57 2006 Game of the Year

Transcript:
In this episode of The Game Under Podcast, hosts Phil Fogg and Tom Towers dive into a wide-ranging and humorous discussion that spans video games, philosophy, history, and vegan cuisine. They begin with a satirical take on historical figures like Tokyo Rose and Typhoid Mary, segueing into a critique of Stephen Hicks’ philosophical work, particularly his criticisms of postmodernism and Objectivism. The conversation then shifts to Nintendo’s mobile game Mario Kart Tour, which Tom criticizes for its awkward controls and monetization model. They also discuss the broader state of mobile gaming, lamenting the popularity of games like Roblox and Subway Surfers among children, and reflecting on how these experiences compare to more traditional gaming and even physical toys like LEGO.

The second half of the episode focuses on Phil’s impressions of Judgment, a spin-off from the Yakuza series, which he praises for its engaging story, familiar setting, and solid—though simplified—combat. Tom shares detailed updates on his new PC build, explaining his choices for components like the CPU, GPU, and cooling system, with a humorous emphasis on the inclusion of a magnetic screwdriver. The hosts also touch on the evolution of vegan food, particularly plant-based meat alternatives, and reminisce about favorite restaurants. They close with a discussion of the game Sky and its new controller support on iOS, as well as a nostalgic look at past Game of the Year titles, ultimately awarding Urban Chaos: Riot Response their retroactive 2006 Game of the Year. The episode blends deep dives with light-hearted banter, showcasing the duo’s eclectic interests and chemistry.

Game Under Podcast 113

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

Introduction
0:01:28 Australia's Favourite Music Podcast
0:02:11 Tom's Article about Comersurealism
0:08:21 Sports Talk

Trademark Banter
0:09:27 The State of GameStop (EBGames), and Game Informer
0:16:25 Hyper Magazine

Final Impressions
0:21:29 Tom's Final Impressions of That Gaming Company's, Sky.
0:21:55 RECORD SCRATCH Deadly Premonition 2 Announced
0:26:25 Back to Tom's Final Impressions of That Gaming Company's, Sky.
0:36:40 Spoilers Start Here

Short Gaming Commentary
0:44:24 Apple Arcade: Will Towers Take a Bite of the Apple?
0:45:39 Call of Duty Black Ops II and Call of Duty WW2

Tom's PC Build
0:49:51 Towers is Building a Tower of Power

Commentary
1:06:18 How the Current Generation of Systems and Games Compares to Prior Generations

Game Under Podcast 112

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

Introduction
0:00:09 Page Under Podcast
0:00:30 Towers "others" Phil Fogg
0:02:02 Hyper Magazine Rises Again - Not Thick

First Impressions: Sky - The new game from That Game Company
0:03:47 Jenova Chen and Kellee Santiago
0:07:27 Tom's Impressions of Sky
0:15:05 Ico Inspired? Market Access
0:21:20 That Game Company
0:22:20 Microtransactions

Psych!
0:28:05 Fox.com Micro Maniacs Racing

All Things Neon Genesis Evangelion
0:28:50 Japanimation!
0:31:05 Anime with Themes - Why NGE & Robotech is Significant
0:38:20 Germany and Japan
0:40:15 The N64 Japan Only Game - First Impressions
0:46:20 N64 Region Lock Talk

Booktalk - Book from Spec Ops: The Line Writer
0:48:38 Significant Zero by Walt Williams
1:02:39 What is Eco Terrorism? Will some one please think of the turtles?
1:09:12 Use of Flash Forwards
1:18:50 Spec Ops: The Line and ties to The Heart of Darkness

Game Under Podcast 111

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

Introduction

0:00:52 I Got Tones

0:02:00 49 Flights of Loving

Final Thoughts

0:04:52 Bioshock 2: Minerva's Den and The Protector Files

0:14:00 Top Twenty of All Time Broached on for a few seconds.

0:14:59 Back to the Review

Tom Towers Reacts

0:26:25 Top 300 Games of All Time

Final Thoughts

0:32:35 Tom Reviews Metal Gear Solid

Podcast Commentary

0:37:36 Endless Podcast's 2018 GOTY Selection

0:40:22 2018 GOTY Recap

Ongoing Impressions

0:41:10 Phil's About to Finish Red Dead Redemption 2

0:43:27 Shakedown Hawaii from Brian Provinciano

0:45:34 Scarface (The Game)

0:48:46 Back to Shakedown Hawaii

Final Thoughts

0:49:32 Dr. Mario World

Commerce News

0:57:17 What Indie Game to Buy Next

0:58:21 Commodore 64 Mini

0:59:35 Nintendo Switch Lite

Topic: "Nintendo's Atrocious Internet Service"

1:04:25 He Said It

Both Hosts Review The Last Guardian

1:08:05 The Last Time we Talk About The Last Guardian and the Works of Fumito Ueda

1:16:00 Greatest Game Ever?

1:18:45 Seamless plug for Gameunder.net

1:38:41 Ranking Team Ico's Games

1:40:15 2016 GOTY Recap (and 2002 GOTY Recap)

Game Under Podcast 110

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

Introduction
0:00:12 Technical Difficulties

Trademark Banter
0:01:42 Computer Games

0:01:50 Indie Round-Up

First and Final Impressions
0:06:44 Tom Talks Tacoma Part I

0:07:45 Phil Speaks on Spyro Trilogy

0:10:15 Phil on Red Dead Redemption II

Gameunder.net Content
0:15:01 Some Article or Whatever

0:15:47 Big News from E3

0:16:39 TurboGrafx 16 Mini (PC Engine Mini) Revealed

0:18:10 21st Century Free Speech Article on Gameunder.net & Story About WW2 Clay

0:21:08 "All Thoughts are Arguments"

Tom's Story
0:21:34 The Good Samaritan

Final Impressions
0:32:15 Yakuza 4

0:48:00 *Mild Spoilers*

Final Impressions
1:15:50 Tacoma Part II

Stuff You Should Know
1:30:40 Tissue Elevator Explained

1:33:15 Walt Williams Book: Significant Zero

1:35:15 Cultural Divide - Thank You For Your Service

1:38:03 Telltale is Dead

Game Under Podcast 109

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

Introduction

0:00:07 Hey Now!

0:00:53 New Mic.

Trademark Banter

0:02:57 What Happens When you Google/Bing, "Bosch"? (Tom the "Tooltime" Towers)

0:10:36 Jurassic Park

0:17:04 Shindler's List

0:18:54 Speilberg

0:19:49 The Problem with Young People & Bioshock Infinite

First Impressions

0:21:38 Phil Talks About Nintendo's Tetris 99

Game Under Podcast 108

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

Introduction
0:00:08 Welcome

Yakuza Killzone Minute
0:02:21 Tom Finally Plays Yakuza 4/ Digital Foundry Analysis of Killzone 2

Trademark Banter
0:06:23 Our Go-To Loser Meal
0:11:52 Public Performance
0:12:32 Podcasts Are Back Baby!
0:14:46 C'mon Japan
0:23:55 Service Games
0:25:06 The Sonic Trailer
0:30:25 Eb Games Level 3 Baller

News
0:35:07 Game Informer Australia Shut Down
0:40:31 Riot Employe Walkout (Riot does not Ensue)
0:48:23 New Xbox Community Standards Rules (Fresh Take)

Tom Towers Derails Outro
1:02:48 The Demise of the Bithell Game Podcast
1:06:00 Lucas Pope's "new" Game.
1:09:24 The Voice of The report of The Week
1:11:14 The Warriors & Harlan Ellison's A Boy and His Dog
1:16:58 Mad Max Fury Road's Art Director


Game Under Podcast 107

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

In anticipation of the upcoming release of Devil May Cry 5, Tom Towers and Aaron Mullan discuss their first impressions of Devil May Cry 5 as well as a full review of Devil May Cry 2.

0:00:00 - 0:21:28 Devil May Cry 5 First Impressions
0:21:28 -> Devil May Cry 2 Full Review

Game Under Podcast 106

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

Introduction

0:00:14 Hello - Special Guest Live from Florida!
0:00:26 VG Pressroom Podcast 10th Anniversary (Special guest Appearance)

Big Story of the Week
0:02:25 Vale Telltale

Trademark Banter
0:06:08 Grand Final Day
0:07:29 Bowsette
0:11:40 Relative Value

Feature
0:15:34 Devil May Cry Series Review
0:21:51 Tom's Impressions

Impressions
01:14:38 Enter the Gungeon

Switch Impressions
01:43:03 Aarny and His Switch

The vgpress.com podcast Tenth Anniversary
01:44:29 Ten Years of Foolz