All Episodes

August 22, 2025 103 mins
00:00:00 Watts and Fran: FWATTS
00:01:35 Bungie CEO Pete Parsons Retires
00:35:30 Path of Exile 2: Third Edict Expanding Early Access
00:42:30 Hollow Knight: Silksong Release
00:54:30 Upcoming Releases
00:57:30 Black Myth: Zhui Koi
01:01:30 Edge of Fate Review with Fran
01:10:00 Monster Hunter Wilds Collab x FF14
01:13:24 Cult of the Lamb: Woolhaven Paid DLC
01:15:30 Ghost of Yotei Is Getting LEGENDS
01:19:00 More From Gamescom 

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Transcript

Episode Transcript

Available transcripts are automatically generated. Complete accuracy is not guaranteed.
Speaker 1 (00:00):
Hello everybody, and welcome to DCP. It's me and friend. Yeah,
friend CP, Franz B Watts.

Speaker 2 (00:12):
We need our celebrity name. It's a tough one between
Wats and fran Yeah, Flats Flats. I got the Flats podcast,
the Flats Cast.

Speaker 1 (00:25):
I don't know that's perfect. Yeah, everyone has abandoned us today,
but yeah, today is a special day for lots of reasons.
Many things are happening, games coms happening. Silk Song got
a release date after seven years and it's in two weeks.

Speaker 2 (00:43):
Yep.

Speaker 1 (00:45):
Pete Parsons is gone from Bungee.

Speaker 2 (00:47):
Yeah, I think that one will take people like Pista
on this one. Yeah.

Speaker 1 (00:53):
People are pissed about the twumb.

Speaker 2 (00:56):
That I'm still processing. Yeah, if you are here live
on twitch in chat and want to tell us why
everybody's so mad about the twab the twin, let us know.
I'm definitely behind on all that I did. Beat the
Educate campaign, which let's hear about that.

Speaker 1 (01:10):
We can talk about that first. Maybe we could talk
about that Parsons and then.

Speaker 2 (01:16):
The it's up to you. I feel like if we don't,
people just won't even listen to anything.

Speaker 1 (01:23):
It's gone everybody. Yeah, so Pete Parsons, who is the
CEO of Bungee, is yeah, he's stepping down, he's retiring.
Someone else is taking over. He put out, well, Bungee
put out an article called passing the Torch, and there
is a message from Pete which there's not a whole

(01:45):
lot in here, just you know the usual. It's been great,
built lots of stuff, had so much fun, Thank you
very much. Introduced the new person who is taking over,
who is Justin Truman. He's been at Bungee for fifteen years.
He's been a designer, an engineer, a chief development officer.

(02:06):
He's worn a lot of hats at Bungee. So he
kind of introduced himself. This is the guy who famously
at CDC, which everyone will be talking about again. I'm
sure made the comment about not over delivering, and he
does actually touch on it in a kind of jokey
way in this message. He says, when we're at our best,

(02:29):
we create those worlds alongside you, our player community, and
build something that matters, something that's worth your time, your
passion and your investment is in us, something that I've
learned hopefully over delivers and I can say that. So
the whole GDC thing is like, that's a whole tangent
that I could go on that I've already been on

(02:50):
a couple times today. But what I can say about
Justin as a person is, whenever I've talked to him,
he feels incredibly receptive to anything you're saying. It seems
like he really is genuinely listening and having a conversation
with you and being like, well, what do you think
about this? Okay, you really like that in this game? Well,

(03:12):
what do you think about if I did this in Destiny?
How does that work?

Speaker 2 (03:15):
Like?

Speaker 1 (03:15):
He's very receptive, He listens, very very well, and he's
very good at taking accountability for when things go wrong,
which you even see in here he talks about how
the Destiny to Launch endgame he got terribly wrong, you know,
he mentions that, so i'd obviously I don't know how
that ends up being for running a company, but I

(03:36):
can say that he's one of the more enjoyable people
that I've spoken to in the industry in terms of
just being genuine and like actually listening.

Speaker 2 (03:46):
Yeah, yeah, I mean it's an interesting setup, right. I
think a lot of you out there hear this and
you think finally the day has come right, it's time
for a new era. Yeah, the gate is been taken down.
That's what the impression I've gotten, which is I've talked
about in past podcasts, like I definitely get. I mean,
that's Pete's job is to bear the brunt of everything

(04:08):
and to set up all the dominoes to fall in
the right way. And that's what's been happening over the
past five to ten years really, which has put us
where we're at today. And it rests on his shoulders, yep.
And so we can talk about if we think he
retired like amicably and like how all that was. And
but to shortcut there, it's like, well, okay, so fine,
So Pete is retiring. PlayStation already owns them. This is

(04:32):
something I've talked about a lot, and I'm just curious
what you think. Watts Herman Holst is out there, has
always been out there for the last several years. So
it's been about three years since Sony bought them, and
now it's like, Okay, Pete's not there and Justin who's
our chief development officer by the way, so he's hired
a bunch of these people I assume had to you know,
be in on all the layoffs as well and figure

(04:54):
out like what the teams and projects look like after
they got bought out in twenty twenty two. So he's
getting promoted from chief development officer into studio head, which,
if I understand right, they didn't really have a studio
head that I mean, that was Pete and the leadership there.
So with that being said, you're removing this someone who's
seen as like I think by the community, is like

(05:14):
the person to blame the car stuff. Obviously with all
the layoffs didn't help. Even though yeah, he is a guy,
I think it's worth putting out there at least, like
he's very passionate and outspoken about community the Bungie Foundation
and helped start that and you know racism and you
know anti racism and all this other stuff. So he

(05:35):
had a decent tracker there, but then the last several
years has just been mis tripped down a hill. Yeah yeah,
and everybody's like, just get out because we need change. Yeah,
it really, but that was it, Like how do you
see this? Do you see a sudden change? And what
do you think of it?

Speaker 1 (05:52):
Yeah? So I think the thing that I can definitely
say with Justin is that he's a game death and
he's been a game dev for a long time. And
I think that is a big difference to what we've
had running Bungee for a while, because like Pete Parsons
worked if correct me if I'm wrong, he was at

(06:12):
Microsoft doing like advertisement stuff, right, So he's not a
game developer who has worked in the trenches of Bungee,
like designing and producing and like doing all this stuff.
So I think having someone who has worked as a
developer at Bunge through many, many, many years, fifteen years,
it's a long time step into the shoes, I think

(06:34):
is really I think that's good because I think a
lot of the time, the way that things go in
this industry is that people at the top don't actually
have a lot of game experience, and they can tend
to make some decisions that maybe aren't so good because
they aren't devs.

Speaker 2 (06:51):
Yeah, I mean I get that. Justin's story, you know,
is I forget if you read that read that little
part already, but him coming from being like, well, I
was an engineer, I wrote code, and then I moved
on and yeah, you mentioned did some systems in Destiny
and kind of setting himself up as someone who's been
a lot closer. That's true. But remember like Pete after Microsoft,

(07:11):
I mean he was there overseeing like tons of Halo
stuff in the same way like I assumed that Luke
and Mark were overseeing Destiny and stuff like that. So
it's not like he's he's not you know what I mean,
He's not like that detached at all. He's been there
for such a long time. It's did he you know,
even if you watch closely, he's like, well, in twenty
fifteen when I was asked to lead Bungee, yeah, if

(07:33):
you look, I mean he was there because remember Microsoft
had I forget what they're doing. I guess it was
just Bungie's work was exclusive to them for a while, right,
and then anyway that turned into like, okay, we're no
longer under Microsoft, and he had come for Microsoft and
had been there for quite some time over Halo and stuff.
So but yeah, I think they're definitely different DNA, and

(07:54):
we could just leave it at that. It's like, oh,
there's definitely different passions different DNA, and I I would
agree that Justin's is a cleaner line. You know. It's like, hey,
I was coding. Then I was working on the game
pretty close, and then you know, hey, all of a sudden,
I moved up to be a chief development officer and
he's had stuff in between, And yeah, I think that
experience and hopefully the bond that he shared with Destiny

(08:18):
team members, maybe he's only been on Destiny. That's maybe
a good question. If it's like it's just been Destiny,
it's his whole life m M. That will remain a focus,
I assume if that's the case. So yeah, I don't
think i've met him if I did it briefly and
I couldn't really speak.

Speaker 1 (08:34):
To him, he's I haven't even met him that many times,
but like talking to him like at a at an
event where we're invited to give feedback and all that stuff,
but also talking to him just like as a person
about games and what he likes and all of that stuff.
And he's just one of those people. And again this
doesn't mean that he's going to be great at running

(08:55):
a studio, but he's one of those people that you
talk to and you know that your speaking to like
a genuine person. They're not putting on like a face
or like a pr kind of forward facing persona, he's
actually listening and responding to everything you're saying. And so
he's just one of the few people that I've met
in the industry who have been at like a high

(09:17):
level that I've talked to and go, I walk away
from it going, I really like that guy. I felt
like a really good conversation that was like actually helpful.
I felt like I was giving helpful points and he
was listening, and we were like feeling each other out
to make sure both of our points were known. So
I can say that about Justin. I genuinely think he's
a really good guy.

Speaker 2 (09:37):
So yeah, yeah, So look, end of the day, Really,
what I was thinking the most about, I guess was
the yeah, we've all been waiting for this moment. I
don't think it was a surprise to Pete and the
team at all. Yeah, if you look closely, I believe
that Justin himself, you know, three years ago, a month

(09:59):
after they closed the SO deal, was promoted to chief
development officer. So they basically did some internal reorg at
that time after closing. Fully the deal with Sony, Pete
Parson's been there forever and I was alluding to it before.
But it's like, yeah, I don't know what you think.
People are looking at, like, well, did he really retire
or was he pushed out? Because we've had it and

(10:19):
you can see how bad the vocal community at least
is with Pete and Bungeee, because again, it rests on
his shoulders, like looked, that's a job.

Speaker 1 (10:27):
Right, Yeah, that's his job. You get paid lots of money,
but you also have to take the fall when it
goes very wrong.

Speaker 2 (10:33):
Yeah, and that's a great setup because what I'm thinking
about is I think you wouldn't be surprised. This is
a guess that Pete probably wanted to stay. He's been
at Bungee a long time. I think years ago. Though
he made the deal and promised a lot as the
lead of that, along with the CFO, the chief financial
officer and all these other people who decided that three

(10:54):
to four billion dollars was the price tag. And we've
got all these projects and all these promises and Marathon
will be the next best thing since you know, Fortnite
and whatever else they have in mind on that one.
But they got sold for a ton of money, which
is super crazy when you think about it, and it's
led to all sorts of problems, but my belief was

(11:15):
that was the goal for a long time. He knew that.
I think he wanted things to pan out. But as
you saw, like the industry changed, so many things shuttered,
they had to lay off tons of people. Destiny has
been affected. And what I'm getting at is, I think Pete,
for years in contract has been I've got to meet
this performance otherwise I need to step down. And I
think that's probably what happened. And as they tried to

(11:38):
like lay off and write the ship, as we've seen,
they just couldn't get to the numbers, is my guess,
and I think, yeah, it's for the better in the end.
HET's been there a long time. We've heard. I think
there's people even on the staff that probably don't interact
with him regularly, that just wanted him to go because
he is the guy that it's responsible for what the
seats they sit in.

Speaker 1 (11:57):
Yeah. Yeah, because like as a developer, you know someone
who's just designing stuff or writing code or whatever it
may be. If you see your friends losing their work
over decisions that this person made, I think it's you
can imagine that there's people there who feel very hostile
and like, well, you know, all of my friends are
losing their jobs and having to now scrounge for money

(12:19):
and figure out their life. What's the guy at the
top who is responsible for a lot of this gonna
deal with? Yeah, he's got to do with something. What's
he gonna do with? So I think it has to
happen for not only the community who plays the games,
but also the developers that are there to be like, okay,
he he has left the company. Yeah, I think it's

(12:40):
important either way that to happen.

Speaker 2 (12:42):
Yeah, I mean exactly. Whatever the exacts of it are,
whether or not Pete wanted to stay or whatever, the
main point that I would ask the community is what
do you expect to change now that you've got that
part of your wish done? But what I hear from
them is like, Okay, we need Destiny three. And I'm like,
you can't possibly think that Pete was sitting They're like, sorry,
no Destiny three right now. Like that's the big question

(13:05):
is like what is it for Destiny you want to
see done? I don't think it's just the one person
they need. They've been working on a plan and hopefully
Renegades kind of shows more of where that direction is going.
But frankly, where I see Bungee at And again this
is kind of a guess based on what's happened. It's
just like they took a bunch of money they overspent

(13:26):
as they tried to become this huge, massive studio to
get purchased though, so they did get all that money
and some people walked away with a ton. But with
where we're at with Destiny, it's like, do you really
expect a ton to change now that it's justin most
likely I assume reporting directly to Herman Holst, So there
is that like it's a little less Well, let's check

(13:47):
and see how Pete wants to do this. And Pete
also has his team of people that he leans on
in a certain way. That's just how companies tend to operate.
You look to the CEO for the leadership, even though
a lot of people, I would say, And so now
that it will go more direct, I think you will
see some like culture changes and maybe org organizational changes,
and that will have an effect. But I'm getting it like,

(14:09):
I don't think we're going to see any changes in
Destiny other than whatever they've already been working on. Renegades,
you know, and how that pans out over the next
six months, Like Marathon's in the same boat, Like, yeah,
this guy justin Truman's been He helped hire a ton
of people around that team and presumably had to let
some of those people go too at the layoffs. So,
in other words, do you expect much to change?

Speaker 1 (14:30):
I do think that a lot of the bad from
Bungeee is now gone in terms of the higher ups.
Like it's not that not some of them are. We're
not great people. Some of them just bad choices, bad decisions.
But I think the biggest issue has always been not
just not hiring people and then trusting them to do

(14:51):
their job. And if they say, hey, our community is
not going to like that, going okay, well let's talk
about and figure that out. They don't do that. They
go there and said like, no, well we think this
is gonna, you know, be the best for us. This
is going to sell the most of ever verse items
or whatever it may be. Yeah, they never they have.
They've had for many years this issue of just listening

(15:12):
to the developers and letting them do their thing. And
we've seen that anytime Bungie gets into a sticky situation.
We get the best content and it's like, well why
is that And because they're like, well, we told you
that this was gonna happen. We told you that the
community wasn't gonna like this, and then they finally are
able to do all of their suggestions.

Speaker 2 (15:33):
Yeah.

Speaker 1 (15:34):
So yeah, because there was the thing about Marathon. They
were saying that the community, we know, we told you
the community was going to want PvE elements. We told
you we should have done some kind of PvE and
they didn't listen to that. So it's it's been a
it's been a pretty persistent issue, and I hope that
that might change.

Speaker 2 (15:51):
Yeah, And that's a very good point. Is there are
things like that that like I was getting at. It's
like Pete and his team of folks, you know, Jason
Jones included somewhere out there. You know, it's like a
co founder of the studio is like just as responsible.
He's got tons of cloud. I mean, I don't know
how it works over there, but if you know the
name Jason Jones, like he clearly could have a ton
of influence on how stuff works, and I think presumably

(16:13):
helped get Marathon to where it is. But anyway, you
make a good point of like the culture, and now
that's just you know, they have certain things that come
to them that team, and they say, no, we don't
do it that way. And now that way of doing
things may change between Justin and and the rest. And
that's where I'm most curious. I'm like, what does that
look like? You know again, or before Polay, Jason was

(16:37):
still sitting there saying, we want more money, we want
Destiny to be awesome, so go, And you're not getting
any more money because you already took three point six
billion dollars. Like I'm making that part of it. I
can't imagine. That's where I'm stuck on the like, how
do you solve Destiny? Because really what you need is
half a billion dollars probably at least I presume too

(17:01):
a Destiny three project. That's just the beginning, because I
assume live service games are extremely expensive once you spin
them up, and I was thinking about it with Destiny too.
I'm like, how much in a year does it just cost?
Like it must be like one hundred million dollars? Like,
aren't there like five hundred people working on Destiny too?

Speaker 1 (17:18):
Still? I think that Yeah, it's a lot. It's a lot, but.

Speaker 2 (17:23):
It's easily upwards of all seventy to one hundred million
dollars a year probably just to run the team. So
Destiny two's got to make that. And then, like again,
I don't know how much it cost to run the
servers and all that stuff and and all the support
and stuff. So anyway, my point is they're stuck in
that Indiana Jones moment of getting the treasure off the

(17:43):
pedestal yep and putting down the sand. And I mean,
you either got to pause Destiny too, and I'm not
seeing that. And I think that's where Marathon comes in,
because you know, again, I don't think Sony's like, here's
five hundred million dollars worth of development while you stick
to Destiny to keep making a few hundred million dollars
a year, and we're also going to make this amazing
next sequel. They're just stuck on how they do that

(18:07):
next steps it is.

Speaker 1 (18:08):
I think it's kind of like what banking on hoping
that Marathon does well, which can then give you enough
money to do the other stuff that you want to do,
which it's it's a lot of gambling, I guess that's
kind of what it is in in game development. That
is a lot of gambling. It could take off, it
could not take off.

Speaker 2 (18:27):
Yeah, so you gotta wonder what the blueprint looked like.
That's what occurs to me so much here is like, well,
originally it wasn't even only Marathon, right they in their mind,
I know they wanted they wanted to get bought, So
there is always a factor of bloat. I'm making some
assumptions there, But there was a lot more money back
in twenty twenty and all that in the game industry,

(18:48):
So meaning it wasn't only Marathon then, right, it was
the Gummy Bears project. It was yeah, now part of
is it team LFG? Now?

Speaker 1 (18:54):
LFG is part of PlayStation.

Speaker 2 (18:57):
And they're part of PlayStation now. And then we knew
there was that third person Destiny project. Yep, that was
in the works from Luke and them, and like, I
would have loved to see what that was, like me too,
And I'm sure there were several others.

Speaker 1 (19:10):
There was a rumor about like a Destiny game that
was PvP but you played as like the heroes of Destiny.

Speaker 2 (19:19):
Well there was another one, I think I think so, yeah,
it wouldn't surprise me. I get you know, they have
the incubation projects and all this stuff. So but the
point is if they were going to have all that
to try to continue to fund and make Destiny better,
now all they have is Marathon seemingly and PlayStation behind them.
So yeah, one last related question to this, unless you

(19:41):
have others around it is I was thinking about though that, Yeah,
with Pete there, and I've seen this in corporate structures
and the toxicity of the situation, and like, I just
have to imagine Sony's like, look, you know the deal, Pete.
You saw this out and time's ticking. I feel like
that's what it's been. It's like we gave you your time.
It's been three years.

Speaker 1 (20:01):
It does seem like them mm hmmm.

Speaker 2 (20:03):
Yeah. I mean, it's no coincidence that the deal was
closed in July, like I said, of twenty twenty two,
and then Justin was promoted in August of twenty twenty two.
It's August of twenty twenty five. It's a perfect three
year get this done and things didn't pan out over
that time. I think it's what happened. But my question
is with Peter, though it's very much like, look, you

(20:23):
say you want to do this, and I'm sure he
had his pushback, but now I wonder, I'm curious if
you think anything about it. Is like with Herman and Justin,
maybe talking more directly, would PlayStation be more like, well,
you know, we could support you with some of our
other studios a little more like you see, maybe PlayStations
supporting them more at all, meaning not like a paycheck,

(20:44):
but like, well, we'll use all your studios to help
do some stuff.

Speaker 1 (20:48):
I don't know, because I think the initial deal was
the other way, right, it was like, we're paying. The
reason why they got so much money, It wasn't just
like a fat check that they dropped and went and
go crazy. That was retention for the people that work there,
because they wanted to take the talent that work, like
all the talent that work at Bungee and use their

(21:09):
talent to make other live service hits for Sony. So yeah,
it's not it's kind of all not really worked out
because Sony doesn't really have any crazy successful live service games,
although I guess they just need one and maybe it's happening.

Speaker 2 (21:25):
I don't know, but yeah, yeah, it's like you see,
you know, Nix's right, it does a lot of like
PC ports. You know, it's mostly their deal, but I
kind of wonder if they could get a little more support.
But yeah, you're right, it doesn't make sense. That was
the whole reason that they bought Bunge for so much,
and they are they are still a big company. But

(21:45):
you know now you got yeah that Destiny just doesn't
stop that. To me, that is Destiny's biggest problem, despite
definitely corporate and structural issues and on decision making and
all this, Like this team is constantly like the train
is just runaway train all the time. They don't have
time to like reset.

Speaker 1 (22:04):
So that's why, I mean, it's a big reason why
I think when Bungee went and was talking to Naughty Dog,
they're like, hey, just so you know, this is the
reality of live service and are you down to deal
with this reality of live service? And honestly, there's not
many studios and there's not many people who can join
those studios that are down for that because you never

(22:26):
have a moment of like, wholl we released this thing,
let's kind of like work on fixing in an update.
It's never a time that you can just rejoice in
what you've shipped, you're onto the next thing immediately, and
you're always happening to manage your people and your resources
and your finances and it. I wouldn't want to do it.
I wouldn't want to manage it. I wouldn't want to

(22:46):
work in it because it doesn't sound doesn't sound fun
at all. Yeah, yeah, So I I don't know what.
I think they're doing their best, Like if you've played
the latest expansion, I think they're doing their best with
what they have to change Destiny and build a new
foundation that can end up being exciting for people. So

(23:10):
I'd be curious how you feel about if they've managed
to do that or start Yeah that.

Speaker 2 (23:17):
Yeah, no, that's a great segue to more important points
here maybe, But I well, I was thinking about the
roadmap as well, that lies ahead of us. What I
was thinking about is they've already spent so much time
resetting Destiny and how it operates an edge of fate,

(23:41):
and it's under this whole new structure. So again, I
just don't think that Pete's departure suddenly changes all that.
I feel like them not being able to slow down
is still the problem though. So I was staring at
the image is part of what I was pausing. I
was like, so you get six months of Edge of Face,
which is one season now, and I always have to

(24:02):
refresh my memory. It's two major updates with two reward passes,
or should say the first major update is just the expansion,
So then Renegades comes out in December, and then in
March you have another big update that it occurred to
me today too. I was like, oh, and that's still
like a Star Wars update next March. Like part of
me I was like, oh, we did some Star Wars
in December, but that's like the whole other half of Destiny.

(24:24):
So it's for me, it's really hard to say. I
feel like I have to see Renegades first, Yeah, because
so often in Destiny we get the expand or sorry,
we get a major release and it's not quite the
same thing, but you get King's Taking King right ye
next year, and then it's always like the one after.

(24:44):
I feel like, and it's not exactly the same. But
we saw that with Forsaken as well with Destiny too, right,
So in other words, I feel like Edge of Fate
was trying some new things. They were the ones that
had to run fastest on that treadmill and keeping up
with the train, so to speak, whereas Renegades hopefully demonstrates
a little more of like I don't know, more ingenuity on,

(25:06):
like how are you going to change Destiny to a
bit more?

Speaker 1 (25:10):
Yeah, I think I think a lot of the more
successful ways if you can do this of live service
is not trying to make a game where people live
in it forever, but you're always putting out, like consistently
putting out new content. So I think there's a couple
of games that do that, where they work on these

(25:31):
drops and they're able to kind of go a bit
slower because they just want to release this thing and
everyone plays and it's really successful and it makes a
bunch of money, and then people go away for a
bit and wait for the next release to happen. But
Destiny is like definitely not that. They are all about
wanting to have you play for ever and never take
a break. So the developers also cannot take a break

(25:54):
to like go work on something. They have to always
be keeping new stuff to develop for you to play.

Speaker 2 (26:02):
Yeah, Like, it's that's exactly what I'm caught up on.
I'm like, I just don't see how they make any
major strides without changing the formula like you're saying, and
I mean we played differently, and like you know, you
only you don't even play Destiny right now, right, But
I don't think your desire is there to do what
you were just describing. And I'm closer to that too,
Like I jumped into Edge of Fate and I want

(26:25):
to play a little more and kind of dabble. But
I've never been like I have to like grind. Like
there were people who wanted to grind up to four
hundred or four to fifty four fifty and that was
like that's what they had to do, and I'm like,
I just can't relate to that. It's so much of
just yeah, weekly grind to reach a top level and

(26:46):
live in that world, you know.

Speaker 1 (26:49):
Yeah, I uh, well, for me, it's a whole thing
with PvP. I'm just like, I cannot see myself playing
desks any PvP again really, and then yeah, everything kind
of falls apart for me.

Speaker 2 (27:02):
That's a good point. That was your anchor point. I
always forget you it were PvP, right.

Speaker 1 (27:07):
And I think for a lot of people who have
stepped away like that, there is a sizeable portion of
people who they ended up not really supporting the PvP
or putting anything investing into PvP, So those people ended
up leaving. And it's the people who were excited to
do the raids and the Dungeons and the night Falls

(27:28):
to get the stuff to make a bill to go
into PvP, but their their endpoint is that excitement about
taking it into PvP. So after they dropped the ball
on crucible stuff and they weren't playing it anymore and
didn't want to play it, then it's like, well, I'm
not going to do the raids or the Dungeons or
the night Falls because there's not that thing like getting

(27:51):
me excited to keep doing it. And there was a
if you see any post about like why did you
stop playing? So many of the responses are PvP players
who stepped away.

Speaker 2 (28:03):
Yeah, I mean, I guess they just had no way
to sustain that. We've always been we've always been baffled
by that, right where it's like why not just release
a new map? You know, like it's the amount of
resources they had, and but yeah, I think we saw
what you were kind of getting at was like it
people had stepped away and made games like Concord and
some other stuff, and then the other side of those

(28:25):
talented people are working on Marathon because they weren't going
to pay them to do it in Destiny and so, yeah,
of course that's why we kind of ended up where
we're at, I guess, but I agree that the ecosystem,
it's just not what it was. Of course came out
and yeah, like it's hard to recapture it. I have

(28:45):
a feeling they look at their numbers and they're like, well,
this amount of people has always been PvE so, but
it's it's never that simple. You know. It's not the same. Yeah,
it's not the same vibe, it's not the same community.
It has absolutely changed, you know.

Speaker 1 (28:58):
A lot, very different.

Speaker 2 (29:00):
Yeah, but again, you know, to stay somewhat optimistic here,
it's like they have their work cut out for them. Yeah.
I have a lot of thoughts about what happened in
the Edge of Fate and the campaign. I've only done
that part of it, but I really am I'm looking
I'm always optimistic. I know, like I'm looking forward to
seeing what they do with Renegades. You know, I would
imagine you're pretty excited on that team, Like, oh, we

(29:23):
got like some liberties to like mess around with, like
Star Wars stuff. Yeah, I like it's it's a cool match.
I know some people are skeptical, but I could be
inspiring for them. And I don't know, I just feel
like it's always that second thing, like I was saying,
So maybe I'm just too optimistic.

Speaker 1 (29:39):
But I mean, yeah, I think I want to see
the developers having fun and being able to explore their
ideas for Destiny, and I hope that they are able
to do that. And I think also like the landscape
of how a studio interacts with their community has also
changed so much, and it kind of does feel like

(30:01):
Bungie is maybe stuck in the past a little bit
and they're trying to shift to this new thing because
I think I was talking about it on a stream today,
But like back in the day, Bungie was the quintessential
example of being a gamer and talking to your community
like they're also gamers and just like josting around and
poking fun at each other, and that was that was

(30:23):
like the vibe of Bungee. That's what they were. And
then they went really corporate and very like sterile, and
I actually heard I'm not gonna say any names of
who it was, but I've heard people say who were
employees there at that time. They were like, it's also
like corporate and professional now when they would going to

(30:43):
these meetings. So I think that they went to that
way and that also was how they spoke with their
community as well, and I think they need to go
back to being more open back and forth with their community.
I mean, look at Warframe. Warframe will do a stream
and just show you like improgress stuff and something will

(31:04):
be wrong and they go, Yep, that doesn't work. That's
kind of yeah, man, And they're very they don't They're
just they're very open with their community. They play with
their community, they have fun with their community, and I
think they do need to kind of shift a little bit.

Speaker 2 (31:20):
Yeah, you're right. I think that if they can somehow
through all of this, get back more of that inspired
dev culture and trust your devs, let them do more
of what they want to do without it feeling like
it's always top down, which was clearly a problem. You
know that might have some big changes and you know,
we're has it been a I forget when they had

(31:41):
several rounds of layoffs or it's like are we now
a year out? You know, and that's like another thing.
You need time to heal after that stuff. And I
feel like we're like a year out after I think
it was last year some of the bigger ones that
where the bottom really fell out, Like in other words,
when did Luke and Mark and all them leave was
about a year ago?

Speaker 1 (32:00):
A year ago, I think, yeah, I think so.

Speaker 2 (32:02):
And then you know, that's huge shake up and they
had to get out Edge of Fate in the meantime,
so you know, again, I'm sort of like, that's why
I'm hoping Renegades will be more of like that. Okay,
this is really more of our format. You know, we
have the new expansion right every six months, it comes
with this major update that comes three months after and
blah blah blah the whole layout. And really seeing that

(32:23):
coming to Fruition with a cool inspiration, I mean, I
get I'm a believer in like the Star Wars side
of it is, you know, and they said it's not
going to be like right on the nose. They're just
like inspired by it. So looking forward to still seeing it.
We'll see, let's looking forward to the eververse part. But
you know, yeah, it's it's.

Speaker 1 (32:46):
A tricky thing to balance for a game that Destiny
is because it is about getting loot, and if some
of that cool loot is at a store where you
swipe a credit card, how do you balance that?

Speaker 2 (33:00):
Yeah, I mean it'll be interesting to see how they
handle it, uh, because like the loot itself should still
be Destney lute and then they'll have like ornaments and stuff.
But yeah, since it is directly inspired, it's really hard
to say that. I mean my assumption is you have
like a basic blaster. It's an exotic and it's cool,
but it'll have some amazing Darth Maul. I mean that's

(33:24):
probably not fitting more of like a Luke ornament on it,
with like white cloth and like whatever. You know. I'm
not going to invent the ornament now, but I think
it'll be more like that, and we're used to that,
so it won't be cholting where it's like, uh, all
the really cool Star Wars stuff is in the store,
but I don't know it will be in the rewards passes.
I mean I guarantee that'll have some of it. That's

(33:45):
just what Desney is though, and and and all these
live service games you know, yeah I don't. I mean
for yeah, for the record, right, I just don't like
that about Live service stuff. You've heard complain about it
a ton, So I don't like those aspects of death
at all at this point obviously, and many other games.
Is why Destiny is like one are the few live
service games that I actually touched. So true, yeah, I

(34:09):
would rather play elden Ring and stuff like that.

Speaker 1 (34:11):
Right, there's so many games like just just looking, we'll
get through some of the things that are coming out,
but like you are getting at least a game a
month releasing that you can be interested in, if not more.
For me, it's more like five a month that I'm
interested in, right, So I don't need Live Service as

(34:32):
much and I don't look towards it anymore. Whereas you know,
back in the day when there was one, you couldn't
get as many games two, there weren't as many being released.
You had like Halo, Call of Duty and like Battlefield
and like you had very you had way less choices.
You know, you would get sucked into one of them
and you'd keep playing it even if it wasn't your
favorite thing ever, because it's like, well, what else are

(34:53):
you gonna do so now you have so many choices,
I don't need a live service game.

Speaker 2 (34:58):
Yeah, and not everything had to be like a nine
or a ten because there was, like you said, plenty
in between. You're like, I know, I enjoyed it was.

Speaker 1 (35:04):
Again You're like, yeah, it's fine. It's like you know,
Sam's good time. Yeah, I have them. I had a
good time with it.

Speaker 2 (35:12):
Well, I don't know, before I get edge FA, I mean,
does it make sense to maybe talk get a little
refresher in between, to talk about some stuff you're excited about.

Speaker 1 (35:19):
Sure, yeah, if we want to stay on live service
Steph Path of Exile. Oh, Path of Exile. Oh man,
So Path of Exile did their stream going over uh
something they're calling the Third Edict, which is their next

(35:40):
major content update, their first official like New League. It's
coming out August twenty ninth, PC and consoles, And anytime
you watch a stream from GGG, you're just like, ha,
what you're doing? What like the whole way because they're like, yeah, yeah,
we completely changed the support gem system, which is these

(36:03):
are the things that you have your skill, and then
you put these things on your skill to change it.
So real, just simple example, you have an arrow shoot,
you can get a support skill that makes it shoot
three arrows. Well, they're changing that system. There's just they're.

Speaker 2 (36:18):
Changing systems, just completely changing. They're changing it.

Speaker 1 (36:21):
Yeah, and they're also changing some individual skills too and
making them, making them different on top of them.

Speaker 2 (36:28):
Is this like a year anniversary after the first early access?

Speaker 1 (36:32):
I think it's been nine months.

Speaker 2 (36:34):
I want to say it's close though, but anyway, Okay,
so they're changing major systems.

Speaker 1 (36:40):
They're doing a lot. Yeah, they're also adding the So
we've had three acts of the story so far. They
are now with this bringing the fourth act. So you
get a whole new story, cut scenes, bosses, worlds to explore.
You get all of that, which is huge, and that

(37:00):
of course brings with it new areas, new weapons, new
so many there's so many new things I need to
get you like the numbers of stuff that they're adding,
because they're when you see it, they're like one hundred
and fifty new items, forty new maps, thirty new bosses,
and you're just like, what the hell.

Speaker 2 (37:20):
Is going on?

Speaker 1 (37:22):
Yeah, and they're adding and they're adding things to the
skill tree so that you can now make different builds.
They're buffing a bunch of stuff they're also adding. So
the way that the story is going to be when
it's fully out is you're gonna do like all of
the story acts and then you'll be an endgame. But
because they haven't fully finished all of the story acts yet,

(37:42):
you're gonna go to Act four now, and then they're
releasing these like three mini missions that they're calling like
thinkiving it as an interlude to getting to end games.
So you finish Act four, then you have these three
mini missions, and these three mini missions, they just made
them kind of temporary. They're like, yeah, you guys need

(38:03):
something to do to fill the gap between the end
of the story and endgame, so we like put these
things together. But it's like new areas and new bosses
and new everything, and they're not gonna they're not gonna
keep that around forever. That is something that's gonna go,
but they're gonna use the bosses and in other ways
in the areas that they make. It's so much stuff,

(38:23):
it's gonna be free when it comes out. And also
they are doing a free weekend when the third Edict
comes out, so if you are interested in checking it
out for free, August twenty ninth to September one is
the free weekend and if all of your stuff is saved,
So if you are then like, yeah, I want to

(38:44):
pay thirty bucks and play during early access, you have
all of your stuff, or if you just want to
come back when it's free, you have all of your stuff,
so transfer in. Yeah, it sticks around.

Speaker 2 (38:55):
Yep. Yeah. This was reminding me that the Steam page.
I don't think they've updated it, but if you have
read it in the beginning, it was like, uh, you know,
they said, uh that at first, They're like, it will
take at least six more months in early access, so
I guess it's been nine months. And then I don't
know if I'm reading it wrong, but it was like,
how is the full version planned to differ from early access?

(39:18):
And they said, we were planning to add three more acts. Yeah,
so you remember it did only have one act three Yeah,
so it had three, so they were planning on six.
That's what this is saying. Oh, maybe you already said this.
I'm sorry it says six okay, yes, six acts maybe total.
This is the fourth one you're saying now, and then

(39:40):
six more classes they said, yep. And they said they
were going to roughly double the current game based on
This was based on I think last year, so I'm
not surprised they hear it, but I am in the
sense of, like they do cook a ton.

Speaker 1 (39:53):
They cook like crazy.

Speaker 2 (39:56):
It's like big meal.

Speaker 1 (39:57):
Actually, Like, if you ever want to just have an
experience of being mind blown, watch a GGG announcement stream,
because I'm like, how are they doing this? They've made
so many things. They've not only made a ton of
new things, they're changing a bunch of old stuff and
then adding stuff and changing that around. So it's it's

(40:20):
so much content and this the game, Like you said, yeah,
the game is not done yet, still got a bunch
of classes to do, and then each class has an
advanced class within it. So yeah, there are there's a lot.
There's there's a lot. And this is for thirty It's
going to be free to play, but right now it
is thirty dollars to play the game. Not only do

(40:43):
you get access to play the game, but you also
get thirty dollars in the currency in game currency, which
you can use on a cosmetic if you want. You
can use stash tabs for your inventory.

Speaker 2 (40:54):
So yeah, it's kind of nets out if you're all in. Yeah,
it's one of those games really paying early if you're
super into it and knowing that you're supporting like a
good cause for you and like a game you want
to see, like own it. Yeah, I think that's a
pretty good setup, a good deal. I've brought up witch Fire.
I know a lot, and I know they've been out

(41:15):
there cooking still and it's still I think it's into
twenty twenty six now, but they've added so much stuff
and it's relative here in the sense. And people were
always like, did you play bad things out too? When
are you gonna play it? And I'm always like, exactly
because of what you just said, Watts and what I'm like,
I'm just gonna wait. Man, Like it's so much to
play and replay with so many good games out there. Yeah,

(41:37):
like you're not doing it wrong, and nobody is like
play what you love and if you want to replay stuff,
that's that's cool. And things change too. It's fun to
experience like how your most beloved games might like get
buffed or nerfed, and yeah, be in that community. But
but my point is, I'm like, I'm waiting until this
thing's done. To play it. Personally, I'd rather wait for that,
and it could be a bad choice if they screwed up.

(41:59):
But I don't see this team doing it.

Speaker 1 (42:01):
No, they they it's going to be a crazy game
when it's fully out. It's already a pretty crazy game.
So yeah, if you're interested, anybody, if you're listening August
twenty ninth, Free weekend and you can just jump into
all this, you have everything unlocked and see what you
think about it. Yes, it's very very good, nice, it's

(42:22):
very fun.

Speaker 2 (42:25):
Silk Song is it time to.

Speaker 1 (42:29):
Yeah, that's big Soilk Song. Silk Song after seven years
has a release date and it's two weeks away. It's
September fourth, which I so before we get into being
all excited about how excited we are, I just want
to say I love Team Cherry and I'll talk about

(42:50):
some of the interviews that they've done, but I haven't
loved their rollout of this kind of drip feeding of
teasing Silk Song this year, because you know, we don't
hear anything for years and then it shows up for
three seconds at a Nintendo showcase and you're like, huh,
what's going on there? And no one talks about it.
It's just like that soak song. No one, no one's

(43:10):
say anything. And then the next time you see it,
it's at an Xbox showcase and they're talking about their
handheld and they're like talking about Silk Song, but we
still don't know anything about it or what's happening. It's
just we're just we're being We're seeing Silk Song every
way we turn, but we don't know anything about it
or when it's happening or what's going on. So it's

(43:31):
felt very weird. And then Games Calm Opening Night Live,
Jeff Keeley opens the show with Silk Song is coming
out definitely this year. That's happening, and then that's it.

Speaker 2 (43:44):
I'm like going on.

Speaker 1 (43:47):
And then you're waiting for You're waiting for a trailer
drop from Team Cherry that eventually tells you the release date,
and I'm just like, ah, I feel more relief that
finally we have a release date than like the big
exciting roar of finally it's here, yeah, because I think
I would have felt more excited. I mean, this team,

(44:09):
they had thirty five thousand people sitting on the YouTube
video waiting for the trailer to drop, like hours before
it came out. Yeah, if I was them, I would
have dressed up in the soaksong clown outfit, recorded a
video of taking the wig off and just holding up
a board that has the release date, and that would
have gone nuts. You wouldn't have had to be in

(44:31):
meetings with Microsoft and Nintendo and you could just talk
to your community and go, hey, the game's out but
very exciting. Yeah it's coming out.

Speaker 2 (44:43):
You make a good point, but almost to your point,
it's like it almost it was too late, and that
would have been funny and cool, but like in other words,
it was making us wait, like this in the first place, right,
it was a little less than it was. Oh you know,
we just showed you a new trailer that has the date. Yeah.

Speaker 1 (44:58):
Yeah, Like if they just dropped the train, they're like, hey, guys,
we have an announcement tomorrow and we're like, oh my god,
what is it? And then you saw that trailer drop
that would have also been a huge excitement.

Speaker 2 (45:07):
It's just been like the little okay, So you wouldn't
have minded that.

Speaker 1 (45:10):
No, I don't. I just don't like the weird like
roll out of slow information but not really information. It's
like it's like you look over and like, oh, Silk
Song was there. What did they say about it? Nothing?
They didn't say anything. It was just there. I don't
know what's going on. It's been very confusing.

Speaker 2 (45:27):
Yeah, I wonder how much some of that was by
intent or not. I was looking into it. I was like,
I don't know if they have like pr they have
like internal I think, and like part of that could
just be that where they're like, nah, I don't worry
about it, you know, and then then you've got Microsoft
and PlayStation and Nintendo pressuring and Jeff Keey pressuring give
us something, you know, and then they're like okay, fine,

(45:48):
Like it may or may not have been the plan
to try to be like it's not.

Speaker 1 (45:52):
A huge deal. It's just you know, the feeling of
like it takes the idea, this the thought of like
imagine watching like the Game Awards or something and like
it drops there or even like an announcement trailer just
drops randomly in the excitement that that would bring. It
was a big It was a big lead up to
a thing that was inevitable that and you're like, oh,

(46:14):
there it is there, it goes that gag gag.

Speaker 2 (46:16):
I mean, it is what I was getting he though.
It's kind of funny because, like use GTA six as
the example, all these companies are asking for the same
stuff and Rockstar's like, no, that's not happening, and then
they're like, wake up tomorrow at six am. They give
you twelve hours and say a new trailer be there,
and you're like, let's go, and they could have done that,
but then like you're also mad because you're like, God,

(46:37):
we're never gonna get a new trailer, you know. So anyway, yeah,
a big deal. But insight on it, it is I
kind of I think, yeah, there's a part of that,
but then everybody's so excited. Maybe it's set it up
because I think you know more about how Night and
maybe I've played more than I have, but I didn't realize, like, yeah,
sold through something like fifteen million plus copies at this point.

(46:58):
They I guess will Ridge only coming out around twenty seventeen,
twenty seventeen, and then they were gonna do this as
DALC and this transformed into a full fledged sequel, which
I had forgotten about or didn't even realize. Yeah, I guess.
Jason article had an interview with Team Cherry and there's
some really good insights in there Bloomberg to check out.

Speaker 1 (47:18):
But yes, there was a so the article that is
it's really it's really wholesome. Team Cherry is what we
would love to have more of in the gaming industry.
But of course not everyone can blow up and have
the game of all time made. But they were saying
because they were like, so, what's going on? Why did
it take seven years? And they're like, no, there was

(47:39):
no drama, there was no there was no issues. We
were just having a really good time. So we just
kept making stuff.

Speaker 2 (47:46):
And that's not a big team.

Speaker 1 (47:48):
Yeah, and we're like, we want to be we want
to be a small team. We wanted to stay a
small team and we were having a lot of fun,
so we made more stuff, which is amazing. It's amazing.

Speaker 2 (48:00):
Yeah, it was funny to read it that way because
you're always, especially coming out of you know, Jason Schreyer's articles,
you expect this to be like somewhat scandalous, and it's like, yeah, well,
you know, we restarted development in twenty twenty two. It
was crazy, we uh changed engines and no, it was
nothing like that. And it's funny to look back on
the revealed trailer from like twenty nineteen or something. They're like, yeah,

(48:21):
they already had quite a bit. The demo that's.

Speaker 1 (48:24):
Playable at games Calm is the same demo that was
available at twenty nineteen eighty three.

Speaker 2 (48:31):
Yeah, I assume it's been slightly modified a little. But
that's why I heard that too, that it was roughly
the same. But and again, they can kind of do that.

Speaker 1 (48:39):
So because they had stuff made, but then they just
kept making more and they wanted to keep making more,
so and they were saying in the interview, they were like,
you know, you make one new thing, and then we've
got to make sure that that thing works with all
of the other things that are in the game. And
then we start making another thing, and then we got
to make sure that works with all the other things.
So it just it just kept going, which it's honestly
a really wonderful story that they had such a huge

(49:01):
success that they were able to just keep making what
they love and having a good time with it. Yeah,
it's finally coming out.

Speaker 2 (49:08):
Yeah, it's looking awesome. So I played the original Holidnight.
If I did, it was briefly, so I was wondering
if you did, and like, what your excitement level is
for Soilk song? I have.

Speaker 1 (49:17):
Yeah, I did play the original. It's just I always
loved the I mean it's been a while, but I've
always loved the art style and the vibe of Hollow Night,
and the animation work is so good and it's so
fluid and fun to play.

Speaker 2 (49:35):
That.

Speaker 1 (49:36):
Yeah, it's just it's just a wonderful game to play.
And this one is going to be God, this game
is gonna be huge. It's gonna take me seven hundred hours.

Speaker 2 (49:45):
It's one of those Yeah, you can't finish.

Speaker 1 (49:47):
It in like I think sixty hours they were saying.
For a completionist, run die. I don't believe you.

Speaker 2 (49:54):
Yeah, And like this is where I'm coming from. Is
that from the outside of somebody who has played it
really only? I mean I might have played it briefly,
but I just don't remember, and it's been a while,
so I don't know if you can answer this, but
I'm like, when I look at it, I'm like, man,
there's so many games like this that are really awesome,
in this sort of metroid vana looking side scrolling, you know,

(50:15):
there's so many, quite a few really good ones. And
then it's like but Silk Song apparently is like the
why is Hollow Night held it such the the highest?
What does it do? In other words that you're like, man,
it's just the way it feels, or like is it
the boss fights or you know, I don't know if you.

Speaker 1 (50:31):
Remember, it's kind of everything, but I remember. What I
really loved about it was that there was so many
things that you could find and hid in areas, so
if you spent your time really exploring, you could find
some stuff that people who were just playing through the
game they weren't able to find. And I always am

(50:52):
a big fan of games that really trust their players
to find stuff, Like they make really cool stuff and
they hide it. So I'm always a big fan of
of games that do that. But it was also one
of the I mean, this was twenty seventeen, it was
one of the early It was before the Metroidvania thing
really went like, oh my god, it's another metroid Vania.

(51:13):
It's another Metroid Vania and the Metroid Yeah, they did
it so well. I've also really liked the kind of
the the I guess I guess it fits under the vibe,
but the characters are very comical sometimes as well.

Speaker 2 (51:32):
Like this.

Speaker 1 (51:33):
It's very whimsical as well, kind of the same way
of when I'm playing Monster Hunter and all of like
the little things that they do, of the way the
characters react to stuff and the small things that they
add that make it feel that feeling, the whimsical feeling. Yeah,
I really like that as well.

Speaker 2 (51:50):
So nice.

Speaker 1 (51:51):
But it was one of the it was one of
the big It was the thing that made people really
know about metroid Vania. I think at least it was
for for me. Like Metroidvania, people know about Metroid, people
know about Castlevania, but a metroid Vania Hall of Night
was the one that made me go, oh, so this
is a metroid Vania and this is how good it
can be at exploit. Yeah.

Speaker 2 (52:12):
So yeah, I guess it's funny. I remember hearing so
much about it. I think that's what it was is
all my time, you know, around Metroidvania is in the industry,
and I was like, oh, it's another one that everyone loves.
Like of course there's a lot of good ones out there,
but it really must have blown up. Yeah, from a
popularity side that I didn't fully realize at the time,
because I mean I have noticed I'm like, man, people

(52:34):
just cannot not be excited about Silk Song for yeah,
the last like seven years.

Speaker 1 (52:39):
It's really hard to like nail something because it really
it kind of is the game that is the full package.
Like it's beautiful, the music is really good. The gameplay,
like it sounds weird to say when you press a
button like it happens, but it's super important in games
that have you jumping back and forth and platforming and

(52:59):
jumping over stuff and hitting stuff, and it's really important
for it to be Yeah, tight fun balance. Gameplay is
really important. The bosses are really good, the story was good,
the world and lore was really intriguing, and the characters
that you come into to contact with are all like
really great. But yeah, lots of like collectibles that you

(53:20):
can get as well that you can miss. Yeah, it's
it's really it's a great game. It's a really really
great Do we.

Speaker 2 (53:29):
Know how much it's gonna cost? I was like, I
think we know yet? Did they?

Speaker 1 (53:33):
Yeah?

Speaker 2 (53:33):
It's like, did they announce the release date and you
can't pre order? I don't know. Wow, is it gonna
be on game pass? I guess it says that is
going to be that's wild. That's huge for them anyway.
I don't know what it's gonna cost. I don't know
if they've said that yet, but it's gonna be exciting

(53:55):
a few weeks, a few weeks from now.

Speaker 1 (53:56):
So two, I can't I cannot believe it's coming out
in two weeks. Now we get to mad about the
fact that it's coming out in two weeks.

Speaker 2 (54:03):
Yeah, I personally was excited, and you know, I'm playing
a bunch of other stuff that it's not realistic for
me to play any new stuff right now. But Kronos
is coming out then too. I forget if you were
interested in that one.

Speaker 1 (54:13):
I'm very interested in Chronos the New Dawn.

Speaker 2 (54:17):
Yeah, yeah, very it looks nice.

Speaker 1 (54:20):
So just to just I'll tell you what's coming out, Okay,
I'm gonna start in August, because like it's the end
of August at the beginning of sometimes as well, not
every long So Metal Gear Solid Snake Eater is August
twenty eighth, Oh God that Path of Exile two New
League is August twenty ninth. Lost Soul a Side is
August twenty ninth. Chanobi Art of Vengeance is August twenty ninth.

(54:42):
Soilk Song is September fourth, hell is Us is September fourth,
Kronos The New Dawn is September fifth, Borderlands is September twelfth,
Silent Hill f is September twenty fifth.

Speaker 2 (54:55):
So good, there's even more good he's in there.

Speaker 1 (54:57):
I'm sure there's there's a lot more. These are the
ones that I I've noted down. Is like, I'm definitely
gonna play these ones.

Speaker 2 (55:04):
Ah, it's a lot. Yeah, Destiny Two's Educate ashen Ash
and Iron in there as well. I feel like it
was September three, was it? Or what was it? Is
it timber Knight's September ninth. It's like it's in there
though it's in the playing Destiny. Yeah, that's a major
new update that we'll be seeing what they do. But yeah,

(55:24):
I mean, like goaso, there's so much to play. It's
not realistic to keep up with all this stuff. I
grapple with that, but I'm away behind.

Speaker 1 (55:32):
I think my plan is I'm gonna play. I'm gonna
go super hard on Lost soula side and try my
best to fit to finish it. If not see you know,
like a lot of the game to where I know
what the game is about and I can say that
I've played the game, but I also want to pepper
in some path of exil here and there. It's just
gonna be hard. And then I think I really really

(55:56):
want to play Kronos the New Down. I really do. Yeah,
so I think I'm gonna be I don't expect Chronos
and Udon to be a super long experience, so I
think playing that and Soak Song and like spreading them
out together might be doable.

Speaker 2 (56:10):
Yeah. I mean, you're you're pretty good at dabbling into
a few things, so should be a good time regards.
Nothing to complain about there, Yeah, I really I hope
Chronos comes out and does well. Like I don't know
what the previews have been, if it's been getting any
previews yet or good reception, but just a big fan
of those types of games, if you remember, I love

(56:32):
Dead Space and Callisto even I thought had some good
makings of into something could have been cool if they
could have got a sequel out the door. And we
just don't get to see games like that. And I
look at this, I'm like, Okay, we get another shot.
I hope Chronos blows up. I hope it's good, but
see I don't know, you.

Speaker 1 (56:48):
Know, I hope it's good. I mean I'm hearing good
stuff from people who have played like a small amount
of it, So yeah, I've heard. I've heard really good things,
and I just love what they're doing with sci fi,
body horror, time travel stuff. I think it's I think
it looks very interesting from the story point as well.

Speaker 2 (57:09):
Yeah, it looks dope.

Speaker 1 (57:10):
I will be playing it.

Speaker 2 (57:12):
What should we hit on next? Oh?

Speaker 1 (57:18):
Games Oh no, we should. You should do your destiny
stuff and then we'll go through like Games Calm announcements,
what we're exciting about.

Speaker 2 (57:26):
Things we like before that this will be a super
fast one. But Black Myth getting a success or not
a sequel to catch this news.

Speaker 1 (57:34):
Yeah. So, so I thought it was a bit weird
when I saw it because it was at the very
end of games comments like one more thing. I'm like, okay,
and like the it's like just started being made, and
it was something about the developers like that date means
something is like really special to them.

Speaker 2 (57:57):
Yeah. Yet yeah, they.

Speaker 1 (58:00):
Said that date is really special to them, so they
wanted to show something a Games Calm and I'm like,
so you just made a CG thing of like, here's
the project we're gonna start working on. Yeah, weird. I
think it's weird.

Speaker 2 (58:13):
You think it's weird. I think, you know.

Speaker 1 (58:15):
I was like, Okay, it.

Speaker 2 (58:18):
Didn't surprise me in the sense of, like, I don't know.
We get those announcements sometimes, like it's like we're working
on a new let's say they did it for Cyberpunk, right,
and they're like them, yeah, okay, so they did. I
was like, they actually, they kind of did this with
Witcher right where you just tease what's they were still
a little more down the road, I think on Witcher.

(58:39):
This one, they developer even said like the folders are
mostly empty, Like I don't know if it was like
kind of a joke, but they're like, we got a
lot of work to do, but we wanted to let
you in that it is based on you know, I
guess it's I think it's fictional character pretty famous again,
and like just to get people pumped for that. And
then they also were like, hey, this also isn't the

(59:00):
end of the journey, the Westward Journey. It will also
have some updates. We didn't know what that meant. We
do now see what's coming to Xbox. So that's big news.

Speaker 1 (59:09):
It's on Xbox.

Speaker 2 (59:10):
I think it's not out yet, right, I think wasn't
it just announced? And I think had that wrong. I'm
not sure because remember for the longest time, they're like,
we can't get this running or whatever.

Speaker 1 (59:19):
Yeah, it wasn't out on Xbox for a long time.

Speaker 2 (59:24):
Yeah, so maybe it was just coming out. But anyway,
they did say there will be more updates for you know,
Wu Kong, but they're moving on to something new. I
thought it was interesting. I know you and I felt
similarly where it was like, look like some things about it.
The map design was balls. I didn't like it. Did
not like exploring in that game at all. And I
know they improved some stuff after and maybe the map

(59:44):
and stuff has made that better, but I was like it.
The fights were really cool, the boss fights and the
I loved. Yeah, my favorite thing about it was being
able to respect like really fast and just mess with stuff.
It was very like enjoyable and almost simple to just
try stuff. And I really liked that part about it.
But you know, we'll see.

Speaker 1 (01:00:03):
I would definitely like as much as I didn't really
like Wukong, I would definitely play another game from them
because my hope would be that they hurt the feedback
that people didn't like about Wukong and that they could
use that in their new game. And they also have
so much money from Wukong, so that should also help
them maybe do more than what they could do with Wukong.

(01:00:27):
So I would always check out their game as long
as it looks good from the actual trailers when we
eventually get them in like three years or something. But yeah,
just because I didn't love, you know, a lot about
Wu Kong wouldn't make me not check out their new game.

Speaker 2 (01:00:43):
Yeah. I mean it depends on what they show obviously, so.

Speaker 1 (01:00:46):
They have very impressive visuals, so if they could make
the gameplay and exploration better, I'd be pretty happy.

Speaker 2 (01:00:52):
Yeah. I do think they learned a lot. You saw
that as you played through the whole game, Like there
was some real crazy includes. For me, I was like,
this is messed up and broken and other stuff like
the final Yeah.

Speaker 1 (01:01:03):
The final area when it was called like unfinished and
people were it literally is I think I think it is?

Speaker 2 (01:01:12):
I was like, this is is this supposed to be funny?
This is not cool. I was not happy about it.
Other people were like it was experimental for them, but
but no, some of the bosses and stuff were really dope,
so you could sort of see where they were getting
things right and getting things wrong. And I think they
hopefully have learned a lot how to tighten it up.
Could have been shorter, better maps, So maybe I should
just quickly do a little education.

Speaker 1 (01:01:33):
Yeah, let's hear about it.

Speaker 2 (01:01:36):
Let me get this time code down. So we got it. So, yeah,
I finally beat the edge of Fate on Legendary. As
I would remind folks, I was gone for like thirty
days traveling and just didn't have access to be able
to play. So got back, finally got into it, took
it pretty leisurely, and uh yeah, look, I actually enjoyed
it overall, the story tone, the cut scenes, and experimenting

(01:01:59):
with like having some of these abilities, even though I'll
talk a bit about they're just like lying on the
ground overhear abilities that you go pick up this thing
every time you need it. Yeah, which is not new
in Destiny, but for what I was hoping for is
very different. But yeah, really some amazing cut scenes. Yeah,
the Icora voice thing, if you're all not aware, like

(01:02:21):
Debora Wilson doing yet another voice because I think the
strikes that you have Sabbathoon being the voice of Kora,
and it's like you get used to it, but I'm like,
oh man, that was less than ideal. But I really
liked the art and the tone of like, so it
brings us in touch with the Golden Age and like Earth,

(01:02:42):
you know, the's like sixties and seventies almost vibe is
sort of control remedy Alan Wake vibes almost with some
of the storytelling. So I thought that part was really cool.
Did you get to hear much about that.

Speaker 1 (01:02:54):
I've watched the cut scenes, Yeah, yeah, and like their
cut scene work is really good. It's yeah, it's really
really good. Like, yeah, I thought that seeing Kora before
she was a Guardian that was really cool to see
because because it, yeah, like we we know these characters,
but I always feel like we haven't, especially with Korra,

(01:03:16):
we haven't really got to know her particularly well. Uh So, yeah,
seeing her before she was a Guardian was really cool.

Speaker 2 (01:03:24):
Yeah, And like for me, I'm always looking at yeah
really like how big is the team, what they cut,
where do they keep, what are they evolving? I'm always
that's what I've kept playing Destiny for. I mean sort
of so we can talk about it, but it is
a big part of it. I'm like, oh, what are
you doing? And surprisingly I'm like, yeah, the CG cut scenes.
I'm like, you know what, I don't know where they

(01:03:44):
got the budget for this. They swept it under the
carpets when they did the layoffs you know before, and
like but that it's great to see because it really
does have an impact on I paid, Uh well, I
paid for the whole what it was a one hundred
bucks for the whole year. I'm just always like, you
know what, I'm not gonna split hair is like I'm
covering this and it's a bit of a business expense
in that sense, but I mean it's still money out

(01:04:04):
of my pocket. But anyway, having paid so much for it,
I'm like, it's nice to see. The polish is the point.
So I like that they've kept it. It honestly has
surprised me. I almost expected a regression of like we're
back to like sketched cut scenes and some music or
whatever it was to like fill in the blanks. But
they have some in game sort of transition and cinematic

(01:04:25):
book that they're doing with this too. Little things not
as often as I'm always asking for but it's still
there and it was nice to see. Yeah. So on
that front, polish and execution all yeah, I mean, it
feels pretty good campaign itself on Legendary, So I went
pretty much from hopping in being excited. I always play

(01:04:45):
them on Legendary. I don't mind the challenge at all,
but this one at first on Solo it's one of
their bigger challenges, even in final shape. And went through
some of this, I'm like, every enemy is beaming you
from every corner because you're Solo and you take all
the aggri and I'm like, I don't care how hard
you tell me it is as a fire team because
it scales up. I'm like, no, it's not this hard

(01:05:07):
and annoying, like everything is looking at you and shooting you.
So I was not enjoying that to start. I almost
turned it off in the first like handful of hours.
But then I'm like, okay, I really got to just
build around this and change my build. And again, some
of that's normal, but I just feel like the design's
not quite there for Solo Legendary. But once I got
into and got going, got some new armor, et cetera,
it was fine, and uh yeah, really enjoyed it overall.

(01:05:30):
I feel like it does go on for a while.
I don't mind that, though. I think you'll hear some
different commentary on that of maybe exploring Keepler being like
too long for some folks, or but I pretty much
just enjoyed the vibe hop in for three or four hours.
There seems to be quite a few bosses and missions,
a lot of missions structure, and for me, that's what

(01:05:52):
I really liked about it. When I hopped in, I
hopped in the edge of Fate and I hopped in
on Kepler and that's where I was, And you're not
taking me to the tower. You're not going back to
the eads. And we've complained about this for years. We're
not you're not teaching me crafting right at the crafting
table and take me out of this experience. And so
I think that was good compartmentalized, good cut scenes, good polish,

(01:06:16):
and I enjoyed it overall. So it's definitely more in
the direction of what I want to see. And on
the Metroid stuff, as a reminder, I'm a huge Metroid fan.
Was really glad to see that they took a lot
of like homage to Metroid, like the world if you
don't realize it, like it's straight up like purple and green,

(01:06:36):
like I think that's Brinstar. It's like absolutely inspired by Metroid.
The first enemies you see are flying with jetpacks on
that is space Pirates. You turn into a morphball that's Metro.
So all of that made me pretty happy. But then
you get into the actual like, oh, it's gonna be
kind of like Metroid, Metroid Prime or Metro Mechanics, and
like they present you with the puzzle and it's like,

(01:06:57):
there's a hole in the wall and over here is
the little pad that you turn into a ball, so
you should go over there, and it's like it's not
really getting an ability in a puzzle, right.

Speaker 1 (01:07:06):
It's not. You don't have that feeling of like, oh,
I unlock this new thing and now I have this
ability and I can use it in Yes, it's not
the same.

Speaker 2 (01:07:15):
Really, that fell very flat for me. Of all the
ability stuff. I was like, this is the right direction,
but maybe they were worried about the community understanding that,
or maybe it was just hard to do on a
limited time. But later you get like it's called the
relocator gun, so you'll see like somewhere you can shoot too.
And they preview this in the trailers. It's not really spoilers,

(01:07:36):
but but again, like it's you get into a room
and you see the gun. Sometimes first you don't even
know what's gonna You're like, well, I got to use
the real locator gun. It's not really like a puzzle
in that sense. And towards the end, tried to have
a little more liberty with it, like with fighting the bosses.
And I know some people I have a feeling, maybe

(01:07:57):
I'm wrong, I have feelings. Some people hated like the
last boss using like ball mechanics, and I really enjoyed it.
I didn't love it solo because like when you die,
you know, that's a full wipe. But I like what
they're doing is the point. So I think it's headed
in the right direction in terms of like campaign, right
STORYTNE was there. They kept some polish. I think people were, Yeah,

(01:08:19):
they were interested in the story they told and even
like the world being its own thing. And but I
don't know if they can weave in in other words,
getting new like abilities and stuff like that, but I
would like to see that. My specific suggestion was at
some point you can just use the morphball, for example,
whenever you want, like you would a sparrow. And I'm like, well,

(01:08:39):
why not just put all the abilities in one section
and you would have given me the gun to use
when I'm there, and then it would have been more
fun and let them do more complicated puzzles. I would
like to see that, but I don't know if the
community wants that either, So I don't know if that's
part of it that they're too afraid.

Speaker 1 (01:08:54):
Yeah, I mean, well I think it's they're gonna be
experimenting for a while, having to see what the community
is interested in, because yeah, it's it's it's gonna be
all it's gonna be a lot of experimentation.

Speaker 2 (01:09:08):
Yeah. Yeah, now that I've finished, you know, I still
got to do the raid, experience, the power grind. Maybe
I'm not really getting pulled towards that. I was getting
a little more like, well, I'll explore Kepler a little
bit and try the portal list, but you know, it's funny,
not funny, but the vault is still falling all that.
I'm like, I don't want to just sit here and

(01:09:29):
delete a bunch of stuff.

Speaker 1 (01:09:30):
So I mean it is. It is. It is a
barrier of you know, you can never with destiny. It's
very hard to just say I'm just gonna hop on
and play a little bit, because you do always have
that issue of the vault. I can't imagine, you know,
playing Monster Hunter and I haven't played for like a
month or something, and I come back and I'm like, oh,
but I have to delete all of the stuff that
I have. I never have to deal with that. I

(01:09:52):
never have to think about it.

Speaker 2 (01:09:53):
Yeah, I'd be happy if they evolve Destiny to get
away from that. I don't know how they do. But
the point is, like I always have to tell everybody.
I'm like, guys, like I can spend the hour deleting
seventy five things, it is going to immediately fill up
and fill up my postmaster. I'm gonna have to investigate
all these items. So in a way, it's good to
keep the pressure on that I have to constantly keep
up with it, because otherwise it's just gonna fill up anyway.

(01:10:15):
It's just it's you got to take the garbage out
at some point. It's just how it works. Yeah, anyway,
we'll see how much more of that I play with
the actually an iron update brings, but I do want
to do the raid and maybe we'll have more to
report on that in the future.

Speaker 1 (01:10:27):
Yeah, I'll definitely want to know your thoughts on the raid.

Speaker 2 (01:10:30):
Yeah.

Speaker 1 (01:10:34):
I thought we could go through things that looked interesting
at games Calm or things that we were excited that
we saw a Games Calm. I we see if I
can I can actually show the chant the trailers while
pulling a milin.

Speaker 2 (01:10:52):
I'm gonna trying for our b roll expert mylind uh.

Speaker 1 (01:10:58):
The first one, of course is MONSTERDS. Was not expecting this,
was not expecting a Monster Hotter announcement. But yeah, they
are doing a collab again with Final Fantasy fourteen. They
did one before in Monster A World. We're getting, of course,
the chocobo Sacred had to happen.

Speaker 2 (01:11:18):
Oh I missed this, Yeah, there's so Yeah.

Speaker 1 (01:11:20):
So we're getting we're getting Kacto was getting, We're getting
the chocobo, We're getting a bunch of other stuff, but
we're a We are also getting a boss fight in world.
It was Behemoth in Wilds. It is Omega Planet Tests, Planet.

Speaker 2 (01:11:38):
Tests watching the stream right now.

Speaker 1 (01:11:41):
Yeah, it's it's a robot.

Speaker 2 (01:11:46):
This is from Final Fantasy fourteen years.

Speaker 1 (01:11:48):
This is from Final Fantasy fourteen yep. So they are
doing a collab again. They were saying that they really
enjoyed working together and they were we so we're like, oh,
we're definitely getting another collab because they were really enjoying
working together, but we didn't know what it was going
to be. And they are also doing a collab for
Monster Hunter in Final Fantasy fourteen. So in Final Fantasy fourteen,

(01:12:11):
you're gonna get the Sacred to Ride, you're going to
get the Palico as like a pet, and you're also
getting arc Veld as a fight.

Speaker 2 (01:12:18):
They did a bit of a trade. That's really cool.

Speaker 1 (01:12:21):
They really they seem to really enjoy working together.

Speaker 2 (01:12:24):
Oh yeah, I'm looking at the boss right now, and
that's that's a boss from Final Fantasy fourteen. Yep. I
wouldn't know, but of course it looks like a Final
Fantasy Robot Spider boss thing.

Speaker 1 (01:12:36):
Yeah, so we for title Update three, we should be
getting this collab and this collab monster, and then I
would assume maybe one other monster. I would hope to
but I would I would say probably probably one for sure,
So we'll see. But yeah, that that of course comes
along with weapons and armor as well as the fight.

(01:12:57):
So it's it's a whole thing.

Speaker 2 (01:12:58):
Nice. Did you say there was a date on that
or it's.

Speaker 1 (01:13:01):
Just at the end of September so we don't know
the date.

Speaker 2 (01:13:04):
Oh, but it's like it's.

Speaker 1 (01:13:06):
Coming in September, a very free month.

Speaker 2 (01:13:11):
Yep, right around sound Hill.

Speaker 1 (01:13:12):
F it sounds like yep, yep, probably around there.

Speaker 2 (01:13:17):
What else?

Speaker 1 (01:13:18):
The other thing was Cults of the Lamb is getting
an expansion. It's called Woolhaven. And this isn't this is
an actual like paid new expansion.

Speaker 2 (01:13:33):
Yes, big new expansion was like a free update for
what's already a great game. And their updates were already cool.

Speaker 1 (01:13:40):
Their updates were already cool. This is like, yeah, this,
I really like when we get something like this, Because one,
I would love to give you indie studio money. That
would be great. Sobody in those indie studios release stuff
for free all the time, and I get it because
they need more people to like buy the initial game
and play it. But like these games companies that have

(01:14:00):
millions of players and millions and billions of dollars do
not give you free stuff. But in the games are
always like here's this massive update that adds like double
the game and it's free, so yes, I'm also happy
to give them money. But they're adding like a new region,
they're adding new everything, new weapons, new bosses, new it's
just just it's a whole it's a new expansion to

(01:14:21):
the game.

Speaker 2 (01:14:22):
When I saw that trailer, and it won't surprise anybody
who's played the game, but hearing the music and stuff
again and whatever they're doing for well, I was like,
this audio team is the whole team, the art they're
so freaking talented. Yeah, so yeah, I was really excited
to see this one and definitely looking forward to this
one next year, I think, is what it is.

Speaker 1 (01:14:43):
So the same. Yeah, I feel the same as you
when I hear their music. Their music is so good.
It's really like some of the best music really, it's
it's really incredible. They definitely will be playing.

Speaker 2 (01:14:57):
Yeah, we had talked about it on the podcast way back,
but they had coll abbed with a bunch of like
metalcore posts, you know, yes, metal artists that I listened
to like Yeah, another and they're just so cool, like
all around. They seem to be getting everything right with
this one. So good for them. Yeah, that was a
major announcement. Yeah. I was trying to google, like who

(01:15:17):
was the composer? I don't know if it's accurate, Arianna Johnson.
We'll go with that for now, at.

Speaker 1 (01:15:25):
Least one of them, to at least someone who worked
on it.

Speaker 2 (01:15:29):
Yeah, okay, oh I got one to throw out.

Speaker 1 (01:15:32):
Oh yeah, give it to him.

Speaker 2 (01:15:34):
You probably could guess what it is, uh, legends getting
announced for Yes.

Speaker 1 (01:15:39):
Yeah, I like Ghosts of Yote is at games Calm,
Like anytime we hear that we're getting more information about
ghost of your team, Like, okay, I got to see
some you know, gameplay of a new weapon. I'm like,
I don't care anymore. I just want to play the game.
So I wasn't sure what they were going to show
at games Calm, but this was this is what I
would like to see. Yes, thank you.

Speaker 2 (01:15:59):
Yeah, so it was like a combo they you know,
showed some more story and you know, gameplay elements, getting
everybody hyped for I think the October release of Yote.
But then it fades out, you know, and does that
like change to the red which, if you remember, the
menu screen was read as well. I think, but that's
because it's a whole other like fantastical like Demonic World,

(01:16:20):
and like they're still sticking with that. But yeah, it
seems like all the same type of stuff that we
loved in Legends they're kind of doing again in some capacity.
I don't know if we'll get a raid or not,
but I'm super stoked about that.

Speaker 1 (01:16:33):
I'm really excited, like out of you know, speaking of
live service and not needing to play live service out
of it, all the games that have come out with something,
this is the game that I was like, I'd be
okay with this being a live service because the gameplay
was so fun. It was it was just it was
so well made. And then they brought out a Raid,
which was incredible.

Speaker 2 (01:16:55):
Yeah, everything they did on that again, it surprised you
and surprisingly that it didn't turn in the live service.
But you know, and I think you can relate to
this part too, where it's like I actually looked at
it and I was talking about Destiny. I was like,
I would nobody else would prefer this for the most part,
but I was like, that's what I want. I want
Destiny to be like a ghost of type of property.

(01:17:16):
I mean, granted they could probably maybe it's like every
two years you get a bigger Destiny release with a
major Legends update so to speak, and then like that
has a few update but then like there's some time
between because I'm like so hyped to play this, Yeah,
but I look back in other words, and I'm like,
I play Legends a ton at the time. It's true

(01:17:36):
that I would have played more and I wanted more,
but like I've been more than happy to like move on,
and now I'm just like ultra excited and hopefully that
time pays off into Polish as well, right, And so
it'll be interesting to see, like because to your point,
it was so good already, so I'm very curious to
see if it feels like, well, like we can only
do so much with so many researchers, or they're like, wow,

(01:17:58):
you like knock this out of the park.

Speaker 1 (01:18:00):
I think they're going to knock it out of the
park because I feel like the first Legends mode was
very much like a let's see what we can do
with assets that already kind of exist and make something
fun and like see how it goes. And now they
know that people really liked it and it did really well,
so I hope it gives them some confidence to really
go for it.

Speaker 2 (01:18:19):
Yeah, and I mean it's it's funny because I jokingly
say it's like one of Sony's best live service games.
I mean, obviously you have Hell Divers, which was actually right,
that's a deal. They don't own that studio. But when
you think about it, it's like, what is Sony's best
live service game. It is Hell Divers, which they don't own.
I'm like, it's Legends, but it's not really a Legends,
but it's a great model for it.

Speaker 1 (01:18:40):
It's very very good. Yeah, I was very excited about.

Speaker 2 (01:18:43):
That stoke, but that's twenty twenty six. It's get a
confused chat. Yeah. We get the Ghost Yota October, which
is perfect sometime because then I'll come back.

Speaker 1 (01:18:52):
To Yota when that is out, So it works really well.

Speaker 2 (01:18:55):
Yeah, and when they add all the other they did
that with Legends, I think two you get a bunch
of like what is this ornaments and skins and stuff. Yah, yah,
you get them from They put more in the main story,
but then they put them in Legend, so you had
reasons to kind of go back and play it.

Speaker 1 (01:19:10):
So Yep, it was good stuff. Yep for actual Gate
like actual like Opening Light, Opening Night Live, stuff. There
wasn't really a lot of like new things that I
didn't know about, so like Lords of the Fallen two,
I had a trailer, but I already knew that was
being shown there, so I wasn't like, oh, Lords of

(01:19:31):
Plus like Lord's fall I had a good time with,
but I wouldn't be like, oh my god, I hope
can't wait for another one, but I am. From that trailer,
we did see that they are keeping the umber world
stuff going, so I'm happy that they're keeping that because
that I thought was one of the coolest parts, was
going between the living world and the dead and right, Yeah,

(01:19:52):
I thought that was really cool and I thought that
was a good idea. So I know they've done a
lot of work to fix the game and make it
feel a lot better. So hopefully this one comes out
feeling really good. But we will see seeing more Onnie Musha.
I think I actually have ye on Musha. Like, I
am so excited for Onnie Musha. People are playing it

(01:20:12):
and saying it feels great. I'm gonna be able to
play it at packs, So if anyone's going to Packs West,
I'm going for a day. I think if anyone's going
to packs West. You can play on Musha, Residentevo nine
and Pragmata at the capcom booth. It's past on the

(01:20:33):
end of August.

Speaker 2 (01:20:36):
Yeah, it's next week.

Speaker 1 (01:20:39):
Yeah, yeah it is.

Speaker 2 (01:20:40):
Yeah, sorry, it is, like, yeah, there's too much going on.

Speaker 1 (01:20:42):
It's the thirtieth I think. I think I'm gonna be
on there on Saturday. So it's when all of the
games come out.

Speaker 2 (01:20:48):
Yeah yeah, I mean it's next week. Seems so far away,
and yet you'll realize in a couple of.

Speaker 1 (01:20:53):
Times, I'm just going I'm showing up, being like all right,
put me in front of the game, yes, and then
I'm going home a baste.

Speaker 2 (01:21:01):
Yeah. I saw a report on Nigien. I don't know
where it came from, but Igen's headline was one Musha
could be as sharp as Sakaro without the Soul's like difficulty,
sort of just saying that, uh, I don't know. I loved.

Speaker 1 (01:21:18):
People were saying that the like the combat. You have
a lot of defensive options, so you have stuff that's
like classic to Ani Musha, but you also have like
counter attacks where you hit at the same time as
the enemy. You have parry, so you have a lot
more defensive options, so you're weaving that in altogether as

(01:21:38):
you're as you're fighting.

Speaker 2 (01:21:41):
Yeah, I'm excited about that one. Did you hear so
much about Pragmata. I know that people have been more
hands on with that.

Speaker 1 (01:21:48):
Yeah, so people are the thing with Pragmata. I think
it's really hard to let people know how good the
game is. I haven't played it, so I might come
away saying the same thing. But everyone who's played it,
even people who were not excited about it, were really
enjoying it and finding it really unique and having it

(01:22:09):
all work together, and it feels really good. So I'm
going to.

Speaker 2 (01:22:13):
Keep hearing about it.

Speaker 1 (01:22:15):
That's what I keep in.

Speaker 2 (01:22:16):
It's an interesting new approach, which I think is good.
You know, we need to iterate and experiment more with that.
But yeah, like how does that hold up over a
whole experience. I don't know if we know yet.

Speaker 1 (01:22:26):
Yeah, we'll see. It's so you have like the mini
hacking game, and then you also have you walking in
a three D space, you know, like controlling the character.
So you're doing these two things kind of at the
same time. But it's really it's really interesting one. I'm
also really happy it's coming from Capcom because Capcom has
a lot of running games, right, but they haven't done

(01:22:47):
a new, brand new IP for a very long time.
So to see them doing a brand new IP when
they they probably would never have to do a new one.
They've got street Fighter, Resident Evil, like Mooster Hunter. They
have so much that makes the money, so it's crisis. Well,
we'll see if they do it. They might do a
remake of They probably will. That's a remakes probably, so

(01:23:09):
it's nice to see them.

Speaker 2 (01:23:11):
Yeah. Yeah, even just them doing a new IP is great.
But anybody doing a new IP at high polish. I'm
always a big fan of like just a break. I
think gamers' minds need to be reminded. It's like, play
something that's not just a sequel. But there's too many
good games and sequels. But in other words, I think
it helps us be like, oh Wake Expision thirty three, right, Yeah,
reminds you that just because it's a new title, keep

(01:23:33):
your ear to the ground. And so yeah, I'm hoping pregnant.
It turns out it's definitely on my radar, I hope,
so type game.

Speaker 1 (01:23:42):
I'll play it. I'll play it at packs and I'll
let you know how it feels.

Speaker 2 (01:23:47):
Yeah, I was excited. I can't remember you play Indiana
Jones and all or no no, I didn't no, Yeah,
but they announced the Order of the Giants DLC. I believe.
I'm excited about that one. Uh more, India is a
good thing. And again I was happy to see that
studio shift out a Wolfenstein and making like a pretty
awesome Indiana Jones game.

Speaker 1 (01:24:06):
So I heard nothing but good things about it from
people who played it. So yeah, I'm glad they're doing more.

Speaker 2 (01:24:13):
And it's coming to Nintendo Switch two. It is in
twenty twenty six. So see how that that game is
very graphically intensive. So I'll be curious to see how
that one turns out.

Speaker 1 (01:24:24):
We'll see how it turns out. I'm not sure for news.
I have a couple just got like four odd mentions
of this looks kind of cool, but I don't really
know how it's gonna turn out. Because this is kind
of what game's call was. It was like, here's updates
on things you know exist. There wasn't a whole lot
of like, oh my god, this person is making a

(01:24:45):
new whatever game. So the first one that I have
is called zero Parades or Paradays depending on how you
want to say it. But these are the people behind Oh,
my goodness, is it that Outer Nome.

Speaker 2 (01:25:04):
I'll look it up while you. Oh, disco Elysium, disco Elysium,
thank you.

Speaker 1 (01:25:08):
Yes, these are the people behind disco Elysium.

Speaker 2 (01:25:12):
Oh yeah, I did see this, yeah, which is like
pretty cool trailer.

Speaker 1 (01:25:15):
Pretty awesome story, world building stuff like. So this is
this is their their new game that's coming. So the
trailer looked really cool. I don't obviously know anything about it,
but just knowing what disco Elyssium was like, which was
such a such a cool game. Yeah, I'm definitely stoked

(01:25:37):
to see their new game. The whole vibe of it
is very cool for fake radicals. Is the tagline zero
for fake radical?

Speaker 2 (01:25:48):
Yeah, that trawer was cool. I remember at first I
was I was very into the visuals and then they
showed a little bit of the gameplay. I was like, oh,
it's this type of thing. Makes sense. It's the disco Elysium, folks.

Speaker 1 (01:25:58):
Yeah, it's the same kind of camera angle, uh that
they have going on. But it's a story rich espionage RPG.
We are a brilliant but tormented operant on a desperate assignment,
pick up the pieces of your broken network, untangle a
bloody web of intrigue at the end of history, improve
yourself on the big stage. So it's just just just

(01:26:19):
this studio. They just make really good stories, really good
stories of really good worlds to be in.

Speaker 2 (01:26:25):
Yeah. Yeah, and folks in chat just f wat. It
is still like this studio, I guess. But ye as
they rightly were pointing out, there was a lot of
like shakeups there over the last several years, so fy
on that. But yeah, still some of the folks, I guess.

Speaker 1 (01:26:40):
So some of the folks gotta still be there, gotta
be some. Yeah, but it is is the studio, yeah,
the all the one that I saw. So this is
a this is sort of studio, a studio jama Uh.
It's called La da Vina Comedia.

Speaker 2 (01:26:59):
Oh yeah, I mean, of course.

Speaker 1 (01:27:02):
And I was looking at it and I was like, oh,
the music's sorry. I was looking at it and I
was like, man, it looks this looks like a not tria.
And I was like, wait, but it doesn't look like
a notria, but it does look like a notre.

Speaker 2 (01:27:16):
I was like, yeah, I forgot.

Speaker 1 (01:27:18):
This is the studio behind an Otria. And they are
making a new game. Now you would look at this
and go, oh, it looks like it's a Soul's Like
it's actually not. They are not making another Soul's Like
I believe they're making a PvE extraction game. I would
double check after you guys watch the rest of the

(01:27:38):
was Italian Souls. Yes, it was the Italian Souls like game. Yeap,
which so the thing with a Notia, I actually really
love a not Tria. It's it's definitely like, this is
another small studio. This is not like a huge Triple
A studio. So it is a little bit janky, but

(01:27:59):
when you're playing saying it, it was one of the
few games that I've played and gone, wow, they get
the formula. Like you know when you play a game
that's kind of souls e but you're like, yeah, it's
not really though it's it's yeah, it's not really playing
a note trails Like, no, this they get it. This
is a this is a Soul's Like nice.

Speaker 2 (01:28:19):
Yeah, the description talks about it having procedural extraction dungeons extract. Yeah,
procedural extraction dungeons generation system. Yeah, so that's the word
extraction in the middle of all that, which is.

Speaker 1 (01:28:33):
Interesting, I think. So there's there were a lot of
these actually, so we've obviously had a lot of extraction
shooters and extraction multiplayer games. They're normally PvP, yeah, but
this time games come. Actually there was a lot of
extraction games that are PvE only because I think I've
heard that part that from a lot of people that

(01:28:56):
they're like, I think I could actually get really into
extraction games, but I don't really care about PvP. Yeah,
I've heard that along which Fire, Yeah.

Speaker 2 (01:29:04):
Which Fire is the one. It's so it is destiny
souls like ish but not with extraction missions. It's so cool.
So yeah, I wonder if they're doing something like that
maybe yeah, in the straight up which is funny, like
if I think, I know, I talk about which Fires
so much, I'm clearly obsessed. Yeah, if they were to
do something along those lines, like straight up more soulsy,

(01:29:25):
but in that constructive like so the thing in which Fire, right, Yeah,
you just have like a home based castle where you're
like crafting and upgrading and learning and doing all this
like kind of neat mysteries, and then you go in
these portals to these worlds and you have to like
fight for a while and extract out, you know, with
your currency that you've earned effectively to keep upgrading. And

(01:29:48):
they each have bosses and so yeah, I wonder what
they're doing here. Maybe it's something like that. It might
be something similar generated dungeons. That's interesting for sure.

Speaker 1 (01:29:57):
Yeah, I think it's probably gonna be like so the combat,
but obviously, like the game, the game genre is like
very different, and like the thing that is kind of
exciting for me is it's set in obviously like the
Dante's Inferno, Like it is Dante's Inferno, and you can
actually your choices, can your character combined to one of

(01:30:22):
the seven Deadly Sins, and that will change the way
that your character has abilities and story events in the
world around you. So that's like I'm excited about that.
I'm excited about that.

Speaker 2 (01:30:35):
That's cool.

Speaker 1 (01:30:36):
Yeah, I think it'll be cool. I look forward to it. Yeah,
the we'll stick on the same kind of topic because
this one I'm actually really excited about. But from the
trailer you would not guess what it is. This is
called Kai Done and this is a PvE extraction game.

(01:30:59):
FEU k A I d.

Speaker 2 (01:31:01):
A n oh.

Speaker 1 (01:31:03):
Okay, So looking at it. I don't think you, I don't.
They have to put something in the trailer it shows
the character like leaving with a bunch of lude or
something to show it's an extraction game. But this game
from the trailer, I was like, well, I like the setting.
It's got like kind of a steampunk samurai and like
a twisted Japanese world. It was like a sunning looks cool,
So I'll look into it. But so you can play

(01:31:25):
it co op with up to four players. You prepare
to go on these missions with you know whatever you
need to take out that specific mission. But you can
also have different playable characters that you go in as,
and you have to manage the roster. So you're gonna
have to manage their health, their madness meter, like a

(01:31:46):
couple other things like that. So I'm assuming you can't
just be like I am this guy Maine, I'm just
going in with this guy over and over and over again,
because the point is that you need to manage your
your roster a little bit. Yeah, so you can play
you can't play solo, you can also play co op.
It's a like cosmic card Japanese mix of stuff. And

(01:32:07):
I was looking at they actually have a lot of
concept art and other kind of art. I'll actually bring
up their Steam page because you can kind of see
what I mean. And the more that I was reading
about it, the more I was getting excited about it.

Speaker 2 (01:32:24):
Yeah, it's uh I think, Yeah, I mean visually it
looks nice too.

Speaker 1 (01:32:30):
Yeah.

Speaker 2 (01:32:31):
I saw it had some dismemberment in the trailer or
whatever they're too. I wonder if that's a system that
they have. There's definitely plenty of blood.

Speaker 1 (01:32:39):
Yeah, it's the more I learned about it, the more
I got excited about But it is an indie game,
so I have to like simmer down a little bit
and go, Okay, don't expect you know, the best thing ever.
But we've seen indie studios go crazy on things.

Speaker 2 (01:32:52):
Yeah. Yeah, I mean if I wonder if it Yeah,
it seems like it's very focused on these one on
one fights. Just watching it, right, Maybe it's just like
a lot of boss style fights with these this different
roster and progression.

Speaker 1 (01:33:05):
So these getting these games are getting closer to Monster
Hunter actually, Like yeah, with the you know, you're prepping
with your with your friends to go out on this
hunt to take down this boss, to get a thing
to bring back and like do something with it that
is kind of the quintessential Monster Hunter experience. So they're
kind of doing something. It's getting close if you if

(01:33:27):
because Mylon was talking to me about playing Arc Raiders
and he was like, think of it like Monster Hunter
because it it kind of is. If you think about it,
you're preparing like you would for a Monster Hunter hunt,
and then you're taking things back to your base and
you're you know, using it to upgrade yourself and your
weapons and whatever. He's like, think about it like that

(01:33:48):
and maybe you'll be more into it. And I'm like,
it's I can. I can see where he's coming from.
And then if you especially if you take the PvP
out and now you're making it like a third person
action PvE exclusive extraction game, I'm like, Okay, you're getting close.
You're getting kind of close.

Speaker 2 (01:34:06):
Yeah, I mean, if you're down for third person shooting,
it is uh, it is it is more of that.
I'm gonna try it, have to fight, yeah, Oh you're
gonna try it.

Speaker 1 (01:34:14):
Nice?

Speaker 2 (01:34:15):
Yeah, I mean that's what's interesting. There's so many Watts
style games, you know, action RPG, more forward souls like
et cetera that it's like, yeah, it's not like you
need to try our creators, but.

Speaker 1 (01:34:26):
I'm gonna give it a solid It would be.

Speaker 2 (01:34:28):
Interesting because what's the last shooter you played.

Speaker 1 (01:34:33):
Besides Mecca Break Mecha Break, I guess would be the closest.

Speaker 2 (01:34:37):
Yeah, and that's PvP only I only did.

Speaker 1 (01:34:41):
Yeah, the arena kind of.

Speaker 2 (01:34:42):
PvP modes nice. It would be fun though. Yeah, if
we all got together in our career. Yeah, I couldn't
play because he's having a baby.

Speaker 1 (01:34:49):
He's having a baby. We'll see what happens. He's having
a baby.

Speaker 2 (01:34:53):
He's like, oh, yeah, he's delusional.

Speaker 1 (01:34:56):
He might be holding the baby well playing He's gonna
be in the middle.

Speaker 2 (01:35:00):
He's gonna lose everything all the time. We'll be like
I was about to extract, but the baby started crying,
so I gotta go. I it's so funny because he's
so hyped forward in it. I know right to when
he's having a baby.

Speaker 1 (01:35:16):
You can't have these big life events happen when you
want to play video games my own.

Speaker 2 (01:35:20):
You know, you can't be having a life in babies.
What are you doing?

Speaker 1 (01:35:24):
Works the final game that I just want to I
just want to show you guys and talk about it.
It's so it's called p v KK, and the idea
is that you are a commander of like a world
ending missile launcher, but you're not doing any of the

(01:35:47):
You're not going in a tank and going out and
there shooting things. You are manning the dashboard. So you know,
you're sleeping and you're drinking tea and you're you're awesome.
You're upgrading your dashboard for your shooting machine. And I
was like, okay, I can get down on this. This
sounds is great.

Speaker 2 (01:36:08):
Wait is this the one on? Has this really a
weird German name? Or yes, yes, planet, yeah, vild goong
scan and then Commandant Ice butchered it. But yep, wow,
they actually have that in the title, And that's why
it's PBKK.

Speaker 1 (01:36:24):
That's why it's pb CAKE.

Speaker 2 (01:36:25):
It's because it's like five German words in one and
they just do this. Probably is what this is.

Speaker 1 (01:36:30):
Anyway, plant planet and vertadig goong scanner commentment. There you go, yep,
I'll bring up the steam page.

Speaker 2 (01:36:38):
Yeah it's clearly planet. Yeah, planeting anyway, Uh, this is wild.

Speaker 1 (01:36:45):
Yeah, its planetary defense cannon to fend off an inner
planet interplanetary invasion. From the comfort of your cozy bunker.
You're here to stay, so obey your superiors, press the
right buttons, and sip your daily tea ration.

Speaker 2 (01:37:00):
I love this.

Speaker 1 (01:37:01):
Actually, it's I'm so into it.

Speaker 2 (01:37:04):
I'm so The developer is Bippin' Bits.

Speaker 1 (01:37:09):
And it's being published by Kepler Keplar. They put out
some they put out some good games Keplar. Do they
know how to pick a good one?

Speaker 2 (01:37:19):
That's a good point. They're they're pretty particular. So anyway
it seems neat Yeah, good, good call on that one.
This reminds me I should mention the what was the
name of Did you see that trucker game that also
has like severe storms around it as a very frand game?
What was the what was it called? Chad? Help me out? Anyway,
I'm excited about that one too. Severe storms plus trucking. Yeah,

(01:37:42):
sign me up.

Speaker 1 (01:37:43):
So you need to have a day friend where you
stream just like a couple of those games, or you
need to think of it as like a community night
where it's like I'm playing something that you guys get
a kick out. But you can put like a hat on,
you can get a beverage, you can get a whole
thing going belove it.

Speaker 2 (01:38:01):
I agree, I need a yeah dabble community day kind
of thing. It's called road Kings. Road Kings, Yeah, check
that one out if you're into trucking games like me. Yeah.
Everyone knows that I loved snow Runner, and then uh,
you know, mud Runner was before that, which I didn't
really play, and then the new one is Roadcraft, and
they're all dope.

Speaker 1 (01:38:20):
Yeah, it's good to have those days where you're kind
of just chilling with the community, having a bit of
a laugh, and it's it's a good Morale's good.

Speaker 2 (01:38:28):
You're right. It's just you know that when that happens
that somebody comes in and says, have you tried Silk
Song yet? And I'm like, no, I really want to,
And it just reminds me what am I doing and
never gonna be That's why it's.

Speaker 1 (01:38:40):
Gonna be a one off. You know, You're not like
sitting there till the end of the game seventy hours later.
You're like, We're just gonna have a day where I'm
just going to drive a truck. Yeah, I'm just driving
a truck for ant.

Speaker 2 (01:38:50):
True at least one day. You know you're speaking some
sense here.

Speaker 1 (01:38:54):
Well, that's what I do with our drinking streams is
normally when we drink, we just play some random as.
We just count download some demos and try some stuff out. Yeah,
that's what we and people really like it. And I
also really like it.

Speaker 2 (01:39:10):
Right after I wrap up Shadow of the ar Tree,
before I crash out on that one, we need to get.

Speaker 1 (01:39:17):
You into the area with a.

Speaker 2 (01:39:20):
Yeah you can. I mean you can say the theme
of the area. That's fine. Spooky, it's spooky. It's spooky.
I think it's spooky. Wats was on my stream at
the end of last night, I think, And I was
really about to crash out like Mylin style, because I
came back after like a month and was super excited.
I do love Elton Ring and I just found myself
disparaging it that I was like, I'm so tired of

(01:39:43):
going to this like wall where I can't cross over,
you know, this huge part of the map I've just
been searching. I do have to beat Radon is where
I'm at, but yeah, I can't wait to see more.
I did start beating up those giant fire dudes. I
just took them all out before the stream tonight. I
finally realized as I could absolutely beat them, and I
took down like three of them and got some goodies,

(01:40:04):
but didn't progress anywhere else.

Speaker 1 (01:40:06):
But there's a boss in that large area that's one
of my favorites.

Speaker 2 (01:40:11):
So the spooky area I would love to there's all
get there.

Speaker 1 (01:40:16):
I'd love you to get there.

Speaker 2 (01:40:18):
Trying and is it we should move off it? But
I was like, I don't have to beat radon to
get to this area. No exactly. Oh it makes me
so mad. The DLC is pretty rough and convoluted from
the map perspective, but anyway, I do enjoy it overall.
I'm looking forward to making it a step forward. Yeah,

(01:40:41):
anything else, I don't think so.

Speaker 1 (01:40:44):
I've watched the gameplay for Resident Evil nine. Looks freaking terrifying,
and I'm very excited for the story, Like it's looking
really good. I think I'm more excited about this one
than I have been for recent ones. So yeah, looking
forward to that.

Speaker 2 (01:40:59):
I'm always excited about Resonable. Well, we may or may
not see you next week because past Yeah.

Speaker 1 (01:41:06):
Yeah, I may be having a dinner with the Capcom
team next Thursday, but they haven't confirmed a date that
they're doing it yet, so we will see but I
will be playing Capcom games at packs, so the week
after I'll be able to tell everyone about uh pragmata
Onie Musha and Resident Evil nine.

Speaker 2 (01:41:28):
Nice. Well hopefully yeah, well, hopefully we'll have an episode
next week. People have been busy in the summer, it seems.
But otherwise I think the plan is even if you're
not here, we'll have one next week.

Speaker 1 (01:41:39):
Think so, yeah, you got TV as well?

Speaker 2 (01:41:41):
Should be Goodah, we locked it down today. Flats we
did in the house. Come up with a better name.

Speaker 1 (01:41:46):
Flats we did. It was one hour forty five. That's
pretty good.

Speaker 2 (01:41:50):
Not too shabby, right. I didn't have anything else huge
on my mind to talk about other than what we have,
So unless you have anything.

Speaker 1 (01:41:58):
Else, I don't think so. I think we're good to go.

Speaker 2 (01:42:02):
Nice. No random questions from Brier. You didn't pass anything
last week? Was what was the answer. I only listened
to the beginning.

Speaker 1 (01:42:10):
Oh, I don't remember.

Speaker 2 (01:42:10):
Holes does a straw have?

Speaker 1 (01:42:12):
Oh? How many holes does the straw have? Yeah, and
then we came to the we ended it with, well,
then we all have one hole, and that's equality.

Speaker 2 (01:42:21):
What I don't understand.

Speaker 1 (01:42:23):
Because how many holes does of straw have? And then
they were like, well one, and then we're like, well,
how many holes does a human have? And we're like, oh,
well we all have one hole regardless of our gender,
so that is true equality. That's where we ended.

Speaker 2 (01:42:38):
I got to listen to more of that intro obviously,
so and if you guys missed it, that's another reason
to listen to episode four hundred and thirty five. By
the way, check came up with miss five thousand Frankies.

Speaker 1 (01:42:48):
I do like that. That's good.

Speaker 2 (01:42:50):
Yeah, not bad. Nice job external, that's good.

Speaker 1 (01:42:53):
I like that. That's good stuff. All right, everyone, thank
you so much for joining us us. We will see
you next week. Look after yourself and goodbahm.
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