Game Under Podcast 170

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0:00:05 Intro

0:00:30 ANZAC Banter

0:01:47 Gamepass on Switch 2?

0:08:23 Are the Big 3 at a Gridlock?

0:17:35 Third Party Switch Games are Codes

0:21:00 Switch 2 Release Price

0:23:52 Oblivion Remake Launch

0:29:04 Tom's Played Oblivion Remake

0:46:36 Phil's Played Case of the Golden Idol

0:56:00 Tom's Played Blue Prince

1:04:10 SPOILER ALERT for Blue Prince

1:24:42 Outro

In this episode Tom and Phil discuss the weeks news, including more Switch 2 controversy, and Microsoft’s remaster of The Elder Scrolls IV: Oblivion. We then give our impression of the Blue Prince, a game that many are putting on the top of their GOTY lists. Tom dabbled with the Oblivion remaster and after last episode Phil decided to play The Case of the Golden Idol and tell Tom exactly what he thinks about it.

ANZAC Biscuit Recipe

Mix together 1 cup plain flour, 1 cup of sugar, 1 cup rolled oats, 1 cup coconut, pinch of salt. Melt 250g of butter in 2 tablespoons of water, then add 1 tablespoon of can syrup and 1 teaspoon of baking soda. Stir into dry ingredients. Mix well. Place teaspoonfuls on greased tray and bake in moderate oven till browned (about 10 minutes). Allow to cool on tray.

Transcript:

00:00:05.360 --> 00:00:10.480

Tom: Hello and welcome to Episode 170 of The Game Under Podcast.

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Tom: I'm your host, Tom Towers, and I'm joined, as always, by...

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Phil: Oh, Phil Fogg.

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Phil: Sorry, I was waiting for you to make some sort of Anzac Day reference or something.

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Tom: I forgot your name.

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Tom: That was the issue.

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Tom: I was waiting for you to fill me in there.

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Phil: Yes.

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Phil: Fill you in.

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Phil: Exactly.

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Phil: I just mentioned Anzac Day.

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Phil: That's something for our foreign listeners.

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Phil: Anzac is short for Australian New Zealand Armored Corps.

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Tom: It's also a biscuit.

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Phil: Yes.

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Phil: I was going to say it's also a fantastic biscuit with some variants.

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Phil: I've got to ask you, do you believe coconut should be an ingredient in Anzac biscuits?

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Tom: Yes.

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Phil: Okay, good.

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Phil: We're on the same path.

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Phil: So rolled oats, coconut, sugar.

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Phil: What's your thoughts on honey?

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Tom: Probably should have sugar.

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Tom: Could have honey though, why not?

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Phil: Yeah.

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Phil: Have you made your own Anzac biscuits?

00:01:06.240 --> 00:01:07.960

Tom: Yes, I believe I have.

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Phil: I have a killer recipe.

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Phil: I'll put it up on the show notes there.

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Tom: In our cooking section.

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Phil: In our cooking section.

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Tom: I'm looking forward to reading all the back story that will be featured in the recipe, I presume.

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Phil: Yeah.

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Phil: Now also, do you have your Die of Destiny ready?

00:01:28.320 --> 00:01:30.380

Phil: Because I don't know if you've finished any games.

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Phil: I know we're going to be talking about some big games this week, like Blue Pince and Oblivion and stuff like that.

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Tom: The Die of Destiny was located, I believe.

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Phil: Okay.

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Phil: Very good.

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Phil: Excellent.

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Phil: All right.

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Phil: Well, we'll start in with the news.

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Phil: Story number one, Xbox boss Phil Spencer reiterates support for the Switch 2, saying Nintendo has been a great partner.

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Phil: We think it's a unique way for us to reach players who aren't PC players and aren't players on Xbox.

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Phil: It lets us continue to grow our community of people that care about the franchises that we have, and that's really important for us to make sure we continue to invest in our games.

00:02:05.740 --> 00:02:12.020

Phil: The Xbox head reiterated the company's plans to keep delivering games and making them available quote in as many places as possible.

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Phil: Not really a new story there, I guess, other than the fact that it has Switch 2 in the headline and this credit goes to Variety, the entertainment magazine.

00:02:26.660 --> 00:02:27.800

Phil: I got a question for you.

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Phil: Do you see, this is an easy question, do you see any world in which Game Pass is on a Nintendo system?

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Tom: I think it comes down to whether Nintendo would allow it.

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Tom: I presume, with the statements Microsoft has been making, they would like Game Pass to be on both PlayStation and Switch.

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Phil: Absolutely.

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Phil: They'd love it on Sony's platform as well.

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Phil: But do you think Nintendo would allow it?

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Tom: I think maybe not.

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Tom: Maybe they think it would devalue the brand somehow.

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Phil: I would say they absolutely would not want it on there, because if you're giving away all these, you're not giving it away.

00:03:10.380 --> 00:03:12.080

Phil: I mean, it's a subscription.

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Phil: Obviously, there would be a profit share there to make it worthwhile for Nintendo.

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Phil: But I think as long as Nintendo is financially viable and making money, they would be foolish to allow Game Pass or any subscription service on their platform.

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Phil: Because while people are playing the new Oblivion on Game Pass, they're not going out and buying a Nintendo game.

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Tom: It would also be competing with their own subscription service as well.

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Phil: Yeah.

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Phil: I don't think there's any way possible for that.

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Phil: I think Microsoft would love it.

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Phil: Now, what do you think Sony would do it?

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Phil: Or just for the same reasons?

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Phil: Absolutely not.

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Tom: I would presume Sony wouldn't either.

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Phil: Yeah.

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Phil: Do you think-

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Tom: What about Game Pass officially on a Steam Deck in some capacity somehow?

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Phil: I'd say that Steam would do it.

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Phil: Valve would allow it, but they'd probably want some monstrosity of a percentage of the profit share.

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Phil: Because it would also, for the same reasons, it's going to cut into their revenue.

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Phil: But if they were getting, let's say, 50 percent of the subscriptions that come through Steam, they might do it.

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Phil: And if Nintendo had three hardware flops in a row, they might look at it in a different way as well and go, well, why are we making these games home towards the Western market?

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Phil: Or why are we chasing that?

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Phil: You know, our third-party support could be Game Pass, basically.

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Phil: And we'll stick to making our games and then you've got Game Pass on there as well, as long as they were getting a lucrative enough piece of the action.

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Tom: Here's a question for you on the Switch 2 launch.

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Tom: I think a notable thing I've seen lacking from discussions is whether people think it will actually be successful or not.

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Phil: Well, there's a couple of things there.

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Phil: Number one is, and I understand what you're saying, the reality right now, and this isn't, really isn't indicative of how it will go forever, but apparently pre-sales in Japan have sold out, and they had to actually issue a statement because they're a publicly traded company, stating that we are not going to have enough systems at that launch.

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Phil: And I haven't got the latest on the US pre-sales because that just was basically like a day and a half ago.

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Phil: So based on pre-orders, it will be successful, but the people who are pre-ordering, the people who are in the bag, they know exactly what's going on with the Switch 2.

00:06:01.820 --> 00:06:12.980

Phil: Whether it's going to be successful broadly will depend on whether they're able to bring in people who aren't following video game website news, website channels and things like that.

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Phil: So I think there's room there for them to fail.

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Phil: There certainly is and I'm not the only one to say it.

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Tom: I think the most interesting part is just that it's not a part of the discourse at all.

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Tom: In the past anyway, when a console has launched, that's been one of the major talking points, has it not?

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Phil: Absolutely.

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Phil: Yeah.

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Phil: Is it going to fail or not?

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Phil: I have heard some people ask if it could possibly fail, and given reasons, like it's not innovative enough, it's too expensive, it's not innovative enough.

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Phil: I'm not the only one to have said that, but I don't think I see it in the broader community at all.

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Phil: I don't see regular Joes asking, is this going to succeed or not?

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Tom: I haven't seen it either.

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Tom: I think it goes back to the thing we've been discussing before about the total change in attitude with gamers when it comes to companies, where there doesn't really seem to be much criticism of them in terms of their consumer-based policies.

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Tom: And I think going with that is just an assumption that everything will succeed, because why wouldn't it?

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Tom: Everything is great, is it not?

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Phil: Right.

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Phil: Yeah.

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Phil: And I really think the price point is something here that is going to cause some squeamishness amongst the broader community.

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Phil: Because at the end of the day, what are most people picking?

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Phil: Like they're either playing on a tablet, casuals, or either playing on a tablet, or they can get this switch with the Mario characters on it, right?

00:08:01.900 --> 00:08:03.580

Phil: From their perspective.

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Phil: And for 300 bucks or 200 bucks, you go, yeah, it'll be worth it.

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Phil: The kid's going to play with it for six years, it's fine.

00:08:10.320 --> 00:08:23.320

Phil: But when it's closer to a thousand bucks in Australia, when you add up a second controller in a video game and all the rest of it, we'll just basically that, you get a second control in the game.

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Phil: But maybe if we get on to the next story.

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Phil: But Mike, other question was before we get on to the next story, which is also Switch 2 launch related, so we can continue on that topic.

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Phil: Do you think we're at a gridlock with Sony, Nintendo, and Microsoft?

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Phil: I thought this generation, something would shake out or maybe in the next generation of consoles, something would shake out where Microsoft is going to go, no, we're not going to make a console anymore, or Sony would do something similar or will pull back in some way.

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Phil: Like is Nintendo always going to be over there in the niche doing what they do?

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Phil: Is Microsoft going to stick with this game pass or bust strategy?

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Phil: Because when Spencer says in this, let us continue to grow our community of people that care about the franchises that we have, right?

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Phil: Now, he can say that now because they own Bethesda, and they own Activision, and they own a whole bunch of other companies as well.

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Phil: Five years ago, Microsoft was not talking about people who care about the franchises that they have because they basically had two or three franchises, Boots of Gears and Halo, and all of them were starting to show craft.

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Phil: So do you think where we are now with these three players involved in the way that they're involved, do you think that is going to be the status quo for the next five years?

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Tom: So by status quo, do you mean you were suggesting that another contender could potentially enter or solely that one might leave?

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Phil: I was thinking one of them had to have, one of these companies had to have left, right?

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Phil: Yep.

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Phil: It obviously wasn't going to be Nintendo with the most successful console sales of all time.

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Phil: But you look at Sony and they've got their console, but they haven't really got a great lineup of games.

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Phil: Because third-party support is something that's no longer really an issue between Sony and Microsoft because of the acquisitions, in part the acquisitions that Microsoft has made, and in part also because the economy, it costs so much to make these games, developers are not going to tie their games just to Sony.

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Phil: In fact, one of the store board companies like Square Enix basically said it was a mistake to release Final Fantasy VII Remaster exclusively on Sony initially.

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Phil: So I was looking at one of these guys to fall out, and I thought that it was going to be Microsoft.

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Phil: I think they still may, but they're still talking to talk about doing a handheld and doing a handheld, and it doesn't seem like any of these players are going to exit the scene.

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Tom: What happens, just to come up with a totally different direction to this, what happens if Sony and XBox both release, essentially, their version of a Switch, right?

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Tom: At a similar price point to the Switch 2.

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Phil: I think it keeps going the way it goes.

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Phil: Like, for example, every Japanese business person I meet, and I meet a few, none of them have Samsung phones, none of them.

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Phil: None of them have Apple phones, none, not a single one.

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Phil: The Australian employees that work for the Japanese companies that have to go to Japan all the time, also do not have a Samsung or Apple phone.

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Phil: What do they have?

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Tom: You tell me.

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Phil: They have Sony phones.

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Tom: Yep.

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Phil: Every single one of them has a Sony phone.

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Phil: I can see the appeal.

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Phil: Now, it's running some version of Android, unfortunately.

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Phil: Otherwise, I'd be all over it, because Sony, there's no argument, well, you could probably argue it, but I don't think there's any argument that Sony, I'm sorry, that Sony makes exquisite electronic devices.

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Tom: Yep.

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Phil: In terms of design and feel.

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Phil: But have you seen a Sony phone in Australia here, like anyone using a Sony phone?

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Phil: If you have, it's probably-

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Tom: I was unaware Sony made phones.

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Phil: Exactly.

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Phil: So that's why I think Sony can kind of just do what they do, and then they'll be fine because of the Japanese loyalty to their brand.

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Phil: Microsoft, there's no loyalty to the Microsoft brand.

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Phil: People use Game Pass because it's a good deal.

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Phil: If it ceases to become a good deal, they will cease to buy it.

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Phil: So to your question, and I did two episodes ago, I did an analysis of the low sales of hand-held devices outside of Nintendo's success.

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Phil: Everyone thinks it's successful, but really, Switch has been the only success in this sphere.

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Phil: I think Microsoft will release one, but I think if they do what Steam did and just basically make it a big picture Game Pass machine, I think it could have some appeal.

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Phil: I mean, people use Microsoft products.

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Phil: I think almost every non-retired Australian uses a Microsoft product every single day.

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Phil: So there's something to that and people associating Microsoft with technology.

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Phil: So I think Sony will do it.

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Phil: I think it'd be a success in Japan, but they'd probably price it out of the market elsewhere.

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Phil: The PlayStation 5 Portal has been a phenomenal success in the West and in Japan, and all that does is stream games from your PlayStation 5.

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Tom: I think it would also put Nintendo in an interesting position as well, because they would be once again stuck half a generation.

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Tom: Well, they haven't really caught up this generation, but for argument's sake, we'll say half a generation in the past, with potentially a similar price product.

00:14:23.680 --> 00:14:25.160

Tom: Yes.

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Tom: Unless Sony and Xbox were to be delivering something significantly more powerful, but with the length of video game consoles lifespan these days, it could be that the direction they move into is rather than releasing something significantly more powerful.

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Tom: The point of the next console might be hand-held functionality.

00:14:50.460 --> 00:14:53.360

Phil: It might be hand-held functionality, and it might-

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Phil: remember Microsoft made that statement that their next console will be the biggest technological jump in console history, right?

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Phil: And everyone went, oh, wow, it's going to be so powerful.

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Phil: And I think it's going to be streaming.

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Phil: I think it's going to be pushing game pass through streaming.

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Phil: And yeah, that's not going to work everywhere.

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Phil: It certainly won't work in Australia, and it won't work in most parts of the United States.

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Phil: But they'll also have a component where you can download the games as well.

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Phil: But if they can make their hand-held be a thin client, they can also play games locally if you have to, you know, that might be their big innovation.

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Phil: But yeah, I mean, it will put Nintendo in a difficult position because there will be at least a generation behind when Sony and Microsoft release their new systems.

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Phil: I still think this hand-held concept has to prove itself and that we could be heading for a big fall.

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Phil: But, you know, you look at the profusion of tablets in life, people using iPads and tablets, you know, constantly.

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Phil: If they can think of the, if the general market thinks of these things as being a tablet for gaming, you know, then I think that you could have, this could be the form factor for the foreseeable future.

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Phil: Certainly, buying a box from an electronic store and shoving it under your TV and then buying controllers for it is not, it's not the future, right?

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Phil: It's just not a part of regular consumers thinking that you would do, that you would buy a specific thing.

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Phil: Like people don't go out, people were used to buying, you know, a DVD player, for example, or a VHS player or a stereo system.

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Phil: And that's where a console sort of fit into it.

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Phil: Oh, I buy this thing to play my records, I buy this thing to watch movies, or I buy this thing to play games.

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Phil: Well, now those other things have gone away.

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Phil: They're still there for the hobbyists, obviously.

00:17:08.480 --> 00:17:15.180

Phil: You can still go out and buy these things, because, you know, there are still people that collect Blu-rays and records.

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Phil: But I think the concept of a console that you buy and put under your TV is going to go away.

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Phil: But if you've got a hand held that docks to your TV, it makes a lot more sense.

00:17:31.860 --> 00:17:33.440

Tom: Interesting times.

00:17:35.080 --> 00:17:41.100

Phil: Even more interesting, story number two, this credit goes to Eurogamer.

00:17:41.100 --> 00:17:42.100

Phil: Yeah, this is another question.

00:17:42.780 --> 00:17:48.000

Phil: Looks like most Switch 2 third-party physical releases don't have the game on the card.

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Phil: So, Nintendo has released this game key card format for their games, or at least it's an option.

00:18:00.640 --> 00:18:05.400

Phil: So, it's a physical release you buy that has a download key rather than the full game data.

00:18:05.400 --> 00:18:15.900

Phil: And that's going to be a pretty common sight because 11 of the 12 third-party games announced for Japan are all game key cards.

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Phil: Now, you have to imagine that this means for the menu, for the publishers, this is obviously the cheapest choice because they don't have to buy high-capacity memory cards.

00:18:29.940 --> 00:18:42.400

Phil: They can buy the lowest-capacity memory card because we're talking about a game key that's something like 16 characters, as opposed to having to buy multi-gig SD cards essentially for each individual game.

00:18:43.880 --> 00:18:47.340

Phil: So, you can see why third parties are doing it.

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Phil: The only exception is CD.

00:18:49.020 --> 00:18:52.440

Tom: Wouldn't they just have the code in the box printed?

00:18:52.440 --> 00:18:56.640

Phil: Well, it's actually embedded in the card, which is good.

00:18:56.640 --> 00:19:04.820

Phil: This has at least one advantage over code in a box release in that these aren't locked to a specific user account.

00:19:04.820 --> 00:19:17.900

Phil: So, I can give you my Nintendo Switch game key card, and now you can use it on your system, and it's not checking to see if you're the legitimate user or not.

00:19:17.900 --> 00:19:24.500

Phil: You'll just put that into your Switch 2 and it'll go, oh, you need to download the files, and it'll let you download the files.

00:19:24.500 --> 00:19:26.120

Tom: Okay, that's good.

00:19:26.120 --> 00:19:29.800

Phil: Well, it's good for game sharing.

00:19:29.800 --> 00:19:37.340

Phil: I mean, because you're essentially allowing people to photocopy your game as many times as they want.

00:19:38.520 --> 00:19:43.840

Tom: Sorry, I previously had no interest in the Switch 2, now I have some interest in the Switch 2.

00:19:43.840 --> 00:19:47.000

Phil: Yeah, I think there's going to be probably a few websites.

00:19:48.900 --> 00:19:58.840

Phil: Now, the game key cards, I don't think that the actual codes will be visible or something that the user will be able to see and copy.

00:19:58.840 --> 00:20:06.420

Phil: You'd probably need some device to dump the data onto, and obviously, they've got security around that.

00:20:07.880 --> 00:20:17.420

Phil: But, you know, I mean, it does allow you at least to resell it, as opposed to, you know, once you get to just get it, use a code, you've used it and you can't resell it.

00:20:19.020 --> 00:20:21.440

Phil: So, yeah, this is not surprising at all.

00:20:21.680 --> 00:20:27.400

Phil: It won't delight physical collectors, but I can see why the publishers are doing it.

00:20:27.400 --> 00:20:30.520

Phil: And of course, this will drive down the cost of games for the consumer.

00:20:30.840 --> 00:20:32.060

Phil: Ha, ha, ha.

00:20:33.700 --> 00:20:43.560

Phil: You know, it'll just make things better for the publisher and worse for the consumer because then the consumer has to pay for the download and the publisher gets to enjoy the larger margin of not having to buy a...

00:20:44.580 --> 00:20:51.500

Tom: Hopefully, it will result in low used game prices though as well.

00:20:51.500 --> 00:20:52.880

Phil: Yeah, hopefully.

00:20:52.880 --> 00:20:55.900

Phil: I think GameStop is happy about this.

00:20:56.440 --> 00:21:00.600

Phil: EV Games, I don't think they're actually happy about anything.

00:21:00.600 --> 00:21:06.760

Phil: In other news, final prices were announced for Switch 2 games and it was available for pre-order in North America finally.

00:21:06.760 --> 00:21:11.580

Phil: Well, the rest of the world has been pre-ordering it now for about a month.

00:21:11.580 --> 00:21:14.680

Phil: Prices stayed the same as were advertised.

00:21:14.680 --> 00:21:20.480

Phil: However, accessories are going to cost more than they had thought.

00:21:21.040 --> 00:21:27.060

Phil: So, you want to guess what a Switch 2 Pro Controller costs in USD?

00:21:27.060 --> 00:21:29.880

Tom: What did the first one cost?

00:21:29.880 --> 00:21:32.420

Phil: In USD, I think it cost about 70 bucks.

00:21:32.420 --> 00:21:33.940

Tom: Okay.

00:21:33.940 --> 00:21:36.080

Tom: Let's say 80.

00:21:36.080 --> 00:21:39.180

Phil: Yep, 85 bucks.

00:21:39.180 --> 00:21:43.620

Phil: If you want to buy another Joycon 2 pair, it is 100.

00:21:45.540 --> 00:21:46.520

Phil: You want to buy a strap for that?

00:21:46.520 --> 00:21:50.460

Tom: Weren't they relatively cheap on the Switch 1?

00:21:50.460 --> 00:21:51.120

Phil: They were.

00:21:51.120 --> 00:21:56.580

Phil: I mean, it wasn't like you just go out and buy a billion of them, but they were affordable.

00:21:56.580 --> 00:22:01.920

Phil: I think in part because they broke so often that Nintendo had to concede something.

00:22:01.920 --> 00:22:04.160

Tom: And you couldn't use them as a mouse either.

00:22:04.160 --> 00:22:05.660

Phil: No.

00:22:05.660 --> 00:22:13.420

Phil: If you want to buy a strap for that Joycon 2, or just a single strap, you want to guess how much USD?

00:22:15.000 --> 00:22:16.260

Tom: Twenty.

00:22:16.260 --> 00:22:18.160

Phil: Oh, yeah.

00:22:18.160 --> 00:22:19.380

Phil: Fourteen bucks.

00:22:19.380 --> 00:22:20.180

Tom: Okay.

00:22:20.180 --> 00:22:21.100

Phil: Fourteen bucks, which would be-

00:22:21.100 --> 00:22:22.880

Tom: So it's a bargain.

00:22:22.880 --> 00:22:23.340

Phil: Yeah.

00:22:23.340 --> 00:22:26.540

Phil: That'd be about $27 Australian.

00:22:26.540 --> 00:22:30.220

Phil: You buy the camera for a bargain, 55 bucks.

00:22:30.220 --> 00:22:34.760

Phil: If you want to buy a second dock for it, 120 bucks.

00:22:34.760 --> 00:22:36.940

Phil: Hey, how about a carrying case and screen protector?

00:22:37.140 --> 00:22:37.840

Phil: Forty bucks.

00:22:37.840 --> 00:22:40.140

Phil: That's pretty good.

00:22:40.140 --> 00:22:41.380

Phil: But if you want to all in one-

00:22:41.380 --> 00:22:44.280

Tom: For a carrying case, is that good?

00:22:44.280 --> 00:22:46.000

Phil: For 40 bucks, if it's a good one.

00:22:46.000 --> 00:22:52.300

Tom: I've got a Switch carrying case that is, I think was $27 Australian.

00:22:52.300 --> 00:22:52.680

Phil: Yeah.

00:22:54.260 --> 00:22:56.200

Tom: These are all US prices, aren't they?

00:22:56.200 --> 00:22:56.500

Phil: US.

00:22:56.500 --> 00:22:56.980

Phil: Exactly.

00:22:57.200 --> 00:23:00.900

Tom: So I wouldn't say $70 is a good price for a carrying case.

00:23:00.900 --> 00:23:01.000

Phil: No.

00:23:01.040 --> 00:23:01.840

Phil: Well, you should.

00:23:01.840 --> 00:23:02.420

Phil: Okay.

00:23:02.420 --> 00:23:05.980

Phil: But what about the all-in-one carrying case?

00:23:05.980 --> 00:23:08.180

Phil: Probably has places for you to put the games.

00:23:08.180 --> 00:23:10.280

Tom: Does that include the console?

00:23:10.420 --> 00:23:11.420

Phil: No.

00:23:13.120 --> 00:23:16.300

Phil: That's a mere $85 USD.

00:23:18.440 --> 00:23:20.020

Tom: It carries everything.

00:23:20.920 --> 00:23:23.560

Tom: I can put more games than I have in it.

00:23:23.560 --> 00:23:29.540

Phil: Then you can get a 256 gigawatt memory card, as you call it, for Switch 2.

00:23:30.560 --> 00:23:35.440

Phil: That's a mere $60 USD, which I think is pretty fair, really.

00:23:35.440 --> 00:23:38.540

Tom: I assume you can just buy any SD card?

00:23:38.540 --> 00:23:48.620

Phil: Yeah, you can, but this is the official Microsoft branded Mario's faces on it, that you'll never see once you put it in the device.

00:23:48.620 --> 00:23:49.600

Phil: 60 bucks.

00:23:49.600 --> 00:23:50.000

Phil: All right.

00:23:50.000 --> 00:23:52.460

Phil: That's not okay.

00:23:52.460 --> 00:23:52.720

Phil: Okay.

00:23:52.720 --> 00:23:56.000

Phil: We'll move on to story three, shall we?

00:23:56.000 --> 00:23:57.200

Phil: Oblivion Shadow Drops.

00:23:57.300 --> 00:24:03.900

Phil: So Elder Scrolls IV Oblivion Remastered was shadow dropped this week, and it's available not only on-

00:24:03.900 --> 00:24:06.980

Tom: So it's not Oblivion Shadow Drop, that's not the game?

00:24:06.980 --> 00:24:10.900

Phil: No.

00:24:10.900 --> 00:24:16.060

Phil: It's not only available on Xbox and PC, but also on PlayStation 5.

00:24:16.060 --> 00:24:32.040

Phil: The remaster features updated visuals, improved mechanics, and all post-release DLC, which is pretty cool, and it is available on Xbox Game Pass for free if you of course subscribe for money.

00:24:32.040 --> 00:24:33.660

Phil: This of course was no surprise.

00:24:33.660 --> 00:24:38.600

Phil: Rumors about this remake surfaced in 2023 in the remaster.

00:24:38.600 --> 00:24:40.580

Phil: There's been stories about this going on and on.

00:24:41.020 --> 00:24:46.720

Phil: The remaster was actually leaked last week as well, and then the official Xbox support account gave out a release date.

00:24:46.720 --> 00:24:53.660

Phil: So I'm not sure you could call this a shadow drop, but at least they said the game exists and it's available now.

00:24:54.800 --> 00:24:56.840

Phil: There's a deluxe edition and a normal edition.

00:24:56.840 --> 00:25:11.020

Phil: The normal edition sells on Steam for Australian 85 AUD, and comes with some, the normal version comes with free horse armor, which is a great improvement on the original release.

00:25:12.400 --> 00:25:15.540

Tom: Did you say the deluxe version comes with free horse armor?

00:25:15.540 --> 00:25:18.280

Phil: No, the normal version comes with free horse armor.

00:25:18.280 --> 00:25:22.300

Phil: You do not have to spend $2.99 to plate your horse.

00:25:23.840 --> 00:25:30.420

Phil: This was developed, I just want to bring to people's attention, that this was co-developed by Bethesda in a company called Virtuous.

00:25:30.560 --> 00:25:37.100

Phil: I had not heard of Virtuous, so I looked them up and they basically provide video game development support.

00:25:37.100 --> 00:25:49.260

Phil: They're based in Singapore, they've got like 4,200 employees and 25 offices, and they worked on things like NieR Automata, League of Legends, Bioshock, The Collection, and Marvel Avengers.

00:25:49.720 --> 00:25:53.780

Phil: So it sounds like they've probably done all of the work here.

00:25:53.780 --> 00:25:55.260

Phil: So yeah, I thought that was pretty good.

00:25:55.740 --> 00:25:58.040

Phil: I beat the original.

00:25:58.040 --> 00:26:03.260

Phil: I found The Elder Scrolls IV to be, we did talk about Oblivion last episode.

00:26:03.260 --> 00:26:05.260

Tom: But-

00:26:05.260 --> 00:26:09.060

Tom: Can we take credit for the re-release?

00:26:09.060 --> 00:26:09.620

Phil: I think so.

00:26:09.620 --> 00:26:15.240

Phil: I think finally they said, well, Game Under Podcast is talking about it.

00:26:15.240 --> 00:26:17.360

Phil: I think we're at the crest of the wave.

00:26:17.780 --> 00:26:19.900

Phil: I don't think we're going to get much more hype.

00:26:19.900 --> 00:26:20.880

Phil: Now is the time.

00:26:20.880 --> 00:26:22.680

Phil: Drop, drop, drop.

00:26:22.680 --> 00:26:26.100

Phil: They picked up the phone to Singapore and said, get it out.

00:26:26.100 --> 00:26:30.100

Phil: I found the Oblivion to be a lot more, I don't know.

00:26:30.100 --> 00:26:31.100

Phil: Maybe it's just my impression.

00:26:31.100 --> 00:26:37.660

Phil: I thought it was a lot shorter and a lot more linear than say Morrowind or Skyrim.

00:26:37.660 --> 00:26:41.300

Phil: It seemed much more like a video game.

00:26:41.300 --> 00:26:43.220

Phil: I think that's why it was so successful.

00:26:43.220 --> 00:26:51.520

Phil: It did launch with the Xbox 360, and it was the game that I picked up with my 360, one-to-one was available.

00:26:51.520 --> 00:26:58.200

Phil: It did look phenomenal and people who had never played Elder Scrolls before were playing it.

00:26:58.640 --> 00:27:00.240

Phil: It's fondly remembered.

00:27:00.240 --> 00:27:02.580

Phil: I think it's getting a fairly good response.

00:27:03.980 --> 00:27:07.820

Phil: But we'll just go into what we've been playing.

00:27:07.980 --> 00:27:11.500

Phil: You've actually had an opportunity to play this, is that right?

00:27:11.500 --> 00:27:25.340

Tom: Well, on your point, I think the main quest line in Oblivion was very short compared to us, a standard RPG, let alone an Elder Scrolls game.

00:27:25.340 --> 00:27:28.760

Tom: That might be what you're remembering.

00:27:29.900 --> 00:27:43.080

Tom: To me anyway, the world of the original felt a lot less interesting and detailed compared to Morrowind due to the procedural generation.

00:27:44.460 --> 00:27:55.280

Phil: Yeah, I found that it felt very boxed in and pretty, but I see that the prettiness of it at the time carried it a long way.

00:27:55.280 --> 00:28:00.060

Phil: I think it's a much prettier game than Skyrim, certainly.

00:28:00.060 --> 00:28:01.820

Phil: When I say pretty, I mean in every aspect.

00:28:01.820 --> 00:28:04.780

Phil: I mean, visually, it just seems to look better than Skyrim.

00:28:05.020 --> 00:28:16.420

Phil: But maybe it's because Skyrim is now 10 years old and I've got my rose-colored nostalgia glasses on for what Oblivion actually looks like.

00:28:16.420 --> 00:28:22.100

Tom: Well, it did have a certain Vaseline Sheen to it as well.

00:28:22.120 --> 00:28:24.000

Phil: Exactly.

00:28:24.000 --> 00:28:35.960

Phil: And then also starting with Patrick Stewart voicing the character that quickly is just gotten rid of about four minutes into the game.

00:28:35.960 --> 00:28:37.760

Phil: But just even starting with that.

00:28:37.760 --> 00:28:41.160

Tom: I could only afford a certain number of lines, unfortunately.

00:28:41.160 --> 00:28:44.460

Phil: Yeah, which was the same thing with Cyberpunk and Keanu Reeves.

00:28:44.520 --> 00:28:50.020

Phil: And also, what was the fellow that was Metal Gear Solid?

00:28:50.020 --> 00:28:51.140

Tom: David Hayter.

00:28:51.140 --> 00:28:53.600

Phil: No, no, the last one, Kiefer.

00:28:53.600 --> 00:28:54.580

Tom: Kiefer Sutherland, yes.

00:28:54.580 --> 00:28:55.840

Phil: Yeah, exactly.

00:28:55.840 --> 00:28:57.680

Phil: So they get paid by the word.

00:28:57.680 --> 00:28:59.180

Phil: I wish I was.

00:28:59.180 --> 00:29:04.460

Phil: So do you want to give your impressions of Elder Scrolls IV, the remaster?

00:29:04.460 --> 00:29:04.760

Tom: Yep.

00:29:04.760 --> 00:29:21.180

Tom: Well, so far, I went back to it out of curiosity because, as I said, I disliked it, let alone did not like the original version of Oblivion, yet played for 120 hours.

00:29:21.180 --> 00:29:26.380

Tom: So this was a exercise in introspection.

00:29:26.380 --> 00:29:37.380

Tom: I was wondering if the remake would be able to offer me any insights into why it was, I spent 120 hours on a game that I did not like.

00:29:38.500 --> 00:29:43.860

Tom: And I think the answer is, it's just absolutely hilarious.

00:29:43.860 --> 00:29:54.520

Tom: I mean, everyone knows all of the Oblivion memes, but as it opens, the opening itself is hilarious.

00:29:54.520 --> 00:30:02.240

Tom: I think all Elder Scrolls games open with you being imprisoned or at least all the ones I have do.

00:30:02.240 --> 00:30:24.280

Tom: But just the way the opening unfolds with Patrick Stewart appearing and giving a very disinterested yet professional performance while being surrounded by some of the most hilarious voice acting ever recorded is just absolutely beautiful.

00:30:24.280 --> 00:30:29.900

Tom: And you then break out into this majestic, beautiful world.

00:30:29.900 --> 00:30:54.060

Tom: Yet it turns out to be a world that is structured where you're essentially wandering through an area that looks very beautiful in which compared to other Elder Scrolls games, nothing is really happening and the dungeons are essentially disconnected from the world as are the towns, which is the case in other Elder Scrolls games as well.

00:30:54.060 --> 00:31:03.940

Tom: Yet a lot more happens in the interstitial sections where you're wandering from dungeon to town, so it doesn't feel like they're disconnected.

00:31:03.940 --> 00:31:08.100

Tom: It feels like the one sort of world.

00:31:08.100 --> 00:31:19.640

Phil: I think technically, like at the time, releasing any Bethesda game on a console, which this is still before updates were a part of the thing.

00:31:19.640 --> 00:31:24.680

Phil: You couldn't be assured that the end user was even going to have an Internet connection.

00:31:25.380 --> 00:31:31.880

Phil: I think on the base 360, there was not an Ethernet port, for example.

00:31:31.880 --> 00:31:41.440

Phil: And so I think the accomplishment of actually shipping this game on a disk is pretty remarkable.

00:31:41.440 --> 00:31:54.520

Phil: Like the fact that they were able to ship this on a 360 disk without a safety net, and that the game wasn't completely broken, or wasn't, I don't remember ever being broken.

00:31:54.520 --> 00:31:56.660

Phil: I think, you know, that is an accomplishment.

00:31:56.660 --> 00:32:14.080

Phil: And so while the game is perhaps more tightly focused than you or I would want it, I believe I can give them some cover because of the accomplishment of actually releasing a game on a brand new system and not having the safety net of being able to update it.

00:32:14.740 --> 00:32:18.860

Tom: Well, there was also the original Xbox release of Morrowind.

00:32:20.000 --> 00:32:20.780

Phil: Right.

00:32:20.780 --> 00:32:23.720

Tom: So it's not totally unprecedented.

00:32:24.900 --> 00:32:35.320

Tom: And you could say that the Xbox version of Morrowind is broken, but you do have to bear in mind the PC version of Morrowind is also broken.

00:32:35.320 --> 00:32:35.640

Phil: Yeah.

00:32:35.640 --> 00:32:40.600

Phil: And to tell you the truth, I played Morrowind in its entirety on the Xbox.

00:32:42.580 --> 00:32:46.220

Phil: And then I went out and bought the expansions on the Xbox and all the rest of it.

00:32:47.000 --> 00:32:52.100

Phil: And then when I played it on the PC finally, it was similarly janky and broken.

00:32:52.100 --> 00:33:03.440

Phil: So yeah, that's a very good point, though I think also, too, with what they were able to achieve with the graphics compared to the relative simplicity of Morrowind is admirable.

00:33:03.440 --> 00:33:06.740

Phil: And you're right, they did have that practice run with Morrowind on the Xbox.

00:33:08.160 --> 00:33:17.920

Tom: Yep, and as well as the structural thing, the gameplay as well is similarly hilarious, which applies to all Elder Scrolls games.

00:33:17.920 --> 00:33:23.640

Tom: I think they have updated the combat in the remake.

00:33:23.640 --> 00:33:29.800

Phil: Yeah, I read that the leveling system has been adjusted to prevent enemies from outclassing players.

00:33:29.800 --> 00:33:51.600

Tom: Yeah, there was, I think there was something weird about how you set the difficulty level in Oblivion, which resulted in you, particularly early on, just getting absolutely slaughtered, which I found to be the case on the hardest setting in Oblivion as well.

00:33:51.600 --> 00:34:12.540

Tom: Rats, I think, took three hits to be able to kill me and required about probably 20-plus hits to kill with a sword, or maybe 10 with the bow and arrow with the Wood Elf character I chose to start the game with.

00:34:12.540 --> 00:34:23.460

Tom: So it still has the option to be highly challenging like Oblivion did early on, but may make sense in some way.

00:34:24.400 --> 00:34:28.360

Phil: Was you're mentioning that you play as a Wood Elf or Humblebrag?

00:34:28.360 --> 00:34:29.900

Tom: Is that a Humblebrag?

00:34:30.020 --> 00:34:30.480

Phil: Yeah.

00:34:30.480 --> 00:34:31.940

Phil: Is that a Humblebrag?

00:34:31.940 --> 00:34:33.240

Phil: I don't know.

00:34:34.440 --> 00:34:39.240

Phil: So what do you think Phil Fogg picks as the default character when he's going into these things?

00:34:39.240 --> 00:34:40.480

Tom: Orc.

00:34:40.480 --> 00:34:41.600

Phil: Orc?

00:34:41.600 --> 00:34:43.220

Phil: No, no, no.

00:34:43.220 --> 00:34:44.500

Phil: You're going to think more vanilla.

00:34:44.680 --> 00:34:46.040

Tom: Human character, I presume.

00:34:46.080 --> 00:34:46.580

Phil: Exactly.

00:34:46.580 --> 00:34:48.140

Tom: Breton or Imperial.

00:34:48.220 --> 00:34:50.020

Phil: Yes, exactly.

00:34:50.020 --> 00:34:52.300

Phil: Yes, I always go with that.

00:34:52.300 --> 00:34:54.900

Tom: White male Breton or Imperial.

00:34:54.900 --> 00:34:56.340

Phil: With all power and armor.

00:34:56.340 --> 00:34:59.600

Tom: Blonde hair and blue eyes.

00:34:59.600 --> 00:35:02.500

Phil: The way it's supposed to be.

00:35:02.500 --> 00:35:04.880

Phil: Now, I've also read that they've got new characters.

00:35:04.880 --> 00:35:11.040

Phil: What we're talking about is that they said there's new character models that NPCs, enemies and playable characters have been completely redesigned.

00:35:11.100 --> 00:35:12.040

Phil: Is that true?

00:35:12.040 --> 00:35:13.500

Tom: I've always said it's true.

00:35:13.500 --> 00:35:25.620

Tom: This was something I was worried about because one of the most charming things about the original is the ridiculous voice acting, which suited the character models very well.

00:35:25.620 --> 00:35:57.840

Tom: I was thinking if they're going to go for a less ridiculous look, maybe it won't work as well, but I'm happy to report that the characters in the game look suitably comical, and in a stroke of, I think, genius, while the animation is not like The Last of Us or something like that, when the voice actors are going over the top, the characters' expressions reflect this, and it is just beautiful to witness.

00:35:58.020 --> 00:35:59.340

Phil: It does.

00:35:59.340 --> 00:36:01.760

Phil: They've retained the original charm there.

00:36:01.840 --> 00:36:03.100

Phil: Absolutely.

00:36:03.100 --> 00:36:04.320

Phil: I do want to correct myself too.

00:36:04.480 --> 00:36:06.320

Phil: I've been calling this a remaster.

00:36:06.320 --> 00:36:09.660

Phil: This is a full-blown modernized remake.

00:36:09.660 --> 00:36:21.120

Phil: So this has been rebuilt from the ground up, which is, you know, so this isn't just, you know, smooth looking graphics and all of that sort of thing.

00:36:21.120 --> 00:36:26.280

Phil: They've, though, however, I'm not sure if you were able to play it at 4K.

00:36:26.280 --> 00:36:27.780

Tom: I certainly could not play it at 4K.

00:36:28.540 --> 00:36:28.820

Phil: Okay.

00:36:28.820 --> 00:36:32.620

Phil: Yeah, it's built on Unreal Engine 5.

00:36:32.620 --> 00:36:35.240

Tom: Well, we will get to the technical side of things.

00:36:35.240 --> 00:36:50.000

Tom: I think now is a good time to, because I think this is actually the first game I've come across of that's a new release that is now challenging my graphics card a little bit.

00:36:50.000 --> 00:37:09.340

Tom: Solely when I'm outside during the day, if I have the graphics on medium instead of low with quality instead of balanced DLSS, the frame weight will drop as low as 30, which is clearly unacceptable.

00:37:09.340 --> 00:37:09.740

Phil: Okay.

00:37:09.740 --> 00:37:14.680

Phil: But you're still, what you were talking about is when the game character is outside in the middle of the day.

00:37:14.840 --> 00:37:15.460

Tom: That's right.

00:37:15.460 --> 00:37:15.700

Tom: Yes.

00:37:15.700 --> 00:37:16.040

Phil: Okay.

00:37:16.040 --> 00:37:18.440

Phil: I thought perhaps you're taking your computer outside.

00:37:18.440 --> 00:37:19.360

Phil: No.

00:37:19.380 --> 00:37:22.160

Phil: I was like, well, I was like, yeah, I think the grabbing.

00:37:22.460 --> 00:37:27.660

Phil: Well, how far have you had to pair it back to like 360 level or?

00:37:27.660 --> 00:37:27.860

Tom: No.

00:37:29.380 --> 00:37:39.180

Tom: It's not too much of an issue because it's mainly just as I start sprinting or turn suddenly, there's a frame drop essentially.

00:37:39.180 --> 00:37:41.280

Tom: It's manageable.

00:37:41.280 --> 00:37:50.380

Tom: I have been keeping it on, I think, high settings and quality DLSS.

00:37:50.380 --> 00:37:55.380

Tom: If I'm in a dungeon or a town, it's 50 to 60 FPS.

00:37:55.380 --> 00:37:57.280

Tom: Outside for the most part, it is as well.

00:37:57.280 --> 00:38:03.900

Tom: It's just when there's a sudden change in speed or direction, there's a massive frame drop like that.

00:38:03.900 --> 00:38:05.400

Phil: Sprinting is new in this game.

00:38:05.400 --> 00:38:08.080

Phil: That's one of the things that they've had for it.

00:38:08.940 --> 00:38:09.880

Tom: Yes.

00:38:09.880 --> 00:38:13.980

Tom: The leveling, as you said, that's a totally new leveling system.

00:38:13.980 --> 00:38:24.780

Tom: It seems to function similarly to Morrowind because I've noticed that when I'm sprinting my athletics experience is going up.

00:38:24.780 --> 00:38:26.040

Phil: Oh, cool.

00:38:26.040 --> 00:38:29.000

Tom: Which I think was a great system in Morrowind.

00:38:29.000 --> 00:38:30.140

Phil: Yeah, definitely.

00:38:30.140 --> 00:38:32.220

Phil: The more you use something, the better you get at it.

00:38:32.280 --> 00:38:34.640

Phil: Exactly.

00:38:34.640 --> 00:38:35.940

Phil: They've updated the UI.

00:38:35.940 --> 00:38:37.680

Phil: Did you notice?

00:38:37.680 --> 00:38:42.540

Tom: I did not notice because I could not remember what the UI from Oblivion looked like.

00:38:43.020 --> 00:38:43.720

Tom: They've made it basically-

00:38:43.720 --> 00:38:46.040

Tom: I presumed they had updated it though.

00:38:46.040 --> 00:38:51.020

Phil: They've made it basically the same as Skyrims and Elder Scrolls Online.

00:38:51.020 --> 00:38:54.320

Phil: Elder Scrolls Online, do I have to play that?

00:38:54.320 --> 00:38:56.140

Phil: What do you think?

00:38:56.140 --> 00:38:56.780

Tom: Potentially.

00:38:57.380 --> 00:38:58.120

Phil: Yeah.

00:38:58.820 --> 00:38:59.920

Phil: So, okay.

00:38:59.920 --> 00:39:03.400

Phil: So it sounds like you're pretty happy with it.

00:39:03.400 --> 00:39:03.880

Tom: I am.

00:39:03.880 --> 00:39:13.500

Tom: This would have been, I think, I made it out of the tomb, the sewer, and to the first area you're meant to get to essentially.

00:39:13.500 --> 00:39:27.940

Tom: So I haven't really played it very much and this was going to be probably the end of my playthrough because as amusing as it is, do I really want to spend much time in Oblivion again, and the answer is no.

00:39:27.940 --> 00:39:33.880

Tom: But then I did see, supposedly, you can complete the campaign in 10 hours.

00:39:33.880 --> 00:39:36.880

Tom: So I may have to attempt to do that.

00:39:36.880 --> 00:39:37.980

Phil: Yeah.

00:39:38.260 --> 00:39:48.040

Phil: I would think that your original 120 hours of gameplay included a lot of emergent gameplay, storytelling type stuff, mucking around.

00:39:48.240 --> 00:39:54.160

Tom: The side quests, of course, which is generally speaking the interesting part of an Elder Scrolls game.

00:39:54.160 --> 00:39:55.240

Phil: Much more interesting.

00:39:55.240 --> 00:39:57.460

Phil: As you know, I don't mess around with side quests.

00:39:57.600 --> 00:40:05.140

Phil: I remember the game being about maybe 15 or 17 hours long, and just sticking to the mainline story.

00:40:06.360 --> 00:40:09.480

Phil: So yeah, so that's going to be your last little...

00:40:09.960 --> 00:40:11.240

Phil: It is the point though, isn't it?

00:40:11.240 --> 00:40:23.300

Phil: Like, there's so much more out there to play, that if you've already played this game, would you really drop in for another even 70 hours, which is probably what I would do these days.

00:40:23.780 --> 00:40:26.680

Phil: I'm a little bit more interested in the world.

00:40:26.680 --> 00:40:34.080

Phil: And I'm not sure I would, unless it was absolute, you know, unless it was less to play, but there's always more things to be playing, so.

00:40:34.080 --> 00:40:43.320

Tom: But it would require me to stop playing the game on hard, because the combat requires some degree of effort on hard.

00:40:43.320 --> 00:40:51.060

Tom: So it will be a question also if I continue, of whether I can live with myself if I lower the difficulty level.

00:40:51.120 --> 00:40:51.700

Phil: I see.

00:40:51.700 --> 00:40:51.960

Phil: Okay.

00:40:52.780 --> 00:41:00.400

Phil: So since this is your last exit with this game, do you want to give it a score for the Diode Destiny, or is it just, you know, you've only played it for 20 minutes.

00:41:00.880 --> 00:41:04.260

Tom: We'll give it a provisional Diode Destiny, I think.

00:41:04.260 --> 00:41:04.800

Phil: Yep.

00:41:04.800 --> 00:41:06.660

Phil: And I'll get the mini-fog ready.

00:41:06.660 --> 00:41:13.600

Phil: As regular listeners may not remember, the mini-fog is a minifigure that looks like me that I roll.

00:41:13.860 --> 00:41:18.080

Tom: I thought that was what you called a certain part of yourself.

00:41:19.320 --> 00:41:21.520

Phil: I don't roll out my mini-fog during the podcast.

00:41:21.600 --> 00:41:22.400

Phil: Thank you very much.

00:41:22.400 --> 00:41:32.600

Phil: This is the minifig, the Lego minifig, and we're going to, he basically tells the truth, whereas the Diode Destiny honestly doesn't, most of the time, it often is very low scoring.

00:41:32.600 --> 00:41:34.080

Phil: So let's see.

00:41:34.080 --> 00:41:37.360

Tom: Well, that would be pretty accurate for my scores, and would it not?

00:41:37.360 --> 00:41:38.540

Phil: It would.

00:41:41.280 --> 00:41:45.940

Tom: And the Diode Destiny gives it a two out of 10.

00:41:45.940 --> 00:41:46.460

Phil: Two out of 10?

00:41:46.460 --> 00:41:48.480

Phil: I thought it was going to give it a two out of 10.

00:41:50.000 --> 00:41:52.780

Phil: I will just roll the Mini Fogg here.

00:41:54.640 --> 00:41:58.400

Phil: And it gives it a 4.5 out of 10.

00:41:58.400 --> 00:42:00.360

Tom: So both low scoring this time.

00:42:00.360 --> 00:42:00.820

Phil: Yeah, yeah.

00:42:00.820 --> 00:42:01.700

Phil: It sounds like you're impressed.

00:42:01.700 --> 00:42:03.420

Phil: I mean, you know, you played 20 minutes of the game.

00:42:03.420 --> 00:42:04.480

Phil: You're not going back to it.

00:42:04.480 --> 00:42:06.220

Phil: You know, come on.

00:42:06.220 --> 00:42:28.480

Tom: And I would add, I would add, if anyone out there has not played Oblivion, you've got to, after all the memes, see at least a little bit of it for yourself, because it lives up to its reputation for hilarity and is a completely bizarre and I would say unique experience.

00:42:29.540 --> 00:42:37.840

Tom: All Elder Scrolls games have this sort of insanity to them, but I think it's due to the voice acting.

00:42:37.840 --> 00:42:40.060

Tom: Maybe Skyrim tops it.

00:42:40.060 --> 00:42:41.020

Tom: I don't know.

00:42:41.020 --> 00:42:46.380

Tom: But for its time, it was just an incredibly ridiculous experience.

00:42:46.440 --> 00:42:52.480

Tom: That is, I would say, like no other game, with the exception of potentially Skyrim.

00:42:52.480 --> 00:43:15.440

Phil: I think that's what Microsoft is betting on here or projecting is basically, there are tens of millions of people who play Skyrim, who have never played Oblivion, and basically, Oblivion is getting long in the tooth, so I think it's a fantastic time and a fantastic addition to Game Pass to give those people who have never played the game but love Skyrim an opportunity to play it.

00:43:16.680 --> 00:43:18.380

Phil: And I think it's fantastic.

00:43:18.540 --> 00:43:24.720

Phil: And I do want to reiterate, if you have not played it, you must play it.

00:43:25.660 --> 00:43:26.500

Phil: You've got to do it.

00:43:26.900 --> 00:43:29.200

Phil: It's part of the gaming law.

00:43:29.460 --> 00:43:36.880

Phil: You have to do it, and it looks like Bethesda and Virtuous have done a good job of remaking this game.

00:43:38.140 --> 00:43:53.840

Tom: Before we move on from The Elder Scrolls, I want to posit one final idea here, which is we all know another Elder Scrolls related meme is that there is no new Elder Scrolls game.

00:43:53.840 --> 00:44:05.040

Tom: Now, I've been thinking, is it possible to release a new Elder Scrolls game with how inherently ridiculous Elder Scrolls is?

00:44:05.040 --> 00:44:14.820

Tom: I don't know if it would be able to be as successful as it was in the past in the modern gaming zeitgeist.

00:44:15.940 --> 00:44:25.760

Phil: I think the longevity of Skyrim has proven that they don't think that they can release a different game and I don't think they will.

00:44:26.520 --> 00:44:28.920

Phil: I don't know what they're going to do with the next one.

00:44:29.080 --> 00:44:37.100

Phil: It just basically has to be probably a palette change, a change of setting, different dragons, I guess.

00:44:37.100 --> 00:44:38.180

Phil: I don't know.

00:44:38.320 --> 00:44:39.820

Phil: They're obviously already working on it.

00:44:41.000 --> 00:44:45.580

Phil: But someone out there is going to be going, guys, we're not making Minecraft 2.

00:44:45.580 --> 00:44:48.080

Phil: Why should we be making a Skyrim 2?

00:44:49.260 --> 00:44:54.580

Tom: Is there room for a ridiculous RPG like that anymore?

00:44:54.580 --> 00:44:55.740

Phil: Well, there's room for Skyrim.

00:44:55.740 --> 00:44:57.140

Phil: I mean, it's still making money.

00:44:57.140 --> 00:45:03.400

Phil: I mean, people are still playing, tens of millions of people are still playing it every day.

00:45:03.400 --> 00:45:08.340

Phil: I've bought at least three copies of the game at full price for various platforms.

00:45:10.120 --> 00:45:12.300

Phil: So I think there's still a place for it.

00:45:12.320 --> 00:45:23.820

Phil: RPGs over the last two years have really, you think about Nier Automata starting that rebirth, and people looking for more RPG type experiences.

00:45:23.820 --> 00:45:26.040

Phil: I think a Western RPG can still work.

00:45:26.040 --> 00:45:28.040

Phil: It just has to be a good game.

00:45:28.040 --> 00:45:33.600

Tom: Think of all the ones that are successful like Baldur's Gate III, for example.

00:45:33.640 --> 00:45:35.320

Phil: Yeah.

00:45:35.320 --> 00:45:48.120

Tom: It's a totally different sort of tone, and it's a much more polished, and some might say, good experience.

00:45:50.000 --> 00:45:50.600

Phil: Oh, yeah.

00:45:50.600 --> 00:45:51.880

Phil: I think of Skyrim.

00:45:52.920 --> 00:45:54.940

Phil: I don't think Bethesda knows it.

00:45:54.940 --> 00:45:57.240

Phil: I don't think that Todd Howard knows it.

00:45:57.240 --> 00:46:03.200

Phil: I think there are people at Bethesda that do know that Morrowind, I'm sorry, I might have to call it Morrowind.

00:46:03.200 --> 00:46:14.720

Phil: Elder Scrolls is a lot like a community play, with the people on stage taking it totally seriously while a part of the set is falling down in the background.

00:46:15.300 --> 00:46:24.720

Phil: That's the charm of the series is that you have all these people taking it extremely seriously while a cat walk on stage, it's not supposed to be there.

00:46:26.060 --> 00:46:28.080

Phil: I still think there's a place in the world for it.

00:46:28.080 --> 00:46:28.860

Phil: I definitely do.

00:46:30.080 --> 00:46:31.120

Tom: That's all I'm asking.

00:46:31.120 --> 00:46:34.820

Tom: I'm not saying there isn't, I was just asking your opinion on whether there was.

00:46:34.820 --> 00:46:36.400

Phil: Yeah, very much.

00:46:36.400 --> 00:46:41.720

Phil: Well, do you want me to talk about a game that you compelled me to play?

00:46:41.720 --> 00:46:42.640

Tom: Go ahead.

00:46:42.640 --> 00:46:43.020

Phil: Okay.

00:46:43.020 --> 00:46:52.100

Phil: For those who didn't listen to last episode, Tom gave a review of The Case of the Golden Idol.

00:46:53.580 --> 00:46:55.160

Phil: I said, is this a game I should play?

00:46:55.200 --> 00:47:00.760

Phil: Because I just told him I played this point and click game called There Is No Game and wasn't very impressed with it.

00:47:02.640 --> 00:47:05.520

Phil: He said, I think it's a game you definitely should play.

00:47:06.500 --> 00:47:08.380

Phil: So I went, all right.

00:47:08.380 --> 00:47:12.320

Phil: So I looked at it and I went, he said I should play it and I should play it.

00:47:12.320 --> 00:47:18.820

Phil: But then you made this little comment, I don't know, what did you say?

00:47:18.820 --> 00:47:23.840

Phil: See how far you get or if you stick with it, or if you get past the first chapter or something like that?

00:47:24.080 --> 00:47:25.140

Tom: Do you remember what you said?

00:47:25.140 --> 00:47:31.600

Tom: I think I said, I don't know if you'd play the whole of the game or not, but you'd definitely enjoy trying it.

00:47:31.600 --> 00:47:32.340

Phil: Yes.

00:47:32.340 --> 00:47:40.540

Phil: So that little voice was playing in the back of my head when I was playing this game going, I'll show that little bastard.

00:47:40.560 --> 00:47:42.660

Phil: I'm not going to give up on this game.

00:47:42.660 --> 00:47:46.880

Phil: In fact, yeah, you are short selling it.

00:47:46.880 --> 00:47:48.340

Phil: It's a phenomenal game.

00:47:49.100 --> 00:47:50.200

Phil: I really like it.

00:47:51.600 --> 00:47:55.140

Phil: I just want to describe it in my own way.

00:47:55.140 --> 00:47:58.660

Phil: Basically, it's a whodunit.

00:47:58.660 --> 00:48:07.360

Phil: You solve, I think, in the base game, like 12 different murder mysteries, and they give you three static screens.

00:48:07.360 --> 00:48:15.800

Phil: They give you three static screens, maybe two, maybe one at the very start, and then maybe four as you go on and all that sort of thing.

00:48:15.800 --> 00:48:24.360

Phil: They give you, like you said, a book that says blank, blank, blanked.

00:48:24.360 --> 00:48:27.240

Phil: Well, blank, blank wanted a blank.

00:48:27.240 --> 00:48:29.800

Phil: So he asked blank, blank to get it.

00:48:29.800 --> 00:48:34.420

Phil: When blank, blank arrived at blank, blank, blank, blank.

00:48:35.900 --> 00:48:43.580

Phil: Then as an optional, you have to identify all the people in the scene.

00:48:43.580 --> 00:48:49.120

Phil: If you do all the optional stuff, it makes the solving the actual case easier.

00:48:49.120 --> 00:48:59.820

Phil: So basically, you have to examine these three screens and observe these crime scenes to get the clues from the characters through its possessions and environmental details.

00:48:59.820 --> 00:49:00.760

Phil: That's all you've got.

00:49:01.220 --> 00:49:02.600

Phil: That's all you've got.

00:49:02.600 --> 00:49:11.260

Phil: So there's a dead body and you've got to figure out the murder weapon, the person who did it, the motive and how it all worked.

00:49:11.340 --> 00:49:17.440

Phil: It sounds very simplistic, but it's actually a lot of fun and very complicated.

00:49:17.440 --> 00:49:29.840

Phil: It requires a very basic level of logical deduction that I don't think a lot of games let you rely on, you know, and it doesn't hold your hand.

00:49:29.840 --> 00:49:31.500

Phil: It has a hint system.

00:49:31.500 --> 00:49:35.060

Phil: And I hope you're not drinking anything right now, I hope.

00:49:35.060 --> 00:49:35.900

Tom: No.

00:49:35.900 --> 00:49:37.740

Phil: I haven't used the hint system once.

00:49:38.600 --> 00:49:43.860

Phil: And I'm in Chapter 3, the seventh scenario.

00:49:43.860 --> 00:49:58.720

Phil: And I did go into the hint system once, but I was like, this isn't helpful because I know the hints that they provided when I did try it, well, I guess I did try it once.

00:49:58.720 --> 00:50:01.520

Tom: You were doing that just for journalistic integrity.

00:50:01.520 --> 00:50:01.680

Phil: Yeah.

00:50:01.680 --> 00:50:05.180

Phil: Well, it wasn't helpful at all because it's like, yeah, I knew that, I know that.

00:50:06.780 --> 00:50:09.900

Phil: Yeah, that's not the thing I'm trying to, that's not what I'm trying to figure out.

00:50:09.900 --> 00:50:11.680

Tom: A murder has taken place.

00:50:11.680 --> 00:50:12.660

Phil: Yeah, exactly.

00:50:12.660 --> 00:50:16.020

Tom: Think about who might have murdered the person.

00:50:16.020 --> 00:50:17.780

Tom: Consider who the victim was.

00:50:17.780 --> 00:50:24.840

Phil: Did you, when as part of your journalistic integrity, when you were going through the hint system, did you find any of it particularly helpful?

00:50:24.840 --> 00:50:25.520

Tom: No.

00:50:25.520 --> 00:50:28.120

Phil: Yeah, because I didn't need any help with the logical deductions.

00:50:28.120 --> 00:50:30.620

Phil: It was more like, what is this guy's name?

00:50:31.040 --> 00:50:32.420

Phil: Who is that guy and who is that guy?

00:50:33.140 --> 00:50:37.100

Phil: And you have to remember that all the evidence is right in front of you.

00:50:37.100 --> 00:50:49.720

Phil: And fortunately, and I think this is a really good game design element that they did, if there are 34 clues in a scene, they will count them down as you reveal them.

00:50:49.720 --> 00:50:55.080

Phil: So basically, as you go through these things, you build a vocabulary.

00:50:55.080 --> 00:51:03.940

Phil: So if you see someone's carrying a notebook, you click on the word notebook and that will become part of your vocabulary.

00:51:03.940 --> 00:51:18.160

Phil: So now you could say that blank, blank, okay, well, John Smith killed Mary Jane by blank, well, slapping her blank with a blank notebook.

00:51:18.160 --> 00:51:24.500

Phil: Okay, so you put that in, it's obviously a made up scenario, and that's not the correct answer.

00:51:24.500 --> 00:51:28.020

Phil: So you're like, okay, well, I know that the notebook is how the guy died.

00:51:28.300 --> 00:51:33.220

Phil: So now I've just got to identify how he did it or what the identity of the people are.

00:51:33.220 --> 00:51:37.460

Phil: Obviously, it's never as simple of a sentence as what I've just presented.

00:51:37.460 --> 00:51:40.540

Tom: And how the notebook could have been a fatal weapon.

00:51:40.540 --> 00:51:41.140

Phil: Yes.

00:51:41.140 --> 00:51:42.680

Phil: And now I'm playing this on Steam Deck.

00:51:42.680 --> 00:51:45.880

Phil: So I didn't mention about there is no game.

00:51:45.880 --> 00:51:49.380

Phil: I'd certainly encourage someone to play that with a touch interface.

00:51:49.380 --> 00:51:53.380

Phil: Obviously, with a PC, you can just use your mouse as well.

00:51:53.380 --> 00:52:00.560

Phil: So with the Steam Deck, I'm using a combination of controls and touching it with my fingers.

00:52:01.780 --> 00:52:05.360

Phil: And then my wife came in and said, what are you playing?

00:52:05.360 --> 00:52:07.660

Phil: Because I had it up on the big screen.

00:52:07.660 --> 00:52:17.000

Phil: Because it looks like someone got Microsoft Paint and who was about 16 years old and started drawing stuff.

00:52:17.000 --> 00:52:18.320

Tom: I think it looks great.

00:52:18.320 --> 00:52:21.920

Phil: I think it looks fantastic, but it does look like it was all made in Microsoft Paint.

00:52:24.360 --> 00:52:26.800

Phil: And so she's like, I said it's a murder mystery thing.

00:52:26.800 --> 00:52:30.680

Phil: So of course, all she's about is murder mysteries, books, TVs, whatever it is.

00:52:30.680 --> 00:52:34.460

Phil: If murder and mystery are not a part of it, she's not interested.

00:52:34.460 --> 00:52:39.880

Phil: So we sort of did some coach co-op with it, and a couch co-op rather.

00:52:39.880 --> 00:52:45.540

Phil: And she totally loves the game as well, which she is not a gamer.

00:52:47.120 --> 00:53:02.160

Phil: So I think because it is such a raw logical deduction experience, it's the sort of thing that someone who doesn't usually play video games, if they are of a certain bent, can pick up and have fun with.

00:53:02.160 --> 00:53:05.840

Phil: I'm disappointed that when I bought it on Steam, they had two.

00:53:05.840 --> 00:53:10.120

Phil: They had one that was like 30 bucks, and they had one that was like 54 bucks.

00:53:10.120 --> 00:53:19.660

Phil: And based on the description, the 54-buck one was like Game of the Year edition, or it wasn't those words, but it was like, hey, this is a pretty one.

00:53:19.660 --> 00:53:20.580

Phil: It's got all the stuff.

00:53:20.580 --> 00:53:24.120

Phil: And I was like, yeah, I didn't know what all the stuff is.

00:53:24.120 --> 00:53:33.160

Phil: But then I put the base model, you go in and apparently it had two other expansions that are not included in the base model.

00:53:33.160 --> 00:53:36.660

Phil: And I'm sorry that I didn't get that now.

00:53:36.700 --> 00:53:41.160

Phil: So certainly when I buy the new game, I think I can still buy them separately though.

00:53:41.160 --> 00:53:41.780

Phil: Yeah, I can.

00:53:41.780 --> 00:53:45.220

Phil: But yeah, I've got to look into how much that's going to cost too.

00:53:45.220 --> 00:53:48.880

Tom: I think they're only $8.80 each.

00:53:48.880 --> 00:53:50.140

Phil: Oh, fair enough.

00:53:50.140 --> 00:53:50.380

Phil: Yeah.

00:53:50.380 --> 00:53:52.280

Phil: Well, I'll definitely do that.

00:53:54.000 --> 00:53:55.120

Phil: Will I do that right now?

00:53:55.120 --> 00:53:59.540

Phil: Will I do that before I buy the new game, The Rise of the Golden Idol set in the 70s?

00:53:59.540 --> 00:54:01.220

Phil: Don't know.

00:54:01.220 --> 00:54:07.080

Phil: If I buy those other two expansions, I might be sick of it by the time I get through all of those.

00:54:07.080 --> 00:54:07.600

Phil: But we'll see.

00:54:07.600 --> 00:54:09.800

Phil: We'll see how long this game goes for.

00:54:09.800 --> 00:54:16.260

Phil: So yeah, thank you for the recommendation and the inspiration to keep going when times were tough.

00:54:16.260 --> 00:54:23.200

Phil: I think I would tell anyone, this is not necessarily a point and click game.

00:54:23.200 --> 00:54:27.620

Phil: As Tom enumerated last week, it's an Obra Dinn ripoff.

00:54:27.620 --> 00:54:31.920

Phil: But I think this one has a lot more appeal than Obra Dinn.

00:54:31.920 --> 00:54:34.880

Phil: They will certainly go back and give that one a try as well.

00:54:36.220 --> 00:54:44.780

Phil: So yeah, a very good recommendation and one that I'd certainly encourage people to give a try.

00:54:44.780 --> 00:54:47.440

Tom: Are you ready to give it a score, do you think?

00:54:47.440 --> 00:54:50.300

Phil: I'll give you a score when I get to the very end of it.

00:54:50.300 --> 00:54:53.720

Phil: But right now, it'd be a nine, definitely.

00:54:55.160 --> 00:54:59.540

Phil: So I'm not going to give it an award for innovation.

00:54:59.540 --> 00:55:04.160

Phil: I'm giving it basically an award for execution, pardon the pun.

00:55:04.640 --> 00:55:06.320

Phil: The story is quite interesting as well.

00:55:06.320 --> 00:55:11.480

Phil: Now, I do have to say I have cheated in one aspect.

00:55:11.480 --> 00:55:20.320

Phil: Every time I've successfully managed to identify everyone, I have broken out my smartphone and taken a screenshot of that because this is a continuum.

00:55:21.360 --> 00:55:25.060

Phil: So there are characters that go from one scene to the next.

00:55:25.060 --> 00:55:28.200

Phil: It's a mystery that takes place over 40 years, I think.

00:55:28.200 --> 00:55:37.080

Tom: I believe I did mention one of the annoying things about the game was having to fill in the name of characters you already know the identity of.

00:55:37.080 --> 00:55:37.840

Phil: Yeah.

00:55:37.840 --> 00:55:38.220

Phil: Yeah.

00:55:38.220 --> 00:55:41.900

Phil: And that was annoying, especially for the lesser characters.

00:55:41.900 --> 00:55:49.500

Phil: And especially because this does take place over 40 years, you'll see a character like Edmund Cloudsley as a young man.

00:55:49.680 --> 00:55:55.360

Phil: And then you might not recognize him in 15 years' time sort of thing.

00:55:55.360 --> 00:55:59.820

Phil: But anyway, so yeah, so that's my experience with it.

00:56:01.080 --> 00:56:08.940

Tom: Well, from one puzzle game to the next, are you familiar with Blue Prince?

00:56:08.940 --> 00:56:13.420

Phil: I'm familiar with the artist formerly known as Prince.

00:56:13.420 --> 00:56:15.400

Tom: Wasn't he the Purple Prince?

00:56:15.400 --> 00:56:16.940

Phil: He was indeed the Purple Prince.

00:56:17.560 --> 00:56:19.920

Tom: I'm talking about the Blue Prince.

00:56:19.920 --> 00:56:22.920

Phil: The only thing I know about this game is that it's blown up.

00:56:24.280 --> 00:56:36.460

Phil: And it's immensely frustrating as someone who gets most of their news or reviews from podcasts because everyone says, this game is so great, but I can't tell you anything about it because it would be a spoiler.

00:56:36.460 --> 00:56:40.960

Phil: And it's like, okay, this is going to be my game of the year, but I can't tell you why.

00:56:42.180 --> 00:56:46.740

Tom: People actually said that because that doesn't make any, that doesn't make any fucking sense.

00:56:50.760 --> 00:56:58.540

Tom: Do they normally, when they're talking about puzzle games, simply describe what the puzzle is and its solution?

00:57:00.200 --> 00:57:02.500

Phil: No, yeah, possibly.

00:57:02.500 --> 00:57:07.820

Tom: That's the only scenario in which I can imagine they wouldn't be able to say anything about the game.

00:57:08.420 --> 00:57:11.960

Phil: This is the same thing that happened to The Witness, Joe Blow's game.

00:57:13.700 --> 00:57:16.700

Phil: This game is so good, I can't talk about it.

00:57:16.780 --> 00:57:18.500

Phil: It's like, well, okay.

00:57:18.500 --> 00:57:25.220

Phil: This seems to be the puzzle adventure problem for people talking about your game.

00:57:25.220 --> 00:57:41.300

Tom: On that point as well, I think in my anti-chamber review, review of potentially the greatest puzzle game of all time, I in fact had an entire section describing a puzzle and the solution I came up for that puzzle.

00:57:41.860 --> 00:57:42.100

Phil: Yep.

00:57:42.100 --> 00:57:44.240

Phil: I almost remember it.

00:57:44.240 --> 00:57:45.500

Phil: There was nothing spoiled.

00:57:45.500 --> 00:57:49.000

Phil: There was nothing spoiled at all.

00:57:49.240 --> 00:57:50.580

Phil: You know what's weird?

00:57:51.480 --> 00:57:54.180

Phil: Because I learn about games through podcasts.

00:57:54.180 --> 00:57:55.660

Phil: Just listening most of the time.

00:57:55.660 --> 00:58:00.160

Phil: That's how I usually find out about people's experience with a game.

00:58:00.160 --> 00:58:03.360

Phil: I always have this vision in my mind as to what the graphics are.

00:58:04.860 --> 00:58:10.300

Phil: When I saw the images of this game, I thought, this looks like the game you just mentioned.

00:58:11.640 --> 00:58:12.860

Phil: Anti-chamber.

00:58:13.820 --> 00:58:17.740

Phil: For listeners not familiar, you can search at our website gameunder.net.

00:58:17.740 --> 00:58:24.880

Phil: It's spelled anti, like A-N-T-I chamber, not anti-chamber, the room before a room.

00:58:25.280 --> 00:58:27.880

Phil: Do you see where I'm coming from with that?

00:58:27.880 --> 00:58:30.160

Tom: Yep, definitely.

00:58:30.160 --> 00:58:33.600

Tom: One of the rooms in the game is the anti-chamber.

00:58:33.600 --> 00:58:39.020

Tom: One of the only permanent rooms, or one of the only permanent rooms, I think.

00:58:39.560 --> 00:58:50.080

Tom: So perhaps that is in fact referencing anti-chamber, because it didn't need to be an anti-chamber that was the passage from one room to the next.

00:58:50.080 --> 00:58:53.100

Tom: There are other types of rooms that can also serve that purpose.

00:58:53.100 --> 00:58:57.160

Tom: They might also have called it a vestibule for that matter.

00:58:57.180 --> 00:58:58.820

Phil: Or a foyer or something.

00:58:58.820 --> 00:59:02.900

Phil: Hey, now, I just want to frame this game for people who maybe haven't heard of it.

00:59:02.900 --> 00:59:14.880

Phil: Blue Prince is spelled Prince, like the artist formerly known as, not P-R-I-N-T-S, which obviously it's a wordplay of, when you go on to describe what this game is.

00:59:14.880 --> 00:59:17.600

Phil: It's a puzzle adventure game with roguelike elements.

00:59:17.600 --> 00:59:33.460

Phil: It's developed by, it's an indie game, it's developed by someone I've never heard of before called Dogu Bomb, and published by a publisher I've never heard of called Raw Fury, and released in April 10th for PlayStation 5, Windows and Xbox Series X and S.

00:59:33.460 --> 00:59:41.580

Phil: It's received critical acclaim with reviewers praising its intricate puzzle design, and compelling mystery and unique blend of rogue-like mechanics.

00:59:41.580 --> 00:59:44.900

Phil: So yeah, one aspect of this is it is a rogue-like.

00:59:44.900 --> 00:59:58.240

Phil: It's got complex problem-solving, immersive world-building and rewarding gameplay loop, and people have compared it to Return of the Obra Dinn and Outer Wilds, a game that you also, you loved Outer Wilds, didn't you?

00:59:58.240 --> 01:00:04.440

Tom: I think I played a little bit of it and didn't like it at all, so never continued.

01:00:04.440 --> 01:00:09.760

Phil: Okay, because I bought it on the basis of your review, and I didn't like it at all either, because I found out-

01:00:09.780 --> 01:00:11.840

Tom: I don't think I've reviewed the Outer Wilds.

01:00:11.840 --> 01:00:12.400

Phil: We did.

01:00:12.400 --> 01:00:15.100

Phil: We did a podcast on it, and it-

01:00:15.100 --> 01:00:16.540

Tom: I don't think so.

01:00:16.540 --> 01:00:19.700

Phil: Well, there's only one way to find out.

01:00:19.700 --> 01:00:20.800

Phil: The Outer Worlds-

01:00:20.800 --> 01:00:22.460

Tom: Here's the typing.

01:00:22.460 --> 01:00:25.180

Phil: The Outer Wilds, not the Outer Wilds.

01:00:25.180 --> 01:00:26.380

Phil: Yeah.

01:00:26.380 --> 01:00:28.160

Phil: It's a Metroidvania, it's terrible.

01:00:28.220 --> 01:00:29.240

Phil: Absolutely terrible.

01:00:29.240 --> 01:00:31.560

Tom: Your search didn't match any results.

01:00:31.560 --> 01:00:33.100

Tom: Try a different search.

01:00:33.100 --> 01:00:33.820

Phil: Okay.

01:00:33.820 --> 01:00:34.320

Phil: All right.

01:00:34.320 --> 01:00:39.140

Phil: Well, I'll get to the bottom of this because I bought it on the basis of your recommendation.

01:00:39.140 --> 01:00:39.540

Phil: Absolutely.

01:00:39.540 --> 01:00:43.180

Tom: You may be thinking of the Outer World, perhaps?

01:00:43.180 --> 01:00:44.900

Phil: Which one was that?

01:00:44.900 --> 01:00:45.700

Tom: That's not what it's called.

01:00:46.260 --> 01:00:50.240

Tom: That was an Obsidian RPG, the science fiction-

01:00:50.520 --> 01:00:55.600

Phil: No, the Outer Worlds is the RPG, and I bought that as well.

01:00:55.740 --> 01:00:57.900

Phil: I thought, yeah, Outer Wilds was your recommendation.

01:00:58.000 --> 01:00:58.980

Phil: Anyway, it doesn't matter to me.

01:00:58.980 --> 01:01:01.140

Tom: It definitely was not my recommendation.

01:01:01.140 --> 01:01:02.620

Phil: So here we go, Obra Dinn, man.

01:01:02.620 --> 01:01:05.400

Phil: It's getting a lot of rip-offs.

01:01:05.400 --> 01:01:08.540

Phil: So I did not expect this game to look like it did at all.

01:01:08.540 --> 01:01:12.460

Phil: It's basically like a source engine game, right?

01:01:14.480 --> 01:01:15.480

Tom: I don't know if it's a source.

01:01:15.480 --> 01:01:16.360

Tom: Is it source engine?

01:01:16.360 --> 01:01:16.980

Phil: I don't think so.

01:01:16.980 --> 01:01:20.660

Tom: I think it would be Unreal or Unity.

01:01:20.900 --> 01:01:23.120

Tom: These days Unreal, you would assume.

01:01:26.140 --> 01:01:27.540

Phil: Well, tell us about the game.

01:01:27.540 --> 01:01:36.400

Tom: Well, first, I have to preface my review by stating that I will be talking about the puzzles, which are the gameplay of the game.

01:01:36.400 --> 01:01:44.360

Tom: So if talking about gameplay is a spoiler for you, you shouldn't listen to these impressions.

01:01:48.360 --> 01:01:49.880

Tom: I'll leave the gameplay to the end.

01:01:50.020 --> 01:01:53.100

Tom: Let's start off, in fact, not talking about the gameplay.

01:01:53.100 --> 01:01:59.920

Tom: Let's discuss this game as if speaking about gameplay was a spoiler.

01:01:59.920 --> 01:02:04.280

Tom: So as you'll note, the graphical style is cell shaded.

01:02:04.280 --> 01:02:04.740

Phil: Right.

01:02:04.900 --> 01:02:11.640

Phil: I do want to say just we do have chapter markers in this show, so you will be able to skip the spoilers when we get to it.

01:02:11.640 --> 01:02:18.180

Phil: So just if you've got a modern podcast player, you just skip once you see a flag up a spoiler, okay?

01:02:19.440 --> 01:02:28.660

Tom: I think it's set in the 1990s, if I recall correctly, probably just so that they could have CRT monitors in the game.

01:02:28.660 --> 01:02:43.040

Tom: That appears to be the only significance of that, given the older aesthetic to things, both fashion-wise in terms of the protagonist clothes and also the mansion.

01:02:43.040 --> 01:02:44.260

Tom: There is a mansion in the game.

01:02:44.380 --> 01:02:50.860

Tom: I won't mention what relationship the mansion bears to gameplay, but there is a mansion.

01:02:52.400 --> 01:02:56.040

Tom: There's writing in the game, there's letters you can read.

01:02:56.040 --> 01:03:01.840

Tom: The letters, generally speaking, are not interesting to read in and of themselves.

01:03:03.060 --> 01:03:04.280

Tom: There's a plot.

01:03:04.280 --> 01:03:22.420

Tom: The story actually is that this player has received an inheritance, which is the mansion, but to be able to inherit the mansion, he has to perform a task, but because that task is related to the gameplay, I will unfortunately be unable to tell you what that task is.

01:03:24.540 --> 01:03:26.820

Tom: There is sound and music as well.

01:03:26.820 --> 01:03:38.820

Tom: I think the music, there's not much you can say about the music because the music also relates to the gameplay in the sense that it changes depending on what is occurring in the game.

01:03:38.820 --> 01:03:40.760

Tom: I can't really say much about the music either.

01:03:42.040 --> 01:03:49.020

Tom: But I can give you, I think, my editorial opinion on whether the game is good or not.

01:03:49.020 --> 01:03:50.920

Phil: What about the roguelike elements?

01:03:50.920 --> 01:03:53.000

Phil: I mean, that seems different.

01:03:53.000 --> 01:03:54.420

Phil: Yeah.

01:03:54.420 --> 01:03:59.140

Tom: Roguelike elements are part of the game play, so unfortunately, I can't talk about those either.

01:03:59.140 --> 01:03:59.640

Phil: All right.

01:03:59.640 --> 01:04:03.340

Phil: Well, it seems like we should probably move into quote spoiler territory.

01:04:03.340 --> 01:04:06.140

Tom: I think we're ready to roll the die of destiny.

01:04:06.140 --> 01:04:06.880

Phil: There you go.

01:04:06.880 --> 01:04:07.980

Phil: No, you can't do that.

01:04:10.560 --> 01:04:13.360

Tom: So we're ready to head into spoiler territories, are we?

01:04:13.360 --> 01:04:14.420

Phil: Yep.

01:04:14.420 --> 01:04:15.340

Tom: Okay.

01:04:15.340 --> 01:04:33.200

Tom: So essentially, the way the Roguelike element of the game's function is, as per the title, the house, there's an entry to the house that is the starting room, and around that room, there's a grid set of tiles.

01:04:34.280 --> 01:04:49.420

Tom: Each time you reach a doorway, this tile gets built into a room, and you have three randomly chosen rooms that you can turn the door you're opening into.

01:04:50.640 --> 01:05:06.600

Tom: So when I say randomly chosen, the way to think of it is you have a deck of cards, and the cards have a certain number of rooms in them of several different types, and three cards are taken from the deck, and you've got to choose one of them.

01:05:06.600 --> 01:05:27.480

Tom: So the Roguelike Element is basically a card game, and every day you have, I think it's 50 numbers of steps that you can explore the mansion with, and a step is used up every time you enter or exit a room, including backtracking.

01:05:27.480 --> 01:05:41.720

Tom: So when those numbers of steps are used up, the day ends and all the rooms you've built disappear, and you start again from scratch, essentially.

01:05:43.120 --> 01:05:45.320

Phil: It sounds terrible.

01:05:45.320 --> 01:06:14.060

Tom: Now in terms of puzzle solving, the first two initial puzzles you'll encounter are a division, subtraction, multiplication, and addition puzzle, which takes place on a billiard board, where there's one to 20, and you can click on the numbers, one to 20, which will be the result of each equation, and you've just got to work out the equation, and that's one of the puzzles.

01:06:14.060 --> 01:06:18.320

Tom: Another puzzle is in a room where there are three locked cases.

01:06:18.320 --> 01:06:27.280

Tom: In one of the three locked cases, there are gems, and gems are used to be able to draft the better rooms in the game.

01:06:30.000 --> 01:06:34.700

Tom: One of the boxes, sorry, up to two boxes can be telling the truth or a lie.

01:06:34.700 --> 01:06:49.200

Tom: They've got a message written on top of the box, which might be, just as an example, the blue box contains the gems, and the other box will say the blue box doesn't contain the gems, and another box will say both boxes are lying, something like that.

01:06:49.200 --> 01:06:53.100

Phil: Yeah, I think Shakespeare did something like that a few hundred years ago.

01:06:53.100 --> 01:06:55.880

Tom: It's Shakespearean writing in the game, you might say.

01:06:56.340 --> 01:07:02.120

Phil: Is there any puzzles where you rotate the tiles on a grid, so all the pipes are connected into a single group?

01:07:02.120 --> 01:07:08.260

Tom: There's a puzzle where you are rotating pipes to get pipes connected.

01:07:08.260 --> 01:07:09.440

Phil: You're kidding.

01:07:09.440 --> 01:07:10.640

Phil: No.

01:07:11.020 --> 01:07:13.600

Phil: Is there also where you have to drop three?

01:07:13.600 --> 01:07:24.380

Phil: There's three different colored gems that come from the top of the screen to the bottom, you've got to move them around, or align three pieces of candy that will then disappear to allow the other candy pieces to drop?

01:07:25.240 --> 01:07:26.440

Tom: No.

01:07:27.420 --> 01:07:29.460

Phil: There's a lost opportunity.

01:07:29.460 --> 01:07:30.920

Tom: Sadly not.

01:07:30.920 --> 01:07:33.220

Phil: This game sounds hack.

01:07:33.220 --> 01:07:55.980

Tom: We will continue, we will continue because outside of these enthralling puzzles, there are also, I think, much broader puzzles that you gradually find clues for throughout the house that relate to combining certain rooms to be able to do certain things.

01:07:57.400 --> 01:08:05.500

Tom: Those are vaguely more interesting than the minute-to-minute puzzle solving, which I think is horrendously bad.

01:08:05.500 --> 01:08:46.140

Tom: And due to the nature of the game where you repeatedly are running the mansion again and again and again to be trying to achieve certain goals, one of them being find the mysterious room that will allow you to take on your inheritance, you're constantly doing this shitty fucking subtraction division maths game, you're repeatedly doing this shitty fucking which box is lying or not game, an infinite number of times, and the maths puzzle gets progressively more and more difficult.

01:08:46.700 --> 01:08:56.080

Tom: It's not that it gets difficult to solve, it just becomes longer to solve because there are more steps in the maths equation.

01:08:57.380 --> 01:09:04.080

Phil: Well, is there at least, do you solve a puzzle by moving three matches to create five squares?

01:09:06.060 --> 01:09:06.680

Tom: I don't think so.

01:09:06.960 --> 01:09:15.040

Tom: But there's a puzzle where you have the sliding tiles that you have to get in the correct order.

01:09:15.040 --> 01:09:16.420

Tom: So there's that puzzle.

01:09:16.880 --> 01:09:19.900

Phil: The subtraction division puzzle though.

01:09:19.900 --> 01:09:20.820

Phil: Yeah.

01:09:20.820 --> 01:09:24.000

Phil: You're saying that they do that more than once.

01:09:24.000 --> 01:09:32.560

Tom: You have to do that every single time you do a run, if you want to get the prize that is hidden behind it, which you probably will.

01:09:32.840 --> 01:09:36.100

Tom: Because it's usually keys which you need.

01:09:36.100 --> 01:09:54.040

Phil: So when you do a run, let's just say you're starting a run through this mansion, and you go to the door on your left, is it always going to be the blue room where you're doing the pipe puzzle or do they change where the rooms are every time?

01:09:54.040 --> 01:09:55.520

Tom: No.

01:09:55.520 --> 01:10:14.740

Tom: There are three permanent rooms in the mansion that I'm aware of anyway, which is the foyer, the antechamber, and you unlock another floor known as the foundation, which you can stick into certain place in the mansion of your choosing.

01:10:14.740 --> 01:10:17.200

Tom: Those are the only three permanent rooms.

01:10:17.200 --> 01:10:17.520

Phil: Okay.

01:10:17.520 --> 01:10:32.380

Phil: So second question, if there is a blue room with a goose in it, a goose doll, it may not always be the first door on the left, but will you run into that same room in a different run, in a different place and it will have the same puzzle in it?

01:10:32.380 --> 01:10:33.240

Tom: Yes.

01:10:33.240 --> 01:10:33.540

Phil: Okay.

01:10:33.540 --> 01:10:38.140

Phil: So the rooms themselves, you walk into the room and go, ah, this is the goose room.

01:10:38.140 --> 01:10:40.660

Phil: I know how to do this puzzle.

01:10:40.660 --> 01:10:41.480

Tom: Yes.

01:10:41.480 --> 01:10:42.460

Phil: Okay.

01:10:42.460 --> 01:10:45.560

Phil: So there's a certain number of rooms.

01:10:45.560 --> 01:10:57.020

Phil: So obviously as you do run after run after run, you're going to get better at it because you're going to, basically, you'll be more familiar with the rooms and you'll come across rooms that you haven't seen before and you'll have to figure them out.

01:10:58.640 --> 01:11:01.320

Phil: So how do they limit the run?

01:11:02.780 --> 01:11:05.280

Phil: Is it a time limit or is it the number of rooms you go in?

01:11:05.280 --> 01:11:07.360

Tom: The number of steps you have.

01:11:07.360 --> 01:11:08.660

Phil: Number of steps?

01:11:08.660 --> 01:11:09.740

Tom: Yeah.

01:11:09.740 --> 01:11:12.900

Phil: So how many steps do you take in a room?

01:11:12.900 --> 01:11:14.020

Tom: One step.

01:11:14.020 --> 01:11:14.540

Phil: Oh, okay.

01:11:14.980 --> 01:11:16.720

Phil: So it is the number of rooms.

01:11:18.920 --> 01:11:19.720

Phil: Yes.

01:11:19.720 --> 01:11:28.280

Phil: But if you're trying to find all of the rooms, and they limit the number of rooms you can visit, how do you do that?

01:11:28.280 --> 01:11:29.900

Phil: How do you get through that?

01:11:31.140 --> 01:11:35.620

Tom: Well, the other thing that's occurring is there are permanent upgrades you can get.

01:11:35.620 --> 01:11:43.540

Tom: So most generally speaking, most of the items and so on are limited to the run you are in.

01:11:43.540 --> 01:11:52.380

Tom: But as you were going along, you find inheritance tokens which give you coins that you start the day with.

01:11:53.560 --> 01:12:06.680

Tom: You unlock outside of the mansion, there are more permanent rooms that you're able to unlock, which give you other things like more steps to start the day with, and gems that you start the day with, things like that.

01:12:06.680 --> 01:12:07.960

Tom: So there are permanent upgrades.

01:12:07.960 --> 01:12:18.200

Tom: Additionally, you find upgrade disks in the game, which if you also find a computer to, you can then permanently upgrade certain types of rooms.

01:12:18.200 --> 01:12:26.260

Tom: You also discover new types of rooms, which are permanently added to your deck of rooms as well.

01:12:26.260 --> 01:12:37.360

Tom: So as you were going along, you are unlocking things that allow you to explore longer and more easily each day.

01:12:37.360 --> 01:12:46.860

Phil: So the fact that you're able, this has been described as a rogue-like, but it's actually a rogue-like, because you get to keep your upgrades, basically.

01:12:46.860 --> 01:12:48.640

Tom: Only some of them.

01:12:50.300 --> 01:13:07.900

Phil: Well, now, you've described to me, I said it sounds pretty hack, the puzzle sound hack as, and I mean, I like the overall conceit of the game, but the day-to-day playing of it, I mean, it must be pretty good if people are saying it's going to be the game of the year.

01:13:07.900 --> 01:13:09.000

Phil: It must be a pretty good hook.

01:13:11.280 --> 01:13:17.380

Tom: Well, here's the thing with roguelikes and the structure of a roguelike.

01:13:17.380 --> 01:13:30.980

Tom: The thing that is addictive about gambling and most forms of addiction in general anyway, is not reinforcement, but the possibility of reinforcement.

01:13:30.980 --> 01:13:42.340

Tom: So if you add a randomizing element to a game, you are automatically making it enjoyable whether the game is fucking stupid or not.

01:13:42.340 --> 01:13:48.600

Phil: That's a good point that I've never heard of before because people call this, well, just one more run game.

01:13:49.700 --> 01:13:55.620

Phil: But what they're talking about is, let me just put one more dollar into the slot machine.

01:13:55.620 --> 01:13:57.460

Phil: Just one more and maybe I'll win.

01:13:57.460 --> 01:13:59.460

Phil: Just one more, maybe I can do better.

01:13:59.460 --> 01:14:11.300

Phil: Now see, I haven't had much experience with roguelikes other than like Slay the Spire and another game I've been playing recently as well, which I completely like.

01:14:11.300 --> 01:14:16.660

Phil: But I don't have that gambling dopamine release.

01:14:16.860 --> 01:14:20.120

Phil: I'm playing it because I liked Magic the Gathering.

01:14:20.740 --> 01:14:27.320

Phil: When I don't win at Magic the Gathering, I'm not like, oh, let's just go one more round because I've got to win.

01:14:27.320 --> 01:14:29.820

Phil: I like it because I like it.

01:14:29.820 --> 01:14:31.500

Phil: When I'm done with it, I just put it down.

01:14:31.500 --> 01:14:33.860

Phil: Like Bellatro, there's another one that I've gotten into.

01:14:38.360 --> 01:14:52.140

Phil: That hook doesn't appeal to my personality, though it's starting to make sense now why people say all the fantastic things they say about Slay the Spire, and Bellatro, and now Blue Prince.

01:14:53.380 --> 01:15:05.000

Phil: This is the next iteration, or this is the next thing to come along that reminds them of those two other games which have had tremendous critical response.

01:15:05.000 --> 01:15:07.900

Phil: Yeah, okay, so these people are basically gambling addicts.

01:15:09.300 --> 01:15:14.940

Tom: That's the only reason I can justify the love for the game.

01:15:14.940 --> 01:15:19.600

Phil: If you think about it, what does every gambler think when they're playing something?

01:15:19.600 --> 01:15:23.640

Phil: They think that they're learning something that will help them the next time around, right?

01:15:23.640 --> 01:15:24.180

Phil: Yeah.

01:15:24.180 --> 01:15:27.920

Phil: So if you're going into a room going, oh yeah, the blue room, I know how to solve this puzzle.

01:15:28.660 --> 01:15:31.260

Phil: This will help me win.

01:15:31.260 --> 01:15:33.560

Phil: It's kicking into that same thing.

01:15:33.560 --> 01:15:37.300

Phil: Dumb people who play blackjack, don't just sit there and enjoy it.

01:15:37.300 --> 01:15:39.240

Phil: They go, oh yeah.

01:15:39.880 --> 01:15:44.800

Phil: I think this next time around, okay, yep, I've learned from my mistake.

01:15:45.760 --> 01:15:47.680

Phil: I'll do better next time.

01:15:47.720 --> 01:15:48.720

Phil: That's interesting.

01:15:48.720 --> 01:15:49.660

Phil: That's interesting.

01:15:49.660 --> 01:15:58.640

Phil: I've never drawn the link between rogue likes and the dopamine of gambling addiction.

01:15:58.640 --> 01:16:00.220

Phil: That's fantastic.

01:16:00.460 --> 01:16:01.980

Phil: Good point, man.

01:16:03.120 --> 01:16:15.020

Tom: The other issue I would add with having a structure like this is, even if it does give you that enjoyment, is there are better puzzles than the ones I've described.

01:16:16.480 --> 01:16:42.960

Tom: The problem is, for me anyway, if I encountered a better puzzle due to the other thing that this implies which is the feeling of scarcity, some of the times I could be bothered solving it, some of the times I couldn't be bothered solving it because I know, I'm not going to get this fucking room or this combination of rooms again for who knows how the fuck along.

01:16:43.460 --> 01:16:54.320

Tom: I'm just going to look up how to do it because I can't be bothered wasting another two hours just to get back to this thing when I figured out what the solution was.

01:16:54.320 --> 01:16:55.280

Phil: Yeah.

01:16:55.800 --> 01:17:08.560

Tom: It's a structure that to me is just totally anti-ethical to making a interesting or enjoyable puzzle-solving experience.

01:17:08.560 --> 01:17:11.100

Phil: Or you could say antithetical, in fact.

01:17:12.480 --> 01:17:13.180

Tom: Indeed.

01:17:13.180 --> 01:17:14.300

Phil: Yeah.

01:17:14.300 --> 01:17:24.200

Phil: Like I always say, once you go into the Internet for every puzzle or for any puzzle in a game, it's kind of like, are you playing the game or is the game playing you?

01:17:24.200 --> 01:17:27.220

Phil: And that's when I just put it away.

01:17:27.220 --> 01:17:33.620

Phil: Now, I've recently started using a notebook for games like this, like when I was playing Spiritfarer.

01:17:33.620 --> 01:17:43.700

Phil: And the game that we were just talking about, the Golden Idol, the Case of the Golden Idol, I thought, oh yeah, I'll have to break out the notebook for this.

01:17:43.700 --> 01:17:49.140

Phil: But you don't because of the tools they provide you are all there sort of thing.

01:17:49.140 --> 01:17:51.880

Phil: You don't have to remember, oh, this guy was that or that guy was this.

01:17:51.880 --> 01:17:55.920

Phil: So people are describing this as a notebook game.

01:17:56.380 --> 01:17:58.220

Phil: It sounds tiresome to me.

01:17:58.220 --> 01:18:05.500

Phil: But now that you've explained the gambling addiction components of it, that makes all the sense in the world.

01:18:05.500 --> 01:18:14.240

Phil: The only thing I'm disappointed with the developer is that they didn't involve some sort of pay-to-win microtransactions.

01:18:15.860 --> 01:18:18.280

Phil: That would have been pretty good.

01:18:18.460 --> 01:18:25.440

Phil: I'd like to see Joe Blow, who apparently put all the money he made from Bastian, not Bastian.

01:18:25.440 --> 01:18:26.760

Tom: Braid.

01:18:26.760 --> 01:18:34.700

Phil: Braid into The Witness, and then The Witness was critically well-received and commercially well-received, but apparently still not good enough for what he was doing.

01:18:37.120 --> 01:18:48.100

Phil: I'd like to see him revisit, like come back to Witness, but include these kinds of elements where people go, oh, this is too hard.

01:18:48.100 --> 01:18:53.400

Phil: Just click here and there's a loot box, and there's a pretty good chance that you'll get the solution.

01:18:53.400 --> 01:18:56.820

Phil: If you have the right sound effects, people will do it.

01:18:56.880 --> 01:19:17.920

Phil: If you have those Poker Machine sound effects, I've seen my own daughter playing Candy Crush, or even Pac-Man Champion Edition, which she also loves because it's got that Pachinko soundtrack going on with sound effects and fireworks, and that's all she needs.

01:19:17.920 --> 01:19:20.240

Phil: It's like, yeah, I'll get through this level.

01:19:20.280 --> 01:19:21.120

Phil: I get fireworks.

01:19:21.120 --> 01:19:22.420

Phil: I got fireworks.

01:19:23.800 --> 01:19:26.340

Phil: My daughter doesn't sound like that, obviously.

01:19:27.380 --> 01:19:28.980

Phil: But yeah, right.

01:19:28.980 --> 01:19:35.520

Phil: So it sounds like you're more up on this game than I am.

01:19:35.520 --> 01:19:39.280

Tom: I'm very much not up on the game, I would say.

01:19:39.280 --> 01:19:48.600

Tom: I've got to talk about two more puzzles and how my playing of the game ended, which was very poetic indeed.

01:19:49.800 --> 01:20:05.160

Tom: An example of one of the more complex puzzles, which again, I think goes to show, it is a notebook-taking game, but not so much a puzzle game in a sense.

01:20:08.020 --> 01:20:20.620

Tom: So one of the permanent upgrades to the mansion you get is there, it unlocks an area where every day you can draft a room that gives you a bonus.

01:20:20.620 --> 01:20:30.300

Tom: So one of these rooms opens out into an underground tomb, where there are a series of statues.

01:20:30.300 --> 01:20:40.960

Tom: And if you open the series of statues in a certain order, they let you open another door, which takes you to another area.

01:20:40.960 --> 01:20:55.600

Tom: To work out what order the statues are opened in, you look at the church in the mansion, which has the statues with Roman numerals next to them.

01:20:55.640 --> 01:21:01.680

Tom: So the puzzle is essentially just noticing that the statues are there and that they've got a number against them.

01:21:01.680 --> 01:21:03.840

Tom: Thus, you open them in a certain order.

01:21:03.840 --> 01:21:06.660

Tom: So that's an example of one of the more complicated puzzles in the game.

01:21:06.660 --> 01:21:11.860

Tom: It's still not, I would say, a particularly interesting puzzle.

01:21:11.860 --> 01:21:18.580

Tom: Now, here's my major issue with the game, which just annoyed me throughout my playthrough.

01:21:18.580 --> 01:21:20.220

Tom: So I went through there.

01:21:20.220 --> 01:21:22.780

Tom: I went to the new area.

01:21:22.780 --> 01:21:24.320

Tom: There was something I could move in that area.

01:21:24.960 --> 01:21:30.580

Tom: I moved it a bit, not all the way, didn't know what to do with it, so then left.

01:21:30.580 --> 01:21:40.580

Tom: Turns out at the end of the game, you've got to go to not that area, but you from the house end up in that area.

01:21:40.580 --> 01:21:44.160

Tom: If you haven't moved that thing, you're stuck.

01:21:44.160 --> 01:22:11.040

Tom: So after finally getting to nearly the end of the game, I discovered I had to move this fucking piece of shit thing and hadn't done it, which meant I would have to, before getting back to the place I had been, which was relying again on a reasonable amount of luck, get that other ****ing room, go back to it and move the ****ing thing.

01:22:11.040 --> 01:22:17.340

Tom: So I thought, okay, I'm basically at the end of the game, I may as well do this.

01:22:17.340 --> 01:22:20.160

Tom: I open the game the next morning to play it.

01:22:20.820 --> 01:22:23.740

Tom: I get distracted by a YouTube video.

01:22:23.740 --> 01:22:26.820

Tom: The game's on in the background at the main menu.

01:22:26.820 --> 01:22:32.460

Tom: All of a sudden, the screen turns black and the intro begins playing.

01:22:33.580 --> 01:22:39.540

Tom: I go back to the game, I skip the intro, I'm at day one.

01:22:39.540 --> 01:22:42.640

Tom: I quit, I go to the main menu.

01:22:42.640 --> 01:22:46.380

Tom: The only option is new game back to day one again.

01:22:47.700 --> 01:23:01.500

Tom: So in the most brilliant moment of RNG, my save was overwritten when I was at the end of the game through completely inexplicable circumstances.

01:23:01.500 --> 01:23:08.760

Phil: Are you sure it wasn't like a pretense that the game is put up?

01:23:08.940 --> 01:23:11.700

Tom: I don't know because what do you mean?

01:23:11.900 --> 01:23:13.580

Tom: If you leave it on the main menu.

01:23:13.580 --> 01:23:14.780

Phil: You're sure it's not part of the game?

01:23:15.820 --> 01:23:17.480

Tom: I don't think it's part of the game.

01:23:17.480 --> 01:23:18.320

Phil: Okay.

01:23:18.320 --> 01:23:22.840

Phil: You don't think that they do the thing where you just got to the end of the game, but you haven't quite finished it.

01:23:22.840 --> 01:23:27.120

Phil: Now, the next time you go in, now they're going to pretend the game.

01:23:27.120 --> 01:23:28.340

Tom: I don't think so.

01:23:28.340 --> 01:23:28.560

Phil: Yeah.

01:23:28.560 --> 01:23:28.860

Phil: Okay.

01:23:28.860 --> 01:23:39.560

Tom: But if it was, I give them credit because I thought it was absolutely hilarious and the perfect note to end my Blue Prince experience on.

01:23:40.540 --> 01:23:45.800

Phil: I've got to tell you my long experience of playing games for review.

01:23:45.800 --> 01:23:58.120

Phil: Nothing pleases me more than when I get to the end of a tedious game and there's a glitch that gives me the ability to say, well, I couldn't finish it, so because of this glitch, I'm out.

01:23:58.120 --> 01:23:59.100

Tom: Exactly.

01:23:59.100 --> 01:23:59.400

Phil: Yeah.

01:23:59.660 --> 01:24:00.580

Phil: It's a good out.

01:24:00.580 --> 01:24:02.720

Phil: It was a beautiful moment.

01:24:02.720 --> 01:24:05.420

Phil: Any other points before you give this one a score?

01:24:05.420 --> 01:24:06.660

Tom: I don't think so.

01:24:06.700 --> 01:24:09.380

Tom: I think I'm ready for the Diode Destiny to roll.

01:24:09.380 --> 01:24:14.920

Phil: I am not going to use the Minifog on this one unless it is in extreme need of correction.

01:24:14.920 --> 01:24:18.040

Phil: So give it a roll.

01:24:18.040 --> 01:24:20.280

Tom: Gets a nine out of 10.

01:24:20.280 --> 01:24:20.680

Phil: Okay.

01:24:20.680 --> 01:24:23.320

Phil: I'm breaking out the Minifog.

01:24:23.320 --> 01:24:25.580

Phil: No, you're not walking out of here with a nine.

01:24:25.580 --> 01:24:26.860

Phil: No, no.

01:24:29.740 --> 01:24:34.300

Phil: This game got a two out of 10 according to the Minifog of correction.

01:24:34.660 --> 01:24:38.280

Tom: So it's just as good as the Oblivion Remaster.

01:24:38.280 --> 01:24:39.000

Phil: Oh, come on now.

01:24:39.000 --> 01:24:41.220

Tom: At this stage.

01:24:41.460 --> 01:24:42.740

Phil: Not quite.

01:24:42.740 --> 01:24:43.100

Phil: Okay.

01:24:43.100 --> 01:24:46.820

Phil: Well, that's going to close out this episode of The Game Under Podcast.

01:24:46.820 --> 01:24:51.160

Phil: We've been talking about video games online since 2009.

01:24:51.160 --> 01:24:53.020

Phil: We've had the website since 2013.

01:24:53.020 --> 01:24:54.280

Phil: So there's a lot of resource.

01:24:54.280 --> 01:24:55.680

Tom: That's our slogan, I believe.

01:24:55.680 --> 01:25:00.740

Tom: We've been talking about video games online since 2009.

01:25:00.820 --> 01:25:07.060

Phil: Yeah, it's got some legs and it reflects our level of literary accomplishment.

01:25:08.180 --> 01:25:11.440

Phil: The website has been up since 2013 and it's full of resources.

01:25:11.440 --> 01:25:17.800

Phil: So visit gameunder.net if you'd like to listen to back issues or look at our reviews up there.

01:25:17.800 --> 01:25:22.580

Phil: Or if you'd like to submit a question, just punch in a question on the comment section on their homepage.

01:25:22.580 --> 01:25:23.900

Phil: That is the front page.

01:25:23.900 --> 01:25:27.920

Phil: Thanks again for listening to 100 and.

01:25:27.920 --> 01:25:31.540

Phil: Thanks for listening to episode 170 of The Game Under Podcast.

01:25:31.540 --> 01:25:34.800

Phil: I am Phil Fogg.

01:25:34.800 --> 01:25:35.640

Tom: I'm Tom Towers.

Game Under Podcast 169

Stream below or right-click and download the mp3. You can also listen on iTunes. Why not subscribe to us on RSS ?

0:00:07 Intro

0:01:43 News - Switch 2 Cold Takes

0:24:25 News - BAFTA Most Influential Games

0:32:27 News - Game Informer is Back

0:36:51 Indiana Jones and the Great Circle

0:53:56 There is No Game: Wrong Dimension

1:03:59 The Case of the Golden Idol

1:24:31 Feature - How it all started

Tom and Phil return to host Australia’s longest running video game podcast and talk over the latest video game news including Nintendo Switch 2 details, the return of Game Informer and the BAFTA most influential game poll. We also talk about the games we think are the most influential before going on to give our reviews of Indiana Jones and the Great Circle, There is No Game and the Case of the Golden Idol.

Finally, we revisit the How It All Started segment where we talk about the most relevant games in successful franchises, like Super Mario, Doom, Call of Duty, The Elder Scrolls and more.

Transcipt:
Tom: Hello and welcome to episode of The Game Under Podcast.

Tom: I'm Tom Towers, and I'm joined by Phil Fogg.

Phil: Hello, Tom.

Phil: How are you?

Tom: I'm good, but unfortunately we've got bad news for followers of the show.

Phil: Yes, yes, indeed.

Tom: We are going to have to be increasing the price of each episode, unfortunately.

Phil: Well, yes.

Phil: I mean, now this episode, however, is going to be free.

Phil: So if you've already downloaded it, if you've already downloaded it, we're not going to invoice you.

Tom: The good news is, the good news is we'll be keeping our sales policy, which is generally a % discount, but the price will be going up.

Phil: Yes.

Phil: And if we are actually going to be, are we going to be providing upgrades for better quality sound?

Phil: Like maybe $per show?

Tom: Yeah, I think so.

Tom: And we'll be able to download it at a higher bit rate.

Phil: I think it is probably time for us to change the model, the business model of the podcast.

Phil: Because we have been following the value for value model, which was started by John C.

Phil: Dvorak and Adam Curry of the No Agenda Podcast, where they get thousands of dollars in each episode from listeners, because they value the content that much, then they just give what they think the show is worth.

Phil: That hasn't been working out well for us at all.

Tom: Well, we've not been following that.

Tom: We've been following the nothing for value model.

Phil: Or possibly the, what is it, the vow of poverty?

Phil: Anyway, you know, money is what everyone's talking about.

Phil: So Nintendo, we'll go over the details here, not all the details, because the details are changing every hour.

Phil: And so by the time we record this and put it out, it'll probably be wrong again.

Phil: But Nintendo has released the sequel to the Switch, well, they've announced the sequel and they've shown it in a full hour long demonstration and all sorts of things.

Phil: And it seems to be a capable piece of hardware, seems to be pretty impressive, really.

Phil: And when you look at the specs on it, just comparing it, say, to the Steam Deck, which I'm completely enamored with, we'll just get through some of the technical specs there.

Phil: It's got a by screen, whereas the Steam Deck has by inch LCD compared to inch OLED on the Steam Deck.

Phil: Got a custom NVIDIA Processor, which can do Ray Tracing and DLSS.

Phil: And I'd be interested, and the Steam Deck has a AMD Zen -core -thread RDNA GPU.

Phil: Do you know what that, is that good?

Tom: It's good enough.

Tom: I think the CPU slash GPU in the Switch has to be significantly more powerful than that.

Tom: Given that it offers Ray Tracing, I think you'd be hard pressed to try Ray Tracing in most games on the Steam Deck.

Phil: Oh, that's for sure, yeah.

Phil: And in terms of RAM, Nintendo and Nvidia have not specified how much RAM is in it.

Phil: It's speculated that there is gigabytes compared to the Steam Deck gigabytes.

Phil: But, you know, we won't know that until someone buys it and takes it apart.

Phil: Storage, who cares?

Tom: And a proprietary console like the Switch would need less RAM anyway.

Phil: Absolutely.

Phil: Yeah, there's a lot less overhead with their Nintendo operating system.

Phil: Even though, you know, SteamOS...

Tom: Also known as NOS, I believe.

Phil: NOS, is that what it's called?

Phil: And then SteamOS is a Linux-based, of course.

Phil: So it's a lot less flabby than, say, Windows, for example.

Phil: But, yeah, it would be...

Phil: I think they're probably both going to be very efficient, but way more efficient than a Windows operating device.

Tom: I would presume it would be more efficient than Linux even.

Phil: Yeah, yeah.

Tom: Because Linux is capable...

Tom: Well, SteamOS is Linux-based, I believe.

Phil: Yes, it is.

Phil: Yeah.

Tom: So it's an OS designed to be able to do more things than NOS might be.

Phil: Yeah, yeah.

Phil: Video output, K at frames per second, that's docked.

Phil: And then compared to the Steam Deck, which does K at hertz or K at hertz.

Phil: So, you know, I mean, if you're looking at the hardware too, it looks pretty solid.

Phil: It looks a lot less flimsy than the current Switch.

Phil: It is the same width, which kind of annoys me.

Phil: I really don't like the thin feel of it, but maybe you're not having the the joy pads, you know, stretching around or make it feel a lot, you know, a lot firmer, a lot more substantial.

Phil: But all in all, from a hardware perspective, I thought it was pretty pretty impressive.

Phil: What did you think?

Tom: I think we're comparing it to the wrong console.

Phil: Okay.

Tom: I think we should be comparing it to the PSPro and whatever the more powerful version of the Xbox is called.

Tom: Right.

Phil: Well, Nintendo themselves are comparing it to the PlayStation Pro in terms of its capabilities.

Tom: I think that's a questionable decision on their part, given the price that they're asking for it.

Phil: Right.

Phil: Right.

Phil: Because the price, I guess, when we come down to it, the price in...

Phil: Well, which price we...

Phil: The price for the hardware itself is...

Tom: The price for the hardware.

Phil: Yeah.

Phil: Okay.

Phil: So, in Australia, it's going to be Australian dollars.

Phil: So, bucks.

Phil: And if you could look up what the price of a PlayStation is, that would be great.

Tom: I believe the PSwhich is bundled with either Fortnite or Astrobot in its digital version, ranges from dollars to

Tom: And the CD version is to

Tom: And for some reason, the Fortnite version is more expensive than the Astrobot version.

Phil: Well, that's...

Phil: Yeah, that's the one.

Phil: I get it.

Phil: I get it.

Phil: That's going to be a lot more popular than Astrobot.

Phil: Not for me, but anyway.

Tom: And correction, I think they may actually both be digital version.

Tom: I'm going by JB Hi-Fi Price prices, and the way they've organized, it is a little bit confusing.

Tom: So a PSPro is as much as dollars.

Phil: That's what I thought.

Tom: So it's in the price range of the base PS

Phil: Well, right, right.

Phil: But see the Steam Deck in Australia, the entry level LCD is dollars, and it's for the OLED.

Phil: So for LCD, for OLED.

Phil: The Australian price is for the Switch

Tom: I would still be comparing it to the PSthough, and the Xbox.

Tom: I think that's its direct competitor more so than what is essentially a version of PC gaming, even though it is a handheld console.

Phil: Yeah, okay.

Phil: That's fair.

Phil: That is fair.

Phil: They are competing for the console space, because obviously when it comes to the games, in terms of value, you know, the PC is always going to provide a significant edge.

Phil: But if you're into console gaming, then yeah, that's probably true.

Phil: So, when you compare Australian dollars for the Switch compared to, well, I don't know that you could compare it to the PlayStation Pro, probably just the entry level PlayStation at bucks, I mean, that's comparable.

Tom: I think that's the logic behind their pricing.

Tom: I don't think the pricing has anything to do with inflation.

Tom: I don't think it has anything to do with how much the console is manufactured for.

Tom: I think when it comes to pricing something, you're going to be looking at what your competitor is selling it for and be wanting to price it at something that makes sense based on that.

Tom: And they're releasing it in between generations, so they don't want to be releasing it at a reasonable price in terms of what it's offering based on when a PSor whatever is going to come out.

Tom: They're going to be pricing it based on what their competitor is and they can't price it too low, so that it doesn't look like something old, like the original Switch.

Tom: That would be my hypothesis on the logic behind the pricing.

Phil: I think too, if you, from a value proposition, if I was Nintendo, I'd say, well, look, this is as powerful as the competition, but you can take it with you and it's something you can play on the go and it's a form factor that has worked very well for them.

Tom: Exactly.

Tom: So you're still getting more for your money than if you were getting a PSof an equivalent price.

Phil: That's, in terms of the software, did you have a look at some of the games that they're showing there?

Tom: I did.

Tom: In terms of the software pricing, you mean?

Phil: Yeah, well, why don't we just talk about the games that are on offer?

Phil: I mean, I think it's again hard to get around the price, because the prices are different depending on the game that you're buying.

Phil: I think the stupidest thing I heard all week was charging $for the tutorial.

Tom: Yeah.

Phil: I mean, that is just a known goal.

Phil: And as soon as I saw that, I remembered in Reggie Fee Ami's book how he was talking about how he got into the closest he'd ever gotten to an argument with Miyamoto, because they wanted to pack in Wii Sports as free when they released it in the United States.

Phil: And Miyamoto is like, well, no, why would we give it away for free?

Phil: We worked hard on it.

Phil: A lot of, you know, we went to a lot of trouble to make this thing.

Phil: We should be charging for it.

Phil: Which is sort of a weird way to look at it.

Phil: And so they went ahead and packed it in in North America.

Phil: They charged for it in Japan, however.

Phil: And yeah, so again, I think this is probably the same.

Phil: There's no one there to argue with anyone over this stuff anymore, but like $for a tutorial.

Phil: It's terrible messaging when you've got all these other things going on as well.

Tom: It's absolutely bizarre.

Tom: But on the other hand, I don't think the tutorial is going to have the impact of something like a Wii Sports anyway.

Phil: No, no, especially the one that they've shown.

Phil: It looked neat.

Phil: And when I was watching it live, I was like, oh, that looks pretty cool.

Phil: And then they get to the end and said, price to be announced later.

Phil: They're like, what?

Phil: Price to be announced later?

Phil: Donkey Kong and Mario Kart.

Phil: So Mario Kart World, forgetting about the pack-in, which is a little bit discounted, is $USD, which is $Australian.

Tom: Do we know how much it will actually cost here?

Phil: Well, Donkey Kong and Mario Kart, yes, we do.

Phil: They are selling it for $Australian dollars.

Phil: That's listed on Harvey Norman's website, for example, which, in comparable value, is only $USD.

Phil: You know, dollar for dollar, Australians are paying less than Americans.

Tom: But it's still a big increase from what Switch games usually cost, which is, I think, at RRP, about $

Phil: Yes, yeah.

Tom: And this is, there's no question what the cause of this is.

Tom: It's price gouging.

Phil: I, there's no, there's no other explanation.

Phil: It's no, especially for digital, digital stuff.

Phil: Like, they can't blame tariffs for that.

Phil: Because tariffs are not applied to, to software, like digital sales, for example.

Phil: This is just price gouging.

Phil: This percent.

Tom: And if it was tariffs, it's not Nintendo who will be setting the price.

Tom: It's the whoever is selling it in America because it's the American seller who is being taxed on it.

Phil: Well, the tax is being paid by the party who is importing it.

Phil: So the tariff is going on the party who is importing it.

Phil: So they would be the person who is selling it on to the, they would be the person who is selling it on to the retailers.

Tom: So you are saying Nintendo would be the one selling it on to the retailers.

Phil: Exactly.

Phil: I am saying that Nintendo is the guys with the shipping containers that bring the games into the distribution centers in the US for example.

Phil: And then they sell it to Harvey Norman and JB Hi-Fi and Amazon and all the rest of it.

Phil: So they would be the ones paying the tariff.

Phil: But even so, okay, let's say that is a % tariff, then a $game would now be $which is why, you know, the $price bit.

Phil: I think that is just an excuse.

Phil: This is really just price gouging.

Tom: As is, as is arguably the base price already.

Phil: Yes, yeah.

Phil: And I think this, this is probably the most hubris we've seen from Nintendo since I don't know when.

Phil: Probably the Nintendo, like the original Nintendo, Nintendo era, once they had success with that.

Phil: Because, you know, this is right up there with, you'll get a second job to buy a PlayStation hubris after the success of PlayStation

Phil: And this is right up there with Don Matrix comment about, well, what if I'm on a US Marine sub and I don't have access to the internet?

Phil: How am I going to play my games?

Phil: And he said, well, for people who don't have internet, we have a system for you.

Phil: It's called the Xbox

Phil: These companies have, it's an oversimplification to say that these companies, after they've had tremendous success, you know, usually have some, a slump, you know, Switch is going to be the best-selling console of all time.

Phil: It's hard to follow that up.

Phil: But honestly, like, it's hard to stuff it up.

Phil: It looks like they've done a good job with the hardware.

Phil: But these prices for games, and being the leader of it, you know, I'm not the first one to say it.

Phil: I'm probably the millionth person to say it.

Phil: But now, if Rockstar has got to be considering, Take-Two has got to be considering, well, maybe we should charge $for Grand Theft Auto when we bring it out later this year.

Tom: I think the rumors were that they might be charging even more than that.

Tom: Because those rumors, I think, preceded the announcement of Switch pricing.

Phil: Well, there was an analyst who was saying that they should.

Phil: So that has been out there.

Phil: I don't know that...

Tom: And I think they'll both get away with it.

Tom: But again, reading comments and even media commentary on these prices, the amount of people defending it is, to me, just astounding.

Tom: And a complete reversal in attitudes by consumers and by media compared to even years ago.

Phil: Oh, yeah, definitely.

Phil: Hey, so like, that's how the apologists are all saying.

Phil: And it's a compelling argument.

Phil: You know, hey, well, this is Mario Kart.

Phil: You know, you're going to be playing it for the next to years.

Phil: bucks, you know, that's really a bargain when you look at it like that.

Phil: So if you came back to when Gran Turismo was at its peak, if Polyphony Digital had said, look, you know, you remember the fantastic work they did for every Gran Turismo.

Phil: They basically replicated every car on the planet down to how it sounded and handled and the whole thing.

Phil: You go, well, yeah, I mean, that's a tremendous value.

Phil: If Gran Turismo, a game that you like, made the same sort of value proposition, would you be like, yeah, I get it.

Phil: It's a lot of work.

Tom: No way.

Phil: You wouldn't be for it?

Tom: No, definitely not.

Phil: I don't know.

Phil: I mean, like when I look at some RPGs that I played, like Animal Crossing is not an RPG, but like you look at Animal Crossing, you go, wow, I put plus hours into this game.

Phil: You know, I'd like to give them, give the developer something more back.

Phil: But, you know, I guess Nintendo is saying, well, you know, it's because of all the extra work that goes into it.

Phil: This is why we're going to have this variable pricing.

Phil: You know, a lot of work went into this.

Phil: It costs a lot of money to make.

Phil: But then you look at it and you go, well, how much do you think Grand Theft Auto is costing to make?

Phil: It's just not an argument.

Tom: The argument doesn't make sense in the first place because they're not producing some sort of artisanal product.

Tom: They're producing a mass-producible product which creates extra value on supposedly more effort by being sold more because there's essentially no cost in or an extremely low cost in printing the product again and again.

Phil: Also, you could make the opposite argument.

Phil: You look at a game like, what's the flow, the Children of Light game, for example.

Phil: Development costs on that are going to be way lower than say on Fortnite.

Phil: Even development costs on Fortnite, well, they kind of overdo it, but it's not going to be on the same level as like a Call of Duty type thing.

Phil: But people go, well, we didn't put that much effort into this game.

Phil: It doesn't really cost us that much to keep the servers going.

Phil: So we're only going to charge $

Phil: It's just inane.

Phil: You see the chat tool they've added, basically video chat.

Tom: Which you are apparently going to have to start paying for in the future, rendering one of the buttons on the controller completely useless if you don't.

Phil: Yes, it's the first button on a console that you have to pay to use in the history of gaming.

Phil: I think, yeah, probably.

Phil: Yeah, maybe unless someone's had like an Xbox Live button or something like that.

Phil: But yeah, they're going to start charging for that after a year.

Phil: And I guess probably, I don't know if this is piling on or not, but you know, the upgrades to the Switch games.

Phil: I was expecting that I just put a Switch game in and it would look better because, you know, it's running on a Switch, it's running on better hardware.

Phil: But they're actually charging between and dollars depending on the amount of work that goes into the visual fidelity upgrades.

Phil: So again, that's just a puzzling again.

Phil: It's just, it's too complicated.

Phil: It's too complicated.

Tom: Do you have to pay for, I thought you had to pay for upgrades on PSand Xbox games.

Phil: There was something, there was some games where you could pay to basically play it on your PlayStation

Phil: So if you already had it on the last consoles, for you to play it on the current consoles, yeah, there was something like you paid a bucks and then, you know, it was automatically, you know, just looked better because you're playing it on better hardware.

Tom: But you still had to pay to play the upgraded version.

Phil: That's right.

Phil: And again, you don't, you can still put your Switch game into the Switch and just play it.

Phil: You don't have to pay just to have that benefit.

Phil: So I think that's probably piling on a little bit.

Phil: But again, it's just adding to the confusion.

Phil: And then a whole bunch of Switch games won't boot, by the way.

Phil: So they were talking about how the games will be compatible, but there's hundreds of them that just do not boot.

Phil: And Nintendo says they're looking in two ways around that.

Phil: So that's basically it.

Phil: I think, for me, the hardware is good.

Phil: I like the hardware pricing.

Phil: The hardware pricing is fine with me.

Phil: But the game model just doesn't work for me.

Phil: And that's really across the board with consoles right now.

Phil: Yeah, I'm just not enthusiastic about lining up to pay $every time I get a game.

Tom: I would presume it will be at least $

Tom: Or did you say we have the price confirmed for Australia?

Phil: Yeah, we have the price confirmed for Donkey Kong and Mario Kart at $Australian dollars.

Phil: And as we know through this show, if every game you bought was a complete banger and gave you tremendous value, that, you know, okay, well, $I'd probably just limit my buying to games a year.

Phil: But as you and I both know, not every game is a banger and there's not a lot of options for getting that value back once you want to get rid of that game.

Phil: So where does your enthusiasm level lie with this?

Phil: Could this potentially be the first Nintendo console you don't buy?

Tom: I think there have been multiple Nintendo consoles I haven't bought.

Tom: Although since the GameCube I have had most of them.

Tom: But there's absolutely no way I'm spending $on an LCD screened Switch.

Phil: Yeah, that was a bit of a letdown too, the LCD as opposed to OLED.

Tom: I think Nintendo games, I'm not interested in them for the power of them in terms of impressive graphics or anything like that.

Tom: And Mario Kart, I've seen a lot of people say doesn't look very impressive, but I think it looks pretty phenomenal when you consider how much detail there is in everything on the screen and the number of characters on the screen as well.

Tom: I think it's actually technically very, very impressive, but will that make Mario Kart significantly more fun than it was previously?

Tom: I don't think so.

Tom: And I think that applies to most Nintendo games.

Phil: Yeah, I can still play Mario Kart on the DS.

Phil: And it's just as fun as playing Mario Kart on Wii U or on the Switch.

Phil: Like, it's, you know, it's, it's not that...

Phil: I'm not there for the graphics.

Phil: I can still play it.

Phil: I regularly play it on the Wii U.

Phil: And there's nothing wrong with it.

Phil: It looks fine.

Phil: It's good, you know.

Phil: It did look spectacular, though.

Phil: I mean, I really like the look of Mario Kart World.

Tom: I was very impressed by it.

Phil: Yeah, yeah, it was good.

Tom: But the only game that I would really want to play is Metroid Prime and there will be a Switch version of that.

Phil: Yes, yeah.

Phil: What did you think?

Phil: How did it look to you?

Tom: It looked like Metroid Prime.

Phil: Yeah, yeah.

Phil: All right.

Phil: Well, enough.

Phil: I guess, Nintendo, if we have to put a bow on it, I'm going to say it seems like the hardware is good value.

Phil: I'm not excited about the software and what that means for my future of buying Nintendo games.

Phil: But, you know, honestly, I've probably only been buying it, well, for my own interest, there's certainly some Nintendo games I'm interested in.

Phil: But then also for my child, you know, I could see myself buying three or four games a year.

Phil: But, you know, at some point, they're going to bring out a Steam Deck, too.

Phil: And she's just going to have my Steam Deck, you know.

Phil: So and then she can play a whole sea of games.

Phil: But yeah, they won't have Princess Peach or Mario in them.

Phil: Story number two, Bafta.

Phil: This was a story.

Phil: Did you hear the story about Bafta's most influential game list?

Tom: I heard that Shenmue won it.

Phil: Yeah, that's it.

Phil: And this isn't this wasn't like an official proclamation from Bafta.

Phil: They basically polled their members and said, hey, you know, just submit what you think is the most influential game.

Phil: So more people listed Shenmue as the most influential game of all time, which was the Dreamcast game made by Yu Suzuki.

Phil: It's probably the I mean, in terms of influence, it it's slightly influenced Yakuza.

Phil: You know, now the Like a Dragon series.

Phil: I don't know.

Phil: I mean, I'd be interested to know what games you think are the most influential, but we'll just go through the list quickly.

Phil: Might give you some inspiration.

Phil: Number one is Shenmue.

Phil: Number two is Doom.

Phil: Number three, Super Mario Brothers.

Phil: Four, the original Half-Life.

Phil: Five, Ocarina of Time.

Phil: Six, Minecraft.

Phil: Seven, Kingdom Come Deliverance

Phil: Have you heard of Kingdom Come Deliverance ?

Tom: Yes, I have.

Tom: I've not heard of its massive influence, though.

Phil: It came out three months ago.

Phil: So, you've got to give it a break, you know.

Phil: I'm thinking that there may have been some ballot stuffing here with the development team from Kingdom Come Deliverance

Phil: Number Super Mario number Half-Life

Phil: Apparently, Half-Life is so influential.

Tom: Doubly so.

Phil: Yeah, it influenced Half-Life

Phil: Number The Sims, Eleven Tetris, Twelve Tomb Raider, Pong, Metal Gear Solid, World of Warcraft, Baldur's Gate a game that came out last year.

Phil: Final Fantasy VII, Dark Souls, Grand Theft Auto Skyrim, and then Grand Theft Auto, the original.

Phil: That's your top

Phil: I don't think Shenmue is a very influential game at all.

Phil: I don't see it as being influential whatsoever.

Tom: In terms of direct mechanics or structure, you would have to say no.

Tom: Other than on Yakuza.

Tom: But there is another element to influence, which would be inspiration.

Tom: And I have seen numerous developers say they were highly inspired by it.

Tom: So I don't know about the most influential video game of all time, but I think one of the most influential an argument could certainly be made.

Phil: I think you'd put it in the top

Phil: I guess it was actually more groundbreaking than that.

Phil: It was more groundbreaking than that.

Phil: It was, you know, would you say it sort of got you there for the open world stuff?

Phil: But, you know, if you look at games like WoW, they're even more open world than Shenmue.

Tom: I think it's not about it being open world.

Tom: It's about it attempting to present a tangible and realistic portrayal of everyday life.

Tom: Which I think is groundbreaking for the time.

Phil: Yeah, yeah, yeah.

Phil: I think, but keep in mind that Dreamcast came after the PlayStation by about five or six years.

Phil: Maybe, yeah, five or six years.

Phil: And there was games on the PlayStation like Tale of the Sun, which is a notoriously bad game that I actually didn't mind.

Phil: Where you basically, you've got to look it up.

Phil: It's a ridiculous game.

Phil: I think I've written a review of it somewhere.

Phil: But like it is a mundane, like it is a very mundane game.

Phil: You're basically out in the wilderness and you have to survive.

Phil: And there's barely anything to do.

Phil: And the time moves in real time.

Phil: I think if you have to be other games on the PlayStation that got to this same sort of thing.

Phil: I mean, if you look at the depth of the game, like being able to open a drawer and look inside of it and see stuff.

Phil: I guess you could say that sort of had an impact on Deus Ex.

Phil: But I don't even know that Shenmue predated Deus Ex or System Shock and all those sorts of games.

Tom: I think they predated it.

Phil: There's got to be some PC games that hit on the same stuff.

Tom: There are a lot of Japanese PSgames with similar ideas, but I don't think they were structurally quite different and were usually more focused on family.

Tom: So doing that in a blockbuster sort of video game, I still would give it credit for being ground breaking.

Phil: So what game would you say is the most influential?

Tom: I would probably go with Pong.

Phil: Pong.

Tom: Pong.

Phil: Yeah.

Phil: I considered Pong.

Phil: Why would you say it's influential?

Tom: I think Pong, there are other examples, but that's probably the biggest and most successful early video game where it's to use a cliché that is inapplicable most of the time and here I think is beautifully inapplicable, was a visceral experience.

Phil: Yeah, yeah, okay.

Phil: Look, it's obviously, it was the first time, you know, other than the Odyssey, where you could be playing games on TV.

Phil: So it basically would have been the most influential because you would have had thousands of people around the planet going, hey, I can do something with this TV that's interactive.

Phil: Like we can do stuff with this.

Phil: So yeah, so I see its influence there.

Phil: I'd probably make an argument for Doom because the first-person shooter genre is still dominant and Doom was the first one to really, well, I don't have to tell you what Doom did.

Phil: I think Doom is-

Tom: Did you go for Doom or Wolfenstein though?

Phil: I'd go for Doom just because Wolfenstein, Wolfenstein was pretty good though.

Phil: Yeah, and it still is.

Phil: It's funny when you go back and play Wolfenstein now because you're like, how do I jump?

Phil: How do I aim?

Phil: Because you're not really aiming and you're not really aiming in Doom either, I guess.

Tom: And instead of Doom, you've got to pick Doom or Wolfenstein for influence.

Tom: I think you've got to go for Wolfenstein for the non-modern version of first-person shooters.

Tom: If you go for modern first-person shooters, I think you've got to go for Quake.

Tom: So I think it's an argument between Wolfenstein or Quake.

Phil: Yeah, I agree.

Phil: Yeah, so, um, other influential games...

Phil: I actually thought about Space Invaders.

Tom: So did I, but then I thought everything that makes Space Invaders visceral is all set out in Pong.

Tom: Yeah, you've got the immediate tactile bleeps and bloops and instant feedback.

Phil: Anyway, so just want to say that was not the official Bafta, like, it is their list, they put it out there.

Phil: But it was really just a poll of their membership, not a declarative, hey, these, you know, we're giving an award to Shenmue for the most influential game of all time.

Phil: Maybe they will, who knows.

Phil: A final story, I don't know if you heard about this, this is a couple of weeks ago now, credit for this one goes to gamespot.com.

Phil: Game Informer is back.

Phil: So Game Informer, if you don't know, was a, I'd say a second string, maybe even a third string, video game website.

Phil: It was, to my knowledge, the last published video game magazine to come out of the US.

Phil: And it was owned by GameStop.

Phil: And then GameStop, or stopped it, and gutted it, you know, basically shut it down.

Phil: They didn't sell it.

Phil: But the business was shut down in August and the magazine has returned under new ownership.

Phil: Gunzilla Games acquired the rights to Game Informer, and brought back the entire editorial team, and also the technical team as well.

Phil: So everyone who is working there on the last day in August of has come back and is working for the organization.

Phil: So they're not just doing a website.

Phil: They are going to bring back a physical magazine as well.

Phil: So, yeah, and Gunzilla, they're, I had never heard of them.

Phil: They're currently working on a Battle Royale game called Off the Grid.

Phil: So you go, I can't, okay, first of all, this is seemingly good news.

Phil: They're going to have editorial freedom to do what they wish.

Phil: But, like, I just don't know.

Phil: I've never heard of this company that's bringing them back.

Tom: I haven't heard of them either.

Phil: No, or their game and an upcoming Battle Royale game.

Phil: Good luck.

Phil: I mean, welcome to six years ago, you know, or seven years ago.

Phil: So it had to be-

Tom: years ago with a magazine.

Phil: Yeah.

Phil: It had to have been pretty compelling to have every single person come back.

Phil: But it doesn't, it's not like if I had a decent job somewhere else and then I'm told, hey guy, you know, come back to the old job.

Phil: We're getting the whole team together again.

Phil: And, and this company is called Godzilla is going to fund it.

Phil: Oh yeah.

Phil: And who are they?

Phil: They haven't released any games yet, but they're a game company and it's going to be a battle.

Phil: Battle, we're going to battle.

Tom: It's the hot new thing.

Phil: The name of the game is off the grid.

Phil: I think Game Informer is going to be off the grid.

Phil: In six months' time.

Phil: I mean, look, it's good.

Phil: I mean, it is legitimately good news, if not for the fact that they were able to bring back the entire archive of the website and magazine archive.

Phil: You know, it hasn't been lost to the ages.

Tom: This has got to be some sort of scheme, surely.

Tom: Let's look at, on the Gunzilla website and here's where their funding comes from.

Phil: Russian Mafia.

Tom: They've got million dollars of funding from Coin Fund, Avalanche's Blizzard Fund and Republic Capital and Morningstar Ventures.

Tom: As well as previously unreported equity and validator sales.

Phil: Yes, so they have studios in Frankfurt, Kiev and London.

Tom: This has got to be some sort of money laundering scheme, I think so.

Phil: Oh, this is great.

Phil: I almost said this.

Phil: Their upcoming game Off the Grid is a cyberpunk themed Battle Royale that integrates blockchain technology.

Phil: There we go.

Phil: So, yeah, this might not be good news for the Game Informer team, but on its face, good for them.

Phil: I mean, they got the whole team back together, which is amazing in this day and age.

Tom: Well, it's free money for them, probably from drugs and other such things, but they'll be getting paid, I presume.

Phil: I guess it has to be, like if you had to launder money, what better front do you have than a print publication?

Phil: Yeah, we put all the money in here and the magazines come out the other end, and profits.

Phil: Okay, so, do you want to get into what we've been playing?

Tom: We may as well.

Phil: Okey-doke.

Phil: Do you want to lead off?

Tom: Well, I finally finished Indiana Jones and the Great Circle.

Phil: The Great Circle?

Phil: I thought it was called Indiana Jones and the Hole Punch.

Tom: That's one of its names, I believe.

Phil: Okay, because when I read the show notes, I wasn't sure if the Hole Punch was a separate game that you played.

Tom: It's one of the ways you can make a perfect circle on a map.

Tom: You can use a hole punch.

Phil: Excellent.

Tom: Or you can find ancient artifacts.

Phil: Is that part of the game?

Tom: Unfortunately not.

Tom: They chose to find ancient artifacts to be able to do this.

Phil: Okay, fair enough.

Phil: All right.

Phil: Everyone knows about this game.

Phil: You've been playing it on Game Pass presumably.

Phil: Correct.

Phil: Machine games.

Phil: Does this add to their legacy?

Phil: Because they've got a pretty good legacy.

Phil: You know, with the Wolfenstein games, they've built a pretty good reputation for themselves.

Tom: And Chronicles of Riddick in their previous incarnation as well.

Phil: I don't know that we get to count that, but you know.

Tom: I think it's a cult classic.

Phil: Oh, no, no, no.

Phil: Don't get me wrong.

Phil: Chronicles of Riddick is fantastic.

Phil: It is.

Phil: That is.

Phil: Talk about influence.

Phil: That is an influential game.

Phil: But I'm just saying, I'm not sure that we can give machine games credit for that.

Phil: Just because a lot of them did come over from Starbreeze.

Phil: It's, you know, it's still not a machine games game.

Tom: That is true.

Phil: Yeah.

Tom: But I would still bring it up in discussions.

Phil: For sure.

Phil: As we have.

Phil: As we have.

Phil: Yep.

Phil: So yeah.

Phil: So the last time we talked, you'd gotten out of the Vatican and you were in Egypt, and you thought it was pretty blind.

Phil: And I said, no, no, no.

Phil: Just wait.

Phil: Just wait.

Phil: You're going to go to Bangkok.

Phil: You're going to go to China and, you know, that's got to be something that...

Phil: I don't remember going to China before in a game.

Phil: So it's got to be something, you know, it's going to be something about this.

Tom: The Shadowrun Hong Kong, I believe.

Phil: Yeah, Hong Kong.

Phil: Yeah.

Phil: You went to mainland China, didn't you?

Tom: I haven't.

Tom: I think one of the most flagrant instances of the Game Under Podcast being copied is the fact that an American YouTuber, one of the largest American YouTubers of today, iShowSpeed, barely a month after I returned from China, was on his own tour of China.

Tom: And I can't help but wonder where he got that idea from.

Phil: Well, we haven't disclosed to our listeners that you went to China, but that's how dedicated you were about playing Indiana Jones.

Tom: I think that's one of the most shocking things about this instances of plagiarism.

Tom: One of us must have accidentally invited him into our telegram group, I can only presume.

Phil: Well yeah, probably.

Phil: It's probably this Craig thing that we've got here, recording all of our conversations.

Phil: Okay, so, Indiana Jones, tell me about it.

Phil: Tell me about China.

Phil: Tell me about Hong Kong, Bangkok, whatever.

Tom: I think it's Shanghai.

Phil: You went to Shanghai, okay.

Phil: And was it cool?

Tom: Indiana Jones, I went to Shanghai.

Phil: Yeah, was it cool?

Tom: It was okay.

Tom: I think they noticed how bland and boring the Egypt section was, so they didn't bother doing a normal Explore the Area section and basically had a series of action set pieces and some QTEs for you to play through in the setting of Shanghai.

Tom: And then after that, you end up in Thailand in I think Sukhothai.

Phil: Well, was any of this mildly racist or couldn't be in a game made in ?

Tom: It wasn't racist, but when you get to Sukhothai and you're interacting with the Thai people, it becomes very apparent that while they have altered the skin tones and the facial features of the characters, they're using the same dimensions for the skeleton, skeletons of the character models, creating a rather surreal and bizarre effect.

Phil: What do you mean?

Tom: Like...

Tom: They're the same proportions and same heights, if I remember correctly, as the characters from other countries.

Phil: Oh, okay.

Phil: Okay.

Phil: So, alright.

Phil: And did it spice up the game?

Tom: I think...

Tom: the only interesting part of the Shanghai section was the fact that the Geyser section had been so bland and uninteresting.

Tom: But Sukhothai, I think, was a return to form and enough that I was glad to continue playing it, because it structurally was similar to Geyser and the Vatican and would not have been interesting if they didn't copy the Wind Waker and make exploration boat-based.

Tom: So you are essentially in a swamp setting where you sail through the swamp, sorry, row through the swamp from island to island, much in the vein of the Wind Waker in a miniaturized form.

Phil: That sounds cool.

Tom: I enjoyed it.

Tom: The exploration isn't as interesting in terms of detailed complexity as the Vatican or setting probably, but doing it by boat shakes it up enough that it's interesting.

Tom: And the tombs you're exploring are a lot more interesting than the ones in Giza.

Tom: They contain more interesting puzzles and once again are much more Zelda-like.

Tom: Again, no doubt due to the Wind Waker's influence.

Phil: So, did they introduce any new gameplay elements other than rowing a boat?

Tom: In terms of the puzzles they do, there are cogwheel puzzles where you've got to get gears in a certain order and there's a chess puzzle, which I don't believe occurred earlier on in the game.

Tom: So, they introduced new puzzle mechanics essentially.

Phil: Okay.

Phil: So, and how do they wrap it all up?

Phil: I mean, obviously, you're going all around the world, you're collecting this stuff, you're trying to solve the Great Circle mystery or whatever.

Phil: Do they bring it together?

Phil: Does it work?

Phil: Or does it feel like a game with five different levels and then a cut scene and credits?

Tom: End up in Iraq after Sukhothai.

Phil: Oh, cool.

Tom: I think the climax of the game is enjoyable enough.

Tom: I think the big issue with the game in terms of the narrative and coming up with a satisfying ending, and I'm not sure anyone else who has played the game agrees with me.

Tom: But it grew worse and worse as the game continued was the complete soullessness and lack of charisma of Indiana Jones, which I think is exemplified in Sukhothai by the fact where at one point you are separated from your female sidekick.

Tom: They realize Indiana Jones himself is adding so little to the narrative that with being unable to come up with a way that makes sense for her to be able to accompany you through the dungeon you are exploring, they introduce a totally random female character to accompany you for a single dungeon who is never seen from or heard of again after that point.

Phil: Wow.

Phil: That's extreme.

Tom: So it's essentially a game without a protagonist, which takes away from the villain's final moments and the fact that he's, instead of having some showdown with Gina, your female companion, which might have been narratively somewhat interesting, he's having it with a character who doesn't exist instead, which is a great disappointment because he's been an entertaining villain throughout the game.

Phil: Do you think that when you said that it's a game that lacks a protagonist, is that because of the first-person perspective that you feel?

Phil: Like, if you look at Chronicles of Riddick, which is a first-person action game, and you look at this game which is first-person by design, though I think you can shift it to third-person whenever you want, I think.

Phil: Do you think that disembodiment is what's happening there in your mind, where you're going, well, I can't see the guy, so he's not there, you know?

Phil: And then doing that, perhaps, because they want you to be Indiana Jones.

Phil: So they don't want you to be watching or moving Indiana Jones.

Phil: They want you to be Indy.

Tom: I don't think so, and especially not from machine games.

Tom: I think in the case of Wolfenstein, the best character in those, at least the first one, I haven't played the other ones, but in the first game was, without a question, the protagonist, BJ.

Tom: Blazkowicz, and all of the other characters played off him.

Phil: Yeah, I'd love to play that game again, now that you've said that.

Phil: I was not a fan of the second one, by the way, or even the spin-off, which has his daughters in it, though it had its moment.

Phil: I just thought there was way too much walking and talking in the second game, just so you know.

Phil: Okay, so do you think that at least from their perspective, their philosophy was, hey, we want you to be indie, so we're just going to get out of the way and make this character less of a character?

Phil: Or do you think this is just a disconnect somewhere in terms of the directing of Troy Baker?

Phil: Or?

Tom: I think it's the decision to have a as technically accurate a copy of Harrison Ford's performance as possible, instead of either adding something to the character themselves or having the actor add something to the character themselves.

Phil: Yeah.

Tom: I think for the sort of character it is, that's absolutely not the way to go.

Phil: I think it's in a tough position, because the name of the game is Indiana Jones, and so who do you think of?

Phil: You think of Harrison Ford.

Phil: I think if they had not used Harrison Ford's image and voice as a reference, I don't know that it translates.

Phil: I don't know.

Phil: I don't know.

Tom: Well, commercially they definitely made the right decision.

Phil: Yeah.

Phil: Yeah.

Tom: But I think for me, it makes the narrative significantly weaker than it should have been, considering how good the villain was and the moments the villain had with the supporting cast members at times.

Tom: And I would also add, I think it's not the sort of writing they've demonstrated themselves to be good at in previous games as well.

Phil: Yeah.

Phil: That's a very good point.

Phil: So what about technical chops?

Phil: I mean, do you see this and you go, wow, you know, these guys know how to make a video game?

Tom: I think it's a lot more janky than Wolfenstein was.

Tom: It's certainly not a mechanically satisfying experience as Wolfenstein was at all.

Tom: The shooting feels generally pretty weak.

Tom: The platforming is very janky, but it makes up for that with the charm of the structure of the Vatican and Egypt.

Tom: Not so much in Giza, but that's still two-thirds of the game where they're making up for the questionable mechanics at times.

Tom: And it works in the sense that by making all of the mechanics less complex and interesting, or that they then all blend together in a easily manageable way.

Phil: Okay.

Phil: Well, it sounds to me like there's enough there for me to want to play the game.

Phil: Would I be an idiot to play this game?

Tom: I would highly recommend you play it.

Phil: Okay.

Phil: All right.

Phil: Hang it to the list.

Phil: Is that all you've got to say about Indie?

Tom: I think that probably covers it.

Tom: Overall, I'm glad I played it to the end.

Tom: I think it's worth sticking through the less interesting moments, for sure.

Tom: And the one thing I would add is the one area of the game that is mechanically satisfying, except it is only useful for a minigame, is the melee combat.

Tom: With the way the battles play out in normal combat out in the world, you don't need to be doing blocking or dodging or anything like that.

Tom: You either stealth people to death or gather them all together in a row of idiotic IA that you can just bludgeon over the head with a large weapon in the one attack.

Tom: But there is a boxing minigame which is quite challenging and very satisfying once you figure out the timing of blocking and dodging and your own melee attacks.

Tom: So mechanically, that is definitely a highlight and enjoyable in a similar sense to the shooting in Wolfenstein.

Phil: Final question for you.

Phil: If this was not called Indiana Jones, if this was called Daytona Smith, and it was an original character, not Indiana Jones, didn't have the sweeping soundtrack of John Williams and all that nostalgia and pastiche of Indiana Jones' world, would it have been a better game perhaps?

Tom: I don't think so.

Tom: I think other than the protagonist, they use the Indiana Jones aesthetic, music, and even the story very well.

Tom: It's really just an issue to me anyway, the approach they took with the character of Indiana Jones himself.

Tom: And I think there is more to Indiana Jones than simply the character.

Phil: Oh, for sure.

Phil: Yeah, yeah.

Phil: I would say that brings an end to our indie games coverage, but I have been playing in...

Tom: We're not finished with Indiana Jones just yet, as the Die of Destiny has not been rolled.

Phil: Oh, excellent.

Phil: I'll get my mini-Fogg figure ready to countermand your...

Phil: Just do what you do.

Tom: Unfortunately, however, unfortunately, however, I cannot find the Die of Destiny.

Tom: So what we're going to do instead is spin a wheel with a value of to on it.

Phil: Where'd you get a wheel with a value of to on it?

Tom: From pickerwheel.com.

Phil: Oh, a virtual wheel.

Tom: A virtual wheel.

Phil: Why didn't you go to randomnumbergenerator.com?

Tom: Because we're talking about Indiana Jones and the Great Circle.

Tom: Oh, okay.

Phil: Alright.

Phil: Fair enough.

Phil: Alright.

Phil: Spin your wheel.

Phil: See if it's more accurate than your stupid die destiny.

Tom: And Indiana Jones receives a out of

Phil: Okay, I'm going to roll the mini-fog of truth.

Phil: And it says, you gave it actually a out of

Tom: I think that's too high.

Phil: You do?

Phil: Would you go for a ?

Tom: What did I give Uncharted ?

Tom: Did I give that a or a out of ?

Phil: I'll ask AI, what did Tom Towers give Uncharted ?

Phil: See what comes up.

Phil: Okay, Uncharted Uncharted

Phil: You gave it, score coming soon.

Phil: So you talked about it in episode

Tom: I think I might have given it an out of

Tom: And apparently I gave the original Uncharted a out of

Tom: And I gave from memory Uncharted a out of

Tom: To which I think you responded, you're an idiot, I think.

Tom: So I think taking into account Uncharted I don't know if I could give it more than that but maybe.

Tom: So it's in the range maybe of a reasonable score.

Phil: Okay, well, game I've been playing and have finished is called There is No Game, Wrong Dimension.

Phil: This is a game that's developed and published by a very small team of people called Draw Me a Pixel.

Phil: It is a point and click adventure game.

Phil: Now you're into these point and click adventure games, aren't you?

Phil: This is basically, it's available for, it just came out, it just came out.

Phil: I just, this game, I thought this game just came out.

Phil: It got released for Windows in so it's been around for a while.

Phil: And basically, it's like an interactive story.

Phil: And you're, it's very meta.

Phil: So right from the very start, you start the game and there's a computer talking to you and saying, hey, just go away, there's no game.

Phil: Okay?

Phil: We're sorry, we didn't get the funding we needed.

Phil: You've been scammed, you bought this game.

Phil: It's not really a game.

Phil: So there's no game, so just go away.

Phil: And so you're stuck there staring at a screen and basically, you've got limited ways to interact with it.

Phil: So you just have to figure out yourself how to progress this game.

Phil: And you literally have to break the game.

Phil: Like you have to, if there's a circle, for example, up in the top right-hand corner that appears to be a spotlight or something, you've got to figure out a way to smash that off so that you can use it as a coin to unscrew some, you know, some screws which will give you access to the back of the computer and then you can start mucking around with it sort of thing.

Phil: So there's six different levels and they're all differently themed.

Phil: And I think, yeah, I'm not a point and click enthusiast.

Phil: I didn't, I went into this game completely blind.

Phil: I just heard a lot of good things about it and I thought, okay, well, it's on sale.

Phil: I'll pick it up.

Phil: And it breaks the fourth wall definitely, like right from the start.

Phil: But then even as you get into the game deeper and deeper, there is actually a twist in the later chapters where I'm not going to spoil.

Phil: But it does, I can guarantee that it does get more interesting as the game goes on.

Phil: It's not just a homage to, you know, point and click games.

Phil: The first level is pretty creative and it's really more of a tutorial.

Phil: The worst part about this game for me is that the second level was severe homage to Lucas Ames, Lucas Games point and click adventures.

Phil: To the point where I was like, f**k this game.

Phil: I am not going to play this game.

Phil: I had my phone open the whole time, just going, what do I do next?

Phil: Just tell me what to do next.

Phil: It was so infuriatingly illogical.

Phil: They do have a system.

Tom: Do you have any examples?

Phil: No.

Phil: It's just stupid, inane things like drag the chicken onto the power cord because that's going to do this, that or the other.

Phil: It's like, okay.

Phil: Well, if the name of the game is just basically combine every illogical element until something happens.

Tom: Maybe we are meant to be electrifying or electrocuting the chicken.

Phil: It doesn't matter.

Phil: I just made that up.

Tom: That's perfectly logical.

Phil: I think that's where some point-and-click adventure games fall down, where if you can't get into the mind of the person who's creating it, or you haven't lived the life of the person who's creating it, you don't know all those stupid little in-jokes and stuff.

Phil: At the same time, you don't want to make these things so obvious that the person doesn't feel smart for solving the problem.

Phil: I mean, when you have these puzzles and games, a big part of it is making the person feel good about solving, getting to the solution.

Phil: So, they do have an out for this.

Phil: So basically, there is a hint section, and you can go, okay, just give me a hint, and they'll give you a hint.

Phil: And it will be pretty vague, but then you'll be like, oh yeah, of course, it's right there in front of me.

Phil: It's a three-stage hint system, where then, you can then reveal a second and a third.

Phil: The third clue is typically just telling you exactly what to do.

Phil: I didn't need that in most sections of the game other than to get me through the LucasArts section.

Phil: And it was a real shame, because I could see what they were doing.

Phil: They're starting up with a tutorial, then they're going to what I call severe homage of one of the most well-liked developers of this type of game.

Phil: So you can't really blame them for that.

Phil: But after that, they go through a fairly lengthy presentation of a Zelda Link to the Past type game for the Super Nintendo.

Phil: It's not an RPG, you're still trying to break the game to advance the character and make him do what he needs to do.

Phil: And it was a pretty wry satire of Zelda on top of that.

Phil: And then the chapter after that is basically going back through that level again, but now it's been glitched.

Phil: And so you're having a second run-through.

Phil: So it was kind of a, okay, I had a tutorial, then I had a really bad experience with the game that I wanted to throw away.

Phil: That's really on me, not them.

Phil: Then they have a Legend of Zelda level, which is enjoyable.

Phil: But then one of the things I hate the most is going back through the same level again for the next level.

Phil: And it wasn't until I really get into the fourth, fifth and sixth levels where I was like, oh, this is fantastic.

Phil: It really started to click.

Phil: And then, like I said, there's a pretty weird twist towards the end of the game that makes it pretty delicious.

Phil: And it's done in such a bad way that you're not sure that they're meaning to do it that way or, you know, because they're not English speakers natively.

Phil: You're not quite sure if they think what they're doing is good, but it's not good or is that beard supposed to look like a real beard sort of thing?

Phil: So yeah, I don't really want to spoil it much more than I already have.

Phil: But ultimately, by the end of the game, I was like, okay, you know, for a genre that I don't enjoy, it was a passable experience.

Phil: And as I said, it was meta as all hell.

Phil: There was no fourth wall left at the end of this game whatsoever.

Phil: And again, I think it's a game I'm going to remember, which is probably the highest compliment I can pay a game these days.

Tom: So you said it switches to a Zelda-like sort of gameplay.

Phil: Yeah, top-down.

Tom: Yep.

Tom: Does it change to other genres or is it just point-and-click and Zelda?

Phil: Well, the Zelda game is still point-and-click, so you still have to break elements of the game to make it work.

Phil: So it never changes.

Phil: The gameplay itself never changes from point-and-click.

Phil: It's just that the point-and-click options, you often have to look at things like things in the graphical user interface.

Phil: How do I break this part off of the graphical user interface so that I can use it to muck around with the game sort of thing?

Phil: Yeah, and there's one really good level where they tell you, okay, the game is over and here's the credits.

Phil: And you're like, okay, well, I got ripped off, but all right, that's fine.

Phil: But then you have to figure out there's a way, a very creative way that develops and builds on itself, where you have to figure out how to break the credits to continue the game.

Phil: And that was the absolute best level.

Phil: I mean, like, if I could send you that level by itself somehow and go just play this, yeah, that's the very best part of the game.

Phil: And I thought it was super cool and creative.

Phil: And that's, I think when I said it started to click, that's when it really started to click.

Phil: It was like, okay, I'm real, you know, I'm understanding what they're asking for here.

Phil: And I found that to be enjoyable.

Phil: I should say this game is available on Windows, Android, iOS and Switch.

Phil: Yeah, so I'm not sure if these guys have done anything since because I had trouble finding much about them on the web.

Phil: But yeah, I mean, you're into this genre, aren't you?

Tom: Yep, very much so.

Phil: The team operates remotely, spread across France.

Phil: They're working on a new unannounced project.

Phil: The only last game was, they were created in

Tom: So if it's from France and it ends with a twist joke ending from the sounds of it, that you're not sure is deliberate, you can probably presume it is deliberate.

Phil: Yeah, you're right.

Phil: You're probably right.

Phil: Yeah.

Phil: So unless you've got anything else you want to ask me about that game, would I recommend it?

Phil: If you like Point and Click, I'd say it is a must play.

Phil: If you don't like Point and Click, you've got to have an appreciation for different types of games to really be able to play it.

Phil: Because if you don't like Point and Click games, it's really probably not a game for you sort of thing.

Tom: What score would you give it?

Phil: I would give it, because of its breakthroughs in storytelling at the end of the game, I'd give it a

Tom: So you hated it?

Phil: No, no, 's a decent score.

Tom: It's as good as Indiana Jones.

Phil: Yes, indeed.

Phil: The game that you've been playing, you've told me about is a game called the Case of the Golden Idol.

Tom: Another Indiana Jones game, I believe.

Phil: Yeah, yeah, Indiana Jones and the Case of the Golden Idol.

Phil: I had not heard of this game, it was released in

Phil: I thought this was a new game also, but it's on everything.

Tom: It's so old I think there's been a sequel for it.

Phil: Is that right?

Phil: So how did this come up on your radar?

Tom: A friend was playing it and I discovered it was on Game Pass.

Phil: Oh, really?

Phil: Okay.

Phil: Yeah.

Phil: All right.

Phil: So even though it came out in it was imported to consoles and mobile until

Phil: It's a Latvian game.

Phil: Did you know that?

Tom: Yeah.

Phil: Yeah, Latvian.

Phil: So you don't know.

Phil: I don't see a lot of Latvian product.

Phil: But tell me, I know nothing about this game.

Tom: The sequel, I believe, came out last year.

Tom: So it's set in, I believe, the late s in what is, as far as one can tell, a fictionalized version of some part of Britain, most likely England.

Tom: And it is sort of a point-and-click adventure detective game that I would say is also influenced by Papers, Please and very much The Obra Dinn.

Phil: Oh, the Lucas Papers other game, Return of the Obra Dinn.

Phil: Did you finish that game?

Tom: No, I didn't.

Phil: I've started it a couple...

Phil: Why do you think you didn't finish it?

Tom: I think there was more emphasis in some ways on narrative than in Papers, Please.

Tom: And I didn't find the narrative at the beginning anyway at all interesting.

Tom: And the puzzles were also more drawn out than in Papers, Please.

Tom: I think if I went back to it with more time apart from Papers, Please, I would be more likely to stick to it because I wouldn't be expecting such an immediate experience.

Phil: Yeah.

Phil: I got to say, you know, Papers, Please for me is one of my favorite games of all time.

Phil: So it was a bit of a letdown for me when I went into it.

Phil: And I think the graphics kind of threw me a little bit too, honestly.

Phil: I've started it like twice.

Phil: But again, you know, perhaps after having played Spiritfarer recently, perhaps my tolerance for a notebook game, like, you know, having to have a notebook beside you to take notes and all the rest of it.

Phil: But I think my tolerance for that has been greatly increased.

Phil: Yeah, so I was probably a bit more of a Twitch gamer when I went, when I was playing Obra Dinn, but yeah, I'll definitely have to go back to it.

Phil: By the way, just taking a break from your coverage of The Case of the Golden Idol, which you said the sequel came out last year, The Rise of the Golden Idol.

Phil: We've got to, when we played Roblox, we both decided we're going to play a game and go play Roblox, for example, and see what it was all about.

Phil: I think that was a pretty good experience.

Phil: Yes, we're talking production notes on a show that I know that, but I was thinking, do you want to go and play, do we want to give Fortnite a proper go, or another game in classic like World of Warcraft?

Phil: I thought if we could attack a game that neither of us were really into, but that is big and notable.

Phil: I think that'd be good homework for us.

Tom: Well, it couldn't be World of Warcraft because I got a character to level I think, in World of Warcraft.

Phil: I think now if you start World of Warcraft, they start you at level after about minutes.

Phil: I remember in level your bust was a thing.

Tom: At the time, I think it was not the max level, because I think that was just when a new expansion came out, that raised it to the one after Burning Crusade, if I'm remembering the names correctly.

Tom: But I only had the original and Burning Crusade.

Tom: It sounds impressive, but it only took, I think, maybe hours, because I was playing with a friend who I played RuneScape with, and he had multiple max level characters in World of Warcraft and knew how to do it incredibly quickly.

Phil: I didn't know you played RuneScape.

Tom: Yep.

Tom: I played a lot of RuneScape, from the original version of RuneScape at that.

Phil: Okay.

Phil: Yeah, well, okay.

Phil: Well, damn, man.

Phil: I have seen magazine photos of WoW, but I have had zero exposure to it.

Tom: It's all right.

Phil: I'm thinking I've got a...

Phil: I mean, it might be interesting for you to dip back in, but I don't know.

Phil: What do you think about Fortnite?

Tom: I think it's a good idea.

Phil: Yeah.

Phil: All right.

Phil: Well, add Fortnite to the list.

Phil: Maybe that can be our homework and we can get online, even try to play it together and see what is going on with that, because apparently that's been roadbloxified too.

Phil: Like, it's not just a straight vanilla game anymore.

Tom: Is Fortnite the epic one, right?

Phil: Yeah, yeah.

Tom: And what about Minecraft?

Phil: Oh, Minecraft.

Phil: Have you played it at all?

Tom: No.

Tom: I've got the classic anecdote of being sure I pre-ordered it.

Phil: That's right.

Phil: Yeah, you got screwed, man.

Phil: You paid like $for it and never got the actual game.

Phil: And then meanwhile, dude's over there of his candy room living in Los Angeles.

Tom: Exactly.

Tom: $of that candy room is for me, you fucking bastard.

Phil: There is at least one jar of Jolly Ranchers in that man's house that is ill-gotten gain.

Phil: I have Minecraft on Xbox, on Switch.

Phil: I can probably, I'll probably go and pick it up on Steam.

Phil: Can you even get Minecraft on Steam?

Tom: I tried to play the VR version of Minecraft, which was free with the Quest but on the Oculus platform, but could never get it to work.

Tom: Well, but I believe it is on Game Pass.

Tom: So in theory, I should be able to play it there.

Phil: Okay.

Phil: Well, I will see if it's on Steam deck.

Phil: This is the insidious thing that Valve has done.

Phil: If I can't get Minecraft on Steam, then that sort of turns me off of playing a game.

Tom: You can get Minecraft Dungeons and Legends.

Phil: I sure as hell can't get Fortnite on Steam.

Phil: That's for sure.

Phil: I know I can play Fortnite on...

Phil: Yeah, Minecraft is on Steam.

Phil: Alright, fine.

Phil: Alright, let's do Minecraft, okay?

Tom: Alright.

Phil: That will be on our list of things to do before next week's recording, which will come fast and furious, as our listeners have come to expect.

Phil: Yes, indeed.

Phil: video game.

Phil: I think it's time...

Phil: Yeah, I think it's time that...

Phil: You know, with gameunder.net, we don't just jump on the hottest thing, you know.

Phil: We wait for a game to prove itself before we tip out.

Tom: We wait for it to prove it's deserving of us.

Phil: Yes, that's right.

Phil: And I think it's time...

Phil: I think Minecraft has proven itself to be a game that's stood the test of time and we can jump into it.

Phil: So, alright, Minecraft, that's our homework.

Phil: Now, back to the Case of the Golden Idol.

Phil: It's available for everything.

Phil: It's developed by a developer called Color Gray Games and published by an independent, independent publisher called PlayStack.

Phil: It's not on...

Phil: Yeah, it's on Switch, it's on Android, it's on iOS, it's on everything.

Phil: It's on Game Pass.

Phil: And so, is it the same sort of puzzle-solving type thing as Obra Dinn?

Tom: It's similar and also similar to Papers, Please.

Tom: So, depending on the level, you have different notebook challenges you're meant to solve and put together, but the main structure is the same for every level.

Tom: So, essentially, a scene is occurring, either, I think the first one is just one screen, but other ones, you'll have to sort of navigate around looking at different events occurring within this setting.

Tom: As you're going through that, you'll be collecting words that appear in the text on screen, which could be from characters talking, it could be from a note you find or anything.

Tom: As you collect these words, these words can be used to fill in the blanks in your notebook, which is a statement of what has occurred in the scene.

Tom: Okay.

Phil: How do you know, how do you have those words highlighted?

Phil: How do you pick those words?

Phil: Yeah, the words are highlighted.

Phil: Then you touch them or you click on them or something?

Tom: Yeah, you click on them and they'll be added to your notebook.

Tom: Okay.

Tom: For solving the level, it'll be like John Smith met blank and blank, blank, blank, which resulted in blank, blank, for example.

Phil: So it's like Graham Candy's Blankety Blanks.

Tom: Yes.

Phil: Classic Australian television show.

Phil: Okay.

Phil: So are you playing like as a detective and you're trying to solve a mystery, or like are you just...

Phil: What's the setup?

Phil: Who are you?

Tom: You're playing as a detective working for possibly the king, attempting to work out what's happened.

Tom: You're not a normal detective, I presume, because if I remember correctly, at some point you're speaking to a detective, which makes sense because the narrative is essentially that one of the characters in the game inherits a Golden Idol after the death of one of the characters in the game.

Tom: And this spirals into a revolutionary conspiracy as the Golden Idol has mystical powers.

Phil: Okay.

Phil: So is this a case where the ruler is afraid that this idol has been found and is rising to prominence because it's going to threaten his power?

Tom: Well, all the events in the game have already occurred and you're piecing them together level by level as they transpire, but they've already transpired, if that makes sense.

Tom: So you're piecing together events that have already happened from the beginning to the end.

Phil: They're very much like Obra Dinn.

Tom: Yes, exactly.

Phil: It doesn't sound very innovative.

Phil: I mean, it sounds like they're copying it directly.

Tom: There's a lot of copying going on, I would say, definitely.

Phil: And, like, what's the time pressure?

Phil: Like, is it like, I've got to solve this before this so I can change the course of history, or you've got to...

Tom: No, there's no time pressure.

Phil: Okay.

Tom: Okay.

Phil: And what's this...

Phil: The setting of this is in London?

Tom: It is in...

Tom: not in London, but I would say a fictionalized version of England.

Phil: Okay.

Phil: And what time period?

Tom: The late s.

Phil: Okay.

Phil: Okay.

Phil: All right.

Phil: So a lot of mercantilism and wigs and things like that.

Tom: Yep.

Tom: I think it makes very good use of the setting, one both politically and in terms of the characters involved.

Tom: It has the feeling of that era, the greed and expansion, and some of the other political things going on at the time as well.

Tom: There is a Irish slash Scottish, probably more Scottish analog character that you encounter that is politically relevant as well.

Phil: Now, I don't know, we said these people are Latvian, so like the writing, like this sounds like good writing.

Phil: I mean, the way that you're talking about these characters.

Tom: It's a very good writing and the focus is on presenting you with something to solve, so they manage to suggest a lot through very little.

Phil: Okay, that sounds delightful.

Phil: I don't know how Latvians pulled that off.

Phil: I'm not saying anything about Latvians, but you're reading in English, I'm presuming.

Tom: Yep.

Phil: So it's either very good localization or just very good understanding of English writing.

Phil: So besides the word-based deduction system, is there any other different gameplay elements?

Tom: Yes, so the other one that is present in, I think, all but one, maybe two levels, is also identifying the characters you're encountering.

Tom: So you'll have a notebook page that has the faces of all the characters, and you've got to put the names to the faces, which for most of the levels will also help you put together what happened within the scene when you're trying to fill in the notebook page that describes what happened.

Tom: This works very well for the most part.

Tom: With some of the later levels, it's a little bit annoying having to fill in the names of characters you've already encountered.

Tom: But other than that, it works well.

Tom: Then for each individual level, there'll be a third or fourth or even fifth thing you have to fill in.

Tom: An example of this, and hence why it changes per level, is one of the scenes takes place in the initiation at another ceremony of a cult.

Tom: And you can technically fill in what happened without solving the optional objectives, which is what's happening in the initiation and what's happening in the ritual.

Tom: But both are useful for solving what's happening in the scene.

Tom: But as you can see from that, the context of what is happening usually affects the other things you're solving.

Tom: Another example is a character has been poisoned.

Tom: And one of the things you can solve is where each character was sitting at the table that the poisoning took place.

Phil: The graphics are pretty cool too.

Tom: Yep, it's got a great style, which again makes good use of the setting and the time period, I think.

Phil: Yeah.

Tom: Again, manages to convey a lot with just a pixelated, pixel art sort of art style.

Phil: Yeah, yeah, that looks good.

Phil: It harkens back to the era.

Phil: Yeah, definitely.

Phil: Of video game graphics.

Phil: Okay, well, it sounds like a definite game I'd be interested in.

Phil: I probably would go back and play Obra Dinn first, but the fact that it's got a sequel is also a positive thing.

Tom: I think if you didn't get hooked by Obra Dinn, you might actually be more likely to enjoy this as notwithstanding there being no time limit, like papers, please, there's a lot more immediate positive reinforcement as you're playing on a moment to moment basis.

Phil: Okay, of note, do you know much about the sequel, Rise of the Golden Idol?

Tom: I think the sequel is set in the s.

Phil: Yeah, that's exactly what I was going to bring up.

Tom: Which is, I think, another potentially very interesting setting.

Phil: Yeah, sounds good to me.

Phil: It's actually got very good scores across the board.

Phil: So thanks for bringing this game to us, man.

Phil: I had not heard of it, either one of these games.

Tom: And the DLC for the original also, at least one of them has a very interesting setting, which as far as I can tell, is a fictionalized version of Sri Lanka.

Phil: Oh, really?

Phil: I'm just writing this down here.

Phil: I'm putting it on my Amazon Wishlist.

Phil: Not really, just putting it in my notebook.

Tom: So if any listener, any subscribers of Phil Fogg's OnlyFans, wants to gift him it, they can just check his Amazon Wishlist on his profile.

Phil: Yeah, that would be great.

Phil: Thank you.

Phil: That would be fantastic.

Phil: Okay, well thanks for that.

Phil: I think we'll close out this episode with...

Phil: We'll go back to how it all started segment.

Tom: I think we've got to give it a score.

Phil: Oh, we don't have to.

Tom: Putting the horse ahead of the cart.

Phil: I don't think so.

Phil: Hey, I've almost finished a game called X by High Bit Studios.

Tom: No, I'm going to cut you off there.

Phil: We've also been playing Slay the Spire.

Tom: We're not going to use the rotating wheel this time.

Phil: Oh no, f*** that thing.

Tom: In the theme of The Golden Idol, we're going to ask an online magic -ball what score I should give it.

Phil: Ooh, magic -ball.

Phil: Well, a digital magical -ball.

Tom: Yep.

Phil: Okay, well, that's...

Tom: So I asked what score should I give the case of the Golden Idol.

Tom: The magic -ball's answer is As I See It.

Tom: So I'm going to have to do a little bit of interpreting here.

Phil: Okay, yeah, yeah, yeah.

Phil: Which is, yeah, okay.

Tom: It's a magical -ball.

Tom: And I asked what score should I give it, and it responded As I See It.

Tom: I'm going to assume the only thing it can be seeing is the number

Tom: So I'm going to give it an out of

Phil: How?

Phil: Oh, here's an -ball.

Phil: Oh, that's very clever.

Tom: And that's as the magic -ball sees it.

Tom: That's the only way I can interpret the statement as making sense in terms of numbers.

Phil: I asked Chat GPT what score you should give The Case of the Golden Idol.

Phil: And it came back and said, That depends on what aspects of the game most matter to you.

Phil: The Case of the Golden Idol has received widespread praise for its innovative, deductive mechanics, compelling narrative and satisfying mysteries.

Phil: If you enjoy detective games that challenge your reasoning skills, you may write it quite highly.

Phil: Critics and players generally scored it between and out of

Phil: But if you value unique puzzle design and deep storytelling, it might be even higher in your book.

Phil: Higher than out of ?

Phil: Oh, okay.

Phil: Conversely...

Tom: Higher than to out of so out of

Phil: Conversely, if you prefer more traditional adventure gameplay or find its art style less appealing, your score might lean lower.

Tom: Can you ask ChatGPT what score would ChatGPT give it?

Phil: Uh, what score would ChatGPT give the Case of the Golden Idol?

Phil: Yes, I type like a boomer.

Phil: I can't speak for ChatGPT, but I can tell you that the Case of Golden Idol has received glowing reviews from players and critics alike.

Tom: So ChatGPT can't speak for ChatGPT?

Phil: No, no.

Phil: Which is why we still have chance.

Tom: Ask ChatGPT who is it speaking for then?

Phil: Yeah, who are you speaking for?

Phil: Who are you speaking for?

Phil: This is a compelling content, I don't care what people say.

Phil: I speak for myself.

Phil: My purpose is to assist, inform and engage in conversations with you.

Phil: I don't represent any external companies or individuals, and I don't have any personal opinions.

Phil: Instead, I analyze information, synthesize insights, and provide responses tailored to your interests.

Tom: How can you speak for yourself if you don't have a personal opinion?

Phil: Yeah, that's true.

Phil: All right, we're going to go back to a segment before we forget it exists, called How It All Started.

Phil: Now, there is some merit-

Tom: Ask ChatGPT how it all started.

Phil: Yes, there is some merit that game series garner more cultural relevance and improve as games as the longer they run.

Phil: And some games don't really start at their first release.

Phil: So, for example, you know, Halo comes out, but Halo may have been the breakout, or Halo Reach, or Halo for example.

Phil: So, we've got some franchises left in this barrel.

Phil: We may as well empty this barrel today, so we don't have to go back to this segment.

Phil: And then we can do a How It All Ended segment.

Phil: So, for you personally, what is the first relevant entry in the series?

Phil: And then also from the greater gaming community's perspective, what do you think is the first relevant entry in the series, or the pinnacle of the series, right?

Phil: So, here we go.

Phil: Call of Duty.

Tom: Can I suggest?

Tom: No.

Tom: I'm going to suggest a different series based on the recent Bafta Award.

Tom: What about Shenmue?

Phil: Well, I've never played Shenmue or Shenmue

Phil: So, yeah, I can't have a take on that.

Tom: I think it's got to be Shenmue for both.

Phil: It did introduce-

Tom: Someone who has watched the intro for Shenmue.

Phil: You haven't played it?

Tom: No.

Tom: I watched the intro on the Xbox version of Shenmue

Phil: Yeah.

Phil: Well, I played it.

Phil: I did the forklift stuff.

Phil: I did the looking-for-sailors.

Phil: Yeah.

Phil: That may have colored my criticism of it.

Phil: Okay.

Phil: So starting with Call of Duty for you, which is the first entry-

Phil: It wasn't necessarily the first game, but to you, what was the first time you looked at Call of Duty and went, yeah, this is it?

Tom: I think the original, unless it was a demo of Call of Duty

Phil: I can distinctly say it was Call of Duty because it was an Xbox launch title, and it really looked good.

Phil: It looked amazing.

Phil: Now, I went back and played it not too long ago, and it still is a very good game.

Tom: But for everyone else, everyone else-

Tom: I would go with Call of Duty

Phil: Is that Modern Warfare?

Tom: Yeah.

Phil: Yeah, definitely.

Phil: Modern Warfare is the culturally is the peak there.

Phil: For me, Call of Duty really was where it took off.

Phil: I'm not going to say that's where it peaked because I love Call of Duty.

Phil: I absolutely loved it until it started to be gig downloads, unfortunately.

Tom: Before we move on from Call of Duty, can I just add, if you remember, there was Call of Duty and then there was Call of Duty and everyone was sick of World War games.

Tom: Oh, and Call of Duty sorry.

Tom: Then there was Call of Duty World at War, Modern Warfare Black Ops, Modern Warfare Black Ops Ghosts, Advanced Warfare, Black Ops Infinite Warfare, World War finally.

Tom: It took three years for people to get sick of World War and I think years for people to get sick of Call of Duty

Phil: I agree.

Phil: I actually, I really enjoyed most Call of Duties, including Ghosts and Advanced Warfare.

Phil: I have no problem with Call of Duty whatsoever, I've got to say.

Phil: The only problem I have with it is, I have two problems with it.

Phil: One of which is that it's one of the top ways people find gameunder.net, the website for this podcast, because you did an article that was called Call of Duty Porn.

Phil: And so that's like our fifth most trafficked site on our page, on our website, because people feeling horny and they're like, hey, what do I like?

Phil: I don't like porn.

Phil: What else do I like?

Phil: Call of Duty.

Phil: Hey, I wonder if there's any Call of Duty porn.

Phil: And guess which is the only website in the world that has combined those two concepts, which is not what you were talking about.

Phil: You were talking about a glorification of war or something.

Tom: So what you're saying is, it's time for a follow-up.

Tom: What other game should we do porn for?

Tom: You're the OnlyFans model, you tell me, you're the expert.

Phil: Well, I would say Fortnite, but that's got to exist already, you know, you've got to go.

Tom: I think there's a lot of that.

Phil: You know what?

Tom: I'm reliably informed.

Phil: Obra Dinn porn.

Phil: Oh, it would be the only website in the world, you know, because people are like, oh god, I'm feeling horny.

Phil: What's the name of that game?

Phil: Oh, Obra Dinn, yeah.

Phil: I love that game.

Tom: Like the Call of Duty game that inspired that article, I think Obra Dinn is aesthetically interesting enough that that would work.

Phil: There's going to be the show title, by the way.

Phil: So, I think, you know, people, you know, you know what would make, I always used to say, what I used to say, how would you make this game better?

Phil: I always used to say at a ATV, you know, a quad bike and a sniper rifle and a shotgun, you can improve every game percent.

Phil: Yeah, adding porn, you know, maybe that's what Obra Dinn missed, you know?

Tom: Maybe.

Tom: That's why we didn't stick with it.

Phil: Well, we didn't finish it, if you see what I'm saying.

Phil: Okay.

Tom: That's very true.

Phil: Yes, Doom.

Tom: We have to finish with another game.

Phil: Doom, Doom, Doom.

Phil: Let's go back to my room.

Phil: So, first relevant entry in the series.

Tom: Haven't we done Doom before?

Phil: No, we haven't.

Phil: I crossed them off the list as we go.

Tom: Okay.

Tom: Well, the answer for me is combined this time.

Tom: Doom, the original.

Tom: I think both came to prominence with that.

Tom: And also, that was my entry point to it.

Tom: And I think I can say I've probably played a lot more Doom than I have Doom

Phil: Yeah, Doom is good, but it's really just more of the same.

Phil: And Doom was not good.

Phil: It wasn't really until like Doom or whatever it was.

Phil: You know, the Doom got good again and then Doom Eternal sucked.

Phil: And now that we've got Doom Dark Ages, do you have any interest in that?

Phil: It's probably going to come to Game Pass.

Tom: That's the third one in the modern version, right?

Phil: Yes.

Phil: Yeah, yeah.

Phil: This is a snap back from the dumb platforming combos thing.

Tom: I think I need to return to the second one to prove you wrong.

Phil: Yeah, yeah.

Phil: I bought Doom Eternal recently by accident because it was on sale.

Phil: I thought it was the real Doom and it's the second dumb one.

Phil: I call it, it's like Doom ODST.

Phil: It's horrible.

Phil: Go with an easy one, Super Mario Brothers.

Phil: You got one, two, three and World.

Tom: Yep.

Tom: Which is the first non-jump man Super Mario?

Phil: Well, Super Mario Brothers, the first one.

Tom: Okay.

Tom: Well, then I think the answer is Super Mario Brothers for the World in general.

Tom: This is a hard one for me to answer because I did enjoy the SNES Super Mario, but not as much as I enjoyed Busby.

Phil: Bubsy, you mean?

Tom: Bubsy, yes.

Tom: So I'll probably have to go with, for me, Super Mario Galaxy.

Tom: I don't think any previous Mario Brother games really stuck with me until I got to Super Mario Galaxy.

Tom: And I don't think any since then have really stuck to me, with me, to the same degree either.

Tom: I've been playing Super Mario New York City, but I only ever play it if I'm on a plane and I don't feel any desire to play it in any other time.

Phil: Yeah, New Donk City.

Phil: Yeah, I wasn't going to expand it out to the whole Mario platforming world.

Phil: I was just thinking between and in world.

Phil: For me, world is where it stuck for me.

Phil: And I suck at it.

Phil: And I've probably played that game more than I've played any other game in my life.

Phil: On the original Super Nintendo.

Phil: And I absolutely suck at it.

Tom: I'm terrible.

Phil: I'm absolutely terrible at it.

Phil: But I love it so much.

Tom: I'm also bad at D platforming solely in Super Mario Bros.

Tom: And I don't know why.

Tom: Because I'm good.

Tom: I'm reasonably good at D platformers everywhere else.

Tom: And I can get very good at them if I can be bothered to.

Tom: Yet there is something about Super Mario Bros.

Tom: That does not make sense to me.

Tom: And I don't know what it is.

Phil: I think for the globe, it's Super Mario Bros.

Phil: For me personally, Super Mario Galaxy is the absolute pinnacle.

Phil: I thought Galaxy was fantastic, absolutely sublime.

Phil: And then somehow they managed to top it with the second game.

Phil: Odyssey was very, very, very, very good.

Phil: I mean, I don't particularly enjoy D platformers.

Phil: So for it to even be something I'd consider talking about or enjoying, let alone beating, was pretty phenomenal.

Phil: But of the original four Super Mario World, to me is the breakout.

Phil: Zelda?

Tom: Zelda, I think for the world, it's got to be Ocarina of Time.

Tom: I think the D ones were certainly important, but I don't think they reached the just total acclaim and supposed influence as Ocarina of Time did.

Tom: And for me personally, I would say The Wind Waker.

Phil: Oh yeah, that was a good one.

Phil: Look, for me personally, Zelda hasn't resonated ever.

Phil: You possibly make the argument these days that for the world, it's Breath of the Wild, because no one has played more Zelda than Breath of the Wild, like in terms of selling.

Tom: That's true.

Phil: Yeah, and I think...

Tom: And in terms of hours.

Phil: Yeah, exactly.

Phil: I think that's the one.

Phil: But it's so hard because Links of the Past on the Super Nintendo is so beloved, so highly rated and appreciated and loved.

Phil: And Ocarina of Time, similarly on the Nwas a transformational game.

Phil: You know, for myself even.

Tom: I would still go with Ocarina of Time over Breath of the Wild though, because it has been...

Tom: How long is it since Breath of the Wild released?

Phil: Oh, like seven years or something?

Tom: Seven years.

Tom: That's long enough.

Tom: I think at the time, Breath of the Wild, there were a lot of calls by fans for greatest game of all time.

Tom: But I don't see people making that statement with the same sort of regularity that people have with Ocarina of Time ever since it was released.

Tom: No, Ocarina of Time was a masterpiece.

Tom: I think Ocarina of Time has outlasted it.

Tom: I've got to give it to Ocarina of Time.

Phil: I don't use this word very often.

Phil: Ocarina of Time was a masterpiece.

Phil: It really was.

Phil: It was a masterpiece.

Phil: It was like leaps and bounds over other games.

Phil: I don't even like, necessarily like Nintendo, or Zelda, or any of it.

Phil: Yeah.

Tom: Wow.

Phil: You look at something like Zelda to Ocarina of Time, it's like, what are we talking about?

Phil: I think for the world, yeah, Ocarina stands.

Phil: Then for me personally, I didn't like the first Zelda at all.

Phil: I didn't like the second Zelda at all.

Phil: The Link to the Past is considered to be a breakthrough game as well.

Phil: So it's very tough for me to come down on any of that.

Phil: But yeah, you can't go past Ocarina.

Phil: Okay.

Phil: We've got last two and they're both Bethesda games.

Phil: We'll go with the boring one first, which is Fallout.

Tom: Fallout for me, the original, no question.

Tom: I think this is probably one of the more challenging ones because if you look back at PC gaming, I think Fallout was absolutely massive.

Tom: I think people underestimate how huge that was at the time.

Tom: And a lot of people probably inclined to give it to Fallout or

Tom: But I think Fallout at the time was just as massive, if not even bigger.

Tom: So I think I'll go ultimately with Fallout

Phil: Yeah, okay.

Phil: Well, me personally is Fallout

Phil: And then I think, well, the best Fallout game is Fallout New Vegas.

Phil: So I'm going to say for me, Fallout New Vegas, I think for the world, it was Fallout

Phil: And I think, I think they have never touched, Fallout has never touched the heights of where they were since

Tom: I'm still going to go with

Tom: Because one thing you have to consider is the greater market share, market potential, sorry.

Tom: That exists when Fallout is released compared to Fallout

Phil: Yeah, it was a blockbuster and Fallout is probably the better game.

Phil: But did you play the Brothers of Steel spinoff?

Tom: Don't think I did.

Phil: I think I have a sealed copy of that for the Xbox.

Phil: Anyway, finally, this one, I think maybe we might have the same answer for both Elder Scrolls.

Tom: Elder Scrolls, I think the answer is...

Tom: No, actually, I was going to say both the Me and the World, Morrowind, but that's, I don't think, correct.

Tom: I think the correct answer for The World is Skyrim.

Tom: And for me, without any question, Morrowind, Morrowind and Oblivion are the only two that I have played to completion, and I don't know how, but I spent probably almost as much time in Oblivion, hours or something, as I spent in Morrowind, yet I enjoyed not even close to hours in Oblivion, but Morrowind I thought was just an amazingly crafted world, an engrossing setting and one of the most interesting and enjoyable narratives of any other game, of any game, sorry.

Phil: Yeah, I mean, for the world of Skyrim, and it's going to be difficult for them to, like how do you replace Skyrim at this point?

Phil: You know, people have been playing it for ever.

Phil: And there's people that don't, it's funny because like for me, Morrowind is obviously the answer.

Phil: And it was funny because like when Oblivion came out, you know, I was thinking of it as Morrowind

Phil: And you know, there are going to be people thinking that the, you know, the next game is going to be Skyrim sort of thing.

Phil: It's like, no, it's not going to be Skyrim

Phil: I honestly wish they'd flush Fallout just so they could focus on nothing but the Elder Scrolls.

Phil: Morrowind was a life changer for me.

Phil: Oblivion was also very impressive as an Xbox launch game.

Phil: They're great games.

Phil: Skyrim, I've somehow managed to finish it as well, a couple of different times.

Phil: So, you know, I love everything about it.

Phil: All the jank, it's fine.

Phil: Morrowind, though, man, like I can hear that music in my head.

Phil: You know, it's there.

Phil: It's there.

Phil: It's a real place for me.

Phil: Like you've just gone to Hong Kong or China or whatever, and you can think back and go, yeah, I was there and I remember it.

Phil: And that was a real place.

Phil: There's four or five places in Morrowind where I can remember being.

Phil: And I was there, you know.

Phil: It is a weird trick that they managed to pull it off.

Phil: So, yeah, for the world, Skyrim, and as I predicted, we'd have the same answer on this one, Morrowind.

Phil: And I was playing the janky Xbox version.

Phil: It was just fantastic.

Phil: And the expansions were all great.

Phil: Yeah, so where it all started.

Tom: Before we move on from Oblivion, I've just got to recount my experience of getting and playing Oblivion.

Tom: I pre-ordered the special edition.

Tom: And when the shop got it, I think the came with...

Tom: I think they might have been die, special die, but they'd apparently been damaged in shipping.

Tom: How do you damage a die?

Tom: I don't know.

Phil: So your six-sided die is now a seven-sided die?

Tom: Potentially.

Tom: It might not have been die though.

Tom: I can't remember what it was.

Phil: It might have been a wizard's hat or something.

Tom: Maybe.

Tom: But so all it was, was just the metal container with the game in it and nothing else.

Tom: And the computer I had at the time, I wasn't sure would run it.

Tom: So I got the game, I installed the game, I figured out a DirectX workaround because it wasn't meant to work with the DirectX that my video card was capable of outputting.

Tom: But I didn't want it because it didn't have the special edition stuff and it was more expensive than the normal version of it.

Tom: So I copied the game and returned the special edition that was not a special edition and started playing Morrowind without any colour in the game.

Tom: Because to have colour in the game, you required the later version of DirectX.

Tom: So I was playing it with various shades of white.

Phil: So it looked like Skyrim.

Tom: Exactly.

Phil: Completely washed out without colour.

Tom: Yet the game was running at way more than FPS.

Tom: So the video card was powerful enough to play it, it just couldn't for bureaucratic reasons.

Tom: Essentially.

Tom: So my first experience with Oblivion was in a colourless version of the game.

Tom: Eventually I get a faster PC that can play it in colour and I'm disappointed to discover that the game, I actually prefer this weird white aesthetic of my original experience with the game.

Tom: The world without that was a much less magical and more disappointing place.

Phil: When you started this story, I wrote down emergent gameplay because everyone has these emergent gameplay moments.

Phil: I thought you were going to tell me about something that actually happened inside of Morrowind, but you have this amazing story about something that happened outside of the gameplay.

Tom: Well, the emergent gameplay moments were much more interesting in Morrowind than in Oblivion.

Phil: Oh, for sure, yeah.

Phil: And I found my play.

Phil: That's the best part of the Elder Scrolls.

Phil: I found myself in Skyrim and I'm playing as a goody two shoes.

Phil: I'm in these people's house and then you pick something up and you're just looking at it.

Phil: And they're like, oh, the girl says, oh, you stole it.

Phil: Like, why are you stealing from it?

Phil: So I was like, in my head, I'm like, oh, I wasn't stealing.

Phil: I was just looking at it.

Phil: And then eventually, she calls her father in and oh, you're going to have to tell all the people in the village you are the thief in the house.

Phil: I was like, I'm going to have to kill this entire family.

Phil: So I had to kill them all, which is completely out of character, hide their bodies, you know, under the furniture and everything else, and just get the hell out of Dodge.

Phil: And other things that have happened in various games is like, how am I going to beat this boss?

Phil: And you just find that you can cheese him into a corner and get him stuck behind a pillar and then just keep stabbing him with your rat knife or whatever.

Phil: Those are the things that make the Elder Scrolls game so amazing.

Phil: But in Morrowind, it was always just that, and I talked about this in Half-Life just the exploring, just going out and walking, you know, and getting into a yurt and going, okay, I found this yurt, am I going to be able to sleep in this yurt?

Phil: Is someone, is the guy who owns the yurt going to come along at some point and kick me out of the yurt?

Phil: What is a yurt?

Phil: You know, yeah, fantastic, fantastic series.

Phil: Well, that's how it all-

Tom: Can I just say?

Phil: Yes.

Tom: As someone who stated that they can't differentiate their memories of Morrowind with reality, I'm very glad you said that murdering a whole family in Oblivion was out of character.

Phil: Skyrim, yes, yes.

Tom: Skyrim, so yes.

Phil: Yeah, absolutely.

Phil: That did not happen in real life.

Phil: But it was, you know, it's just like stupid how the snowball was rolling down the hill.

Phil: It's like, oh god, I'm gonna have to kill all these people.

Phil: And I think that's what Bafta's most influential game of whatever it was, the third one on the list has been out for three months.

Phil: I think that is the hook on that game as well, whatever that game is called.

Tom: And it was a massive influence on Skyrim, I believe.

Phil: Yeah, that's how it all started, but this is how it's all going to end.

Phil: Thanks for listening to The Game Under Podcast.

Phil: Amazingly, we've been doing this since

Phil: Enjoy this.

Phil: This is our last free show.

Phil: Next show will cost you money.

Phil: We'll secretly figure out a way of getting money out of you.

Phil: Because it does take a lot of resources covering games from that time to now.

Phil: You can go to our website, gameunder.net and check it out.

Phil: If you'd like to submit a question, just use a comment section from our homepage.

Phil: Thanks for listening to episode

Phil: We got through the whole episode without making any jokes.

Tom: Now I understand the porn theme.

Phil: Of The Game Under Podcast.

Phil: I am Phil Fogg.

Tom: I'm Tom Towers.

Phil: He was Tom Towers and that's the end of the show.

Tom: I'm always Tom Towers.