The Besties - The best games of June 2014 according to The Besties
Episode Date: July 8, 2014Remember last month when a surprise cloud of quality games rained down upon us, soaking us in the joys of kart racing and nazi shooting? Those warm rains of spring have passed and what remains is the ...scorched, dry earth of summer. Sure, a couple of nice games appeared, like oases ready to quench our thirst. But after completing Shovel Knight and Valiant Hearts we returned to our slog, counting the days till the fall deluge. How have you been passing the summer drought? 5:00 -Â 1001 Spikes 22:00 -Â Shovel Knight 36:00 -Â News of the month, E3 Edition 56:00 -Â Valiant Hearts 1:14:00 -Â Pixel Junk Shooter Ultimate 1:18:00 - The Resties! Theme song by Ian Dorsch Get the show: Download MP3" Subscribe to the podcast (RSS) Subscribe on iTunes Get the full list of games (and other stuff) discussed at www.besties.fan. Want more episodes? Join us at patreon.com/thebesties for three bonus episodes each month!
Transcript
Discussion (0)
Justin, you still, uh, still popping them opioids?
No, I haven't had one.
Okay, okay.
It depends on how you're using that.
I haven't had one today.
Okay.
I want to eat one, though, like Pac-Man.
What if people don't have the context of why you're a drug addict now?
Then they should listen to My Brother, My Brother and me
and invite you for the modern era, releasing every Monday on the Maximum Fun Network.
A lot of people don't understand that there's... if you're only listening to one of these podcasts,
they are a codec for each other.
I didn't know that.
Yeah, it's only the people who listen to both that can, like, figure out the, like, Dan Brown-esque riddle
that exists in both universes.
Okay, I want to talk about Justin and his
opiate addiction.
So Justin got his wisdom teeth
taken out.
Addiction's a big word.
He used to be addicted to having wisdom teeth.
But we staged an intervention
for him.
We pulled all his teeth out. Now you don't have them anymore.
Did you get all four taken out in one swoop?
Yeah, I figure. Fuck it, right? i figure fuck it right in for a penny in for a pal yep if you're gonna go to time as
well go into lincoln did they show you them afterwards isn't that some more shit they didn't
that is i think you have to ask specifically i asked specifically and what do they say i didn't
ask before but i guess do they grind them into? Because they wouldn't go get them for me.
What did they say when you asked?
We don't keep those.
Right, well, the more I think about it, this might, the fact that they didn't show you your teeth might indicate that there's some sort of Jurassic Park scenario taking place.
Oh, yeah.
Where you're just going to, like, DNA the shit out of those teeth.
Or DNA them. Or a dino scientist is going to carry it around in his pocket
and use it to scare chubby kids that come to his excavation site.
Talk about what predatory Justins are capable of in the wilds.
You think they're to your left, but they're not.
They're behind you, and they're biting you with their back teeth.
Let's start this dumb show.
My name is Justin McElroy and I know the best game of the month.
My name is Griffin McElroy, and only like one good game came out this month,
so I know what that is. My name is Chris Plant, and I know the best game of the month.
My name is Russ Frusche, and I know the best game of the weekend month.
This is the besties where we talk about the latest and greatest in sports, entertainment, news, previews, video games, FIFA, football, soccer.
We got soccer fever here. Go USA Go. Can't wait to see how far they make it.
And today we're going to talk about video games.
June is a hot month. It is wise very hot june is a hot month literally uh but very uh for video game releases uh it's been
a little it's been like that one book i read in rainbow about the family that didn't have a lot
of money to go around tight times so they made soup out of rocks
so in soup out of rocks it's been tight times in the video game world but we still uncovered
uh a few gems that came out this this this month of course with e3 the whole industry kind of loses
a week because no one wants to release then and then before that everybody's planning for e3 so
there's no games then and then after that everyone's still drunk
so you don't want to put any games out then either
why won't I sober up
it's been three weeks
what's wrong with my body
yeah it's been bad
E3 was exciting if you're a time traveler
and you could just jump ahead to March
2015 when all this
shit's gonna be extant we kind
of released a besties sort of sort of did if you could search that uh best of e3 video polygon on
google non-canonical besties if you miss our um old school needlessly combative besties i would say um that's a good fit for you because man blood sugar to be
at its all-time low when it comes to that well and if you want to see me get genuinely angry at
the three other people whose voices you're hearing right now uh just go ahead i had a friend who
watched that and said man are you putting on i was like no they made me pretty angry that was me being genuinely
angry with my my co-workers that's all in the past uh the feelings are still there yeah it's
all behind us let's talk about the games with june uh kind of a mixed bag this month of games
fresh dick uh you've got the first one that we're going to talk about and it is the uh
the thousandth and first spikes game yeah is that correct that is accurate it is called 1001 spikes
there's a subtitle involving this hero but i don't remember the exact wording of it
1001 spikes is the nomenclature ab A Thousand and One Spikes. There it is.
And A Thousand and One Spikes is a platformer
in the style, graphically and gameplay-wise,
of NES-era platformers, 8-bit platformers.
It's very, very difficult,
in addition to there being A Thousand and One Spikes in the game. Actually, I'm not sure that that's true, but you do In addition to there being 1,001 spikes in the game.
Actually, I'm not sure that that's true, but you do get 1,001 lives and you will probably be using every one of those lives because you'll be dying quite a bit because the game is intentionally very hard.
I would say if you played Super Meat Boy, it's a pretty similar experience.
Although control wise, again, it controls more like an 8-bit era game than it does like a
more modern platforming game i'm not so sure the super meat boy comparison is so on point it
definitely 100 is well it's just like the maybe like the difficulty of the game and sort of the
trial and error nature of the game yeah and it's a platformer and it's a platformer sure it's 2d and it's like old school
inspired for me like the the structure of the game is what sort of set it apart like the idea
of having like a limited number of tries looming over you like how it gives the game a sort of
oppressive because in super meatball you can fuck up and like forever sure and still be fine not
when you're in those like special
like hidden stages where you only have three attempts to get it right but like it casts a
specter over the game that i'll be honest i didn't finish playing it because my like i got to this
one area it's the level right after the fire levels uh like the lava levels and like i just
like i hit a wall and i was playing on an airplane and so like
i i spent like 70 tries on one level and i was like screw this i'm gonna do something else and
when i came back to it i had forgotten all the stuff i had memorized about that level over my
70 tries and i thought like i'm just not gonna yeah you can't uh leave a level midway through
you have to beat it and that's like a, I don't like playing any video game like that,
whether it's like an RPG where save points are few and far between,
and I know like, well, I've just got to get through this until it's done.
That's just not how I play games anymore.
Sure.
Well, I'm going to throw down some topics that I think, you know,
you mentioned the live thing, the limited lives.
And I was a little daunted by that as well,
but they actually have a mechanic
where you just buy more lives.
It does seem weird.
With money.
You earn money.
Earth money?
Not, like, real world money,
but, like, in-game money.
I haven't found any in-game money yet.
Where are you getting this money?
So, the game nests a bunch of features inside.
There are these golden idol gem things that you find in each of the levels.
If you collect five of those, you unlock other modes that you can play
that are played very differently from the normal game,
like big, much larger levels that are not as difficult and more repeatable.
I played the tower.
Yeah, so in the tower thing, I think it's called the tower of nanner you earn money and the money is spent
in a store that unlocks once you i think collect a few more of those idols so the store in addition
to having like you can buy a bunch of lives for some money you can buy new characters and one of
the things i really liked about it which is another yet another super meatball comparison is that there's a bunch of
unlockable characters and they're all inspired by classic video game things so yeah uh there's
like an old school like looking like a simon belmont from like castlevania 2 and he has a
whip and a throwing knife or i wasn't so crazy about the fact that each one
each character has their own standalone like campaign path like if you chose to play as a
different character you couldn't keep playing on the path you're playing as uh on as as abin hawkins
because like the mechanics are a little bit different so like it boots you all the way back
to the start yeah i think the idea was that it would encourage people to uh sort of have a different experience getting through each of the levels
otherwise like it kind of makes speed runs meaningless because clearly you would just pick
the character that yeah and it also makes the levels more difficult to design like if characters
are capable of doing different things how do you design like this is a game where every pixel of like the platforming
challenge is is considered by the by the level so like you have to have this perfect run through it
if you all of a sudden like put in a character that can hover right it changes the design entirely
now so that's the whole life thing and money and i don't think the game does an extremely good job
like letting people know how to unlock that extra content.
I know someone at work actually played through the whole game, didn't find a single golden idol.
And, like, all the content was still locked when he beat the game. Weird, yeah.
So, there's that.
Why I like this game and I totally 100% appreciate why certain people wouldn't like this style of game is because, I griffin's right you do have to like focus
and like beat a level in one sitting but that feeling of like slowly like getting closer and
closer and closer to the ending is super satisfying it's like i feel like like for anyone that's seen
edge of tomorrow that's how i feel when i play this game because i'm just getting better and
better and better and granted you could like
simplify it into like a memorization game but there's still like a lot of reflexes involved
and a lot of like oh no yeah you have to have the skills to execute the moves it's not like a
fucking like card matching memorization game right there's there's and like i like that i like i like
torture platformers like i i love that feeling that I get when I do complete that.
But I think everybody has a breaking point.
And I know that these games, this genre gets way crazier.
I've tried to play I Want to Be the Guy and Cloudberry Kingdom and shit like that.
But everybody, I think, has a breaking point.
And mine is like, when I spend an hour on a single level knowing that I have to finish it or else I'll forget everything
that I have memorized about that level,
and then I finally get through the string of super difficult
millisecond-to-millisecond jumps and attacks that I have to do
to get through something, and then I finally make it to the door and then like a spike pops out from right under the door and kills me i'm like
that's that's when i quit i i see the only reason that bothers me is because of the life count
and i mean i know that that's a it's a specific choice that they made and they obviously have
their reasons for me i could get into like
the experimentation and the constant death thing if there wasn't just that little bit of it needing
to be demoralizing every time that i died i don't understand why every single time there has to be a
little bit like of that negative reinforcement yeah it takes away from it being just like a fun it would be funny to get all
the way to the end and die kind of like that it would be kind of funny except every time it happens
it becomes a little less likely that you're going to be able to finish the game i i just don't
really understand the reason well and they overuse that that idea of like that last second fuck you
like even super meat boy doesn't do that.
Like, you see the exit, you get to Band-Aid Girl,
or Bandage Girl, and, like, you're done with the level.
If Bandage Girl, like, no kidding,
half the time in those later stages
had a secret spike that shot out of the top of her head
and killed you, like, that just, it's,
that sense of satisfaction you get when completing a level
is completely overshadowed by well this is just fucking annoying well yeah because that takes it
from it takes it from a skill-based thing to a memorization well based thing yeah you can usually
see i mean you can usually see that stuff ahead of time usually i think the memorization thing is my issue with it and i
think it's funny that fresh references uh edge of tomorrow and this is going to be nitty-gritty
because few people saw the movie and fewer people read the book but the book that it's based off of
is about the writer's issues with video games that it's this sense of wow this is a crazy
impossible adventure and i am totally outmatched.
And as I play through it, I'm becoming a hero, and I'm saving the day, but really all I'm doing is learning patterns.
And it doesn't mean I'm any better than the person I was when I started.
And that's how I feel when I play these games, where when I complete a level or make it too far in the game i actually feel like gross i feel like i have been
lower like almost learning choreography uh but like not performing it for anyone but myself
uh and then when it's done it's like well why did i do that like why did i learn to do this weird
thing with the machine that i don't feel like i really gained anything from other than the fact
that i like learned how to basically mirror
exactly what the developer wanted me to do.
Right, and I mean, you could, if that,
I could see a lot of people being frustrated by what you just said.
They think that's all video games.
It could be a lot of video games,
but I think in this specific case,
what puts me off is that a lot of those later levels
really do require a,
there's a single single way really that you can get through it and there's a little bit there's a little bit of variation to it like you can branch
off to try and get that golden skull which will give you an extra one up or whatever but like
there are levels that like at you start by like dropping into this like this tunnel of spikes and lava and fireballs and enemies that are on a pattern that you need to know.
And there's just the one way you can get through it.
And once you get outside of that pattern, once you've started, you're dead.
Yeah, it feels to me more like reading music versus Spelunky being improvisation.
Because I think there are similarities to be drawn other than them both being adventures,
but when you look at a level in 1001 Spikes,
you're looking at it as this thing that
I'm going to hit these marks that have been preset.
While I personally love something like Spelunky
where I feel like, okay, I have a general feel for what this is.
I can bring what I know to kind of survive it.
Yeah, I mean,
they're,
they are like,
I mean,
in terms of Griffin,
not agreeing with my super meat boy comparison,
I don't really agree.
I mean,
again,
I get the connection to Spunky,
but they're very different.
That's why I'm saying,
really trying to do two very,
very different.
Exactly.
And that's why I'm saying I like the other one.
Because I,
the one spikes beyond just like,
I understand where you're coming from,
Chris,
but for me, the, the, the benefit or like the other one. Castle on Spikes. I understand where you're coming from, Chris, but for me, the benefit or what I get out of it
is that a lot of the levels are designed with a real intelligence
that is actually sort of fun to unearth the logic behind it.
Yeah, it's like a puzzle game almost.
There's one really great bit where you have to get across a gap, and there are these four platforms.
And once you step on them, they start falling down.
And you actually have to run across the platforms, get a key, and then jump back across the platforms before they disappear completely.
And the second platform, you can actually completely miss as you're going.
You can hop right over it as you're
hopping down the key but if you do that then you don't start it lowering yeah it won't it'll be
hard to get back you won't be able to get back over like so you have to as part of your the
procedure make sure you touch that second one or else it won't. Yeah. Yeah. I like those things. I shouldn't say that there's nothing for me in these games.
I think the pleasure of games like this that are so,
so specific is that you're essentially learning to think like the
developer.
And I think puzzle games is a similar example.
I think adventure games too,
where you're learning how they think.
And it's almost like you're predicting,
okay, they have a sense of humor
about killing me off at the last possible second.
I should always be prepared for traps at that door.
Yeah.
And you start to think like they want you to think.
And I think there's something, I mean,
kind of cool about developing that kind of bond
with a designer through the game.
I just personally, I mean, it's a matter of taste.
I just don't always connect with these types of taste i i just for me like i recognize
i'm just bellyaching because like i really did i like the game a lot um and i liked learning and
like specifically learning that language that the developer invented and then you have to figure out
how to do it in order to survive like i mean i i really was into that it's just like it reached a point i i feel
like it got so wildly unbalanced to the towards the end where they it almost felt like they
knowingly were like shaving off huge portions of the people who were playing the game with every
like set of levels that came around because like you'll play a set of levels and be like that was
super fucking hard and then the next set of levels is like always twice as difficult well you should
you should also note that uh the end of the game that you see on the campaign may not really be the
end of the game okay well i didn't even reach that end is what i'm saying like i hit i hit a wall and
like i thought i was good at the game and i thought like i had learned how to survive in this super punishing world um and then
like it it i i think i started one of the new set of levels and like bashed my head against the wall
and like the first one and i was just like no i guess this is just where we part ways old friend
and that was like kind of disappointing to me.
This is a small thing, but I really don't like the two different jump heights.
Oh, I love that.
I love that.
I think that's really cool.
I don't get it.
I think that makes me very angry.
I'd much rather that than, like, an analog control of the jump height.
Why?
Because it lets them make, essentially, a very, very precise platformer. Why can't you
tap versus hold?
Because it's not... I'd rather
know for 100% sure
what height my jump is going to be.
No, I dig that a lot.
There were just too many deaths that like...
If you'd done a different jump.
If I'd used a different jump and I didn't even think.
And honestly,
that's something that I ran into a few times.
And tell me, this might have just been my experience.
There are a few things that seem like,
for a game that's so much about precision and being pixel perfect,
there were some things that seemed like kind of sketchy to me.
Like there were times when like flames would shoot out of the wall
and I would be positive that the flames had been like extinguished
and I'd still catch fire like I
would I was certain that I wasn't touching them there was sometimes also with like jumping
underneath uh rocks uh falling blocks where I feel like I cleared it and they still killed me
like there was a little bit of that for me um whenever you're on like blocks that are moving
like sometimes if that block like touches a wall that is higher than it, it doesn't even give you like a millisecond to try and jump up to that higher platform.
It just knocks you right off, like underneath the block into the lava right next to you.
Like I had a little bit of that, but I thought for the most part, it was a pretty tight.
Yeah, I didn't have a ton of that either.
Maybe one once or twice here and
there but not repeatedly um i really liked it but i also get why people wouldn't really it is for a
very very specific kind of right or did you yeah yeah and vita vita i thought was a fantastic uh
platform for i wouldn't play it on anything i wouldn't i wouldn't like it's a good game to like
bring with you on a bus or a train or something
where you're going to be playing something for an hour.
If I were playing it on a TV,
then I would not only be strapping myself into this experience
that you have to play in huge chunks if you want to get ahead,
I would be anchoring myself to my television.
The only reason to play on a tv is that it actually um is easier
obviously to do uh co-op yeah it's cool sure um i didn't didn't mess with that at all i i feel bad
because i like my opinion of the game i understand is not i don't think like based on it's not
qualitative at all it's just like i was disappointed i like a hard game but i was disappointed. I like a hard game, but I was disappointed at how fucking bananas it got close to the end.
I mean, that's what they were going for, obviously.
There aren't many developers making games that hard.
So I guess good on them.
I just felt I was bummed out that I couldn't hang.
Maybe that's a me problem.
Maybe that's not an it problem.
Griffin, speaking of
games with problems we got another game here that doesn't have real graphics and i was wondering if
you could tell us about it oh god i thought you had gotten over that no no because we talked a
really good game i'm it's um that i that i actually am willing to ignore it for it this is
like i never get warm fuzzies from like a retro style of games this one did it for me i don't
know if it's the semblance to link to the uh legend of zelda 2 or or what it was but this
one actually did trigger some sort of nostalgia we're talking about shovel knight um it's oof guys it might be
my might be my game of the year so far i know dark souls 2 came out um and that was a really good
high well maybe it's just because it's more recent shovel knight um it is a retro style
platformer that um and when i say retro style it kind of sets the bar for what that idea can be.
Because while it takes a lot of really cool, like mechanical ideas from games like Duck
Tales for NES and Mega Man and Zelda, Zelda 2, I should say, it takes those mechanics,
but it makes it entirely its own.
And then it presents a retro experience that feels authentic.
And the way that it feels authentic is by nailing all that shit,
nailing a lot of, like, unquantifiable, like, things about NES games
that we loved and, like, still love, like world design
and just sort of the tone of the game.
And it's not, like, just drenched with shitty like referential
humor and like that cocktail really really does make it feel like uh uh an nes class i feel like
that's a i don't know like a a trope of criticizing like retro games like it just feels like an NES game that never got released,
but it actually totally does feel like
a game from that era that was really good.
Yeah, it actually works within the restraints,
which is, I think, the difference between those games.
I mean, one, you say it's not referential,
but two, it looks like a limited number of animations.
When a character does something,
the color palette looks like the actual nes color
palette like it looks very restrained not like oh well they're using pixels but really yeah but
where they actually cheat a little bit for the better is in the controls like if you go back
and play any of those old nes games they do not control nearly as well as you think they do. But Shovel Knight, the way he moves around and stuff like that,
feels much more modern,
much more like a typical platformer that you'd play these days
than you would back in the NES days.
And that's where I think this becomes much more palatable
than, say, the re-release of DuckTales,
which was really pretty atrocious to
play through because it faithfully recreated the like stiff jerky controls the original yeah I I
wanted to point out Griffin uh you had said that this feels like an NES game that that didn't get
released uh and the only thing I would challenge in that is that the the it shows how like not just
uh graphics have evolved in video game design like this actually couldn't have been released
in the nes era because there are ideas in it and like concepts that are more recent sure ideas that
are being appropriated like the the the best one I can think of is the death mechanic
where if you die in Shovel Knight,
you die in real life.
No, if you die in Shovel Knight,
you lose a certain amount of your money
and it turns into like bags of cash
that are just sort of like floating
and you have to make it back to the point you died
and recollect your cash to get the money back yeah which is which you get one shot you get one
shot to do one shot at it's dark souls i mean it's a dark souls it is an idea that we saw
implemented in dark souls that is being like scaled back to a retro aesthetic that's like
that's a heady i think even smarter than that is how they've handled checkpoints um which i i realized they did a big blog post about how they handle checkpoints on
their blog it's a yacht club is the name of the developer um where like they it was a really
difficult subject for them to approach because checkpoints have become a
a very forgiving system in modern games.
Whether you want to call auto-saving a checkpoint or whatever,
they are much closer and much more forgiving than they were back in the NES era.
And there's a lot of reasons for that.
You could argue that we are becoming soft as as game consumers but it was
also like that's how they padded out the length of nes games back in the day is by making you play
through the same stuff over and over again because it was really hard and when you died and failed
most of the time you had to start completely over um so how do they like do that while also
maintaining like an accessibility for the game and the way they do that while also maintaining an accessibility for the game?
And the way they do that is by making all the checkpoints.
It's so elegant and smart.
It's so fucking good.
They make all the checkpoints in the game breakable.
And when you break them, you get money out of them.
So you can get bigger rewards from a level.
But if you die and you broke that checkpoint, you have to go back to the one before it.
So you could break all the checkpoints in a level.
And if you die, you have to start totally over,
which puts you way further away from the loot that you dropped when you died.
And if you die on the way back, you lose all the money from that level,
and there's no way to get it back.
It offers all the challenge.
It offers a bonus for people who want to rack up.
A variable bonus, because each section of the game is not as difficult as the other.
And so maybe a checkpoint's worth 500 gold.
Maybe a checkpoint is worth 2,500 gold.
Because you're about to face a fucking super hard platforming challenge.
And it does that all in the context of the game.
Which I think is the most impressive thing about it.
None of it is in a menu.
It is completely like you're making this decision
on the flight now that being said if you like myself uh uh did have occasions where you
accidentally broke the checkpoint globe not intending to that is a bitter pill that okay
but if you did that they they also talked about that. Like, how can we prevent dummies like Justin from drooling all over himself while playing the game?
They made it so you had to hit the checkpoint three times.
So, like, if you fuck that up...
But if you're auto-bouncing,
if you do that three times, though...
If it's a low...
There were a couple places where it was a low ceiling,
so it was hard to, it just happened.
How many opiates were you on?
Yeah.
Were you on?
Some, now that I think about it.
Daddy's Special Tooth Medicine.
Yeah, they didn't factor that in.
Maybe that should be an option.
Are you on Daddy's Special Tooth Medicine?
And if you hit yes on the main menu, then maybe it takes 30 bounces to break them.
It might work.
It might work, yeah.
I just, like, it was actually kind of a tough game to
review because like trying to explain how they how they like made a retro game that feels authentic
was really tough to do because i think everybody who makes a retro game tries to make it authentic
like that is the pitch of those games like they don't make them like they used to.
And,
and I think that that idea is a lot more difficult to explain than just like
the graphics look like they did in the like late eighties,
early nineties.
Like there's a feel to those games that is really,
really,
really hard to reproduce.
And they have managed to do that
saying that it ends up being this like you know the nintendo game you've always wanted
turned me off to it like i i got around to playing it because you know obviously we're
talking about it here but that has been done poorly so many times and i've heard that praise
lobbed and then been kind of disappointed so many times that I was expecting it to be like, oh, here's just another like generic platformer bash things, get to the end, go to the next level.
And there's just so much more depth to it.
Yeah.
Yeah. going to be said for the fact that a lot of those kinds of games try to like win easy points with
fans of retro games by like having a character in there who says i am error or it's dangerous to go
alone take this or like i'm a plumber and so is my brother like shovel knight really doesn't do
any of that and because of that it doesn't feel like uh uh like i think in the review i used the the term love
letter like it doesn't feel like uh hey you guys remember this it feels like the thing that you
remembered like it feels there is one level actually that i i loved and was willing to give
it uh uh credit for there's one level that is a mansion of it's called the hall of champions
and it's like a playable level with a
kind of a cool like ghost hunting mechanic in it and in the background are pictures of people who
helped kickstart the game like big big donors got their actual like pixel portraits in the game
and there are characters in there who constantly make these awesome kickstarter jokes like i guess
this will teach me to pay for something before i
get it uh which is which is pretty great um but other than that it is like i don't know it reminds
me of is uh where where i'd put it in in the pantheon of heroes is uh right next to rogue
legacy that's i think it's another example of like uh a retro aesthetic both like visually and just sort of ethic ethically retro but with like
some modern ideas of like having a roguelike and and what that means um that that feels like it
could have been of a of a certain time period without being too like winky yeah referential
which i hate um and i also think that shovel knight like created this world like both through
presentation the music in the game is incredible,
but also the characters.
There's a giant half-fish, half-apple called the Trouple King
that will do a special dance for you,
and then he spits out his own body fluids that you can drink as a potion.
There's a goat mathematician.
Oh, I love the goat mathematician.
It's a goat-tician, and he sells you meal
tickets that you give to the cook
who gives you special food that
increases your health.
There's a moody witch that
hangs out in a basement that you give
a hundred bucks to, and then she gives you
a potion minigame thing.
The world feels... I can remember
all of that shit. I can remember all of
these, what would otherwise be throwaway characters,
but I remember them because they had like this identity in this crazy world
where human animal hybrids existed.
And like,
there was a town called like armor outposts and it's where you got your
armor upgraded.
Like I love that shit.
Like that,
that is,
it is a simplicity that like those old nes games
had and it's the reason we remember them is because of that like charming simplicity and
they they nailed it yeah willingness to be like really weird really super random yeah yeah um
i just i i really dig it i it's. It's a shame it's not on Mac.
I had to play it at work for a little bit
and really enjoyed what I played at work,
but it's not on Mac yet.
I know it's coming there.
My only qualm with the game was that the economy of it
was a bit rough
because they do have all these cool systems
like the checkpoint system and the death system,
and you're constantly scouring each level for hidden areas
that you can
find more money in because there's a lot of stuff to buy um but i managed to purchase every upgrade
in the game with like like two-thirds of the way through the game and then the rest of it i realized
like how important those systems were because i stopped like giving a shit about them because i
really had no need for for money
anymore like i would just throw myself into a level and die and be like well whatever i wasn't
going to use that money anyway yeah it's tricky there because it's like you you don't know whether
to design for like the super crazy gold collecting maniac or like a more casual player it just feels
like they meant to make a more long likeform experience because you can play New Game+, which I did.
I've almost finished my second playthrough of the game,
and there's not any new stuff really to buy in New Game+.
And so your New Game-plus run, you don't have that impetus at all,
and that's a huge bummer.
There's also like it feels like they have perfected what they have put in there but it
feels like there should be more in there like there's they are going to update the game because
there's some kickstarter like stretch goal rewards that they just haven't implemented yet like the
multiplayer battle mode and the extra playable characters like it feels like it needs that stuff
um and i mean they'll get there it's just kind of a bummer
that it wasn't there at launch yeah but if you haven't played it seriously pick it up it's it is
it's on the wii u it's on wii u it's on 3ds it's on uh pc um i'm curious how 3ds goes i know they
said that it wouldn't have the multiplayer battle mode, but that doesn't exist yet anyways.
I'm playing on 3DS.
Oh, is it good?
Okay.
Well, just find out.
I mean, the only thing I don't like,
neither the thumbstick nor the D-pad are particularly satisfying.
I've been making it work with the D-pad,
but neither of those control methods are
particularly feel great for a retro style game like this it bums me out that it's not on vita
because i just love that d-pad on vita that would be great that's a good good d-pad trish play it
play it on something it really is i'll say it's my second second favorite game of of the year so
far which really surprised the hell out of me like i did not i did not think this was going to be the game that would like i was in sort of a post e3 funk and this game
pulled me like right out of it griffin you played it on pc played it on pc yeah does it support the
ps4 controller natively oh i don't know i played through i have a wired 360 controller that i use
just almost well i mean it's like it's like mean, it's like $25. La-dee-da. It's like $25.
Yeah, it's really good, though.
I agree.
Should we do some post E3 feelings?
Yes.
How do we feel?
Do we have those?
We do.
Do we have feelings?
Actually, E3 robs your feelings.
It takes your feelings and it turns them into explosions and muscles.
I did feel
a little bit deadened by the end of the week it was it was let's be let's be fair i i feel bad
because i like i didn't i feel like i didn't see this this is every e3 by the way but i feel like
i didn't see the shit that everybody was talking about like everybody was talking about how dope
evolve is and it looks dope but i just didn't play it and i think you need to do that
oh man that makes me sad blood blood bloodborne oh yeah looks looks dope but i didn't get to see
that presentation the only like i spent most of my time playing wii u stuff which was cool
um like everything i played on the wii u was really great but it just like kind of made me
more sad that the wii u's not doing but it just, like, kind of made me more sad that the Wii U's not doing better.
And I'm, like, completely unsure of whether, like, you know, this stuff is going to be the stuff to do it.
Which I'm not going to get in that conversation again, because it's the conversation that made me so angry with the three of you.
Yeah, we don't need to go into, like, specific game feelings.
I was more wondering how you guys felt overall about e3 like why
frankly like i spend the time after i i have spent the time after e3 like not
being too deep into into video games because i feel like i need it normally i would start
getting excited for like the rest of the year that's what uh e3 does for me this one and and i know that
probably sounds weird to people who don't like work in the industry but when you deal with
something every single day and it's sort of like you're the first thing you're talking and thinking
about when you wake up and the last thing blah blah blah when you stop working you can get a
little it can all get a little mechanical you know you lose that sense of um fun that you used to get from playing video games and usually what e3 does is it kind of uh or it has for me is say like hey
this stuff's just around the corner and this is new exciting things going on that you can get
invigorated about for the future and um here's cool stuff and i there was definitely some of
that at e3 but a lot of it wasn't gonna happen
this year um as a result i found the whole thing a little a little demoralizing it didn't really
amp me up the way i was hoping for that is a bum i there for me it was two things that sort of um
got my spirits down um and i i don't think they're down like as a whole because i really did play
some exciting shit and like i am looking forward to a bunch of stuff um but the first big thing was that like we got shit we've
been working on for a long time that is nowhere close to ready like ea's press conference as a
whole like made me pretty pissed off for that exact reason of like we've been working on mass
effect for a while and here is some concept art we've
been working on mirror's edge 2 for a while and here's like six seconds of gameplay footage um
this time things will be read when you need to interact with them like thanks thank you that is
how stuff happened but i think the other thing is like i think the other big thing is just like
there weren't that many surprises like there were a few games that we didn't know about but there
just wasn't like at the end of the week the stuff that you saw that turned out to be cool you kind
of like i thought evolve was going to be cool already and like outside of the new rainbow six
game which i think we all expected i mean we expected patriots probably to i didn't expect
it to be as good as it was that rainbow six game that was a nice surprise for sure that was a nice surprise but i thought no man's sky like no man's sky but
like we knew that was gonna be cool the uh the uh the division looks really cool that looked cool
last time i saw it too um the surprises were a bit smaller like the fact that they finally showed
off dragon age and guess what it actually looks pretty fucking tight i was ready to write that
game off because they've been playing it so, so, so close to the vest.
And, like, it seemed like they were trying to bury it a little bit,
which was weird.
So that's a relief that that is shaping up to be all right.
I think it's fair to say that it was a safe year.
Like, it didn't feel like a lot of companies took risks,
and that's sort of what you'd expect, you know,
in this generation, like, where we are in the console cycle like new consoles are launching they don't want to risk like screwing
up a franchise at the dawn of a console cycle um but yeah it makes covering it a little less
thrilling because there really aren't very many surprises i think my big bummer with it is i'm now
pretty much convinced they know how to market a game through E3 perfectly.
Like they know, the marketing people and the PR teams
and just the publishers in general
have mastered the E3 demo
and that I am like happy to be excited
by the stuff I see at these presentations.
But I feel like it's like almost an entirely
different thing than the game that we will end up reviewing and i think watchdogs is like a pretty
perfect example of that yeah and i think we've already begun to see and kind of hear about
changes with what the division will be um and ea's entire thing was just promises i mean it's like it'll be but i
wouldn't say you want it to be just that's not for every scenario obviously like for example
granted it won't play out exactly like it was during the demo but i think far cry
what four will play pretty like it'll play like far cry sure it'll play like far cry but no i'm
not i'm not saying that they're all bad i'm not saying that this means you're saying that they're staged yeah not just that
they're staged but they know exactly what to hit they know how to make the that the special sauce
uh and and i think that's what both feels it's weird because like these games on one hand i'm
excited about them but on the other hand it's like eating mcdonald's all week where it's like this tastes good but i don't really feel like i'm gaining anything yeah
unfortunately that's the only way to show those games not true do you know who do you know my
best moment of e3 my highlight of e3 was the smash brothers invitational that represented like
nintendo's nintendo strategy like went so far against what everybody else was doing of that
like here's a pre-prepared package that we're going to show like 20 people,
40 different times during the show,
or we're just going to like show them the same shit that we showed during our
press conference.
Cause this is our message.
Yay.
Nintendo was like,
fuck that.
Like we've been working on this game for a long time.
People probably know what they're getting into with a smash brothers game.
It's at a point where it's pretty good.
Let's just like have a thousand people
play it for 13 hours nintendo wasn't the only people that did that consider if ea hadn't had
battlefield leak how crazy it would have been on the stage to be like hey the new battlefield game
go home and play it today i'm gonna play it or come that would have been like insane so i think
that like if especially with the ea press conference the reason it fell a little flat is because they were really planning for that to be their like
headline and the trouble was only having one thing but that's like that was just the one like
nintendo on their on their like booth space on the show floor and i know that now this is only
germane to people who were at e3 but like that's where i was like they announced games that they would then let you play for a long time down
on the show like splatoon was out on the show floor mario maker was out on the show floor
the new kirby canvas curse game or rainbow curse which like holy shit i can't believe that's
actually a thing that's coming yeah um that that you know what that that was a surprise
that e3 delivered that
was good yeah good good job like nintendo did a lot of like seriously all the stuff i played was
really great and then not only unfair by the way in the regard with like respect to nintendo
nintendo had probably the highest percentage of uh uh surprises there but just to take you folks
uh behind the curtain a little bit the way that
came about was that nintendo actually let press watch uh the the uh the nintendo direct
the day before the night before the night before right so as fun as it might have been for you to see new Zelda and to see Kirby,
imagine it is,
I guarantee you,
it is substantially less fun just getting it dictated to you by a harried
Brian Crescent.
It is slightly less,
it is slightly less enthusing when delivered.
Maybe,
but like we,
that medium,
we didn't all,
that was like two of us
that actually got to see it,
like actually watching the presentation.
No, I got it worse.
I got it just dictated to me by Brian.
I didn't get to watch it at all.
Also, I don't know if you know this,
but it's like, yeah, and there's a new Zelda.
And oh, you don't believe it.
She's got a bow?
Don't worry about it.
There might be some Kirby stuff.
Go ask Mike. Go ask Mike. He watched, yeah. I yeah don't worry about it there might be some kirby stuff go ask mike
go ask mike he watched yeah i still don't know like i think nintendo had those surprises like
that if there was one thing that left me excited it was it was that idea that there are there are
some really good games coming to this platform that like i was totally ready to write off um and now i'm like
i'm like excited that i have one again i just don't know if it's enough i think that it's just
the latest indicator and there have been a lot of these i think it's just the latest indicator the
thing things that are going to be really exciting about the video game space are not going to be
coming from people who are going to e3 that's not where the cool stuff's going to show up.
That's not where the exciting games are going to show up.
That's not where the surprises are going to come from.
I feel like it's getting increasingly sort of antiquated.
Where are they going to come in?
From the underground, from the people who aren't paying for booths.
Yeah, but even in mid-range budget stuff, it's happening on PC.
Yeah, exactly. And PC is not represented in E3. No, yeah. for the people who yeah but even in like mid-range budget stuff it's happening on pc yeah yeah exactly
and pc is not represented in e3 no yeah i don't know i think there's still like i don't know
that's the thing i like i don't know i didn't play i didn't play like that new rainbow six game
like i didn't play like a lot of the shit that people came away from the show talking about
how okay but like think about the things was. Think about the things that have excited you over the past six months maybe about video games.
Here's a few that I know that I've gotten excited about.
Rust was very cool.
Shovel Knight, just to use a more recent example.
That Dark Room game that I played.
Bounden is another cool one.
And none of those did I hear about from E3. game that I played, Bounden, is another cool one.
And none of those did I hear about from E3.
It's coming completely from word of mouth
and bubbling
up from people's blogs and
Twitter feeds and whatever. It's just not...
Next year, I would be surprised
if we sent
nearly as many people. You're already seeing
outlets scale way back on the number
of people. Yeah, but we'll have to send twice as many people you're already seeing outlets scale way back on the number of people yeah but we'll have to send we'll have to send twice as many people because every game next
year will be a multiplayer game there will not be a single thing i think i think single player
if anything this e3 has made me realize that i should stop using e3 and i think we all should
stop using e3 as a barometer for where games are like i used to treat it like that i used
to treat it like oh man nothing's come out yeah like nothing's come out in the last like couple
months has got me really excited i really need something to like show me that games are like
what to look forward to like get get me like psyched about where games are at and i don't
know that like as as diverse as gaming platforms are becoming
um and as like as many game developers are sort of like spreading their their seed out there like
i don't know that e3 is like it can do that to a certain extent but i don't i don't know that
it's the end all be all zoe quinn is working on an FMV game, like, starring Greg Sestero.
What?
Yes, Griffin.
So, like, sorry, E3.
You have a long way to go for a year nearly as exciting as that.
I will say that I spent one of my, like,
better, like, few hours I spent at E3
was actually at the little, like, weird Devolver Village,
which was like
around the corner from from our studio where we were shooting all of our video stuff um or i got
to play like i'm miami 2 which is hot as shit i got to play that titan souls game that game is
really good that game is so so good if you guys didn't see the video we did where we had them come
in and play it with us it's like a demade Shadow of the Colossus. They were also showing off a pigeon dating game.
Yeah, it was definitely that Devolver parking lot
felt like an Alterna E3.
And they also had a little IndieCade area
in one of the halls.
I will say it was the quietest E3 I've ever been to,
both in terms of actual volume,
and also like there were
huge chunks of the like halls where there was just like that's also like pulling back the curtain on
that they've decided basically to move all the demos inside a booth now i guess to control who
can see things or just how crowded and busy things get or you know maybe to optimize the experience but it
was i was shocked how few things were actually out and available on the floor for people to play
for the most part you had to talk to pr and go behind some sony had a ton of demo sony like
microsoft are always going to have that and sony's show floor was almost entirely indie games like
they had sony show floor was like a huge open area with like
these long rows of like open rooms sort of surrounding it and those rooms would be like the
you know little big planet three which i can't believe i've forgotten to mention that up to this
point looks pretty tight um and you know they had like a bloodborne booth and they had a one for the
killzone dlc like they had their like first party stuff there but most of the the actual like exposed show floor area of their booth which was
humongous was just rows and rows and rows of indie games like james jamestown plus and uh they had a
they had a bunch of minecraft which i felt bad because nobody was playing it because it's like it's minecraft guys we we got
it but they also had like uh hell hell divers um just like a bunch of stations finding isaac on
finding of isaac on vita like a bunch of like that was pretty refreshing to me just to put a pin in
this um uh i i don't want people to think that we're like i think a lot of times being jaded
about e3 can come off as being jaded about video games.
The exact opposite.
I don't feel that way at all.
Like, video games are awesome.
There's so many crazy, weird, oddball, like, video games that are being made and released by one, two, three, four, five-person teams.
Like, I am not in any way, like, down on video games.
And it is solely about e3 and i know
that if you're somebody who's like always wanted to go to e3 or something that that may come off
as like i don't know like gross cynical jaded journal stuff but just from my perspective the
exciting things that are happening aren't aren't happening there right now to me for me
personally i don't i still think i mean there's definitely you could that as much i mean like you
can you can apologize for but like that's not the and the show may get to that point but like that's
not the show it is it all comes down to like i think if you're one person covering the show
you can fill your your schedule the entire week with seeing nothing but cool shit
it's just the nature of how we like and and most outlets cover this thing is we send a bunch of
people and then you get you know different things so you get like a pretty wide array of stuff and
it felt like this year you had to work just a little bit harder to like a find like playable shit because there were a lot of like
theater presentations hands-off stuff for games that are coming out in like october um and also
to like find stuff that got you like just excited um so like i don't know that it's it's it's it's
hard to talk about because you're talking about like the entire the
entire like ecosystem of e3 uh because there is definitely definitely cool shit to see um but it's
just like the the entire bubble felt a little more insubstantial cool cool cool cool is there
not any news that we can talk about no i mean I mean, E3 was the news section, which is fine.
This really, there hasn't been anything.
Let's talk about this fucking Hearthstone thing.
Yeah, we can talk about that.
There's this Finnish tournament led by the Finnish Assembly
that is only allowing entrants in the Hearthstone tournament to dudes.
And here is the reason.
dudes. And here is the reason.
Is that the original reason
that the
head admin of the Assembly Summer
2014 Hearthstone Qualifier
told the publication
in accordance with the
IESF
tournament regulations.
Since the main tournament event is open to
male players only, this is to
avoid possible conflicts. e.g. a female player eliminating a male player during round of eight, among other things.
What does that even mean?
What are you talking about? player beat a male player there would be outrage and tables flipped and people would just question
why they're even alive at this point that's the dumbest that's the dumbest and worst they have
separate i was also reading this so there's separate tournaments for male and female which
is crazy to me right because when you beat the when a female wins the female tournament there's not like another female like tournament on the ladder higher up for them to move up to is there
and and for the men for that case like why is there why is it even separated i thought okay so
so here's the thing i think this is stupid and dumb and wrong there's precedence for it
in dumb stupid wrong shit also no no there no there's precedence for it in dumb stupid wrong shit also no no no there's precedence
for it in the world of chess uh and in the world of chess there aren't many um women players and so
the the rise of uh female leagues uh in chess has largely been to promote growth and like put more of a focus on women
players the difference being the key difference i think and the one that like is so sort of sketchy
in this case is that it doesn't preclude women from participating in chess tournaments that
that i think is when you...
So essentially there's a women's only tournament,
but there's no men's only tournament.
Correct, right.
Which, I mean, let's be honest,
sounds like kind of an imbalance for us dudes, huh?
Oh, God.
Jesus, please.
It's a satire.
It's just parody.
It's a parody of those.
It does suck. And this is so stupid like even if
you're not like even you have to be pretty deep down the mra rabbit hole to not see that this is
ridiculous right and it's it's also finland which i thought was a pretty like that's a cool i thought
we were cool i thought they were a cool group i thought we were thought we were cool. I thought they were a cool group. I thought we were buds.
Yeah, I guess I don't want to judge all of Finland based on one tournament. But I will.
Watch me do it.
But it's outlandish.
Yeah, it sucks.
Yeah, there was a time, actually, I remember historically when Finland was in the grips of war.
Okay.
If only there was a game to recreate that moment.
Oh, boy.
Heavy.
I don't know if Finland was in World War I.
They were probably involved in some way.
It was the World War, Justin.
We were all soldiers on that day.
We were all involved in different ways.
Valiant Hearts is a game about the First World War,
and it is a war game in which you are not
explicitly tasked with killing people which makes it very different from many war games
many many games also not not true you kill quite a few people pretty early i said you're not
specifically right if you happen to kill people in your travails so be it
when do you kill people like what about that time at the very beginning when you blow up a bridge
full of people on it they all they all they run away oh really yeah they they go to great lengths
and to show it's like the lego like even when you blow up a tower or whatever it shows the people like jumping out of the tower i'm not saying that you never kill people but like sure that's like the Lego games? Like, even when you blow up a tower or whatever, it shows the people, like, jumping out of the tower.
I'm not saying that you never kill people, but, like, that's not the main thrust of the game.
That almost seems disingenuous.
Like, to make it like a cartoon.
It makes it maybe like just talk about the game.
Yeah, sorry, sorry.
I'm being a jerk.
So you play, it's sort of a branching narrative that tells a few different stories in parallel.
And by and large, the people that are profiled in Valiant Hearts aren't war heroes per se in the traditional sense that we think of them.
They seem to be sort of everyday people that are bringing their own baggage to the war and their own reasons for being there, telling their own stories.
And the game is mainly told through sort of a puzzle mechanic,
similar to like what you'd seen in an adventure game where you find,
you know,
the right item to use in a specific scenario,
interspersed with like some more-y type bits. It is so, I think, refreshing to play
a game that... We have so many games that glorify violence, and it, for me, is really refreshing to
see a game that deals with war in a sort of very human way. One of the most interesting things about the game for me,
and I think this is a real your mileage may vary, not everybody be into this. There are in each
level, there are facts that pop up that you can read, interspersed with each of the levels that
provide like actual historical context about what you're doing and the area that you're in,
what the reality of the war was like for people in that time period.
And as such, I think I feel like playing Valiant Hearts
gives me a better idea of what the actual experience of being in this war was like,
so much better than in a first-person shooter
where i'm
basically just you know mowing down the bad guys or whatever more so even really interesting more
so even i think than assassin's creed which does sort of a similar thing with like if you come
across like a famous building where they talk about like a famous person that actually existed
during that era i never read that supplemental information because like it's just not super
interesting to me what valiant hearts does is it breaks it down into like topics so it will talk
about like um like trench warfare like what that was like it talks about chlorine gas and how it
was utilized and like the crazy shit that soldiers did to survive getting bombed by chlorine gas like
peeing on rags and tying it around their faces yeah it's almost like a museum
exhibit but rather than like a diorama or a video that's playing alongside of things like
you the game is the av component i because you're actually like experiencing chlorine gas for
example right effects are and i learned like i learned shit which i'm not sure i'm comfortable
with yeah but i got like actual brain smarts put in my head in a way that i like it's called And I learned, like, I learned shit, which I'm not sure I'm comfortable with.
Yeah.
But I got, like, actual brain smarts put in my head in a way that I, like. I think it's called edutainment.
I enjoyed.
Yeah, but it didn't, like.
It should be more clearly labeled.
Right.
It's dangerous.
Information is dangerous.
Yeah.
I felt the same way about Oregon Trail 30 years ago.
How do you say the name of that state again?
Oregon.
Okay.
Like polygon. Sure. Yeah, i agree with everything you've said i i would note also though with all that in mind i don't think
it's a very good game quote unquote game like as a standalone like if you took all the historical
stuff out of it i mean it's it's interesting like i was
really digging learning stuff but as an adventure game i don't think it really pushes any boundaries
it's pretty straightforward i don't know i don't agree at all i think that it does some actually
some really clever stuff like if you think about it as almost like a side scroller adventure game
which is what it is you don't have like a full plane that you can move around sure you have a very limited like scope to do everything in and so um with that in mind
you would think that like the solutions to the puzzles would be very difficult but actually it
just sort of broadens what an adventure game puzzle can be a lot of it it comes down to like
the interpretation of symbols whether that is like there's there's no like written dialogue in the game.
You'll just see like a speech bubble pop up with some sort of symbol in it.
And then you have to sort of identify a sim.
I mean, it's like a blimp, a picture of a blimp or like a wine bottle.
It's pretty obvious.
No, well, not always.
Like there's one puzzle where you have to toss a guy dynamite.
But then and there's different numbers of dynamite bundles oh yeah has like his symbols are just like he'll just say the number two three two
and sure you have no idea what that means but you're on like a pretty limited 2d plane like
everything you need is in eyesight there's no like obtuse solution waiting for you it just comes down
to deciphering what what the game wants from you in any given situation i actually
i like that a lot more than some some more recent adventure games that have come out that do adhere
to that like give the rubber chicken to the pilot and yeah i don't think that's certainly not
something i'm applauding either like i'm not looking for super vague like no i'm just saying
that this is a way for them to get around it. And I thought it was a really clever system
that made the game, like, super accessible for me.
Sure.
Yeah, I...
I'm so mixed on the game.
There's a lot I really like.
I like what Justin talked about with the historical facts.
It reminded me of another game that I think most of us liked,
which was Call of Juarez Gunslinger, which had these bits of information pop up or be discoverable throughout the game.
But what I liked about that game is it kind of drew a line between the fiction of the game and
these bits of information that you were finding, where it's like, hey, everything you're doing is
wacky, but here's the real deal here's what really went down um and
what i kept running up against with this game was the issue of tone where i didn't know what i was
supposed to be feeling that like it's a goofy cartoon and like you guys are describing they
go out of the way for people not to die but at the same time like then there will be a bombing
and you'll see like the entire uh background littered with dead bodies or or even like the
puzzles so like uh finding the bone early on there's the moment where it's like you escape
from a bombing you're a pow you've got a big spoon you're like digging through the ground
with the big spoon avoiding like unexploded shells
in like a 2d space and it just felt kind of goofy in comparison to like obviously reality's war so
it's it's a weird dichotomy where it's like they want to tell this these true stories of these true
people but also it becomes like this outlandish like not realistic but why not that's interesting though because i
don't think that it's less is that actually less true to war than call of duty is i mean is that
actually like a worse representation so i think this is a much better wreck like representation
i like seeing people experimenting and like doing these things i i
think it is more of like we're in the growing pain stages of okay we want to make games about
real serious things we have very minimal experience doing that how do we do that without having the
goal be shoot as many people in the face and how do we get tone right in a video game because you
know you're playing and how do we
make sure that you know is who's who's the audience with this game you mentioned that it felt kind of
like a museum exhibit and i think that's pretty dead on because it feels like something i would
see it like almost like a children's museum that is trying to explain like a very very serious topic
like world war one to a really young audience that might have trouble dealing with the complexities of it uh
and i think that's great like from that angle it actually makes me appreciate the game more
um but i i think the other problem for me though is i don't feel like people are always finding
designers are always finding a gameplay hook that matches the actual idea or the setting.
And I think throwing a gun at it has been the solution for a long time for most developers.
And I think right after that is the throwing kind of puzzles that,
if you stripped away the setting, could be in any game.
What I look at, that game coming out about
My Own War, or whatever it's called,
about the people who
are civilians during
a war that I think is happening in, like, Eastern Europe,
the idea
of using, like, tower defense basically
as a representation of,
oh, we have to go get resources, and then we have
to protect ourselves
when we're home at night.
That feels like a match.
I get why those two are connected,
but I don't always
understand why the puzzles exist
in this game other than having something
to do. I think a lot of them are based
around giving the characters identity, right?
The Freddy
guy, the American big
beef tank
fellow is almost always about, like,
blowing shit up
and knocking shit down
while
the other characters have their, like, areas
of expertise, and I think that stuff lends
itself to, like, some really great and, like,
surprisingly super
fast character development.
By, like, level two, you two you are like the plight of
these characters are are so like established at that point well not if you're chris plant who
had some trouble following that story which one you were like wait no that guy's french
why is he on the german side very beginning when i was trying not to make you feel bad because I come
from a French heritage and you come from a German
heritage and we all know. Oh, yeah.
It's an interesting point about the tone
plant because you know what I, my
takeaway,
like, what I got from it was
the, um, a lot of our best
fiction about
war has highlighted
the absurdities of it. i'm thinking here specifically of uh
uh like catch 22 for example or slaughterhouse five is another is another example of like
the most honest representation of wars is probably not like the high wattage action of uh uh like
the high wattage action of uh uh like call of duty but it is also not completely sorrowful and it's not like papers please you know it's probably something closer to absurdity like
because it is the the the uh layering of these very absurd things that are hard for humans to process, like the death of millions of people and things like that.
And I think having an absurd tone is not all that far off
from representing warfare.
Oh, I agree.
Do you think this game has an absurd tone?
I never got that.
I think it's playing pretty straight.
I mean, you're digging holes with a giant spoon,
and there is a puzzle where you have to make hot dogs.
Yeah, but I don't think that...
I honestly don't think when they were doing that,
they were like, oh, this is a real yuckster.
I think it was like, you're making food,
and it's a cartoon.
I don't know that absurdity has to elicit yucks.
Well, I guess I don't think that was intentional.
I don't think it entirely was. I think it was just meant meant to be banal i think so much of the game is like look at these
people doing this like either weird or like totally everyday shit on a battleground where
millions and millions of people are dying it would that that isn't necessarily humorous as much as it
is like it it establishes
a different tone that i don't think any video game has ever really used when broaching the subject
you know oh yeah i agree i think it's i think there's a pretty significant difference between
catch 22 or dr strange love and like what they're going for i think i i don't know i i think it is not especially helpful to like take any one of
the game's mechanics and stripping it out and saying like well why did they do it this way
because like you can't just take the educational element and say well that why did they do this
and take the puzzles and say why do they do that like it is a it is a comprehensive package. And I just, I think it's so like wildly original
in almost every sense, both in like presentation,
how they've used the Ubiart framework,
how they have like adapted the like puzzle adventure game
to a side-scrolling 2D idea,
but also like how they talk about,
how they talk about like the situations
that war puts you in.
Like it is a, it's a bundle it's like a whole thing and i think it's really really successful with all the parts you
know working together and and it does you know world war one there's a reason why it has never
really been hit upon in games for the most part it's a pretty awful war it's uh not what you would quote unquote call a
fun war no that game say like the shooting game would be like you hiding in a trench and like
shitting on yourself right exactly which is why there haven't really been any world war one uh
war games also it's incredibly complex and the us's involvement in it is hazy for most people
yeah okay again i'm talking about like as yeah the you know potential
gameplay mechanics but this does do two things rather well which is teaches you something and
makes you feel engaged with the events that were going on for a period of time that i think most
people aren't super familiar with so i i you know, overall, I think it's a pretty impressive feat.
I think it's very good.
I just think it's fair to recognize that in terms of video games
that are trying to do these things, we are at the early stages.
And there's a reason this is the first one that's doing it.
And that's why I'm being critical, because we can compare it,
and some people will say we can't but against what other games have done with these topics and we are at early stages but it's very exciting i would i will take a million uh of you know shots
like this over more shooters um and it's not because those are necessary it's not because those are necessarily bad it's just
like we've done them we've done them it's a it's almost only what we've done yeah and on top of it
i don't feel like there is a lot of ambition in terms of the topics that are being covered anymore
by shooters so on top of us having seen a million of them it's not a place that I would go to for a deep look
and a thorough explanation of the history
of World War I
sure
I'm doing my grandpa for that, my pop pops
tell me about them
my pop pop was in the pixel junk wars
there were so many
fluid dynamics I could hardly keep track
guys you want to hear about pixel junk shooter? yeah do it There were so many fluid dynamics I could hardly keep track.
Guys, you want to hear about PixelJunk Shooter?
Yeah, do it.
Don't be a snob about it.
It's not like this game.
Okay, so I don't know why I'm talking about this. I know what you're wondering.
I'm just going to tell you about how great it is.
Why are we talking about PixelJunk Shooter again?
It came out 130 years ago.
PixelJunk Shooter came out a long, long time ago.
It's in Valiant Hearts. They play it in Valiant Hearts. You see a kid with a stick. Pixel Junk Shooter came out a long, long time ago. It's Invaluant Hearts.
They play Invaluant Hearts.
You see a kid with a stick playing Pixel Junk Shooter.
Invaluant Hearts.
You're my pal, Pixel Junko.
It is a 2D shooter.
You fly around this world, though.
I guess your character is 3D now, and there's real fluids.
Gross.
Are there?
Yeah.
But anyway, you shoot little monster things, and you save humans,
and you use fluids to get through the space.
It's a very fun arcade-y type of game and there's also pixel junk 2 which
is included in the package uh and that's kind of the same but also has these like 2d auto scrolling
stages um and and freshick likes it a lot it came out a long time ago it's a little bit better now
but you can play it on playstation vita which is what i recommend because like 1001 spikes it's one of those things that uh you might get
frustrated with at times and the best place to play a game like that is on a long commute
okay i'm gonna talk about why i asked us yeah because you demanded that this game i demanded
it not that there was not that there was a ton of competition. We had some difficulty.
So the reason I asked for it to be included,
and Plant didn't play enough of the multiplayer to really comment,
but there is a multiplayer mode that I think is one of the most original
multiplayer modes that I've played in a long time.
It's asynchronous.
It's sort of a stealth soccer blend uh or capture the flag blend
where like there's two ships and you've got like a cone of vision when you're on defense and if you
spot the other guy did you mean asymmetrical earlier what you said asynchronous and there's
no way that's right oh did i say asynchronous i meant asymmetrical sorry too many a's um it's very difficult to put
to words but it's it's an incredibly well-made thoughtful uh multiplayer mode that i think
has been all but ignored even by people that like downloaded this game and played a ton of it
just because like a lot of people you know this co-op in the campaign stuff like that and that's
enough for people they don't really want an adversarial multiplayer game but this uh they just made like a really creative
like dual screen uh just like each player is seeing very basically there's one map and the
person who is it's one of you trying to stop the person from getting humans and the person who is
being hunted is invisible until they're in a cone of vision
and they grab humans and try
to throw them in their goal and each character
has like a few special
weapons like the ability to invert the
direction of the other player's controls
oh that's neat or like change
water to lava or have
like homing rockets there's like a ton
of different upgrades you can buy
um the learning curve is like not super friendly just because it's pretty complicated have homing rockets. There's a ton of different upgrades you can buy.
The learning curve is not super friendly,
just because it's pretty complicated.
Is this new to Ultimate?
No, actually. Is any of this new?
The graphics are new.
It looks very pretty.
It was in PixelJunk Shooter 2,
but it was wholly ignored in PixelJunk Shooter 2.
Hardly anyone played it.
So this seems like a good opportunity. And iteration no i i've actually been playing it a lot more now that it's on vita which i think is is where i want to play basically everything
nowadays um but yeah i can't talk about like tomodachi life or wild star or you could talk
about the resties you
can like we have plenty of i'm sure other people love those games and we're going to talk about
them there i just wanted to like call attention to this mode that i thought was really cool
that clearly no one else thinks is cool so can you play it online yes it's an online actually
it has to be online because if it was oh that makes sense yeah you could see the other person's
screen okay yeah go for it just find you can actually play it that is playing this game and you're off to the
races you could actually play it with a v one person on vita and the other person on ps4 oh
that's cool in the same room they just can't be looking at the big screen and it's it was uh
playstation plus right that's over well yeah not anymore as of today it's out so tower falls up on
that though should yeah tower falls up on that, though. Yeah, Tower
falls up next. Can we
just spend some time talking about those two other
games? Let's do a mini wrap-up
that will include... Why don't we
do Rusty's? Guys, listen.
Don't turn to
Rusty's for Savior.
They all say Pixel's. They all
say... No, just kidding.
Shovel Knight. Oh, really just kidding. Shovel Knight.
Oh, really?
Yeah.
Everybody says Shovel Knight.
Okay.
Just a few others.
Jake said he likes Action Button's new Vita game, Tuffy the Corgi and the Tower of Bones.
It's a really great deconstruction of the basic platform mechanic of turning around in midair.
It's a rad little game.
Jeremy likes Sniper Elite 3 because he's a broken person deep down inside inside he said it's fun to shoot dudes in the face in slow-mo jeremy get help michael says his
favorite game of the month isn't technically a game it's the reso gun heroes expansion
completely oh yeah that's really neat that was exciting title gave me an opportunity to give
the developers some well-deserved money and demolition mode is deceptively deep strategic experience that i can't stop playing and finally christopher says uh it's it would be
more relevant for may but it's close enough i've been playing the star citizens first real playable
demo uh the arena commander module not really a full game but the first piece of playable tech
and the biggest crowdfunding game ever i think it's pretty newsworthy did you get any of you
guys back it or had a chance to play with it anybody no no i'm i'm that's the thing talk about it that's about as far as i get
i'm excited but i i want to wait until it's more substantial like i mean this one part might be
pretty cool but like i don't want to i'll get burned out if i just like every time something
comes out i play it extensively and then when the full game launches i'm like well I don't want to, I'll get burnt out if I just, like, every time something comes out, I play it extensively.
And then when the full game launches, I'm like, well, I don't want to play that.
I already spent hours and hours dipping into that, you know?
I'm saving myself.
I'm curious whether I'm going to enjoy it as much if I don't play it with a flight yoke.
I don't know.
You better get yourself a yoke, bro.
I got to find my yoke again.
Get yourself a mad cat's yoke.
again get yourself get yourself a mad cat's yolk um i'm going to talk about tomodachi life and wild star and you guys can come along with me if you want okay okay but um have i have any of you
played tomodachi life no nobody wild star juice i know you got it did you play it wild star i played
a little bit okay um of those two wild stars the one that
i'm going to probably continue to play tomodachi life um is is i mean it's a it's like a simple
wacky life sim and i think it was sort of pitched when it came to the states as if you like animal
crossing you like this um which is i believe pretty uh wrong on every conceivable level
because while animal crossing had that hook of like uh like crazy amounts of customization for
yourself your town you had like total agency over the world and it was very compelling to like find
a new table um because of like how it would help you create a theme for your house like
that stuff was so so compelling tomodachi life doesn't really have any of that it is mainly just
like a way for you to put yourself and your friends into wacky situations like me and justin
and travis and a monster i made named gordon krampus started a hip-hop group and we would do a hip-hop cover of
uh seals kiss from a rose um like that that stuff was really great and it's really entertaining and
it was really funny whenever stuff like that or like they're um like hundreds of weird events
like you stalking somebody in town for no reason um it's really funny when stuff like that happens
but like i haven't really played it that much um after i finished my review because it doesn't have those hooks and i think the
sim game needs to have those what does tamagotchi mean means friend in japanese friend life friend
life yeah sure i think what does tamagotchi mean that means virtual friend who poops virtual friend
who does poop that's great um wildstar is so so good i i i have a hard time
talking about it because like i want to pitch it to people who don't play mmos but it is the most
mmo ass mmo probably ever well the combat i think is the thing that said it's really cool it is
sort of like a hybrid between the action ideal that games like neverwinter and and um i mean
there were games elder scrolls sure where it's it feels more like an
action game but it falls somewhere between that and world of warcraft where you have like cool
downs and hot bars and um stuff like that where basically weird that there's cool downs on the
hot bar yeah that's weird it's like the blt of game mechanics uh but it feel like combat feels
really satisfying every attack is
telegraphed by this like big red field on the ground so you have like a way of getting out of
the way which makes things move with like a really crazy fast pace from even like early on like that
is a the idea of like telegraphs and big like fights is usually saved for like end game stuff
in mmos and this is, from the very beginning.
It's something you have to, like, learn how to do.
But, I mean, like, character customization is really great.
The world is enormous and really interesting.
Like, all the areas have very unique feelings.
And there's also, like, the best player housing system, like, ever.
I played Star Wars Galaxies. No good it's way way better than i had
an rd2 did you an rd2 no i didn't pick that one up um like you can play as an architect and you
can play like you can pick up like a wood cutting job and then like go around cutting down trees
so you can go to your crafting station and then make a chair that you can like scale you make it an enormous chair or a little chair um and then drop that in
your plot that you can customize with like a garden or a farm you can do farming and then
cook that stuff up in an oven that you've placed in your in your area um you can like change every
single element that you can put in the house to like totally
remix it so i can make like a rope fence and instead of using it as a fence i can make it
huge and like make it like a remix you can make it like a big rope that hangs from from the wall
like you have so much freedom to do stuff there was a penny arcade posted uh one like somebody
that they knew took all the furniture and made it really little and made a dollhouse inside their
house with like real furniture that they just shrink down um furniture and made it really little and made a dollhouse inside their house with real furniture
that they just shrink down.
It has an effect on your character.
It increases your experience
gains if you chill in your house that you have
stuff in. It can give you
temporary buffs. It's a really
really addicting, really clever
system. Let me talk to you about MMOs.
The impression that I get
as someone that played an MMO for six months, of warcraft back in 2000 blah blah blah uh i feel
like you can't play an mmo and play other games do you think that's true or false um i mean it
is definitely they're definitely time sinks if you want to think about it in terms of like raw
hours that you put into a game then sure like when i was i i think it can be a
game that you only play yeah just because of the content and the like grinding and the loot cycles
that exist in in basically every mmo like it can be the only game that you play yes also i think
friends if you are playing with people or you start at the same time as people, that can be a huge motivator.
That can be a really, really big draw.
But I think any MMO you can play and play other stuff as long as you are responsible about it.
Like Wildstar, I've been taking a two-week break from checking out other stuff, but I can pretty easily hop in.
um checking out other stuff but i can pretty easily hop in one of the things that wild start does that like a world of warcraft doesn't is in in wow you can have like five hot bars stacked on
top of each other with like 40 abilities on it you have to like remember what they are and how
you use them in combat especially in like a raid scenario where like millisecond to millisecond you
have to know which abilities to use or else everybody will die and get angry at you. Like that's a really stressful situation that requires you to memorize
everything you're capable of in wild star.
You can only have like eight abilities active at any given time.
Um,
so you have to like specialize,
but there's never like any confusion as to like what you can do.
You know what you can do.
You know how you specialize.
You can switch those out at any time.
But when you're like in a big fight, you got just the eight.
So there's like, you don't really have to spend a lot of time memorizing it.
And it makes it a lot easier to spend time away from the game and then come back to it.
Because like, you don't have to re-memorize this giant workstation of buttons that you
don't know what they mean anymore.
I've been really, really, really enjoying my time with the game. and it's the first mmo i've played probably since wow i get i got kind of in
a never winner um that i i could see myself playing for for some time now not on mac what is
what is do you not own a gaming pc i do not own a gaming pc what okay i thought that was long established yeah i guess
i just forgotten you should this come into ps4 uh wildstar am i yeah am i completely no no there's
no i am that that would be the only thing that could maybe get me into an mmo is playing it on
console i feel like that elder scrolls online is still or even like vita an mmo on vita i would
get into i mean you can remote play like you can remote play Final Fantasy XIV.
Yeah, that's true.
No, I think that could work.
Just because you have a pretty limited slate
of actions. You don't have to have
a bunch of stuff. And I just want to be chatting.
I don't want to type. It's like work. Mavis Beacon?
Screw you. Mavis Beacon?
Come on, say where it's right.
Sorry, I took a bunch of opiates before.
That's the whole show.
I think we talked about everything.
It's a light month.
And listen, guys, July's not going to be any better.
If you've got any ideas for stuff we should talk about in July.
No, I have an idea.
Why don't we do the thing that I was talking about earlier?
I think that's a great idea.
I forget what your thing was.
Where we all pick a classic game that that person has not played yet
and then bring it to the table.
Because the whole point with this new format
is that we'd all played everything.
Yeah, but theoretically,
if it's that class of a game,
other people will have played it.
So, for example,
Chris Plant's never played Super Metroid.
Of course, I've played Super Metroid.
I've played it now.
I've played a level.
No, he still hasn't played it.
You know what Chris Plant hasn't played
that might be actually really good is L.A. Noire.
Or Resident Evil 4.
How about we just do a month of games I haven't played?
Yeah, let's do the Chris Plant, you should be ashamed of yourself episode.
That's Resident Evil fucking 4.
L.A. Noire.
I think that would be a fast beat.
You know what, L.A. Noire, I've been playing it again. Man, that'd be a fascinating okay you know what ellie noir i've been playing it
again yeah man that is such a smart game it does not get enough credit for how innovative it was
with like the way it strips away mechanics and like makes a lot of stuff it rethinks a lot of
things in a way that makes sense for modern mechanics is is this incredibly smart game
that made some incredibly bad choices um the way um there's there is
some stuff i want to talk about uh that divinity original sin game i've only put like 30 minutes
into it but it seems pretty promising maybe i can finally talk about wolf among us
when does when does five come out i'll be out this month oh my god okay i haven't played it
since episode one so i gotta yeah i got some catching up to do
too well that could be a good that could be a good topic there'll be stuff let's let's not worry
about we're halfway there there'll be and there'll be like a spin tires somewhere in there sure a
spin tires equivalent should we have talked about spin tires uh um so we're the besties you can email us besties at polygon.com um
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