'Marvel's Wolverine' and 'Star Wars Zero Company' Hands-On Previews | Button Mash

2026-08-13 15:00:00 • 1:33:55

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Hello and welcome into the Ringerverse, your Nexus feed for all things fandom.

1:16

I am Ben Lemberg, senior editor for the Ringer and button mashers supreme.

1:20

Join not as always, but as often by Ringer deputy art lead Matt Adamantium James.

1:27

Well, we're on our circle rage.

1:30

Yeah, it's like I'm talking to Liam McIntyre right now, not actually,

1:34

but you will be later on this episode because it's a preview pod or a previews pod.

1:41

Multiple previews.

1:43

We split up to cover more ground we divided and conquered.

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And we bring you what we played and what we learned about two upcoming games, Marvel's Wolverine,

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which will be in your hands if you have a PS5, whether or not you have Adamantium claws in those hands

1:59

on September 15th.

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And Star Wars Zero Company, which is coming even sooner, August 27th for PC, PS5 and Xbox Series.

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They're making a Marvel Star Wars crossover comic.

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So why not a Marvel Star Wars crossover episode of button mash?

2:16

We don't do a ton of previewing on button mash because usually we have our hands full with

2:22

reviewing. I mean, who can keep up? Who can catch up long enough to look ahead?

2:27

Maybe you can. Matt somehow.

2:29

Okay, actually, there are windows.

2:30

Yeah, not often.

2:31

Usually we're just trying to keep our heads above water here.

2:35

We're just trying not to drown in the day loose of big video games.

2:40

But it's kind of the the calm before the storm a little bit.

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I mean, relative calm.

2:46

It's never exactly calm in the video game world.

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But comparatively speaking, because we are about to enter the gauntlet of late August to GTA,

2:59

which will just be big name game after big name game.

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And so before we get there, we'll take a breather and we will look ahead

3:06

at a couple of upcoming games that people are excited about.

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That's another reason why we're doing this previews pod.

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Because we are excited for these games.

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B, we think that a lot of our listeners will be as well.

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And plus, we're not usually in the business of providing PR for people.

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So unless we're getting a really substantial experience with the game where we think that

3:28

we could actually relay something of interest to people, pass on our knowledge, then it's not worth it

3:34

to us, even if it's worth it to the company that might be asking us to preview something.

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But in this case, all the boxes are checked.

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And I'm excited to talk about these two games.

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Because you got a lot of hands on time with Marvel's Wolverine last month.

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Tell us a little bit about the preview of NTW attended.

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I did. I got invited to the studios of Insomniac games,

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where I got hands on with Wolverine for a few hours.

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Got to talk to some interesting people from the team who you'll hear from later.

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And I got a little studio tour on top of that.

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Some young games. I've heard of that studio.

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Where have I heard that?

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Near the IKEA in Burbank.

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Yeah, that's how I know them.

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Yeah, we know in Somniac well from just churning out huge hits.

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And these days more often than not, Marvel hits.

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So this is the company that brought you Marvel Spider-Man, Marvel Spider-Man 2,

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Marvel Spider-Man, Miles Morales, really branching out, going far afield here

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to a different Marvel's character, Wolverine.

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So in a storied history before the Marvel games entered there.

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Yes. And there is a part of me that laments the loss of non-Marvel Insomniac games,

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even though they've all been great.

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So I can't get that upset about it.

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But I do kind of want, you know, give me my ratchet and click.

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I mean, I know that they will at some point.

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And we know that because they got hacked.

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And part of their roadmap was released, which will come up later on this episode.

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We don't approve of hacking people to be clear.

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But it's nice to know that at least it's not Marvel forever.

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It's a lot of Marvel, though.

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And you know what? Marvel's kind of cooking right now,

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which is not something that we've been able to say with any confidence for some time.

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But sort of exciting times.

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I mean, Spider-Man, the movie is making all the money.

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X-Men 97, season two wrapping up this week, Marvel token fighting souls,

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which we just recently discussed in the high 80s in Metacritic.

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They have patched it.

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So the PC version is actually functional now, seemingly.

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And people are liking the game that they're now able to play.

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And Marvel wants to keep the good times rolling,

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leading into Avengers Doomsday, with another blockbuster,

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potentially Marvel's Wolverine.

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So you're going to tell us about what you saw, what you experienced.

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And you're going to bring us a couple of conversations,

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because you spoke to Liam McIntyre himself.

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He will be playing Wolverine in this game.

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And you also talked to two long-time insomniacs, insomniac games, veterans,

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Grant Hollis, art director, and Brian Weiser, senior animation director.

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So talk a bit.

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That's right.

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We will hear from each of those parties.

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We will discuss briefly what we heard.

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And then I will tell you a little bit about Star Wars Zero Company.

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Sound good?

6:32

Sounds great.

6:33

OK.

6:33

Well, how does Marvel's Wolverine sound?

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Or at least, how did it look?

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How did it feel to you?

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Because you were not totally in the tank for this game, right?

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I mean, your hype level was what?

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Moderate, not moderate.

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The charts?

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Yeah, you were looking forward to this game.

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To high.

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Somewhere between moderate and high.

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I mean, I'm a big fan of insomniac games.

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I've been a big fan of Wolverine my whole life.

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Loved those Spider-Man games.

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And I think it's always been kind of a dream.

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The idea of a really competent Wolverine game that really feels like Wolverine.

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There have been a couple near hits in the Wolverine video game sphere in the past.

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But obviously, the excitement around this game was pretty big for in the moment.

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It was announced.

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So I showed up at the studio.

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And they had a lot of their office decked out to receive some of us journalists.

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They had transformed it into several different, there were several different rooms

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that we could, that we were saddened to play the game.

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And each of them was kind of decorated to match the locales in the video game, which is

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very nice.

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But more importantly, we got to sit down and play the game with headphones on on some

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nice TVs, totally uninterrupted.

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How much blood was there at the venue?

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There was a lot.

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And it's not just because I'm a clumsy person.

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There was no blood.

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But there were snacks and there was coffee.

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So it's better than blood.

8:27

It's misleading maybe.

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I mean, if they really wanted to simulate the experience by having the settings from

8:32

the game, then probably you should have suffered some grievous wounds while you were playing.

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But that probably would have led to a lower opinion of the game.

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And that would have been counterproductive.

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Perhaps.

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Yeah.

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But, yeah, the gameplay that I got to experience was sort of two sections of the game early on,

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the beginning of the game as it's kind of teaching you how it's played.

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And then after that, it jumped forward a bit to a later part of the game, not too late,

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but later enough that there were some more skills unlocked and got to see different elements

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of the game.

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They kind of highlighted a calmer narrative section at one point and then more action with

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more of the skills unlocked.

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So I can talk about the start of my experience.

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It's good that they did start you off somewhere near the beginning because sometimes at a preview

9:40

event, they just sort of drop you into somewhere mid game and you just have no idea what you're

9:46

doing and what is happening in the story.

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Just imagine if you skip the tutorial, you haven't actually explored the skill tree, you

9:54

have not learned along with this character, you feel completely out of your depth and

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sometimes that can be disorienting.

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So, in dealing with that, that was not the case this time.

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Just from the jump, I just want to mention at the top, one of my biggest concerns for Wolverine

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the game is sort of not fair, but it is a comparison to the Spider-Man games which are so

10:22

beloved.

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And I think one of the best things about those Spider-Man games is that sense of freedom

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you have with Spider-Man to kind of navigate around the city and sling webs and just kind

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of feel the wind in your hair, so to speak, as you navigate the city.

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And I think one of my biggest concerns was knowing that Wolverine was not going to be

10:47

a big open world game because that wouldn't really make all that much sense.

10:53

I was a little bit concerned that sense of freedom from the Spider-Man games wouldn't

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be here and that the game would feel lesser for that.

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The structure of this Wolverine game is a bit on rails.

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It is progressing you through one level and then the next.

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There are some very large open zones for you to feel free to roam in and there are

11:25

some tighter sections.

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That itself is very different from those Spider-Man games for sure.

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But I will say that the other thing about the Spider-Man games that I love so much

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is the feel of them, how it feels like you're Spider-Man.

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From the controls to the sound to the visuals, it all combines and really gives you that

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feel of Spider-Man.

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And I think that from what I played, this Wolverine game succeeds in the same way of making

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you feel like Wolverine.

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We started off at the beginning and they're teaching you the controls and everything while

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starting.

12:12

I'm not going to spoil the plot for anyone.

12:14

I don't want to do that.

12:16

Yes.

12:17

But what I will say about either of these games plot-wise, what I will say is that you're

12:22

kind of learning what's going on with Wolverine as he's kind of reconnecting with some familiar

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characters and why they're working together.

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And throughout that process, they're showing you how the combat works.

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The combat is at first very simple.

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And then as you progress in the game and you get new skills, it becomes much more complex.

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And all of that, though, that feel is there.

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That kind of savage claw ripping feel is absolutely there and feels great.

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And so we got to play a bunch of the beginning, I'd say, the first hour, hour and a half.

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You learn those controls.

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You learn how to do this like berserker moves when he fills up a certain meter enough.

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Because absolutely insane as you would hope happens and it does and it feels awesome.

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And it got to do a boss fight around that section, I believe.

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And yeah, it feels great.

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And more importantly, the presentation and the voice acting are fantastic.

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Just really, really great.

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Yeah.

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The Insomniac production value is a must.

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That is pretty unsurprising, but nonetheless, they are towards the top of the game and

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that.

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And this is obviously no change there.

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It feels like a AAA game.

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It feels incredibly like a AAA game.

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Yeah, this is the most type of AAA game.

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This is in the dictionary next to AAA game.

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I mean, other than, I don't know, GTA 6 or something.

14:12

This is the definitive AAA type game.

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And speaking on that, one thing that I want to highlight is that we were playing on

14:20

dev kits that are essentially PS5 pros.

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As I'm sure you're very familiar with the PS5 pro experience, I think, as a long time PS5

14:29

pro owner.

14:30

Yeah.

14:31

So I will just lead with the caveat of like, I did not play this on a base PS5, but I

14:38

was pretty stunned at the visuals in this game, the hair, the everything, the lighting,

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just very impressive.

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Did it give you PS5 pro envy?

14:49

Are you going to come to the derogatory?

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Yes.

14:52

Honestly, no.

14:53

I have not regretted it for a single moment until I got to this game preview to be honest

14:59

with you.

15:00

Well, for all you know, it could look amazing on the base PS5.

15:04

I hope it does.

15:05

Yeah.

15:07

Yeah, I'm sure it will.

15:08

Really good.

15:09

Yeah, just judging by past games, but, but that's good because that was kind of my concern

15:14

the lack of freedom in open world.

15:16

And that can be good.

15:17

It's obviously.

15:18

It's still, yeah, it's still a bit of a concern for me.

15:21

Mm-hmm.

15:22

Like I said, there are open zones, but I think that what this game might lack in that, in

15:27

that freedom, it is, it is trying to make up for in its story.

15:32

And I think one of the criticisms you could have of the Spider-Man game is that they are

15:39

so open-formed that they can perhaps not be as heavy on the narrative or the narrative

15:45

maybe isn't as powerful in such a game that has more of a free form.

15:52

And I think that they, in all of my talks with everybody who's been working on this, everyone

15:57

seems really attached to this story.

16:00

So I'm hoping that that's not just like a PR spin and that it really backs that up because

16:08

that seems to be like if there's something missing in that freedom that the story is

16:12

hopefully delivering.

16:13

And from the bits that I saw, I think the characters are, you know, written well and

16:20

voiced well.

16:21

And I'm hoping that all of that comes together in the end.

16:26

Yeah.

16:27

It puts a lot of emphasis not just on the story, but also on the combat and the gameplay.

16:33

And in some of the X excelled in that area too, whether it's Ratchet and Clank is fairly

16:38

linear and it's just fun to move around that world and get lots of guns and shoot them.

16:44

Or, you know, even if you're not bringing that sort of open world Spider-Man sunset overdrive

16:50

joy of traversal to a game, you really need to nail that core gameplay loop.

16:57

So you talked about the combat getting more complex as you advance.

17:02

What form does that complexity take to the extent that you were able to see?

17:05

I mean, are we talking complex combos?

17:08

Are we talking Arkham style combat?

17:12

What are we working with here?

17:13

Well, we're talking about a skill tree that unlocks new moves as you level up.

17:20

You can unlock new moves to add to, you know, the viciousness and the arsenal of your

17:28

attacks.

17:30

I got to see a decent amount of it.

17:34

There's definitely a lot more that I didn't get to experience obviously because even the

17:38

time jump ahead was only sort of later within the first act.

17:43

But I will say that, you know, it seems like at the top, it doesn't want to overwhelm

17:48

you with things.

17:49

But you will be able to kind of unlock things at a steady clip.

17:55

One other thing to mention regarding, you know, the flow and the structure and everything

18:02

is that, you know, he does have obviously these big combat sections, but there are also

18:07

sections that are kind of stealth like, you know, you do, there is a stealth element

18:12

in this game.

18:13

Yeah.

18:14

It's sort of 007 first lightish in a few ways in that, you know,

18:19

you can stealth until you're obviously seen, right?

18:24

And then once everyone is alerted, it's licensed to kill essentially, you know.

18:31

But you can play this very stealthily if you'd like.

18:34

Yeah, I was wondering about that.

18:37

Yeah, because we talked about that when the trailer came out and I was curious because

18:42

it was complete carnage and blood spatter everywhere.

18:46

But then also sneaking up on goons who just happened to be standing somewhere.

18:50

And if you're just a total powerhouse like Logan, you have to somehow make the stealth

18:55

rewarding, right?

18:56

Or else why bother sneaking up behind someone and stabbing them if you can just impale

19:01

them from the front?

19:03

In first light, you're a regular old human being.

19:06

I mean, you're an actor.

19:07

Sure.

19:08

You're a secret agent, but you're, you're just starting out in your secret agent career.

19:13

And your ammo is really limited.

19:15

And so it behooves you to sneak around sometimes.

19:18

So in what you played, did they balance it to the point where even though you can just

19:24

lay waste to everyone, you don't always want to?

19:27

Well, first of all, I don't feel like you, it doesn't feel like you can just lay waste

19:32

to everyone in this game.

19:35

I will say that I think the combat makes, you know, aside from the real low level goons

19:43

at the start, like you, you, you, you can kind of feel like anyone.

19:49

Bad guy in this game can rough you up if you're not paying attention.

19:53

If you're not, you know, approaching it the right way.

19:57

He's super powerful Logan, but there's still, you know, there's still room for him to

20:02

get really roughed up by like four guys, you know?

20:06

Like if you get surrounded, you're in trouble.

20:08

Or if you're just not paying attention, you're in trouble.

20:11

It's not until he gets into that berserker mode when he really feels unstoppable.

20:16

And I think that's really great because I think the obvious thing to do would be to make

20:20

a game revolver and just tear through everyone effortlessly.

20:23

And that's cool, but it isn't really super fun to play that, right?

20:31

And you know, there's, there's parrying in this.

20:36

You know, it, it, it feels like an action game that that borrow is like a few small elements

20:43

from a soul's like in terms of the combat.

20:48

And so that ended up being a little bit of a surprise to me.

20:51

And, and there is, you know, more skill in this than, than some might imagine walking into it.

21:00

Okay, so not complete killing machine.

21:03

There's a little strategy or a way to vary your play style.

21:07

Yeah, and the enemy types also sort of require different strategies around them too.

21:15

Without spoiling too much of that.

21:17

And then there are just like very interesting takes, you know, overings healing factor is

21:24

obviously a big part of the character.

21:26

And, you know, you can get impaled by something and it will temporarily lower your max health

21:35

until you can kind of shake that off.

21:37

Like they keep finding and introducing like new small wrinkles to the combat.

21:44

They're at what I played at well-paced intervals to allow you to kind of digest everything as it's going.

21:53

I think in a lot of games when you have a detailed, deep combat system,

21:58

you can often feel overwhelmed at the start and not really comprehend everything all at once.

22:07

And I think at least the onboarding at the beginning of this is very good at teaching you everything

22:13

and not overwhelming you.

22:14

And what was the genre of the boss fight you played?

22:17

Are we talking glowing weak point that you have to hit three times?

22:21

Are we talking tank and you just have to whittle away at the health bar?

22:26

Are we talking souls like precise timing and avoidance and memorizing and mastering?

22:33

So I played a boss fight in this that I would describe close to the tank that you describe

22:40

without revealing anything of what it was.

22:44

And I think that that particular boss battle, and this is not to say all that,

22:51

boss battles will be like this.

22:52

But that boss battle I found to be okay.

22:58

I actually wasn't blown away by that sort of boss battle.

23:01

It was a very tanky experience.

23:05

The boss obviously has telegraphs moves and you dodge and wait for an opening.

23:09

And it felt a little bit static and it set up.

23:16

And yeah, I wasn't blown away by that one boss fight.

23:23

But I could see that just being a one off because the specifics of that fight.

23:29

I imagine with a more mobile humanoid boss fight, it would not be the same experience.

23:39

So I will turn himself feel nimble to control agile or is it more brute forcing it?

23:47

I think he feels pretty nimble.

23:53

I feel like for some reason I'm a bad sense of mobility in these games because

23:58

I play a lot of video games and I'll play a game and be like, that felt great.

24:02

And people will be like, feels like he's walking through mud.

24:04

And I'm just like, how nimble do we want every character to be really?

24:09

Yeah.

24:10

You know, I will say there is definitely a mechanic while you're fighting with Wolverine.

24:18

If you hold like the triangle button, he can leap to another enemy.

24:24

Most of your attacks are on the square button at the start and you can hit triangle to kind of close

24:30

distance. And that felt really good. That was a good solve for like how can you close distance

24:38

with a character that like shouldn't on his own move at a thousand miles per hour?

24:42

Yeah.

24:42

But we also don't want the combat.

24:44

Doesn't swing.

24:45

Yeah.

24:46

Yeah.

24:46

You don't want to have to spend half of your battle like running between enemies, right?

24:51

So that was a good solve of making it pretty zippy.

24:56

So he's agile, I guess, when he needs to be, but he still maintains like a feel of somewhat beefiness,

25:05

I would say.

25:06

That's important.

25:08

Speaking of beefy boys, shall we talk to one?

25:11

Shall we talk to the person who played Wolverine?

25:15

Or at least listen to you, talk to him because you sat down with Liam McIntyre from

25:20

Spartacus and the Flash and Gears of War and Star Wars Jedi Fallen Order and other things that

25:28

you have heard of or played and now Wolverine. So you have a ten or so minute chat.

25:35

We can take that in and then we will reconvene to debrief.

25:39

Sounds good.

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26:35

Liam McIntyre.

26:36

Hello.

26:38

Listen to that voice.

26:39

Was that Wolverine or is that Wolverine?

26:41

All right. So you are playing Logan, one of the most celebrated short kings in all of

26:48

super hero, Dom.

26:52

I haven't stood up next to you, but you look like you're at least six feet or so is that?

26:59

I can neither confirm nor deny that.

27:01

This is a wicked rumor.

27:02

No, I might be slightly tall in Canon Logan,

27:06

but it's a miracle what they can do with technology these days.

27:09

So when you're in the motion cab suit, are they having you look higher up to me,

27:15

I love?

27:16

I'm really glad you asked that because there was obviously they've, you know,

27:20

we've announced saber tooth.

27:21

So he's gigantic and even though Brett is gigantic

27:26

and and

27:27

except my favorite story about Brett is he came in and he was jyke, he was jacked.

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And I was like, have you done MoCat before?

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He's like, no, as my first time I'm like, oh, you look fantastic.

27:39

Let me start by that.

27:40

You look as big as saber tooth, but they can do that in the computer now,

27:43

which is so great.

27:43

He's like, no, but at least I look fantastic.

27:46

You know, so we started off,

27:49

we would be doing scenes together and because not only am I like meant to be looking here if it's you,

27:55

I would meant to be looking here if it's him.

27:57

So I was like, what are you doing?

27:58

And he'd be having to look at my crotch and I was like, this is just uncomfortable.

28:02

And I was like, do we think like, do we think we're getting the best performance with me,

28:07

like me guessing what he's doing down there?

28:09

But it was really so I was like, I remember talking to the animation team and Brian

28:13

Wizer and a lot of so and being like, how hard is it later on to like, you know,

28:18

we're talking the old head up and down.

28:19

He's like, we can probably do it.

28:21

I'm like, because it would be awesome if I could act at him.

28:24

And not in a giant skylight.

28:26

Yeah, so we ended up doing that and happily the miracle workers behind the scenes that were

28:31

probably like, why did they do that? Solved all those problems for us.

28:34

It was good.

28:35

Fantastic.

28:36

Logan's a pretty loud, yelling character at times.

28:40

There are actually a lot of, you know, quieter, dramatic scenes in this game.

28:45

But a certain percentage of your work must have just been a whole lot of yelling.

28:51

Did they kind of pace that out for you?

28:53

Were you at any point worried about like losing your voice for their days?

28:56

Were you just yelling for hours?

28:57

I was cocky for a while.

29:00

I was like, no, I wouldn't have a man to throw it at me.

29:02

And I was like, okay, no, it was part of workload management.

29:07

I felt like I was like a soccer guy in the team.

29:09

We were like, we will pace you out over the season.

29:11

But it was like, there were some days where like the first mocap session day was like,

29:17

all right, he's screaming about this.

29:18

Like, he's going to a federal rage.

29:20

I'm like, I don't know.

29:21

We want to do that first up.

29:22

I think that's probably a wrap only of if we do that first up.

29:25

And because, you know, I wanted to go all out.

29:28

So there's a few really dramatic scenes where he really loses it.

29:34

Yeah.

29:34

So those days, I think going home, I was like,

29:38

I don't know, like chicken, no something for dinner is there, right?

29:43

And she's like, you okay?

29:44

I'm like, that's probably his book, talk, I'll text you.

29:47

And so there was a few days that I found out what there's like a,

29:51

there's like a, some sort of like special Chinese syrup thing that all voice actors know about.

29:56

And I was like, I don't know about that.

29:58

I was like, okay, what is that?

29:59

And I've got very, I got very acquainted with low-quot syrup or something like that.

30:02

I don't, I still don't really know what it is, but it's very, it helps.

30:05

So we would try to like, it got hard towards the end of the project where they're like,

30:11

you know, all those things we've been pushing back where he's like in full-fair

30:13

like rage mode. I'm like, yeah, like we need those like immediately.

30:17

I was like, okay.

30:20

Yeah, it got spicy.

30:22

Do you think that was that was a little bit more difficult in your roles and say,

30:25

Gears of War or Jedi, Fallen Order, I think?

30:30

Yeah, yeah, look, I don't think in in any of the jobs I've done before, like, you know,

30:35

like I could scream in coming with the best of them in Gears of War.

30:39

They're coming out of the ground, you know, but like certainly in some scenes in low,

30:44

because you're like, tearing his rage was fun, you know, you're like, he's like,

30:47

morose and sad, and on his own, Lone O'Logan, and then there's like absolute kill spray

30:52

O'Logan, who's like had some massive traumatic event happen to him and he just snaps.

30:57

And so you'd sort of grade them on the sort of on a curve how

31:02

absolutely earshatteringly blood-curdling excremeat is.

31:05

But there was some that were just, you know, I was like, I'm going to have to really crank it

31:10

up to 11 on this one. And so that was fun, but I was like, you might get two of these tops.

31:15

So, you know, it's time to make them work.

31:17

So Marvel fans have obviously been watching fellow Aussie Hugh Jackman.

31:23

You might have heard of him play Wolverine on the big screen for over a quarter of a century now.

31:29

Or a legend like that.

31:31

This young man who was born into the role.

31:35

I assume you want to bring your own craft, your own spin to this character, make it your own.

31:41

Is there some impulse that you have in some way to, through your performance, to maybe

31:48

the tip of the cap to him in some ways? And if so, is it hard to kind of balance those two things?

31:55

Do you put it out of your mind?

31:57

Yeah, great question. Yeah, I mean, look, I would say it's not unfair to say that Hugh Jackman

32:02

is pretty much defined Wolverine for a generation of people. So, like, it would be foolish to just go,

32:08

whatever. But also, like, I grew up with Caldod doing it in the animated series. And obviously Steve

32:13

Bloom's done amazing work as well. And there are others as well. But, yeah, I look, I have this weird

32:20

thing where like my first big job was spoticus. And I replaced the amazing Andy Woodfield. And so,

32:25

I had the same similar kind of problem of like, I gotta stop taking on jobs where like, I'm replacing

32:30

the best there is to ever do it. I was like, cool, good stuff Liam. But yeah, like Hugh's

32:35

performance is second to none. And a wonderful guide to what Wolverine can be as many of the

32:43

performances are. They're great lessons in the character. And in how he, you know, you apply

32:52

that emotion in that place that a really complex character that Logan is. And so, I don't think

32:58

tip of the hat cap is probably the right term. I learned from spoticus. I didn't want to copy

33:04

Andy because then you'd feel like you're just doing an impression that probably doesn't feel like

33:10

you're like, skimmy the original. And like, same with Hugh, I'm like, everything he's his

33:15

phenomenal performer. And it's funny actually when I was younger, when I'd done spoticus,

33:22

the people were like, what acted do you look up to the most? And you can go back and find

33:26

interviews where I was like, Hugh Jackman, he is the guy I could be anyone I wish I was him. And

33:31

it's really, really weird to now be a Wolverine. But yeah, it was, it's more like, you know, watch

33:38

these things, listen to these things, read the comics, absorb as much of like the spirit of like,

33:44

you know, I think I think Hugh's triumph is that he, he and Bue's Logan with such like,

33:51

paythos, such rage, such, you know, the things that you attribute to Logan. And I'm not him.

33:57

I could never be him, but I can be me as well as I can be. So I try to find those things that

34:02

make Logan Logan and see how I can bring them out through what I have available to me is

34:08

the challenge of a lifetime and a huge responsibility because I love the character so much. So I'm like,

34:13

cool. I remember like after Logan, after, you know, the old man Logan Logan thing came and I was

34:19

like, show me his, I guess that he's really finished. Oh, geez, I had to follow that guy. And I

34:24

was like, oh, cool. So, but I look, like, I've got a huge team of incredibly talented people behind me

34:30

helping guide me in what I do. And I've got the joy of having someone as good as Hugh or as good as

34:36

Cal, inform, you know, like show show me so well, what a great Wolverine can be. So I hope I can

34:43

create my own Wolverine that people can really get behind. And what's cool about this is they can

34:48

they can be Wolverine in a way that maybe you haven't been able to before. And I hope that people

34:53

can really get into that, you know, and speaking of previous Wolverine games, do you have a history

35:00

with X-Men or Wolverine video games? Do you remember your first time and what game that might have

35:07

been? Yeah, it's a Camarrage. I mean, I played the hell out of X-Com Capcom. I was always like, I was

35:13

Ken and Wolverine all the time forever. And I would never try anyone else. So yeah, my history is

35:18

mostly in the fighting game version of Wolverine. Obviously, there's the ton of origins and all that.

35:21

So, and they're fantastic games, especially the origins great. But yeah, no, I'd mind, mine was like,

35:27

I played the hell out of cat like Marvel Capcom and stuff like that. So that's my most,

35:32

that's the most Wolverine I've ever been in other games. That was surprisingly my team as well

35:37

Wolverine and Ken. So, right, I was like, I'd be review, but I can't, I don't know why you just get

35:42

the the the the the the show repeal is just I hear you. I don't think a lot of people would choose

35:46

Ken over you, but here we are. I hear we are. Look at us two of us. It's a little isolated in our

35:50

little world. Is there one thing this game's about to be released. Everyone's finally going to get

35:57

their hands on it. So, is there one thing that you're you're most proud of that that that people

36:02

can take away from your your performance? Oh, wow. Um, we get to tell, I think, a very unique story

36:11

that I'm so excited for people to play. It's it's I think very unique. I've got to really test

36:17

myself as an actor from everything from like doing animal work that I did back when I was a kid and

36:23

I was like, I don't know if we'll use this and then something like fell rage as a feral animal.

36:27

You're like, no, it's like there's some there's a couple of really, really emotionally powerful scenes,

36:35

I think that asked as much as I've ever had to ask of me as an actor. I'm really proud of them. I

36:42

haven't even got to see him yet, but I hope I hope that people enjoy them because we put a lot of work

36:47

into it, but there's a really cool story in there. And as much as the the action and the excitement,

36:51

the, you know, the spectacle is phenomenal. Um, they're so good at making that in insomniac, but

36:57

I really am really proud of the story that we've made and I hope people can sort of put that

37:00

control in there and be like, well, I want to talk to someone about that. That would make me

37:05

proud of them anything. All right. Thank you so much, Liam. It's been really great talking to you

37:10

and good luck with the release. Thank you. Thank you. I want it. I want all that luck. Give it to me.

37:16

Appreciate it, man. Yeah. Thanks. Well, my first reaction to this is that voice actors

37:21

voices are unfair. This is, it's a tough act to follow. I mean, there's a, there's a difference

37:28

between podcaster vocal quality and voice actor vocal quality. It's almost like there's a reason

37:35

why he became an accomplished voice actor because he sounds like that. This just does. Anyway, back to us.

37:42

Now, sorry, everyone that we can't just get Liam McIntyre to dub the rest of this episode and play

37:48

both parts. But he certainly has an energy. He has a charisma. He's clearly enthused about

37:57

this role. What else did you take away from that conversation? Yeah. He just seems

38:02

truly grateful to be able to be a part of this and he's a real fan, it seems. And, uh, hey,

38:10

yeah, I mean, nice guy. Great job from what I've seen in the game. I think he, I think

38:18

he's, you know, from what I saw, he's doing a great job. And again, you know, all of the hype for

38:22

this game has been Wolverine and the action and everything. But in that second half of the preview,

38:30

we got to see more of the narrative section. There was a section where Wolverine is just kind of

38:38

roaming around a bar, walking up to characters and talking to them. And you really got to see the

38:46

performance of the actors doing a more kind of nuanced thing and telling a story here outside

38:54

of the vicious combat. And I was really into this section of the game. And I'm glad they kind of

39:02

went out of the way to show us like a calmer story driven section. The motion, I mean, this is

39:11

insomniac. So of course, it's going to be like this. But the facial expressions on these characters

39:17

are just unreal. And as an actor, you know, you got to be thrilled that they can capture your

39:26

performance like this, you know. And when the preview event was over and I got to tour their studio,

39:33

I got to see why they're able to, you know, have such incredible like facial animations and

39:41

character models and everything. And I got to see these two different rooms where they

39:46

scan your whole body basically with like 204 cameras. You like T-Pose and takes a million photos

39:54

on like polarized lenses to get color accurate. And then they have an entire other dome of cameras

40:01

just for your face. Yeah. Where they sit actors in there for like seven hours in a day and have

40:09

them try and make all of the all of the movements that a face can make in order to capture their

40:15

face. And that sends exhausting and tiring. Does my face hurts just thinking about that? Yeah.

40:22

But you know, again, the benefit here is like I was really blown away by

40:28

by how much of the actors performance comes through in those narrative sections. And it helps

40:34

if you have a lovely velvety voice. I wonder if if you got mocapped and you were playing as Matt,

40:41

whether you would think you were nimble or not or whether you would finally say yeah.

40:46

That would be the exception to the rule. I know there's some buzz. There's been some

40:51

fan casting about should the Mekentire play live action Logan because they're looking for one.

40:58

Right. There's a bit of a vacancy there. I guess the problem is that he is too tall.

41:05

Yeah. Potentially. Right. So that might be might be a little tough in live action. I mean,

41:09

there's always movie magic. You can do it. You can make shorter people look tall. Maybe it's a

41:15

little harder to go the other way, but potentially could be done. I guess the fact that he's 44

41:21

maybe if you're just kind of casting and hoping that someone's going to have a Jackman-esque run,

41:27

then maybe you'd want to go a little younger depending on the character and the story. But

41:33

yeah, I don't know. Maybe they'll go in a different direction and he can just own the video game

41:37

version of Wolverine for however many sequels this. Yeah, I mean, this is the same sort of happen

41:42

with Peter Parker, right? Right. So what's what's your favorite Wolverine games since you asked him?

41:49

Man. Yeah. You know what? I asked him that question. I don't even know the answer to that for me.

41:55

Good thing you can't answer it. What is my favorite? Yeah.

42:00

I've all I've for some reason I really like those X-Men Legends games back in the day.

42:07

What's that on Xbox? Yeah, it's you know, there have been a bunch, but it does feel like this is

42:15

not I'm charted territory, but it does feel like there hasn't been the definitive Wolverine game,

42:21

which I guess that's what Insamina can Sony or aiming for here, but it feels like there's a little

42:27

room to put their stamp on the character and kind of claim that corner because Spider-Man a while

42:33

since like X-Men Legends has also been a while. It has also been a while. Yes, that too. So we're ready

42:39

for another go. And we're also ready for another shortish interview. Also about 10 minutes or so.

42:45

You sat down with Grant Hollis, Art Director for Insomniac, Brian Weiser,

42:50

Senior Animation Director at Insomniac, and these guys go back. They have been within Insomniac

42:55

for decades. And the first insurer you hear will be Grant, the Art Director. So let's T that up.

43:04

I am joined by Grant Hollis and Brian Weiser. Grant, you are the Art Director. I'm a little

43:12

brain. Brian, you are the Senior Animation Director. I'm over and thanks so much for sitting with me

43:17

today. So Spider-Man, Spider-Man 2, Spider-Man Miles Morellis, all of these games that you've created

43:26

for Spider-Man feel incredible to play. I can hand the controller to someone who doesn't play video

43:34

games. And I can show them how to web sling, how to traverse the area, and it's a wow moment

43:42

every time. So in preparing to make Wolverine, what was your approach to nailing that feel of

43:51

Wolverine? I know you both are more of the visual side of things. That feel is a combination,

43:56

obviously, of sound and visuals and controller input. What from your perspective was the approach

44:03

to making sure that you could create a new Marvel game with the feel appropriate to Wolverine?

44:10

So I think for us with the feel, the big thing visually was getting the blood, the destruction,

44:17

the reaction from Logan's claws on the world and the environment. In addition to the enemies reaction

44:25

when they attack Logan. So that was really for us the big thing with the visuals for getting that

44:31

feeling. And with respect to animation, when we were approaching Wolverine, we were trying to

44:38

identify what is the thing? What is it that's important to this character in the way that

44:42

swinging is for Spider-Man? And we all very quickly arrived at combat. So we spent a lot of time

44:48

working on the weight of combat and the speed of Logan's combat versus other games we've made

44:52

before to make sure that that is where we invest most of our effort. That is the thing that we hope

44:57

people are excited about and what you spend most of your time doing in our game. And we hope it

45:01

feels like Wolverine. So if I'm not mistaken, it's been about a decade since Ensamiak has released a

45:07

mature rated game. I think Edge of NoWare in 2016. So I understand that you have decided to make

45:19

this a more visceral violin game because that's just the nature of the character. But in doing so,

45:26

were there any sort of hard rules that you as a team had for that violence going in?

45:34

Is there a line that you established that was then kind of shifted one way or another throughout

45:38

process? So when it came to the violence, it's very, Ensamiak is a very irritative company. So we

45:45

tried different amounts. So when we first started doing Warlock, we knew we wanted blood. And therefore

45:52

blood I basically meant mature. And so it was a matter of figuring out how much blood, what felt good?

46:00

If you do too little blood, it didn't feel satisfying. But if you did too much, it felt

46:04

grotesque and over the top and just like not appropriate for what we wanted to do.

46:08

So for us, there wasn't like a hard line so much as it was as we play tested and got feedback and

46:15

played with, you know, had players play the game as well as we watched the playment play time.

46:20

Did it feel good? Was there enough blood? Was there too little? Did it feel satisfying to attack

46:25

enemies or not? That was really what the line was, but is it feel good? Yeah. And on the animation team,

46:33

I would say similar grant mentioned we were trying to find the sweet spot for most of production.

46:38

You know, some of the early previs scenes that the animation team would put together to try to

46:42

put a stake in the ground, take feedback from design and art and we kind of try and visualize what

46:46

everybody is thinking. You know, we had some head severing or limb severing early on and we tried

46:54

to identify what is Wolverine would do. How would that feel over, you know, X amount of hours playing

46:59

a video game? Is it sugar to it is? Or is it in character out of character? And we, as Grant said

47:05

with the blood, similarly with combat, we have plenty of moves that just hit the cutting room floor

47:11

because they were too violent for our character. And we have others that we found that sweet spot if

47:16

we want or others that were too tame even. We had some that weren't mature enough, I guess, in that

47:21

sort of combat. So I would say there's not really one answer. There wasn't really one moment and

47:27

it's something that we've been working on throughout most of the production. Great. And in working with Marvel,

47:36

does that process change between making a T for team rated game and an M for mature rated game?

47:42

Is there is sense that maybe there's a little bit more looking over your shoulder from Marvel

47:46

in creating a game that has so much violence in it? From our perspective, no. I feel like our

47:53

relationship with Marvel is really great. And it's been the same on Spider-Man as it is on Wolverine.

47:58

Their partner, they come up with awesome ideas that then we sometimes implement in the game as well.

48:03

So, yes, I would echo that. Yeah. I would echo that. I mean, we, it seemed very similar to our

48:10

relationship on Spider-Man. We definitely get great feedback from them and they help guide our

48:15

product in some ways, but it didn't feel any different in any way. I think they were on board with

48:20

what is true to the character. It needs to be a mature title as well. Great. And so around the blood,

48:28

the blood is inescapable unless you go to the settings and turn it off, which you can do, by the way.

48:35

Did you take something from the symbiote in Spider-Man 2? This looked incredible and

48:48

moved and behaved in amazing ways. Was that some of that technology adapted for the blood in this

48:55

game or? Surprisingly, it wasn't. And your thought is exactly what we initially had thought. We

49:01

would try to repurpose the symbiote stuff, the goo, for the blood. But it ended up that didn't work.

49:07

So we ended up doing another technique of basically particles being used to simulate liquid.

49:16

So that's why it has that thickness and that viscosity. So we ended up with a different technique

49:21

in what we initially had your thought exactly. In Wolverine, blood is everywhere. Suits are

49:30

getting ripped to shreds. You made the choice that the blood coating the character will eventually

49:37

sort of dissipate after a while. Obviously, if you're Wolverine and you get your skin injured,

49:43

that's going to heal over time. That's his power. What was that decision making process like for

49:47

you guys to choose for the suits and the blood to kind of return to a normal state after a while?

49:55

And was there a lot of sort of fudging with that speed? Yeah, so with the suits.

50:04

And so obviously Logan has a healing factor. So we always knew his skin was going to heal.

50:09

And that was going to be based on a time where that corresponded with the health bar. So we're

50:14

trying to get those to line up. The suits healing came about because as we were play testing and

50:19

playing the game, we noticed very early on. Logan would end up being nearly naked at the very

50:25

beginning because maybe you didn't do a good job fighting or something. And so we really were like,

50:30

kind of want to see the suits more. So that's why the suits ended up regenerating. And then we wrote

50:34

in some more about what is happening there because we just didn't want to have naked Logan

50:40

for almost the entire game. Yeah, I'm just out of it to that. And I think it's with the player

50:45

experience in mind. Like we, we, like I said, we played around with this in a number of different

50:50

ways. And we felt that more players want to see their pristine superhero when beginning combat.

50:58

They do want to see the damage during combat. But after a setup, it's more likely that they're

51:02

going to want to see something that feels more appealing. And as Grant said, sometimes in

51:07

a cinematic that would follow combat. If he was in that nearly nude state, it would undermine

51:11

the emotional value of that moment. And remember, really, you weren't really focusing on what they're

51:16

saying. You're looking at Wolverine. Yeah.

51:18

Barely clothed. Now, given that destructible nature of these suits, you know, people won crazy

51:25

over the various suits and Spider-Man, Spider-Man 2, Miles Morales. I assume they're going to

51:30

similarly go crazy about the suits in Wolverine. Was it a lot harder to deal with making these

51:39

suits knowing that they're going to have to be destructible or as they're sort of one

51:44

sort of way of destructiveness that you could apply across all the suits or it was where the suits

51:50

more of a headache to deal with in this game. The suits, because of the amount of

51:56

ripping and destruction, was more complicated. But we ended up using a program called Houdi to help

52:02

us iterate and allow us to transfer that damage to all different suits. So it wasn't uniquely

52:09

authored for every suit because how it'd been, then it would have been a nightmare to deal with.

52:14

So you pretty much, you get this figured out on one, it gets applied to the other ones. And you

52:20

modify it, you know, because sometimes things don't quite work out or maybe there's metal pieces

52:24

or something that it didn't quite make sense. But for the vast majority, we have this Houdini sim

52:30

figured out of how it would be destroyed, and it gets applied to all the suits.

52:34

I wanted to ask you guys, this game's been in development for quite a while.

52:39

When people finally get their hands on this game, what are you most proud for them to encounter

52:46

that you touched on in your work? So I guess from the art perspective for me, I'm most proud of

52:52

the amount of destruction and the blood and all of that. The interactivity of feeling like

52:58

logon destroying stuff. So one of the things late in the game that we added was when you're fighting

53:04

the protocetinal, which you played earlier today, the ground breaks. And that was added afterwards

53:09

because we felt like when you were fighting him, he didn't feel powerful enough. This big giant robot

53:14

should be hitting the ground that should be getting destroyed and then be persistent and stay

53:19

during that battle. So that was probably one of the biggest things that I'm left excited about.

53:25

And for me, for the animation team, I have two answers to this one is some gameplay and the other

53:30

is cinematic. So in gameplay, I'm really most impressed with our ability to achieve our version

53:36

of Wolverine. We were able to sell his weight and his animalistic traits in the way that he moves

53:40

and traversal and combat. That was something we, again, like everything we iterate on forever.

53:44

We take a lot, we put a stick in the ground early and we try and figure out what is the right

53:49

sweet spot for when we ship the product. And on the other side, I'm incredibly proud of

53:56

the emotional story that we've built. As an animator, I really take a lot of pride in trying to

54:03

make people feel when they see the things that me and my team move. And I believe with this product,

54:08

there will be an emotional ride for the player, I say, follow along the story.

54:13

I'm looking forward to that. Lastly, in December of 2023,

54:20

in Somniac was hacked by a ransomware group and various production assets from Wolverine were leaked.

54:27

As creative, leading teams of creatives, how do you bounce back from such a

54:33

dispiriting event? Is it something that you encourage people to take one day at a time? Is there

54:40

someone standing up on desks giving speeches to rally people? What was your path back?

54:50

To finding the fun and the creative spark if that was even derailed for any amount of time?

54:58

It was obviously disappointing, it was hardening to have that. But for us, we were just in the middle

55:04

of creating the game and we were in production and iterating stuff. So for us, it was just

55:10

part of the, it didn't negatively affect where we were at with the design. We didn't change

55:16

anything per se. Where we were at at that moment and time got released.

55:22

We knew that things would change because that's how things work here. We're trying to find

55:27

the fun and it just takes time. The team was very, and Somni was very on board with being supportive

55:34

and making sure everyone felt okay and gave us next steps of how to protect ourselves and stuff like that.

55:40

Yeah, I would echo what Grant said. For development, well, it was a disappointment and

55:48

well, it was honestly didn't really see what was out there. I just stayed focused on our game.

55:53

I think the fact that I was able to do that credit goes to our IT team,

55:57

Somni's IT team and the support group that we have at this company and getting us through that

56:02

experience. So for me and my team, most of us were sad to see our work out in public and people

56:10

judging what is an incomplete product, but it didn't change our focus and it didn't change our

56:15

drive to deliver on the same title that we had intentions to deliver on. All right, that's all I've

56:19

got for you guys today. Thank you so much for joining us. You really appreciate it. Can't wait for

56:23

the game to come out. All right. Thank you so much. Thanks, guys. Well, I don't know about you, but

56:28

I personally would prefer the option to play as nearly naked Wolverine and I resent that they

56:34

took that decision out of my hands. Well, the weapon X skin is always there for you Ben. That's

56:40

not particularly close. Yes, I can't understand. The skins are a real fun element of this and

56:47

all the claws and everything. Yeah, it might be distracting. It might disrupt the gravitas

56:54

of the story and the scenes and the performances to be staring at Harry Wolverine S the entire time

57:01

just hanging out, but nonetheless, yeah, evidently. Yeah, I mean, some subset of the audience will

57:09

surely be disappointed by that. And if this game is not coming to PC because of the change in

57:15

PlayStation publishing policy, then people can't mod it so that you can have really naked Wolverine.

57:20

So all right, little heavy-handed and some not that's all I'm saying, but I guess we'll have to

57:25

content ourselves with closed, Logan most of the time. So they talked about the blood viscosity

57:33

and we talked about this one we reacted to the trailer too. And there was something that looked

57:39

slightly off about it. I mean, I've never been bathed in blood, fortunately, the way that

57:45

Wolverine is on the regular in this game. But I don't know, just watching it from afar, not having

57:50

my hands on it. It seems, I don't know if it was too viscous or it seemed somewhat inconsistent

57:57

with my experience of blood. How did it feel to you? Was it too sticky? Was it too thick?

58:04

Was it not sticky or thick enough? Did it feel like perfectly calibrated blood when you were playing?

58:10

I think between the scale of water and mortal combat blood, it was probably in the middle.

58:19

I guess. Okay. Maybe a little bit globby, you know? Maybe a little bit on the globby side, I guess.

58:27

Yeah. I don't know. We talked, there's been a lot of talk about the blood in this game. And I

58:32

got to be honest, while I was playing this game, I'm looking at so many other things than the blood

58:38

to be honest. Were you able to try the no blood mode? I could have, but I didn't. You had no

58:45

interest in doing that. I don't play me. I mean, it would look weird. I don't know if there's no blood

58:51

or if there's just a little less blood. I mean, it would be weird if you were impaling people.

58:56

And there were no blood visible whatsoever, but everything in moderation. Maybe there's a middle

59:01

ground. But no, I'll be turning the blood on and getting the full soaking experience. And

59:07

I mean, those, you know, in the interview, we talked about sort of the ethos of that violence,

59:13

right? And I think that once people, once this game comes out, I think the focus is going to

59:21

shift from that instant reaction of like, oh, wow, it's a Wolverine game. And it's, and it's

59:27

like mature and bloody. Yeah. I think the focus is going to shift to like, how the game plays and

59:32

what the story is. But we shall see with the trailer. All you have is the visuals. You don't know how

59:38

it feels to play. That's why we're talking to you. And that was a deep pull by you to come up with

59:44

edge of nowhere. The virtual reality emrated game. I had forgotten about that one. I was thinking

59:51

that maybe they hadn't had an emrated game since the resistance games, right? Which would have been

59:56

given before that. But, but no, you were right. Sorry, I had to do some research, Ben.

1:00:02

Yeah, you did your homework. So did the healing factor for the uniform specifically? And they

1:00:08

mentioned that there's some lower explanation for how the uniform regenerates. I don't know for

1:00:13

we're talking nanotechnology or what, but how did that look to you?

1:00:19

I think it's, I think it honestly, it is at least at first, it is a bit distracting.

1:00:26

Like, there's a reason why people noticed it in the trailers, right? It's because

1:00:32

it's a little distracting. Yeah. That it kind of heals up and patches over, right? And like,

1:00:37

but I don't, I don't think there's like a solve for that. I can't, I certainly can't think of one

1:00:43

they didn't. So yeah, I suspect that it's something that we'll kind of get used to while we're

1:00:51

playing the game. But yeah, I can't lie. It's it's, it's, it is a little weird. It's

1:00:57

to close, heal themselves. It's up for some reason where like we'll see skin heal itself and be like,

1:01:02

nice, that makes sense. But a shirt, yeah, that's just can inaccurate, Matt. So I don't see what

1:01:11

you're suggesting here. But yeah, it is interesting that they talked about the tool that they use,

1:01:16

which is a tool that goes back away is that is used by other Sony first party publishers and

1:01:22

everything. And they can do just great wizardry with that sort of stuff with procedural generation.

1:01:27

And I know you might be hearing that and you're thinking, wait, procedural generation, is that like

1:01:32

generative AI? And I guess the lines can be a bit blurry between these technologies at times. But

1:01:37

no, this is meaningfully different and pre-existing. So don't have any posts. But Mesh says Marvel's

1:01:45

Wolverine is using generative AI. That's definitely not the case as far as you're aware. But, but that is

1:01:51

a nifty little trick that they're able to deform and slash and tear the outfits, the costumes

1:01:59

without having to personalize and animate that for each one, which would be just such a pain.

1:02:05

Probably pretty prohibitive. Yeah. So well, that sounds pretty exciting. And it sounds like your

1:02:13

expectations were raised by what you saw in what you heard here. Would that be accurate to say

1:02:18

that you came away from this a bit more hyped than you had been going in? That's definitely fair to

1:02:24

say. You know, I think the thing with this game is going to be, it's inescapable that people are

1:02:31

going to compare this to the Spider-Man games. It's just, you know, it's the same studio. It's Marvel.

1:02:38

It's a different superhero. The comparisons are going to be non-stop. And honestly, there's

1:02:46

just not that much to compare in terms of how the game plays and the structure of the game

1:02:52

are completely different. And I think it's Ames. As a video game are a bit different as well.

1:02:59

So is it going to be better than those Spider-Man games? I don't know.

1:03:03

Really don't. Is it going to be worse? I can't tell you. But if it is better or worse than

1:03:12

than those Spider-Man games by a large margin, I would be surprised in either direction.

1:03:18

I appreciate the honesty in previewing where your verdict is. I don't know.

1:03:23

I can't tell you. But you did your best. So much hinges on this story to me.

1:03:28

Because at worst case scenario, what we have here is a very solid action game that uses a lot

1:03:36

of beloved characters, great voice acting, and it's fun to play as Wolverine. That's like the

1:03:43

worst case scenario I'm seeing here. And if the story really hits and later in the game, the

1:03:50

skill tree makes the gameplay even more dynamic and it gets even more interesting, then

1:03:57

there's a lot of room for it to be really great too. So we'll see which direction it ends up going in.

1:04:03

Yeah. And why not both? We have no shortage of open world options out there, including

1:04:09

Marvel themed Insomniac games. So I don't mind having a little linear curated experience in the

1:04:15

mix too, because that has its virtues and also its drawbacks and done well both can be great. So

1:04:22

so far so good. And of course we will bring you much more once we're able to see and play the whole

1:04:28

Shabang, which will be on September 15th for PlayStation 5 pro or otherwise. So let me tell you a

1:04:37

little bit about the game that I got to play. Yes, please do. Sticking within the Disney

1:04:42

orbit and umbrella here, but pivoting to Star Wars, which I can't say is cooking at this particular time.

1:04:50

Simmering? Even that might be a stretch. I mean, no offense to the ninth Jedi, but you know,

1:04:57

Star Wars releases are a little thin on the ground these days and haven't always been the best,

1:05:03

but that's why I am excited for video games to bail out Star Wars because the two biggest

1:05:09

releases, two of the really only high profile releases coming the rest of this year in the Star

1:05:14

Wars universe are video games and zero company is coming as I mentioned on August 27th for PC and

1:05:22

PlayStation and Xbox Series and then of course, racer is coming in October. And so we're getting

1:05:31

lots of different kinds of Star Wars experiences, which I always appreciate galactic racer that is.

1:05:37

So I did not get to go anywhere for my preview. I didn't get to go to any fancy event, but

1:05:46

I did get to take in an hour or so presentation about how this game came together with a little

1:05:52

Q&A with the developers and then got a preview build, which was a pretty meaty substantial

1:05:59

preview build. And when you're limited to a few hours and it's all selectively put out for you,

1:06:04

you don't exactly know what you're seeing or not seeing, but this was a lot. I mean, there are

1:06:08

other previewers who put 50 hours into the preview build, which is there were a lot to do 50 hours.

1:06:15

Yeah, because you could keep playing it. There was a sort of an extended sequence that you could cycle

1:06:20

through and play multiple times before you you ran up against the wall essentially. So we were

1:06:26

gated. You couldn't go beyond a certain point, but you could play and replay this really meaty

1:06:33

portion of the game to your heart's content. And I feel like I got a good sense of what this

1:06:38

thing is. And we might be in trouble. And because I think this game might be good. Just based on what

1:06:46

I'm seeing. So for anyone who hasn't seen anything about Zero Company, this is a turn-based

1:06:54

tactics game. This is essentially XCOM Meat Star Wars or Marvel's Midnight Suns, Meat Star Wars,

1:07:02

or for that matter, Mario Rabbids Meat Star Wars. It's very much in that lineage. And this game

1:07:09

is developed by a new studio, you know, a few years old called BitReactor. And it's not entirely

1:07:16

a new studio because it was formed from fire access. A lot of fire access veterans, the company that

1:07:23

has made XCOM for years. So clearly that lineage is here and that influences here. And that's the

1:07:29

obvious spiritual inspiration here. So if you just said it's XCOM Butt for Star Wars, you wouldn't

1:07:36

be way off. I guess it's ZCOM in this case. But there are some significant differences and improvements.

1:07:44

Now, is this a genre you love? Because this is not a genre that I have had a huge amount of

1:07:51

experience in. I've dabbled, but I would not say this is my wheelhouse. This is a genre that I love.

1:07:57

I love the XCOM games. I love the Mario Rabbids games. Yeah. You put me on a grid and give me turns.

1:08:05

And I'm right where I want to be. Yeah. Well, I've got good news for you then because this is that.

1:08:11

And I've had good experiences with that. I was a little underwhelmed by Marvel's Midnight Suns,

1:08:17

which a lot of people liked it was warmly received by critics at least. It did a book club.

1:08:23

That's great. Yeah. I mean, that's the thing with Marvel's Midnight Suns.

1:08:28

Boy, I mean, it's it's card-based. And you know how I feel about cards. This is not purely a game,

1:08:34

but but the combat is card-based. And then also, there's just a lot of downtime and between

1:08:41

mission time and you're wondering around the mansion and you're playing mini games and you're

1:08:45

getting to know people. And that's how the story is conveyed. And it was a little too much for me.

1:08:53

I know a lot of people liked it, but it was just sort of these static locations and not really the

1:08:59

best animation. And so it felt a little slow to me. I didn't love the pacing personally,

1:09:06

though people's mileage varied. But this, I think, might possibly hit the sweet spot. And by the way,

1:09:13

even if it were XCOM meat Star Wars, it's not like we're swimming in XCOM these days. It's been

1:09:18

a decade since XCOM 2, the last number of XCOM game. Yeah. And what, six years since any non-mobile

1:09:26

XCOM game. So if it were just that, spiritual successor to XCOM but Star Wars, that might be

1:09:33

exciting for a lot of folks. And that's kind of how it came together because BitReactor was working

1:09:37

on this, was trying to come up with a tactics style game. And then the late legend Vince

1:09:43

Ampella of respawn reached out to the creators and said, hey, what if we made the Star Wars with

1:09:48

that work? And they were receptive to it. And they did it. And I think based on what I saw, at least

1:09:54

the fusion fits well. And they recruited some people with experience with this universe. So the

1:10:02

the narrative director of this game is Aaron Contreras, who started out on Black Flag, the original

1:10:10

Assassin's Creed. But then also was the narrative lead on the Jedi games, the Star Wars Jedi games.

1:10:16

So there's clearly a lot of that kind of DNA from a storytelling perspective. And I really liked

1:10:21

those games in terms of writing and setting and storytelling. And so all of that is here with that

1:10:29

tactical combat gameplay. And we haven't really had that, right? I mean, I'm casting my mind back to

1:10:35

the many Star Wars games that I have played. And you'd think that anything under the sun, anything

1:10:41

under the many sons of the Star Wars universe, the twin sons, would have happened. Obviously,

1:10:45

we've had RTSs real-time strategy games. But XCOM like Star Wars games, not exactly, right? I mean,

1:10:55

RPG elements, RTSs, but this feels like a pretty new synthesis to me.

1:11:01

Well, that's good to hear. Yeah, I've been seeing some clips from some previews online. And

1:11:09

it seems like there is a bigger focus on the narrative in this from what I can tell. And it

1:11:17

seems like there's a bigger focus on the writing of the characters. Can you tell me more about

1:11:23

what exactly is happening between the times where you're on a grid? Yeah, it's pretty impressive,

1:11:31

actually. So the setting, this is prequel era, late Clone Wars, kind of episode three-ish.

1:11:38

But its own isolated slice of that conflict, which maybe intersects with it in some ways,

1:11:46

influences it in some ways. But it feels like its own distinct thing, even though it's in this

1:11:51

very familiar era. And unfortunately, with Star Wars, you're sort of stuck with a couple

1:11:56

eras for the most part. I mean, for all that I'd like to go back to Old Republic era, we haven't

1:12:01

seen much in the sequel era for maybe obvious reasons. So you're kind of getting new Republic era,

1:12:07

which is what Galactic Racer will be, or prequel era, or original trilogy era. But this feels

1:12:13

distinctive, and you are playing as the titular Zero Company, which is a Ragtag group, kind of a

1:12:20

classic Star Wars paramilitary outfit that is working with the Republic against this similarly

1:12:28

paramilitary cult that is aligned with the Separatists, called the Infinite Coil. And a lot of this

1:12:35

lore is new. So you will certainly see familiar characters and settings, and Anakin Skywalker will

1:12:41

make a cameo, et cetera. And, you know, De Bradley Baker is here playing the clones voicing the

1:12:47

clones. So there's a lot of that lineage and an influence from the Clone Wars series and

1:12:52

Endor, and you know, some other highlights of Star Wars have been cited by the devs here. But

1:12:58

there's a lot of story. It feels really central to this experience. Great graphics and animation,

1:13:06

just totally polished production values. It looks fantastic. I mean, in some the quality kind of

1:13:14

facial animations, voice acting seems uniformly pretty excellent, which is nice. And the writing

1:13:22

is sharp too, even though you have a large cast of characters here. And a big part of the game

1:13:28

is not just the tactics combat, though that's the heart of it, but also constructing your squad

1:13:34

and getting attached to these characters. And you know from XCOM, that's part of it, obviously.

1:13:40

There was a story and you would get attached to certain characters, but it wasn't really front

1:13:45

and center, right? I mean, it didn't feel necessarily like the emphasis of that experience,

1:13:52

depending on the XCOM game. Would you say that's fair? Yeah, I'd say that's fair.

1:13:59

It's kind of a tough thing to balance, because there is permadeath in XCOM games, and there is

1:14:07

permadeath in zero company for what I understand. There is. Some of your main characters that you're

1:14:14

with can be killed in battles. Well, you know, and they have apparently from what I understand

1:14:22

constructed the narrative in a way that you can lose one of those main characters. They're not

1:14:27

sticking around just because they're a main character and they wrote the game to be a certain way.

1:14:32

There is, they've kind of written this so that your best bud can die off and just not be there,

1:14:37

the rest of the game, right? Yep, which is what makes it impressive that they're able to tell this

1:14:41

cohesive story and that they've devoted this much effort to flashing out the script. Yeah, because

1:14:48

you know in a typical playthrough, probably people in a single playthrough at least, and I think

1:14:52

there's a lot of replayability for this reason and others that you're probably going to be seeing

1:14:56

a fraction of what you could be seeing. And so they have to create a ton that many players just

1:15:02

will miss entirely. And that is part of it. So permadeath is toggleable on and off. You can

1:15:10

disable permadeath if you don't want to lose anyone you're attached to, but they do recommend

1:15:15

that you play with it on. And I would also just because it adds some stakes. I mean, you do get

1:15:22

attached to these characters, particularly I think the breakout star might be this character

1:15:28

called cab uppercut, who is as the name suggests sort of a melee brawler type. But you're going

1:15:35

to get attached to these people going through missions with them and not just the missions, but then

1:15:39

also between the missions, you retire to the den, which is sort of your base, your hub, which is at

1:15:48

the ring of cafrin from Rogue One. So you're going to be seeing some familiar locations and also

1:15:53

some unfamiliar ones here. And in the den, you can do a lot of stuff. So you can upgrade, you can

1:16:01

purchase stuff, and you can talk, you can just walk around and talk and see what's new with your squad.

1:16:07

And so the more you talk to them and go through all the dialogue options, the more you will get

1:16:11

attached to them, they're also training missions you can engage in that will unlock these effects,

1:16:18

this sort of multipliers with particular pairings. There's a bond system basically, which makes it

1:16:25

more advantageous to use certain character combos. And so when that happens and you start to build

1:16:32

your playstyle around particular characters, then it's even more of a loss. It's pretty devastating

1:16:39

when you lose someone like that. So they introduce you to the permadeath early on with some canon

1:16:45

fodder, essentially a character that you just met and don't particularly care about. And then you

1:16:50

know what's at stake. But the more you play, and because it's so well written and well acted and well

1:16:57

animated, you really don't want to lose these characters at a certain point. And so maybe that

1:17:04

causes you to play conservatively, maybe it causes you to switch out characters and try new ones,

1:17:11

just because you don't want to risk certain mains. But then again, you don't want to miss out on

1:17:17

the experience of playing them because you're afraid to lose them, right? Better to have loved

1:17:21

and lost than never to have loved at all. So yeah, you have to navigate that. But I think it's

1:17:27

it's pretty impressive based on what I saw. And there's a lot. I didn't how they're able to make

1:17:32

the story work, even though they can't guarantee which characters will actually be on the board.

1:17:37

And there's just a lot of stuff there that you may miss out on depending on your playstyle.

1:17:43

And also there are characters, you know, there's some sort of mean scripted characters, more

1:17:48

designed characters. And then there are once you can recruit and sort of design yourself.

1:17:54

And even those pretty impressively have voice dialogue and a lot of lore. And so if they're

1:18:01

in the den with some of the other main characters, they still participate in conversations.

1:18:06

They're still integrated into the squad in a way where I was sort of expecting, oh, this is just

1:18:11

going to be kind of a silent generic character. And that's often the case with the player

1:18:16

character as well in this sort of game. That's the one thing that you, well, you can customize,

1:18:21

but you can't completely alter. Your character is, is Hawks. And Hawks can be one of several species.

1:18:29

You can customize everything about his or her or their appearance, you know, in a cosmetic sense.

1:18:37

You can really make Hawks your own in a sense, but Hawks is going to be Hawks. That's not

1:18:43

negotiable, but beyond that, you can really put your stamp on this. And you know, I'm usually not

1:18:48

someone who gets so invested in cosmetic tinkering in games. But if you can, and if you are that type

1:18:55

of person, then you can really tinker to your heart's content. And you might actually want to,

1:18:58

because at a certain point, zero company actually starts to seem real to you. And so you might find

1:19:05

yourself in a menu saying, what color do I want my blaster barrel to be so be warned. The rabbit

1:19:13

hole goes deep here. That's very impressive. Yeah. I'm never going to get close to a melee character

1:19:22

in the next game. I don't let your heart fall for what's his name, uppercut guy. Yes,

1:19:28

cab uppercut. Yeah. But it is sort of mass effect. Yes, I would say that might be the best comp

1:19:36

when it comes to this Dan and how fully fleshed out your characters are. I mean, I'm not saying that

1:19:43

there are, you know, romance options to the extent of mass effect, but just in the sense that these

1:19:48

do feel like fully fleshed out characters and that there's some care that went into this even though

1:19:53

they are ultimately expendable and vulnerable. That is pretty cool. And so yeah, you'll be going to,

1:19:59

you know, you might see a best spin or a loathol or dantween. I mean, all corners of the canon.

1:20:05

And you're playing with four person squads. And if you've played XCOM, I think the basic bones

1:20:11

of the combat will be pretty familiar to you. You know, you start out with three action points.

1:20:18

And then you kind of have to dispense those, however you will. And you can move and position

1:20:23

your character and overwatch, you know, so that you can set up in a certain place. And then if someone

1:20:29

comes into your line of fire, then you can take them out. It's all about positioning.

1:20:34

There's some destructible environments. And by the way, it was heartening for me to hear that

1:20:39

there's at least some destructibility in Wolverine because I'm a sucker for destructible environments.

1:20:45

I can't get enough of them. It's just such a cool thing about video game interactivity.

1:20:51

There's some of that here too. And there's a kind of like a tag team sort of system where you can

1:20:58

call for backup. And then another character will attack after you attack that sort of thing.

1:21:04

And I would say even as a non-expert in the genre, it's pretty accessible. But also there's a good

1:21:10

deal of depth here. And there are a lot of scenarios where you'll feel like I just got through

1:21:16

this with the skin of my teeth. There are four difficulty settings. So it's not too intimidating.

1:21:23

If you haven't played this, it definitely does do a good job of tutorializing everything. And you

1:21:29

can customize the difficulty. But there's a lot of skill that up or down in a game.

1:21:35

While you're, yeah, you don't have to admit too. I don't know if it's in mission. But like between

1:21:41

missions, you can adapt that. And stuck on one playthrough at one. No, it's it's

1:21:47

perma-death, but I don't think it's perma-difficulty. And there are several classes, of course. You've

1:21:53

got your assault and heavy and medic if you're a healer or gunslinger or scoundrel or scoward or

1:22:01

sharp shooter soldier. You can also just be a droid. You can be an astrumac. You know, you can

1:22:08

have kind of an all-droid unit. You can have an all-clone unit. You can, that's why I'm saying,

1:22:14

you know, if you have the time to play through this thing multiple times, you're probably going to

1:22:19

see a different story. And also you could approach your playthrough entirely differently. And

1:22:26

you know, it's generally fairly contained small skirmishes. You're not going to be in huge

1:22:32

open-world battles here or either. But it does feel dynamic. It's nice that between turns,

1:22:39

it's not just frozen and everyone's sort of standing there. Like people are still shooting and

1:22:44

blocking or ducking or whatever in a way that isn't reflected in actual outcomes, but it's

1:22:50

purely cosmetic. But it helps. Yeah. In live and the battlefield a little bit so that it's not

1:22:55

just sort of, you know, until I press something, everyone is standing still. For those time.

1:23:00

For those who are in the car when I, yeah. Exactly. And when I started, just because of my normal

1:23:06

inclination with Star Wars games and action games, I really just, I wanted to blast away without

1:23:12

taking turns. You know, I just, on shot first, that's what I wanted to do. Especially because

1:23:18

there are third-person sections, which you were alluding to, which I think really helps kind of

1:23:23

in a Mario Rabbids style where, yes, when you are actually in combat, you're sort of restricted

1:23:31

in what you can do. But then you basically have to walk to the combat. Or when you finish part of

1:23:38

a mission or a battle, then it will open up again and then you can walk to the next combat section.

1:23:44

And it's not like there's so much to do necessarily. You're not really like unlocking stuff for

1:23:50

opening boxes or anything, but it is nice even though the movement does feel slightly sluggish to me,

1:23:55

at least in the third-person sections, it just helps connect the combat sequences and kind of

1:24:02

makes it more immersive in a way that I appreciated. But at first, just the muscle memory kicked in,

1:24:08

where it's like, oh, I can run around in third person. That means I can just play however I want

1:24:13

and no, you can't quite do that. You are still restricted to taking turns. But another thing is,

1:24:19

you know, if you've played XCOM, there are all the memes about the probabilities, the hit probabilities.

1:24:25

And sometimes you're like at point-like range and it, you know, the memes like 65% hit probability or

1:24:32

something. That didn't happen to me. I didn't see much of that. You will still miss shots sometimes,

1:24:39

just I mean, you know, it's a good, it's a teaching moment, a lesson about probability. Sometimes 90%

1:24:46

probability means you're going to miss 10% of the time. So that is always frustrating when you just

1:24:51

get the unfavorable role of the random number generator. And it's like, I did everything right.

1:24:55

Right. Yeah. You just, you got to, you know, never tell me the odds except it constantly tells you

1:25:01

the odds. And so it's frustrating when the results go against you. But I mean, you know, that's part

1:25:08

of the territory. But that does make you wish like, I wish I could take control myself and just

1:25:13

blast away more accurately in a foolproof sense. But the story's cool, you know, the infinite coil,

1:25:20

they're like self-infected with this shadow plague on purpose in a what doesn't kill you makes

1:25:25

you stronger way. And maybe this could spread. So there are bigger stakes, but also it is sort of

1:25:32

self-contained and you come to care about the characters and the company. And you can just, you

1:25:38

know, recruit everything, customize everything, upgrade everything in the Dan between missions. There

1:25:44

are like different mission types. So it's not just, hey, kill everybody on the battlefield. Sometimes

1:25:49

there's a certain objective. You have to escape or rescue someone or or do something. And then

1:25:54

sometimes there's special enemies, you know, like a adjoit or something. And you have to figure

1:26:00

out, okay, how am I going to take down its shields or work around the shields. And there are a lot

1:26:06

of other little wrinkles, you know, there's like a shared resource called advantage that you can

1:26:11

build up as you go through a fight. And then you can trigger a more powerful move to do that.

1:26:17

By the way, you asked about changing difficulty levels. You can also change Hawks' appearance and

1:26:23

species on the fly, which is interesting. I mean, jarring. It's like, you know, I can go from being

1:26:30

a human to a devaroni and all of a sudden or something, which, all right, but I mean, you do you,

1:26:36

Hawks. So it's so tough, you know, you get attached to a certain appearance and it's telling this

1:26:42

cohesive story. And then suddenly, Hawks looks completely different from before. But that is your

1:26:48

choice. And I'm pretty impressed on the whole, I must say, and a lot of choice. It sounds a lot

1:26:55

of choice. A lot of replayability, really impressive production values. The soundtrack is by Gordihab

1:27:02

whom I have interviewed for the Ringger.com. What a great website. I don't want to limit him to

1:27:07

saying that his job is to sound sort of like John Williams. He does other stuff too. But he is the

1:27:13

best in the world at coming up with original soundtracks that have that classic old school

1:27:18

Star Wars flayer. So that's great. And it just, it looks fantastic. So, you know, you have to watch

1:27:25

your crew carefully because you can revive your characters a couple of times. It's like three times

1:27:31

in your out, basically, you know, that's the time is the opposite of the charm, I guess. And so

1:27:37

once they've been down, you can heal between missions eventually. And, you know, but those do

1:27:44

carry over. So you are white knuckling it at a certain point because it's like Luke in the last

1:27:48

Jedi, no one's ever really gone in this game. They are at times. And so that's somehow.

1:27:54

Helped the team has returned twice. Exactly. Yeah. But not your characters because of the permadeath. So

1:28:01

it's extremely Star Wars-y. I mean, Jedi, Joy, it's Mandalorians, Troopers, scoundrels,

1:28:08

the gangs all here really. So I'm in a year for Star Wars because Galactic Racer,

1:28:15

yeah, the footage that's come out recently from some previews has, has looked really impressive.

1:28:20

And that's another one where you don't think of that genre as being so story forward. But it

1:28:25

seems like they're really making an effort to integrate that there as well, which I'm all for.

1:28:30

And also the mission's advanced time, which is kind of cool because when you're in the den,

1:28:35

you can do these operations. They're called that are text only. You're just sort of, it's like a

1:28:41

text adventure old school. You're sort of assigning certain characters to squads and sending them

1:28:45

on these missions. And then you see whether it worked out and what you got. And you can miss out on

1:28:49

some operation opportunities if you just don't get to them at the right time, which is another

1:28:54

reason why maybe it makes sense to play this multiple times and see how the team make up differs.

1:29:01

So man, I also came into this being pretty optimistic, somewhat optimistic, even though this isn't

1:29:10

necessarily my niche. But I have to say that this also raised my expectations somewhat. So you

1:29:17

don't want to get over hyped based on not playing the full experience. But again, so far so good.

1:29:25

Great. Well, it's going to be more excited. And we don't have very long to wait for this one,

1:29:31

because this game will be out in a couple of weeks and everyone will be able to play it on August

1:29:36

27th. PC PlayStation Xbox Series. Obviously, we will be back to discuss it again in even greater

1:29:44

depth than I don't have any show and tell unlike you. But but maybe next time, perhaps we will have

1:29:50

someone on to talk about this. The only real caveat that I have, even though it looks great, sounds

1:29:58

great, great sound design, there were occasional glitchy, janky things, which I was playing a

1:30:03

pre-release build. So it's possible that all of that will be ironed out by the time it's out. But

1:30:09

there are some wonky camera angles, sometimes where the camera would shift around and you

1:30:14

kind of couldn't see part of the battlefield because it would be blocked or were some glitches with

1:30:19

collision detection, that sort of thing. And some frame rate issues, which were hard for me to assess

1:30:24

because I was playing this on a work laptop. A surprisingly powerful work laptop, but nonetheless,

1:30:31

couldn't harness my PS5 pro power for this preview build. So I know I just had to go back to

1:30:40

slum in it, just see how the other half lives, but before I get back to to pro. But yeah, I've seen

1:30:46

some other previewers note that they had some occasional stutters and hang ups too. So hard to say,

1:30:52

whether it will be perfectly polished by the time it comes out, but nothing really that

1:30:57

impeded my enjoyment of the game. I should say for Wolverine, I

1:31:03

the entire time I was playing it ran super smoothly and I saw one glitch where a guy kind of like

1:31:11

glitched through a wall, but aside from that specific one instance, yeah, I didn't, that game seems

1:31:18

really polished. So yep. All right, well, we came, we saw, we previewed, we're going to take a

1:31:26

break and a quick breath to get our bearings before really zero company sort of starts the onslaught

1:31:33

when it comes out in late August from there through GTA, there is hardly a week without some hugely

1:31:40

hyped game coming out. So there will be a lot of button mashing work through whatever sliver of your

1:31:47

pile of shame you can now. Don't be ashamed. It's okay not to play games sometimes too, but

1:31:53

yeah, I mean, based on your experience, perhaps not, but for many people at least don't be

1:32:00

plagued by guilt if you don't. But yeah, we're going to be busy, busy, busy button measures here

1:32:06

for the next few months. And but mesh will be back next week as well. And then we will cover

1:32:11

zero company and then we'll cover a whole lot of games coming in early September. Oh boy.

1:32:17

And then we will also have a Wolverine episode in mid September. So thank you, Matt. And we will

1:32:25

be talking a lot sometime soon. Yeah, can't wait. It's going to be a fun, fun time. And you can

1:32:31

contact us at ring of earth gaming at gmail.com if you have questions or comments or want to tell us

1:32:38

which games you are hyped to hear about in play. Thanks to Steve Vanity Fair Almond

1:32:44

for producing this podcast. And as always to our junior ring of pal for green lighting

1:32:50

and senior managing our whole venture here. But mesh will be back next week. Hold on to your butts

1:32:58

and your button mesh.

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