Can Capcom's Incredible Streak Continue? | Button Mash

2026-04-17 10:00:00 • 1:31:11

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1:13

Hello and welcome into the ringerverse,

1:16

your nexus feed for all things fandom.

1:19

I am the very senior editor at the ringer

1:22

and button mash host.

1:24

I've got company today.

1:25

I am joined by a pair of podcast side kicks.

1:28

First, ringer deputy art lead, Craig Mata, James.

1:33

Hey, man.

1:35

That one was just right there for me.

1:36

I think I have to reach for that.

1:37

I thought you might go for that one.

1:38

Yeah.

1:39

It was pretty obvious.

1:40

Maybe it was the low hanging fruit,

1:42

but sometimes the low hanging fruit is pretty appetizing.

1:46

How many hours into Crimson Desert are you now?

1:49

What's the total count climb to?

1:50

Wow, right out the gate.

1:52

I think I'm at 165.

1:54

Oh, okay.

1:55

But I haven't touched it in five days

1:58

because of all the other games we've been playing.

2:00

I know.

2:01

I was expecting 200 for you at this point.

2:04

So I'm slightly disappointed.

2:05

Yeah, that's fair.

2:06

That's fair.

2:07

I'll do better.

2:08

We've been busy.

2:09

And so have the developers of Crimson Desert

2:11

just patching that thing daily, basically.

2:14

As we forecasted in our previous discussion,

2:17

they are updating this thing as if it's an MMO.

2:20

And a lot of the complaints that we touched on last time,

2:24

now Steve is producing this pod,

2:26

but he is unable to weigh in and speak.

2:29

And so we can just trash him here

2:31

and he won't be able to do anything without it.

2:32

But it turns out the critical response

2:35

was roughly right in the middle of what we predicted

2:39

and what Steve predicted.

2:40

But I think the popular opinion certainly was closer to our take.

2:45

And I think is only improving as the game gets better.

2:50

It's definitely getting better the game for sure.

2:52

But I think the things that certain people fundamentally don't

2:56

like about Crimson Desert are not really going to change.

3:00

It was never going to be a game for everyone.

3:02

But for us, Sykos, who just want to drop a billion hours

3:06

getting completely lost in a game world,

3:08

it is indeed getting better every patch.

3:11

Yeah, it was for us from the beginning.

3:12

We didn't need no stinkin patches.

3:14

That game was good right from the start.

3:17

We are also joined by a ringer contributor

3:19

and free answer extraordinaire powering through a sore throat.

3:23

Hopefully we will see Joshua Rivera.

3:26

Welcome back, Joshua.

3:27

Hello.

3:28

I have, you know,

3:30

inputted the sore throat solution hack pattern.

3:35

I have been solving mazes just to brew tea

3:39

and I'm ready to destroy some bots with you, gentlemen today.

3:43

Yeah, you can't patch out your hay fever.

3:47

Unfortunately, I guess is the problem.

3:50

Well, have you dabbled in the desert?

3:54

Oh, no, that's just one of those things where it's just sort of like,

3:57

you know, I can't do that, you know?

4:01

That's okay.

4:03

It's not really so.

4:04

I gave you Ken Dabbled.

4:05

You have to dive in.

4:07

Hull Hog, really.

4:08

We're getting Cheats, silent Cheats from Steve,

4:11

who is steaming that he cannot weigh in here.

4:14

How many times have you seen the Super Mario Brothers Galaxy movie

4:18

in theaters, Joshua?

4:19

Any?

4:20

Oh, zero times.

4:21

Wow.

4:22

Zero times.

4:23

Zero times.

4:24

Yeah, it was just like,

4:25

Are you even participating in gaming culture?

4:27

Come on.

4:28

I'm on, I'm, I have been voted off of gamer island for,

4:32

for the month.

4:34

And I'm hoping that like my pragmat of the paintings get me back in,

4:37

you know?

4:38

Good.

4:39

Good.

4:40

I'm just doing okay without you.

4:42

I don't think Nintendo is here.

4:44

Your box office dollars.

4:45

It's, it's about halfway to the total take of the previous Mario Galaxy movie

4:50

or not Galaxy, but Mario movie.

4:52

So it's doing just fine.

4:54

And I actually, I introduced my daughter, my four and a half year old daughter,

4:58

to the first Mario movie this past weekend.

5:00

Well, not the first one to be clear, not the 1993 one.

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I don't think she's old enough for that.

5:05

I'm not sure any of us are old enough for that.

5:08

But the 2023 one and she was a little apprehensive about the Bowser parts,

5:13

but she stuck with it and she enjoyed it.

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And now, of course, she wants a Mario themed birthday party.

5:19

So you win Nintendo.

5:21

Good work.

5:22

Doing good work.

5:23

Marketing accomplished.

5:24

Yeah.

5:25

To the, to the pages song went over.

5:26

You know, she wasn't that into the pitches song seemingly.

5:29

Sorry, Jack Black.

5:30

You got to even get a musical number in the sequel for whatever reason.

5:34

Even though that was the big breakout movie from the first one.

5:36

But she was already kind of inculcated into the cult of Mario,

5:41

because I've been playing Mario Kart with her and Mario tennis.

5:45

And so now we're going to different ways of marketing Mario to her.

5:49

And they're all working well.

5:51

So you've captured the next generation.

5:53

Well, it's been less than two months since the three of us got together on this

5:58

year show.

5:59

It seems like longer ago, because it was prior to Crimson Desert,

6:02

prior to the Mario Galaxy movie.

6:04

Can we even remember a time before those blockbusters?

6:07

But we got together on this year's show to talk about Resident Evil Requiem.

6:11

And we have reconvened the Capcom crew today,

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because Capcom has yet another new release, Prachmata.

6:18

But that's not all we have in store for you.

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In addition to discussing the new triple A-ish release from one of the oldest

6:25

most storied video game companies,

6:27

we're going to complete the triple play by talking about two high profile indie

6:31

debuts, mouse, PI for hire, and replaced all international studios from different

6:38

parts of the world, little international flavor on Butt Mesh this week.

6:42

And April is suddenly extremely busy.

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And not just because of Crimson Desert and Mario.

6:47

And we're not even getting to everything.

6:48

Apologies to people of note, the musical RPG and Tomadachi life living

6:54

the dream, the Nintendo social simulation.

6:56

We haven't even had time for that.

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We've had our hands full.

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So we're going to tell you what we've been playing and what we have thought.

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And for today, we'll put aside our cares.

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Not only are real world concerns, but are concerns about the bloodborne animated

7:12

adaptation without from soft involvement and are concerns about the skyrocketing

7:18

console prices and RAM shortages.

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Let's just talk about some good games or at least some games that have been widely

7:25

deemed to be good.

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So you will have to listen on to find out whether we agree.

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So we will play Mesh or Pass with each of these three and give you our ratings on the

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Mesh meter.

7:35

Let's talk first about Capcom's latest here.

7:39

So we've all had our minds on the moon.

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Thanks to Artemis II, congrats to NASA and the astronauts for a successful mission.

7:47

And you know what, congrats to Capcom for another successful mission too.

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Also, we've had our minds not just on the moon, but also on Rogue AI coming for us.

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And so this really is the perfect game for spring, 2026.

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Capcom has its finger on the pulse.

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All these games were released in the last few days.

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Pragmata developed and published, of course, by Capcom for all current gen platforms.

8:12

In the game, it's actually pronounced Pragmata, like Pragmatic.

8:16

Though I have a hard time not pronouncing it like Stigmata.

8:19

Are you, are you Pragmata people or Pragmata people?

8:25

Well, yeah, I changed the language to Japanese how to speak through.

8:30

Yeah, so I completely forgot and how they pronounce it in the game.

8:35

And because, yeah, I just preferred listening to those voices than the English ones.

8:40

Yes, I think that was probably a smart call.

8:42

And when I wish I had zoomed it was Pragmata.

8:44

But then in the game, they very clearly say Pragmata.

8:47

And I assume that New York, then fucking Lindbergh would be called to Pragmata.

8:54

I know you think, but with my Mario roots, Mario.

8:58

Yeah, and then there's the, oh, yeah, I mean, I didn't even think about Pragmata.

9:02

Pragmata, they're multiple A's here that could be pronounced multiple ways.

9:07

Anyway, and you say Pragmata, I say Pragmato, what's called the whole plot off.

9:11

Let's just talk about the game and avoid saying the name of it for a while.

9:15

So we start on the moon where we have sent an expedition to find out what has gone wrong.

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And suddenly everything goes wrong with the rescue mission to find out what went wrong.

9:27

So who's going to rescue the rescuers?

9:30

And we play as Hugh, the somewhat unlikely named Hugh.

9:35

And we are the sole survivor of this rescue mission.

9:38

And we quickly meet up with Diana, as she is nicknamed.

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She is a robot of sorts.

9:45

She is a highly advanced anthropomorphic robot who looks disturbingly like

9:51

my aforementioned daughter, which made this whole experience kind of creepy for me.

9:55

But you team up with Diana who rides on your back in kind of classic old school platformer style.

10:02

Very, very Donkey Kong, Bonanza, you know, just climb on back.

10:07

I have to get one of those platforms for my daughter.

10:09

Because when she rides on my, my shoulders, it really puts a click into neck.

10:14

So I have to get something that she could just stand on the back of my space suit.

10:19

It seems much more convenient.

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But bulky.

10:22

Anyway, this is intense combat puzzle solving in real time,

10:29

a little exploration though it is largely linear.

10:32

And this is a new IP, unlike the extremely old 30 year old IP that we were talking about

10:40

last time with Resident Evil.

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This is a new venture, sort of a sci-fi thriller.

10:45

What did you make of it, Nat?

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I absolutely love this game.

10:50

I felt like it was tremendously refreshing to have a new IP hit right out of the gate.

10:59

And it feels inescapably like a Capcom game.

11:05

It has, you know, unlockables, it has save rooms, it has all of the little touches that make

11:13

it feel like a Capcom game upgrades that you can unlock for your character.

11:18

Yeah, annoying little figurines that you have to shoot to collect them.

11:23

Yeah, it feels like a Capcom game, but the, but the gameplay is so unique.

11:30

The way that combat works where you are shooting and hacking at the same time,

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the hacking, if you complete a hack, will open up the enemies and then they will be susceptible

11:42

to way more damage. So this kind of mix of managing all at one time, the shooting, the hacking,

11:52

and your sort of spatial awareness of enemies, it is a really multitask heavy game.

12:00

If you're someone good at multitasking, you're going to love this.

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If you're someone who has a hard time listening to this podcast while doing anything else,

12:11

you might have a hard time with this one.

12:14

It's a brain bending experience and the way that they add new layers to it throughout,

12:22

just keeps it very fresh and satisfying throughout.

12:25

I thought that this was just a really excellent game with a good story

12:33

and decent enough characters in a compelling setting.

12:37

I think most people will, at the very least, enjoy this.

12:42

Joshua, did you enjoy it?

12:45

Yeah, I had a great time when I wasn't like listening to it.

12:51

Is that why you switched the language to Japanese so that you just would not understand the dialogue?

12:57

That's part of it. I was also tickled that your playing is a guy named Hugh.

13:02

Almost expected his last name to be Mann.

13:06

It's not a Kojima game, although it seems like one sometimes.

13:12

I think everything about the director's a former mechanical designer or something like that,

13:19

like our character designer. It's like a game may buy a gear head or a bunch of gear heads.

13:30

All that stuff looks cool. I just don't care for the story, but it's also not intrusive,

13:39

so it doesn't really bother me that much.

13:43

I love the central thing, or you're doing these hacking puzzles

13:49

in order to have permission to play a shooting game.

13:52

I like it.

13:55

I love it a lot. I kind of, you know how Metal Gear had the VR missions?

14:03

This game has a version of that, and there's a part of me that wish it was just that.

14:13

Yeah, it's funny because on our Dispatch Pods last year,

14:18

I expressed some frustration with just how many hacking minigames we have now,

14:23

and how every game has a hacking minigame.

14:26

And so you might think that I would be fed up with all the hacking that happens here,

14:30

because it's really not optional. I mean, I'm sure that some super-calented speed runner

14:36

or something will play this game and beat this game without hacking at all,

14:40

but it would be pretty darn hard, because once those shields are up, you know, you're really

14:46

like, you would be chipping away at the health bars here. It would be a big war of nutrition.

14:52

So you really have to do the hacking. It works for me, though, because it's not the sole focus.

14:57

It's not like the rest of the game stops, and then you do your little hacking minigame.

15:02

Everything is happening at once, as you said, Matt. And it's so frenetic, because you're jumping

15:08

around and you're trying to avoid attacks, and at the same time, you're hacking, and you're also

15:14

shooting, and it's just, it's so chaotic, but also in a good way. Like, you enter a flow state,

15:21

sort of, and there is, you can get an upgrade that does auto-hacking for you, and it's limited,

15:28

but I still sort of avoided that almost on principle, because it just felt like I should be doing

15:34

the hacking personally here. It would be kind of fun if there were a co-op mode in this game,

15:39

and one person were hacking, and one person were shooting, but it's single-player, and maybe it's

15:43

better that way, because that way you do feel almost overloaded, but not quite, just sort of overloaded.

15:50

So the hacking works for me because it's happening in tandem and in concert with everything else,

15:56

and it's not like super puzzly. Basically, you're just kind of pressing the face buttons on the

16:03

controller to correspond to directions, and you're just trying to go through various squares on this

16:09

grid to kind of unlock the enemy, open it up, and then there are also ways that you can upgrade

16:16

this, and you can get kind of modifiers, and you can get double damage, or you can confuse enemies,

16:22

and so there's a little more complexity to it, which is nice, but because it happens along with all

16:29

these other things, I think it's kind of like the sum is greater than, you know, the whole is

16:34

greater than the sum of the parts, really, if it were just the shooting or just the hacking,

16:38

if these were separated, I wouldn't be as into it, but because it's sort of a two-step,

16:43

it's just constantly frantic and fun, and it's not the sole focus. So I'm with you. Like,

16:49

the action here is top tier, and some of the boss fights are just incredible. I love the boss fights

16:56

of this game. Yeah, they definitely are, and the reason why the hacking system works so well with

17:05

the shooting is because they pace out the additions to it perfectly. They give you enough time

17:14

to digest, okay, at first, here's how the hacking works, and then they introduce a new kind of node

17:20

to you. Like, okay, if you go through this node, and then you get to the open section that'll open

17:26

the guy up, like this node that you pass through makes it so that the next time you hack this guy,

17:32

it'll do extra damage, and then a few hours later, you get another new node, and they really give

17:39

you time to process everything, and the same goes for the weapons. You will gradually be introduced

17:46

to new weapons, and the way that a new weapon might interact with a hack that you got a few hours

17:52

ago sort of brings new life into that, and maybe a new hack will do the same for the weapons,

17:58

there's this kind of interplay between the weapons and the hacking that is really satisfying,

18:05

and allows you to come up with your own way to tackle different enemies. Some of the enemies

18:14

are particularly susceptible to certain things. You can hack an enemy, and once you do enough damage

18:21

to it, all of a sudden it puts up these shields that stop you from hacking it anymore, and the only

18:27

way to take these shields down are to physically shoot those shields, and then you can hack again.

18:34

It just works so well, the way those systems all integrate.

18:40

Yeah, and there are a lot of systems, and maybe it would be a bit overwhelming for some people.

18:45

It almost reminded me of Hades II, which I thought worked well. Some people thought there was just

18:51

a bit too much going on, but I like it because there's always something to upgrade. There's always

18:55

some way to progress, and there's something to collect. There's sort of this central hub area,

19:01

because you're in this moon base that is mysteriously deserted, and there's been a moon quake,

19:06

and disaster has been falling, and there's a rogue AI. So you can retreat to this central safe

19:13

hub area, and from there you can go to the various hotspots as you're trying to contact Earth,

19:19

or escape, or rescue some other robot, or whatever. And each time you go back to that central hub area,

19:25

there's always something to do. And each of the levels has sort of sub-levels, so you can kind

19:32

of save and then go back to that central area, and whatever you've collected, you can upgrade your

19:38

own abilities. You can upgrade Diana's hacking abilities. You can equip different things. They're

19:45

all sorts of mods for all these different systems. And then there's like training simulator in the

19:51

central hub area where you can unlock other stuff. So you always feel like you're getting an

19:57

upgrade. You're always progressing and feeling more and more empowered. And then the game puts up

20:02

a different challenge, and there's great enemy variety, too. There are certain stock enemies that

20:07

you'll be fighting throughout the game, but it's always throwing new enemies at you. And yeah,

20:13

it just never gets old, and there's additional complexity added to the combat as you go.

20:19

Any other thoughts on the combat specifically Joshua?

20:23

I think that it's like much more expressive than it probably sounds, right? Because like part of

20:31

what you're doing, like he's known, Sam, Matt was talking about, is that you're sort of influencing

20:36

what these mazes do to the robots? So it's kind of like building your own playstyle, and a way

20:42

that feels like tickles your brain in a really fun way. And I think it's just like, again,

20:52

I'm talking to talk about it in a way that doesn't sound very dry. But I think they have done

20:59

something really cool and compelling. And not too frustrating, right? On the standard difficulty

21:12

right? Like they feel like the encounters are just right, right? Or it's just sort of like

21:17

just enough to get you like a little tense. And then like when there's a big fight, like you know,

21:24

and then you're able, like at least I was able to, you know, like pull it off. But I like,

21:30

not quite the skin of my teeth, but I feel like, you know, like, oh, I really could have,

21:34

you know, beefed that one, you know? So I don't know. To me, it felt like very

21:43

extremely well calibrated. And I'm not like, you know, pro gamer skills, no scope for 20

21:52

guy. But so like, I don't think I'm coming at this from like an extremely

22:03

abnormal place, you know? Yeah. Yeah. I had that same experience of it being perfectly

22:08

calibrated. No notable difficulty spikes. And some of the bosses, it inevitably, it seemed that

22:15

I would barely beat them. But before I failed so many times that I got frustrated. And so maybe

22:22

it would take me a few tries on occasion. But I would always get down to like some sliver of my

22:28

health bar. And also it's like there were a couple times where it was kind of a, you know, one hit

22:33

kill scenario whoever landed the next shot would win the fight. And so there was a great sense of

22:39

accomplishment without any accompanying frustration for me in some of these fights, which is part

22:44

of what made them so excellent. So yeah, I mean, on all those scores just perfection or close to

22:52

perfection. However, I did have some reservations about other aspects of the game as to do Joshua.

22:58

And it's quite linear, which is not necessarily a problem. And in fact, the exploration I thought

23:05

was sort of satisfying given the constraints of there are only so many places to go. But somehow

23:11

they did manage to hide some secrets and collectibles in ways where I felt some sense of accomplishment

23:17

when I found them. But the structure of the missions was very much toggle five switches to activate

23:26

this elevator to get to this other thing. And Rinson repeat basically almost everywhere you

23:33

went. It changes a little bit later in the game. But multiple long levels are very much of that

23:39

kind, you know, of that format where it's just like we have to flip this number of switches or

23:45

decode this number of things in order to open this door and go there. And sometimes the game even

23:50

acknowledges that, you know, like, because it doesn't make any sense, like, why would you have to

23:56

unlock all of these different things scattered all across the level to get through this locked door.

24:00

And at one point, he was like, you know, I'd love to talk to the brain that scattered all these

24:04

terminals around. And okay, but just acknowledging it doesn't actually change that that is still

24:10

the structure of the game. So as inventive and creative and perfectly polished as the combat felt,

24:19

I thought structurally it really didn't do much for me. And it felt just sort of, you know, not

24:26

pushing the envelope in any way. So I would have loved if the combat had been mirrored by

24:32

the innovation of other aspects of the game. And in terms of like the level design. And there's also

24:38

some monotony, I think, just because you're on this moon base. And they make an attempt to switch

24:45

things up. And sometimes you're out on the surface. And sometimes you're inside. And there's this

24:50

Luna filament that enables you to basically 3D print anything on the moon. And so there are some

24:58

biosphere here where, you know, there's like Earth like, there's like a New York level. And there's

25:05

a, you know, plants and trees and stuff. But ultimately it does just sort of feel like a moon base

25:10

most of the time. And it's kind of visually bland, I guess. So all of that, it felt a little bit

25:17

to me like when's the next fight. And maybe because the focus is on the fighting, that was okay.

25:23

But there was, I think, a disparity in just how engaging and engrossing those different aspects

25:30

of the game felt. Did you feel that at all, Matt? Not really. I mean, I think I was just so like

25:37

hit with the capcomness of this capcom game. This is a video game as video game, right? And

25:44

I just kind of instantly, especially coming off of Resident Evil Requiem so recently,

25:51

I kind of knew that this game would be unapologetically doing video game stuff.

25:59

So I didn't mind like the doors locked by five things that were spread out. Like, you know,

26:07

if it was all that, then sure, maybe that would get monotonous. I didn't think it was too

26:13

enveloped in that. And I also found that the moon base itself, I really liked looking at all of it.

26:22

And maybe this is partially because, you know, our imaginations were captured by the Artemis

26:27

journey while we were playing this game. But every bit of like being on the moon just felt really awe

26:37

inspiring. What timing for a capcom to release this game? I mean, just incredible. But those,

26:44

those, those like biomes that you're talking about that they can generate because they've used this

26:50

this idea of printing pretty much anything you want based on this moon or

26:56

that led to some really interesting things like the New York level that you talked about. Yeah,

27:02

it kind of looked like Times Square, but it looked like kind of a messed up. Like awkward looking

27:08

Times Square because as you find out in the lore of the game, they would kind of let

27:16

within the game, within the narrative of the game, the people on the moon would use AI to kind of

27:22

build out these biomes. So there's this really interesting thing of like of the AI

27:29

making New York and and it not being human feeling at all despite having very like human elements.

27:37

And the extra layer of thinking about Capcom, which is a studio that will not use generative AI

27:44

for their games, you know, the artists at Capcom, like making things to look like AI slop

27:50

without it actually using AI slop is this really fascinating layer that kind of captivated me

27:57

whenever I was in a new biome or whatever, I was I was very much paying attention to like

28:03

what they've done to to to make you feel like an AI has has run wild here. Yeah, yeah. And I think

28:12

the story itself, so it it reminds me a bit of death stranding. It's not as strange as stranding,

28:18

but just in the sort of unlikely dead aspect of it. And the nice thing about it is that there

28:26

aren't a whole lot of cutscenes. So as we alluded to earlier, it's not super intrusive,

28:33

but it does lead to these sort of, you know, Joel and Ellie kind of conversations that happen

28:39

as you're playing. And they're always sort of awkward and kind of shawarnded. It's like you'll have

28:45

this big battle against a bunch of giant robots and you'll blow them all up. And then suddenly

28:51

you will like pause to reminisce about life on earth or something. And I like the dynamic with

28:57

Diana being very curious about earth and human life and everything because she's she's very capable.

29:04

It's like a lone wolf and Cubs sort of thing, except that the cub is quite capable. And you would

29:11

be screwed if not for Diana helping him in I would. But the the heart felt chat moments because

29:17

he starts basically like the first cutscene. He's like, I hate to have kids or whatever, you know.

29:24

And then uh oh, he suddenly has a surrogate daughter here who is also a robot and kind of,

29:30

you know, despite her disturbing resemblance to my daughter also has like an uncanny valley thing

29:36

going on, I guess on purpose, right? But you do fight her in Deering at a certain point and you

29:42

can populate that hub area with like a swing set to Anna campfire and balloons and things for her

29:49

to play with so that she can be like a real human child. But it is a little, you know, just like the

29:56

the heartfelt moments are kind of shawarnded in it awkward times. But but the daddy daughter

30:03

relationship, I think was maybe even the stronger aspect of the story because everything else

30:09

where you're trying to piece together what happened on this base and why is it deserted.

30:14

It's one of the I think, dullar examples of the coming across hollow pads or holograms and

30:23

notepad sort of structure of storytelling, which works for me sometimes if the source material

30:29

and the lore is really compelling like with horizon games that that grabs me for instance. But here

30:35

pretty much every time you come across a memo or an email or you watch some holographic recorded

30:42

scene play out, it's just kind of kind of boring at least in my mind and and not really all that

30:50

revealing or interesting beyond the basic kind of, you know, corporations and machines run

30:55

a muck sort of standard story. So that didn't do much for me is what I'm saying. Joshua.

31:02

Yeah, I think every just about every plot beat is one you would expect, you know. I don't think

31:09

there's much going on to surprise you, which is kind of a little bit of a bummer because like

31:21

the implications of the space are wild. That like they found on the moon like basically a magic

31:32

resin that could pretty print anything and then something went wrong and like this whole colony

31:40

full of like scientists and whatnot like died or and like again the reasons for all that are

31:47

very predictable or very boring. But like there's all sorts of like interesting little like

31:52

asides like tensions that they're that they're that they're dealing with right like there was one

31:57

that like lingered in my head where they're talking about like testing this like printing up this

32:04

whole city section and they're like oh New York and and like no one's

32:12

Diana's asking you like oh have you been there how do you know it's New York and he was like oh

32:17

I have no idea you know like but like movies you know it's sort of like everywhere and then the

32:23

the scientists or that made it you find it like an email exchange which sort of like I guess we should

32:28

use New York as like a proof of concept but like they're not from New York either right like they're

32:33

like maybe next time we'll do something you know traditional from Japan and that feels like

32:38

something about like how these games are made right with like Capcom is like a Japanese company

32:45

and like having to make a game that still feels like the western you know even though it's not

32:52

yeah that's interesting because it felt like when Capcom went astray a decade ago and we should

32:58

talk about how it has found its way back to the light but maybe part of that was sort of

33:03

westernizing its games and and trying to adopt those mechanics instead of doing its own thing

33:10

and doing its own thing is clearly its strength and is paying off for it very well so yeah you don't

33:16

want sort of a simulacrum of of something you want something that is authentic and and this game

33:24

mostly does feel like that but I was mostly playing for the next fight in the next boss battle or

33:29

so then for the next lore drop sure but I thought that they they put in enough little details to

33:38

to flesh out the story in in interesting ways like you know you mentioned that at the top

33:46

there's a cutscene where he was like oh having kids like kind of and then the rights of the

33:51

game sort of about his father daughter-ish relationship with this robot but you know it's a nice

33:57

little detail that's dropped in pretty early on that like it turns out like he was adopted

34:03

and he still has views of family that that you know emanate from him being adopted and him being

34:12

able to call his mom and dad mom and dad despite being adopted and that is you know obviously

34:17

directly connected to the fact that he encounters this girl and is quick to essentially adopt her

34:24

and and it's a nice little detail to help explain why that bond might form so quickly

34:33

within him I think the character of you could have been a little bit more fleshed out we do get

34:39

some some tidbits here and there but he kind of remains a bit of a bit of a bighearted simple

34:47

and throughout most of this at times it kind of feels like Diana and Hugh have like an of

34:56

mice and men Lenny George relationship where they like trade off who's Lenny and who's George

35:02

depending on whether it's a sort of human condition or a computer condition that they're mulling over

35:10

I really liked that dynamic that they had and I think most importantly know the way that the

35:18

the corridors that need five keys to unlock didn't upset me in this video game S video game

35:24

the story not being like top tier video game story didn't bother me that much because I felt like

35:32

it didn't get in the way of of the main draw of this game yes but when I do agree that some of

35:41

those hologram conversations were a bit over long thankfully the notes that you would find and read

35:46

were fairly short unlike yes I just remember playing out of worlds two a few months back and being

35:52

checking like an email that was like five pages long for some random outpost that like

35:59

I was yeah it's not like that the rare case where I would say that email could have been a

36:04

conversation yeah exactly yeah yeah yeah I'm still reading some of those I think so

36:12

yeah it's almost like the hacking it's like yes I'm sort of sick of hacking mechanics and yet

36:18

because it's not the soul focus and it doesn't slow anything down it it becomes additive

36:22

and it's just something that you enjoy along the way so I think the whole game is just really well

36:28

put together and yeah there's some derivative aspects of the storytelling and it'll probably

36:33

remind you of a lot of games some of which we've mentioned or maybe a dead space sort of game

36:38

you know games from that era but it feels timely and topical thematically and it's just so

36:45

perfectly polished in the combat in the gameplay and this game was in development for six years or so

36:51

not that that's abnormal these days for a AAA-ish title but there was a lot of trial and error the

36:59

director said when it came to figuring out the puzzle hacking and combat and everything and it paid

37:04

off it just it worked out they nailed it so clearly this is not a pass this is a mash for us but

37:13

our respective ratings on the mash meter I think Matt you're probably the high man here so

37:20

where are you gonna go on the one to 10 scale on the one to 10 scale I think I gotta drop this at a

37:26

9 875 to 9 that's kind of where I'm at with it yeah just a just a joy not doesn't overstay it's

37:38

welcome sticks the landing and there's also a lot of great stuff to unlock after you finish the

37:47

the story that that can keep you going for even longer can we talk about that um because

37:54

spoilers I think we can talk yeah not like not like in a spoiler sense I just want to say they're

37:58

yeah you're right it's cool and it's like my favorite thing about the game it's a super capcom

38:04

ass thing where like okay what am I gonna get as soon as the credit's over I'm gonna get stuff

38:10

I'm gonna have like five pop-ups telling me all the cool stuff I just unlocked and that absolutely

38:14

happens yeah rocks dude like it's the it's the it's like they gave me the version of the games that I

38:20

wanted like it's like um you know how you play Super Mario 3D LAN you know the 3DS one and like

38:30

you're going through the thing and then like you know you play through the whole story and then

38:33

the actual sickle shit comes out yes it's it's it's good man like it's worth it just for that I think

38:40

yeah what's your score Joshua uh probably just because um I have uh I just like the 7 out of 10

38:48

me so I'm gonna give it an 8 yeah um yeah I'll go right between you guys I'll go 8.5 and maybe

38:56

that's fence sitting that is kind of the consensus that's where the metacritic average is but that is

39:02

how I feel it's just that the the combat stuff everything that's good about this game is so good

39:07

that it more than makes up for any of the drawbacks but there are some some drawbacks in my mind but

39:13

it is really impressive for an original IP and and I I guess I hope that this is the start of something

39:21

I mean if this were just a one-off experiment I'd be perfectly happy with that too but it seems

39:26

like there's franchise potential here when is there not franchise potential with some sort of

39:31

successful release so we'll see how successful it is financially but uh I got to think that we will

39:37

see more pragmatta at some point and that would be a bad thing yeah probably he's doing great in the

39:43

combine you know putting up good numbers yes yeah and and you know something to be aware of because

39:49

there was so much conversation around this with crimson desert and cliffs controls and how he felt

39:55

and part of that was just button mappings but also partly just how nimble or not he was there's

40:01

a little bit of that bulky lumbering happening here but it makes perfect sense because you're

40:06

in comfort you're wearing a big suit and you're carrying Diana on your back and you're on the moon

40:11

and everything so there is a little bit of lumbering around that you have to get used to you're not

40:16

kind of turning on a dime here but it it never felt like it was getting in the way of what I wanted

40:22

to do because you can also sprint easily and no you don't have to press the button repeatedly to

40:26

sprint as you originally did in crimson desert before that that was patched and and you know you can

40:32

also dash a lot so you're constantly dashing during fights so it didn't feel you know you're not

40:38

the most agile and you do have like jets that can help you do extended jumps but they're still

40:44

kind of a limited range to that so but it felt perfectly appropriate in how it controlled to me so

40:51

now to pro I also played on switch two did you get it run I played on ps5 it ran damn well

40:58

and like a friend's help and docked on in handheld there's like some stutter in a few places but

41:06

like nothing that will ruin the experience for you I don't think and it also I think is really

41:12

suited to the structure of the game where it's just like it's really generous with checkpoints and

41:16

giving you spots the plots and and save and stuff so like if you are remotely interested I recommend

41:22

it switch to good to know great to hear and and we do just have to say a word here about capcom because

41:28

street fighter six incest storyline aside capcom is just killing it and this is not new but it's

41:36

you know we kind of forecasted that this would be the year of capcom just because of how many

41:40

releases there are and that's not always a good thing sometimes that's a product of development that

41:48

went on too long and you don't actually want games to be going head to head against each other

41:55

and that sort of happened I guess with with Bethesda last year a little bit you know you mentioned

42:02

outer worlds and then there was grounded and there was a vowed and and that was not the plan to

42:08

publish all of those games in quick succession capcom though just has such an assembly line going here

42:15

and goes right from Resident Evil Requiem to Monster Hunter Stories 3 which was also extremely

42:21

well received and and now this game pragmata comes out and there's still onimusha coming

42:28

later this year so it's really pretty impressive onimusha way of the sword so they're doing it all

42:35

they're kind of firing on all cylinders and it's incredible to look back a decade or so to the

42:40

capcom era where everyone was bemoaning you know they were getting away from their successful formula

42:47

and a lot of series were in a little low and you know you had Resident Evil 5 and 6 and this was

42:55

sort of a low point creatively for the franchise and getting all action gaming and you had devil

43:00

may cry for and DMC devil may cry and it just felt like capcom had kind of lost its way and man

43:08

has it ever found its way since then and it's not just like non-stop flagship game bangers but it's

43:16

like you know a constant stream of remakes and remasters and re-releases most of which are handled

43:23

and received pretty well and then somehow they find time to create pragmata and it's the first

43:28

original IP and something like eight years when it was announced back in 2020 for capcom and then

43:34

also dredging up and revitalizing these long dormant franchises like onimusha or like mega man

43:41

next year right I mean it's just capcom's putting on a clinic clinic right now it's great to see

43:48

I'd like living in a world where capcom and canami are putting out good games and I never thought

43:53

that we would be back to this but it's great to be here yeah yeah I don't know if there's like a

44:00

replicable formula like what can other studios learn from this I guess it's just good yeah right

44:08

you know and like dragon's dogma too is a capcom game and it's just like so many different

44:14

genres and then they have financial hits like monster hunter wilds even if that didn't have

44:19

the staying power that people wanted it's just like you know they almost can do no wrong and then

44:25

there's some experiments there's something like exo primal for instance and you know not everything

44:31

hits but everything feels creative and like they're trying something new and when they're making

44:38

new games and old franchises even those still feel new I mean we talked a lot about how requeam

44:44

kind of felt like a greatest hits of the franchise and sort of intertwining different strands of

44:49

the series and maybe there wasn't anything really brand new to the franchise in that game but it

44:55

just perfected all the different kinds of resident evil games and so that was almost new in a sense

45:03

and then to work in something like progmana it's just it's really really impressive and obviously

45:09

it helps to be able to draw on the back catalog that capcom has going back decades and just tons of

45:16

fan loyalty to all these series so so not everyone can follow that formula I guess that's the

45:22

that's the sticking point it's like not everyone has the archive that capcom can draw on and yet

45:28

easier said than done as capcom itself showed in the mid 2000s early 2000s or you know late 2000s

45:36

early to mid 2010s that you can easily go wrong and you can kind of forget what people like or you can

45:42

just double down on things so much that it feels formulaic and you know street fighter five I guess

45:48

fell into that too at least on its original release and then street fighter six incest aside kind

45:53

of corrects course so it's really lot of both I guess and you know game development has gone

46:00

better in Japan than in the US in terms of like layoffs and and everything but capcom specifically

46:07

is just sort of the standard bear for how do you service these existing series that people love

46:14

and also find ways to do something new and break the mold a little bit so keep it up capcom well done

46:22

no and I think it's cool that like you have I think you also have because these companies are more

46:28

stable and the ones out here you know but like you have you know like Marvel comics from like Roy

46:35

Thomas and Jerry Connallay and all those guys started showing up were like the the people who grew

46:40

up on the older stuff are now you know sort of like taking it in their own direction while also like

46:46

yeah you know paying homage to the stuff that they loved so it's kind of like this new generation

46:53

talent that is still aware of what the older guys did because the older guys is still around you know

46:59

yeah yeah it's a real revitalization and we've talked about that with Nintendo too where you have

47:04

this generational model and there's kind of a mentorship and each person comes to each franchise

47:10

and brings something new to it while the OGs are often still there looking over their shoulders and

47:15

able to weigh in and assist okay so from Japan let us move to Poland and to something else that's

47:24

completely new and by the way Pragmata I would say it's maybe 15-ish hours 15 to 20 dozen to 20

47:31

depending on your playstyle and how much of a completeist you are and these next two games that

47:36

we're going to talk about also maybe a dozen hours or so the first one we won't talk as long

47:42

about each of these as we did about Pragmata but mouse PI for hire which is developed by Fumi Games

47:49

published by playside studios for all current gen platforms much like Pragmata which is also

47:56

available for all platforms Pragmata Pragmata maybe and mouse will also be coming to less

48:04

gen platforms at some point so this stood out from the vast swath of indie games out there in part

48:13

because of its look and because of its genre it's a first-person shooter it's a hard boiled detective

48:19

game with black and white rubber hose style art and animation it's interesting because when I sat

48:26

down to play this and my wife was watching it like the the touchstone for a lot of people now is

48:31

not going to be 1920s 1930s animation but Cuphead she was like oh is this by the Cuphead people?

48:38

no but it's a homage to the same era of animation which we've seen I guess in some other games like

48:45

Bendy or Epic Mickey or whatever but it's mostly associated with Cuphead at this point

48:51

although this is even bolder in a sense because it's black and white just really dedicated to the

48:56

black and white aesthetic and I guess partly this came to attention because of that look and synthesis

49:03

of genres also partly because Troy Baker is in this game Troy Baker voices the titular eponymous

49:12

mouse PI and he has a whole lot of lines so you will be hearing a lot of Troy Baker

49:20

Joel Miller Indiana Jones himself is now playing a mouse and clearly he felt very strongly

49:26

about this the whole cast just kind of wanted to be involved with this game I doubt it was the same

49:30

sort of payday that Troy Baker is accustomed to but this was sort of a passion project and

49:36

what did you guys make of this mat you're take on mouse PI for hire?

49:41

I think it very much is what it appears to be yeah if you are looking at this game and you think

49:49

you might be into it you're probably right and if you're looking at it and you don't know

49:54

you're you should probably stay away it's a fairly straightforward boomer shooter there is like a

50:04

sort of a hub area that you return to and an overworld map where you can drive your car to all the

50:09

different levels so it's not quite just like a linear like next level next level next level next

50:16

level there is a little bit more dynamism to it than that but as far as the gameplay goes it's just a

50:24

pretty straightforward shooter the level design is fairly linear there's a few interlocking sort of

50:32

short cutty kind of things the boss fights tend to be good there's some that are okay some that

50:40

are a little above average I think that this is just exactly what it appears to be with some fantastic

50:52

artwork and voice acting on top of it there's a great feel to this world I think that if they make

51:03

a sequel of this there are definitely some more interesting avenues to explore I think that the

51:13

mister the detective element of this is something I was really looking forward to and I think that

51:19

it's a little bit it's a little bit shallow on the detective elements yes than what I was hoping for

51:26

but I still appreciate that that that feel of that noir detective sort of thrown in there it's an

51:35

enjoyable game if it's what you're in the mood to play that's kind of my take on it yeah it's an

51:41

interesting match up mash up I just I like this era in this style and I like first person shooters

51:47

and so immediately I was grabbed by the premise and and yeah it pretty much does what it says on

51:54

the tin Joshua what did you think oh I did I was not in print it did nothing for me okay and like I

52:01

love that uh you know again I love that animation style I love the uh yeah um the pastiche that

52:06

there that there that they're that they're doing um I don't want to you know slight the the animation

52:12

work that goes on there and there's a lot of like character to it like the way that you're melee

52:15

works you put up your dukes and like you throw these wild haymakers and that's really cool yeah um one

52:20

thing that bothered me the only thing that bothered me about the animation is that the environments

52:25

and the characters and the weapons and everything didn't always seem well integrated to me it was like

52:31

the environments weren't as cartoony as the animated parts so you know the characters and the enemies

52:38

and the weapons are kind of bouncing around and then the environments are just kind of drab black

52:44

and white repetitive sort of and there was me bananas yeah there was a disconnect there like the

52:51

the world didn't seem like it was working from the same template I guess so that bothered me I

52:58

wanted everything to be as cartoony as the moving parts were yeah that would certainly be very

53:03

impressive if they were able to pull that off yeah tall order I get but still yeah what were

53:09

your other knocks on it I mean that was basically you know like it where it just sort of like like

53:14

you were saying I agree with you both that was hoping for more detective stuff then boomer-shooter

53:19

stuff there's like some fun flourishes I only played like an hour or two so maybe there's more of

53:25

this but like I love the little flourishes like you you break a lock with your tail and you have

53:32

to guide your tail through the tumblers and stuff and I think that's really fun and funny yep

53:37

but it it doesn't seem it seems more interested in being a shooter which is like fine I guess

53:47

but it's like you know you go through all this work making this texture and it's just sort of like

53:51

I kind of want to sink into it a little bit more than that you know yes yeah I had some of the

53:55

same concerns and I don't think it changes a whole lot you know if you played an hour or two I think

54:01

you you kind of get what it is and there's just much more of it and you know you get more weapons

54:07

and everything but but the basic structure of it is pretty apparent early on and I also was

54:14

disappointed by the detective aspect which is pretty undercooked I mean there's not much actual

54:20

investigating that goes on here not that I'm expecting some sort of like root trees or dead

54:25

obrden style depth to this but you know there's really not much to it other than you kind of question

54:33

characters sometimes but it's just your standard sort of dialogue options and then you get back to

54:39

your PI office and there's a board where you can put clues together and everything almost in like

54:47

an Alan wake two way but you're not actually putting the clues together you're just pressing a button

54:52

and then the mouse puts the clues up on the board and pieces them together and then you get the next

54:58

mission basically so yeah it's just kind of reminding you of the story you might have read

55:02

all you were shooting things yeah there's no actual detecting going on really aside from the fact

55:07

that you can pick up some clues in the missions and you can poke around and find secrets although

55:13

sometimes the text would come up and say like secret discovered and I'd be like that was a secret

55:17

it was like right there but that other times I wouldn't get credit for a secret what I did

55:24

like explore some back alley and thought I had found a secret anyway I do think like the shooting

55:32

is nothing special you know it's just sort of a standard doom style structure but like

55:38

not as viscerally satisfying as doom or many other shooters it's there's no real

55:45

pop to the guns like there's no real feedback to that I was playing on ps5 there's just no real like

55:53

haptic kick to the guns or anything like there was animation and there were sounds but

55:58

and when you would fire at the enemies sometimes in kind of entertaining fashion it got quite bloody

56:06

and graphic and you're just like decapitating these other mice and stuff but like I don't know the

56:12

weapons just didn't seem to pack the punch that they visually did so the actual like feel of the

56:18

shooting the feel that you get from you know a bungee game or something not that I'm expecting

56:24

this to be up to bungee shooting standards but that kind of kinetic aspect to it was largely lacking

56:30

I thought yeah I agree with that I should say I'm about eight hours in and I do think that there

56:37

is a little bit more depth than appears in the first couple hours because they don't actually let

56:42

you upgrade your weapons until you can do that what I would consider to be a little bit too far

56:50

into the experience so once you can upgrade your weapons they they gain some secondary abilities

56:56

that adds a little bit more more depth to it but especially like in a in a in a period of time

57:02

where I'm coming off of playing pragm pragmada and and and and just dealing with all of like the

57:09

different weapons in that game and all the different enemy types and the the ways that the

57:15

different weapons would interact with the different enemy types and how you'd have to strategically

57:20

you know approach enemies differently I it was especially highlighted for me in this game that

57:28

the enemy variety is not that extravagant I would say and even when there are different enemies

57:39

you know you kind of just go like what's my favorite gun right now yeah and then use that

57:45

until you have to use your second favorite gun and as you mentioned none of them

57:50

particularly like feel super great yeah but again melting mice with the acid gun

57:57

yes by far the what's it called the D the D varnershire I think D varnershire yes that's

58:04

that's the one that's the elite weapon yeah that's the BFG of this game as far as I'm concerned yeah

58:10

definitely a lot of doom parallels strangely enough but again I think like if you're in the mood

58:17

for that kind of shooter like it's a it's a cool take on that I think it's just I think most of the

58:25

criticisms of this game are are that it didn't end up being what we wanted it to be and but what it

58:34

is is fairly good enough for what it actually is yeah it's it's repetitive I think but it's

58:42

clearly made with a lot of love I would say it's also extremely easy on the default difficulty

58:49

and even I usually will play a default just because you know if I'm playing for the podcast I kind of

58:53

want to play it as it was intended to be played by most people but also because I'm not some super

58:58

gamer or something default is usually fine for me here I did actually have to bump it up to the

59:04

higher difficulty level because there was no challenge whatsoever on the default difficulty it's

59:09

like their save points every few rooms and there's just copious ammo everywhere and if you do get stuck

59:17

which you won't very often but you can press down on the D pad and it'll just have animated footsteps

59:22

that show you where to go so there's not much challenge here even on the harder difficulty and

59:29

it's also kind of overwritten in a way like I mean I get the noir stuff that they're going for

59:37

and I'm very much in the market for that but so many cheese puns like every single line is a

59:43

cheese or a mouse pun and you know the charm of that war off after a while but then also

59:49

it's silly on the surface and it has kind of this throwback almost Sly Cooper-esque vibe to it

59:56

which is a high compliment coming for me the world's biggest Sly Cooper-Fin RIP Sly come back to us

1:00:02

someday but also it has this sort of serious societal commentary aspect where you have like the mice

1:00:10

and the shrews and you have like police brutality going on kind of and like there's immigration

1:00:17

you know allegory going on here and everything and I'm all for games trying to do that but it felt

1:00:24

a little out of place to me just like kind of discordant in this game with like constant mice

1:00:31

and cheese jokes and everything is cartoony and then there's also this like no we're saying

1:00:36

something serious aspect to the game I don't know maybe that would work for some people and maybe

1:00:41

like getting that in under the guise of oh this is just silly and no actually it has a real

1:00:46

message to it maybe that would actually help but for me it felt a little like I don't know trying

1:00:53

to do a bit too much or do categorically categorically diametrically opposed things at the same time

1:01:01

I'm looking forward to see how that plays out yeah you might need to keep keep playing I'm gonna see

1:01:05

keep playing now yeah it might be a little of grim fendango at least in you know the

1:01:14

the the setting and and the the voice acting quality but I do think that the you know the writing

1:01:21

is not quite as sharp I think the voice acting is taking it to a level that exceeds the the writing

1:01:30

so far yeah for me we'll see yeah yeah and there is an in-game card game and you guys know I'm not a big

1:01:37

fan of those typically but I like this one because I was gonna I was looking forward to talking to you

1:01:42

about this is a baseball card game what is there is you there's like a turn-based baseball card game

1:01:48

and because it's a card game I don't care for it that much but I do enjoy collecting the cards

1:01:53

because the game it said in 1934 but there's like a lot of throwback stuff in it even further back

1:01:59

and so there's a lot of old timey baseball players like you could tell that they're kind of

1:02:03

modeled on specific players from earlier errors of baseball so that was really resonating for me

1:02:08

so I liked collecting the comics and the cards but not so much playing and reading them I guess

1:02:13

was the issue but mostly I think my takeaway from this which you know I found it fairly enjoyable but

1:02:19

also felt like okay I kind of get it after the first few levels and I did play on but I didn't

1:02:27

really feel driven too but I think my main takeaway is that I miss single-player first-person shooters

1:02:33

you know like they're I know I didn't rare breed these days I mean they're not extinct obviously

1:02:39

we talked about doom the dark ages just last year and machine games is working on wolf and

1:02:44

stine three but it's like the first-person shooter that is also a single-player game it's almost

1:02:50

the domain of indies now like there was a sort of psychedelic strange indie FPS that came out

1:02:57

last year called tamashika just because if you are a bigger studio and publisher and you're making

1:03:03

a first-person shooter then it's going to be live service and it's going to be online and it's

1:03:08

going to be an extraction shooter it's going to be battle royale or whatever it is and very rarely

1:03:13

now do we get like a full fledged single-player campaign even if it's a battlefield or a call of

1:03:20

duty if you even have a campaign now it's kind of often an afterthought and you know I used to

1:03:26

enjoy playing the single-player campaigns in college duty games and they were kind of whatever six

1:03:32

hours or something but it was just non-stopped like playing a Hollywood action movie or something

1:03:37

it was kind of fun even though his single-player campaigns have been either done away with or just

1:03:43

really haven't had a whole lot of love lavished on them of late so this made me wish for and

1:03:50

you know it reminded me of of slight coup d'etre but also like no one lives forever and it's

1:03:55

sequel that kind of it's a shooter but also it's sort of silly and a send up and pasties and so I

1:04:02

wish that the single-player shooter could make a comeback and maybe it will I don't know how many

1:04:07

of like live service games need to bomb in order to bring back the single-player first-person shooter

1:04:13

and I don't wish them ill but I do wish that they were room for more games in this genre.

1:04:19

After spending time with marathon I you know which which again I found elements of it that I really

1:04:25

loved but but ultimately it takes a lot for me to get into an online shooter it's just not

1:04:32

my vibe but the first thing I did after I kind of finished my marathon experience for now at least

1:04:38

was I installed Titanfall 2 because I remember I have not played through Titanfall 2 like yeah

1:04:44

man you're right yeah yeah I am so hungry for campaigns and shooters that call of duty from a

1:04:53

couple years ago had a really excellent campaign and then the most recent one apparently is just

1:04:59

straight trash I miss it bring them bring them back me too yeah maybe that's us being boomers with

1:05:07

our love for boomers shooters but I don't know but yeah no this is this is what we want I hope that

1:05:13

there's still space for that so it sounds like this is this is a mash for Matt and maybe a pass for

1:05:21

Joshua and I guess I'm gonna go mash but not as not as wholeheartedly as a professional mash yes

1:05:31

what scores are we gonna give this one Matt where are you gonna go well again I'm I

1:05:37

it's not a definitive score because I'm again only eight hours into I don't like really giving scores

1:05:43

before they're done but if I had to score it right now I would I would probably be like 7.25 I think

1:05:52

with like a little note that that could be much higher or much lower and yeah if you're kind of

1:06:00

already I have a style in which one of the two mouse people you are yeah yeah yeah I was gonna say 7.5

1:06:07

it's just I wanted to like it even more than I did I I applaud the effort and the look and also

1:06:13

the genre and the synthesis of different styles but it didn't fully deliver for me if there is a

1:06:20

mouse two then maybe that will be the game that we wanted and hoped but but it's it's fun you know

1:06:26

and I think it's it's worth checking out if you like this blend of things and Joshua I guess if

1:06:32

you want to give a provisional score just based on your your hour or two with the game obviously

1:06:36

it won't be high or we would have played on yeah I'm just going to open my mouth and let the cartoon

1:06:43

cats and chickens streak and all that stuff yeah um and let the few let the listener yeah determine

1:06:50

what that means yeah in addition to putting up your dukes I like that you can kick people that's

1:06:55

it's kind of a fun melee attack okay and our our final game to discuss today this time we are going

1:07:01

through a studio that was initially based in Belarus I believe though it's subsequently moved

1:07:06

to Cyprus due to war etc but this is a game called Replace developed by a sad cat studios published

1:07:15

by Cotesink and Thunderful for Windows and Xbox series I played it on Xbox not to be confused with

1:07:22

reanimal and indeed that we played in disgust in February which has very similar like logo and box

1:07:29

but this one is called Replace and this was in the works for I think eight years and it has been

1:07:37

highly anticipated for some time also largely because of its look because it's got this sort of 2.5D

1:07:45

pixel art ish cyberpunk style it's a mashup of platformer and kind of brawler you know hand-to-hand

1:07:56

combat with a little shooting and combat but also sort of this cinematic storytelling about a

1:08:04

post-apocalyptic setting and there is a wall that the corporation is keeping everyone else out and

1:08:11

there are storylines about organ donation and donation is maybe a generous way to put it because

1:08:17

it's not entirely voluntary and it wouldn't be 2026 without an AI aspect too so you are playing

1:08:25

essentially as the corporation super computer AI reach that got implanted in a body and is sort of

1:08:35

wondering the world now outside of the wall where the corporation is headquartered and you're

1:08:41

you know have nubbing with all these rejects and outcasts and trying to scheme your way back into

1:08:48

the wall via various platforming and combat and somewhat ponderous storytelling so

1:08:57

Matt what did you think of Replace? I am about halfway through Replace I believe

1:09:05

and I have a lot in the pros column and a good amount in the cons column when thinking about this game

1:09:14

I think that I absolutely love the world that this is in I love this story of corporate overreach

1:09:26

I love this like alternate reality setting I think that the characters are pretty memorable

1:09:37

the game looks absolutely incredible it sounds good I have been looking forward to this for a while I

1:09:46

think where struggles is especially in the platforming I think that my biggest criticism of this game

1:09:57

is that the platforming sections are fairly frustrating I think that maybe the art director one of

1:10:07

few too many arguments about you know not being able to they just don't really telegraph the areas

1:10:19

that are where you're supposed to jump or climb onto very easily this is because there is some yellow

1:10:27

paint sometimes even the yellow point paint doesn't really stand out so it's hard to tell what is

1:10:32

background and what is interactive it really is and and some of that is also is also because the

1:10:39

camera stays fairly zoomed out for most of the time yes yes so you might think oh I can play

1:10:44

this on my steam deck or whatever you shouldn't you should play this on as big as screen as you have

1:10:51

for that specific reason alone and also just the the mechanics of the platforming at sometimes

1:10:58

are frustrating in the sense that like if you're holding on to a wall and you're trying to jump to

1:11:05

something to your right there is a difference between holding straight up right and jumping and

1:11:12

holding sort of a diagonal up right and jumping there's a difference between those two jumps but

1:11:17

there's no visual difference while you're on the wall of of that being conveyed so you wouldn't

1:11:24

know that there's a difference between the diagonal up jump and just the right jump the little

1:11:29

things like that are are kind of frustrating it's got combat that I enjoy I think people are going

1:11:39

the main criticism I think people are going to have and correct me if I'm wrong here but I think

1:11:43

you guys are going to be like god damn this game is fucking slow yeah and add a run button just

1:11:52

let me go 25% faster by holding your gun and I'll feel like liberated yeah so is that how y'all feel?

1:12:04

yep so I have an affection for games like flashback I was going to bring that up I immediately

1:12:12

like I reminded a flashback yeah and the the way those games moved like slow but like fluidly so

1:12:22

like when I'm reminded of that I feel like fondness for it or sort of like a game recognize game

1:12:30

kind of thing yeah but at the same time I haven't played as much as you so I might get real annoyed

1:12:37

my halfway through you might yeah that was that was my issue among my issues with this game it's just

1:12:45

it sounds so unsophisticated of me but basically I didn't have fun playing this game

1:12:53

at some point I do want to have fun however high-minded and however much I appreciate the themes

1:12:59

and the storytelling and all of that and you know it's I guess sort of standard cyberpunk stuff but

1:13:06

like more western or eastern european than kind of the asian vibe that maybe you tend to get from

1:13:14

blade runner or something like that but you know the whole like the corporation is keeping us

1:13:19

down man and you know there's almost like it's not a fallout-esque setting exact exactly but there's

1:13:24

kind of a fallout-esque aspect to the you know corporations meddling with everything so

1:13:32

you know it was sort of like they put all those elements in place and told an original story but

1:13:38

all kind of familiar touchstones but that's basically it is that I just felt frustrated more than

1:13:45

I was having fun throughout all of this like it's it's there aren't there aren't many cutscenes

1:13:51

exactly but there are moments where you can't skip the text and it's so slow it's so slow I

1:13:59

not trying to brag about how fast a reader I am here but like no there's definitely like it feels

1:14:05

like you're you're playing like an old like a PlayStation 1 RPG without like just like the pacing

1:14:13

of the text that goes by it's just like 30% too slow the entire time without being in advance it

1:14:20

you can skip some text but some exchanges you can and there are a lot of them and and also a lot

1:14:26

of that is front loaded so the first hour or so of the game like essentially the intro tutorial

1:14:33

there's just a lot of that that gets bogged down and they're pacing problems so yeah it's like

1:14:38

long the text is unspooling slowly and then there are long pauses between each line of text and I'm

1:14:44

just like come on please just dispense the next bit of dialogue here and then yeah the running speed

1:14:51

is super slow too I mean you're not really running it's a like jog yeah and and then the platforming

1:14:59

doesn't work so much for me either so there are you know it's like all the influences for this game

1:15:05

I mean I know that the developer have cited things like inside and like uncharted and

1:15:11

Prince of Persia and then you know Batman Arkham style combat and you can kind of see the DNA

1:15:18

there but it does not feel as good as any of those things it's just it's very you know still

1:15:25

did and you'll just fall over and over in ways that you're not anticipating that don't really feel

1:15:30

like this was a skill issue this was my fault this was more like I don't know where exactly I'm

1:15:35

supposed to jump to or there's just like almost a lag like a delay input kind of and just they're

1:15:42

jumping over a box while running is like you have to do it like again this is like a 30% thing

1:15:49

which is a like 30% too early yeah I just like just stumble over it checking my settings like

1:15:55

is there some kind of input lag happening here and then it was particularly annoying in platforming

1:16:01

if there's like you know jets of steam or something that come out of a grate and then you have to

1:16:06

like anticipate when that will happen because you have to press the button so far before

1:16:12

Warren slash reached actually jumps that it just never fuels intuitive you know and that that

1:16:20

that smoke will kind of fade out yeah and and it's not always you know you you you figure like okay

1:16:27

that's gone now right and it's like now there's a tiny bit left in that animation cycle for

1:16:32

this team so you're dead yes yes yeah that really bugged me and so I don't know it just it sounds

1:16:40

more withering that I would want but it's like pixel art isn't a personality or I like you just

1:16:46

needs a little more not that there's no personality if anything there's maybe too much personality in

1:16:51

this game I mean it's it's distinctive it's got a distinctive design and clearly like there's a

1:16:57

story that they're trying to tell and there are a lot of you know notes and text that you're

1:17:01

picking up and scrolling through on your little old-fashioned phone thingy it's not super long it's

1:17:08

somewhere between outer worlds and pragmatto I guess in terms of length but that's how you learn a

1:17:13

lot of the lore here so yeah some of the characters are interesting the world is kind of interesting but

1:17:20

it's it's really maybe the opposite of pragmatto where it's just like it did not feel good or fun

1:17:26

to or polish to play at all and I know that there have been issues with stability and bugs which I

1:17:32

wasn't so much encountering on series x but I know that on series s at least when it launched they

1:17:38

were like some game-breaking bugs and missing cutscenes and stuff and even the the PR company that

1:17:44

sent us the codes they were like don't play it yet please so like just we're coming in hot here

1:17:49

like wait for the patch so that the game will work basically which is always a bit disconcerting

1:17:54

after eight years of development that it's two days before the game is coming out so yeah

1:17:59

clearly cutting it close here but you know assuming that stuff is all patched and there have already

1:18:05

been patched it patches and improvements I just don't know that the core gameplay is enough of a

1:18:11

draw for me and and it's fairly linear there's a little bit of exploration but then the exploration

1:18:19

takes you to more deliberate interminable dialogue and I just that kind of dissuaded me from wanting

1:18:25

to explore that much so it takes so long to explore is the issue when you get to that kind of hub city

1:18:34

you're like you want to go around and go everywhere and see if there's anything any mission side

1:18:42

missions you can pick up because those side missions will unlock some pretty important upgrades for

1:18:46

you but just the thought of like getting from one end of that hub city to the other is kind of

1:18:53

laborious and I will say I we've been very negative on this for the most part so far but I do

1:19:01

really love this setting and story and I think you know in that interminable dialogue that you

1:19:10

mentioned Ben I think that there are a lot of really nice little side stories of characters

1:19:19

and and experiences within this world to discover and I think that it's it's a really interesting

1:19:30

kind of idea to have an AI placed in a human's body who is kind of forced to walk through and come

1:19:39

to terms with the effects that the world has seen based on the human that the AI now inhabits

1:19:51

that's really fascinating and you know pragmatta has that kind of interaction between Diana and

1:19:59

Hugh you have that human and AI interaction and one of the most interesting thing to me about

1:20:06

replaces that you have that human and AI interaction like simultaneously in one in one character

1:20:12

um and their flashback scenes where you play as Warren who designed the AI so yeah it's it's

1:20:20

interesting I'm higher on it than Ben obviously I I think that if you don't mind the slowest

1:20:27

or sunshine and rainbows today Matt you're usually I'm usually like let's face it I'm usually

1:20:31

higher on everything than most people but if you don't mind a slower pace game and you think you

1:20:37

might be into this world then I think it is really there's a chance it's excellent for you

1:20:44

like your Joshua you brought a flashback like that game like changed that was an important game

1:20:50

for me as a kid when I found flashback and there's there's a lot of that sci-fi

1:20:59

feel to it and and and there's some like LucasArts adventure game feel to it too like the

1:21:06

inspirations like if you were that kind of person growing up then I think you're still going to

1:21:12

vibe with this heavy despite the flaws of it what were you going to say Joshua oh I was just

1:21:18

going to say how pixel art is not a personality might be the meanest thing I've heard Ben

1:21:25

is quite a put down but it just

1:21:30

uh but no no I I kind of like I had the exact opposite reaction I did with mouse PI

1:21:38

where um I was like um you know I only played like a couple hours but I was like

1:21:45

this is working for me but it might frustrate me you know where it was just sort of like like you

1:21:51

were talking about where like they they they put a lot of care into this art direction I wonder if I'm

1:21:56

reading um a script and translation because it's a little um um unclear to me um but uh not necessarily

1:22:07

in that thoughtless you know um and uh it's like one of those things where it's just sort of like I

1:22:14

don't know I think people um game developers are actually quite good at like creating a cyberpunk

1:22:20

setting and making it feel like vivid and and lived in and like to the point where you actually

1:22:26

really have to commit to the game to learn if they did anything interesting with it um and uh it's

1:22:33

like one of those things where I like I am supremely on the fence as to whether or not I will like

1:22:38

you know wrestle with this game because uh to uh to get there and like figure that out for myself

1:22:44

um it is uh as you all know an extremely busy year um this might this has a high chance of falling

1:22:51

by the wayside if I think for most people um but uh you know I wonder you know as a part of me I

1:22:57

think you know maybe that's a mistake maybe they're doing something interesting I almost wish that

1:23:01

this did fully lean into that slower aspect of things and just really embraced being a point

1:23:08

and click style you know old school adventure game as opposed to trying to have it all and tell

1:23:15

that kind of story and also have platforming and combat that just never feels fluid for me the

1:23:19

combat's okay you know it's it's kind of uh their visual indicators on the screen when you're

1:23:25

supposed to dodge when you're supposed to block and you get a gun that's kind of almost a one hit

1:23:32

kill but you have to power it up and and there's additional depth and complexity to it but it's

1:23:37

it's fairly simple it's simple on the surface it's just kind of you know seeing stimuli and

1:23:43

reacting to them I guess that describes most games but there's there's not that much complexity to it

1:23:48

and as uh you know kind of something to break up the other sequences it's okay but I I do almost

1:23:57

I think I'd probably enjoy watching a playthrough of this sort of sped up more than I enjoyed

1:24:02

actually playing it or or almost wish it were just a visual novel or something instead of a game

1:24:09

because those other more gamey aspects just weren't working for me unfortunately so Ben did you

1:24:15

play the drifter last year? No I did not the drifter is is kind of what you're describing you want

1:24:22

this to be it's it is like a throwback adventure game that is slower paced and it's like a point and

1:24:30

click kind of thing that has been adapted really well actually for like a controller uh and it is

1:24:39

sci-fi and it is pixel art and it it it sounds like what you want this to be and it's a great story

1:24:46

with with voice acting which I think made a big difference in that game and which I think could have

1:24:51

made a big difference in this game yeah I think that that text being interminable is probably because

1:24:58

it's text right yeah where were I bigger in this game yeah he has plenty of time he's not busy with

1:25:07

tons of projects or you know I don't mind some other voice actor yes or other others out there but

1:25:13

yeah I don't mind slow it's just when it feels uh like the slowness is getting in the way of my

1:25:19

enjoyment of the more platformy aspects of things then that's where it does it work so much for me so

1:25:26

unfortunately I must pass on replace I wish that I could mash but uh yeah no this is probably

1:25:35

more in the 6 6.5 range for me and I think a lot of people will like it a lot so it might be for you

1:25:43

unfortunately I couldn't get past the frustrations and I haven't finished it I've seen a whole lot of it

1:25:50

I don't know that I will finish it because there's just so much to play but I'd like to at least

1:25:55

consume the rest of the story in some fashion and maybe that will be enough to to keep you going

1:26:00

but yeah it's a crowded month it's a crowded landscape just quite didn't quite do it for me but I

1:26:06

I want to like it and I like what they were going for they just didn't quite get there as far as

1:26:11

I'm concerned and Matt clearly you're a mash where are you gonna go with a mash and everything yeah

1:26:18

it is right right now and again not finished with it uh this is a particularly

1:26:25

hard one to score before you finish with it because so much of of what this is is writing on the

1:26:31

story being told you know but right now halfway through it um it's it's kind of like a a 7.5

1:26:40

for me that I'm loving like something in the 8 range that's kind of where I'm at how about you Joshua

1:26:48

uh provisional mash uh twist though uh 10th score it basically the same as bands like

1:26:57

yeah um I'm like uh I'm like a a bullish 6.5 he's a bearish 6.5 yeah yeah

1:27:04

yeah go ahead set full go ahead set up deep all right well we've done it I've enjoyed this

1:27:10

you know we do a lot of episodes where we talk about adaptations or news we do a little bit of

1:27:14

everything here but mash but I kind of enjoy the ones where we just dig into the games themselves

1:27:20

and uh you know they never stop coming which is good and also bad sometimes but this really ran

1:27:27

the gamut of what video games offer a lot of different genres different platforms different ways

1:27:33

to game so I appreciate having all of these experiences some of which I enjoyed more than others

1:27:39

but nonetheless they were all worthwhile in a way as was talking to you too and uh thanks Matt and

1:27:45

thanks Joshua for soldering through of course thanks for having me all right it's kind of

1:27:51

extra horse there yeah until the last last line then you kind of broke it right at the finish line

1:28:00

well thank you for bearing through that yeah yes and we have much more on tap we will be back later

1:28:06

this month or perhaps the first of may with sorrows we have uh codes for sorrows and so we will

1:28:12

dive into that now that we have gotten this little pile of games behind us and we'll also be talking

1:28:19

I believe about invincible versus everyone has been asking for invincible coverage on the ring

1:28:24

of verse that's what you meant right the fighting game no uh we will also have coverage of the show

1:28:30

on ring of verse recommends followed in short order by coverage of invincible versus

1:28:34

and that will be followed by an equally busy may we have a mortal combat movie to talk about we

1:28:40

have forza herites and six we have lego batman legacy of the dark night we've got 007 first light

1:28:47

so the games keep coming the podcast keep coming to we hope your emails will keep coming to ring of

1:28:52

verse gaming at gmail.com thank you to steve almond for silently stewing and producing in the background

1:29:00

steve liked pragmatta by the way he's not a hater he really liked pragmatta and uh this was just

1:29:05

the one time when he wasn't able to talk because he was producing multiple podcasts at the same time

1:29:10

but he wanted you all to know it's go has no notes on pragmatta big fan thank you also to our

1:29:16

rank of palo for his senior podcast management and you will be back to mash more soon