Get Played - Donkey Kong Bananza, Fantastic 4 Games + Twisted Metal with Mike Mitchell
Episode Date: July 21, 2025Nick flies solo this week and talk about his first impressions of Donkey Kong Bananza, his time in video game development on the Fantastic Four video games, and he interviews his Doughboys co...-host Mike Mitchell about Twisted Metal Season 2 on Peacock! Check out our brand new merch at kinshipgoods.com/getplayed Follow us on social media @getplayedpod Music by Ben Prunty benpruntymusic.com Art by Duck Brigade duckbrigade.com For ad-free main feed episodes, our complete back catalogue including How Did This Get Played? and our Premium DLC episodes and our exclusive show Get Anime'd where we're currently watching Birdie Wing: Golf Girls' Story go to patreon.com/getplayed Join us on our Discord server here: https://discord.gg/getplayed Wanna leave us a voicemail? Call 616-2-PLAYED (616-275-2933) or write us an email at getplayedpod@gmail.com Advertise on Get Played via Gumball.fm All of our links can be found at linktree.com/getplayedpodSee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
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This is a HeadGum Podcast.
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Hey buddy, I'm Tiger Weiger and this is my video edition for the role of Link in The
Legend of Zelda movie.
I know I'm a little older than you're targeting, but I think I can bring a lot to this character.
I'm very passionate for the franchise.
Anyway, let me get into the lines you had me prepare as Link.
Okay, here we go.
Three, two, one, action.
Hit, hit, hit, hit, hit, hit, hit, hot, hot, hot, hot, hot, hot, hot, hot, hot, hot, hot,
hot, hot, hot, hot, hot, hot, hot, hot, hot, hot, hot, hot, hot, hot, hot, hot, hot, hot, Whoops and scene ignore that last part that that last part wasn't part of it
Just ignore ignore the last part the rest the rest you can just ignore the last part
Anyway, thank you so much for your consideration. I look forward to seeing the movie in theater starring me. Oh
And I know it's not in the script but I can
also do this. Do do do do do do do do do. Not part of it. We visit our old friends
Donkey Kong and Johnny Storm as we discuss, I discuss, Donkey Kong Bonanza
and my time working on Fantastic Four video games plus a chat with Twisted Metal's Mike Mitchell this week on Get Played.
Pot on! Wow, it's Get Played, your one-stop show for good games, bad games, and every game in between.
It's time to get played.
I'm Tiger Weiger.
Matt and Heather are both unavailable this week, so I am flying solo.
I've heard of solo leveling, but solo podcasting?
That's right. Gonna be a bumpy ride.
Basically, based on our schedule, the choice was no episode, i.e. we would have an unlocked
animated or an unlocked classic episode in the main feed or a Weiger solo episode. Jesus Christ,
I fucked up saying my own name. Bad sign. Like a plane that crashes while taking off. Just doesn't even make it off the runway. It's like straight into a building.
It's a Weiger solo episode. Just me. And that's the decision we made.
You know, I was like, I could leave the feed vacant.
Not have a new plate episode for this week in a very consequential year of gaming.
But I stepped up to the plate.
And you know what?
I'm going to reverse the momentum here.
I'm about to knock it out of the park.
That's right. Jack up those expectations.
Also, I just want to address, maybe some of you are concerned that what happened is I murdered Heather and Matt
and I am recording in the Headgum Studios alongside their fresh corpses, possibly, I guess, holding
Rachelle hostage, making her record my audio suicide note.
That's not what happened.
Got to admit, be compelling audio.
Who will be sharing that episode?
As for what to expect on our journey together, The Fantastic Four First Steps is about to
release, which I'm actually kind of excited about in a way
I haven't been for an MCU movie in a while and I have some history with the Fantastic Four franchise
by virtue of my time in game development where I worked on two Fantastic Four games and
So I just figured I'd talk about
my time doing that and what it was like working in game dev back in the aughts and
What my experience was?
Personally and what our experience was as a team trying to wrangle that IP which is once again topical
Into a game or games in this case
So we'll talk about that for a bit and later in the episode
I have a chat with my doughboys co-host Mike Mitchell about acting on the Peacock series
Twisted Metal, great show. I know what you're thinking. Weiger, how'd you pull that booking off?
Yeah, I wear pretty long sleeves
Cuz I got a lot of tricks up them. Maybe it'll pull some rabbits out of hats
Sometimes that includes
Locking down Mike Mitchell for a podcast record.
Gonna be a lot of fun, but first let's get to the big news of this week in gaming.
From the Blue Sky account SteamDB, quote, Steam has added a new rule allowing games that violate
the rules and standards set forth by payment processors and card networks or internet network providers. At the same time, many incest-themed games
were removed from the store.
This is fucking bullshit.
Censorship is wrong.
What's next?
I'm just saying, it's a slippery slope, people.
No, I mean, it honestly is a little bit of a, you know,
harbinger of sorrow, if you will, to quote a Metallica song.
I could just see the sanitization of the Steam stores content on the horizon to appease,
you know, whatever totalitarian governments, including our own or just various corporate
interests.
For the most part, Steam has been pretty good about that sort of thing.
But it's a little bit of a bummer to see them starting to kowtow
to the demands of payment processors.
What are you going to do?
It's interesting.
I'm such a Steam guy, as I have been for a long time, especially as a PC gamer.
And it's just been so transformative for gaming, in particular indie gaming, but
all gaming.
And just as a digital distribution platform, that seems to be for the most part, a fairly
benevolent force.
And you know, there is a bummer future where Valve is bought by private equity or something,
or the steam asset is sold off to some predatory corporation
and kind of what's cool about it is stripped away and all these restrictions are placed
upon it.
As we've witnessed things like Tumblr, it doesn't take much to turn a thriving platform
into a digital graveyard.
So hopefully that's not the case, but minor bummer out there.
The big news of course is that the Zelda cast was announced. I'll just read this from IGN.
Nintendo has confirmed the lead actors for its upcoming live-action The Legend of Zelda movie.
Zelda will be played by Bo Braggison and linked by Benjamin Evan Ainsworth.
I'm not sure if I'm pronouncing either of those names correctly. Braggison 21 previously appeared
in Netflix fantasy adventure series Renegade Nell as well as BBC crime drama adaptation The Jetty.
Ainsworth, aged just 16, has only a handful of roles to his name, though notably appeared in Netflix horror series The Haunting of Bly Manor.
I think in the aftermath of the Mario movie and the way that was cast, and you know, I like the Super Mario Brothers movie on balance,
a lot of us were concerned that Nintendo was just gonna be star chasing with its IP.
And this actually makes me think that instead
what they were doing is giving a lot of authority
to Illumination and how they cast movies
because Illumination very much does have that philosophy,
that star chasing sort of perspective as we see
chiefly in Despicable Me, but also in Secret
Life of Pets and what have you.
I mean, if you look at the Despicable Me franchise, it's just like perpetually placing some of
the most zeitgeist-y people at the core of its casting or just big stars.
Steve Carell, the time Despicable Me 1 comes out in 2010, Jason Segel, very hot.
Also finally Russell Russell Brand who's
in a few of the movies.
But yeah, consistently that's just how they've cast things.
I mean, I think I can say vaguely that I did some work on an illumination project and very
much that's just sort of their internal calculus.
And so again, just going back to it, I believe what Nintendo is doing here is they're just sort of like, look, the whatever Western collaborator we're entrusting with our IP, we're just going
to let them do things the way they're doing them.
Yeah, I'm not saying that they're completely hands off in the process, but it does kind
of feel like they're sort of trusting their process.
And so it feels like what they're happening here with West Ball directing the Zelda movie,
they're just sort of saying like,
you know, do it the way you wanna do it.
At least that's purely inference on my part.
I could be completely wrong or full of shit.
But I also feel like casting unknowns,
or relatively relative unknowns, I should say.
They have credits, but you know, they're not household names
is the best hope for this movie and actually gives me some optimism for it.
28 years later, I'm sure a lot of you have seen, if you haven't, check it out.
It's a fantastic movie, you know, one of the best of the year so far.
And I don't think it relies on having seen previous films in the franchise.
In fact, I can say Natalie saw it without having seen the previous 28 movies.
28 movies.
Sounds like there's 28 movies in the franchise previously.
That'd really be something.
Meaning the previous 28 movies, meaning 28 days later.
28, is it weeks later?
It can't be weeks.
Is it weeks?
It may be his weeks.
I wish someone was here to tell me if it was weeks.
There's no way to know whether or not it his weeks. I wish someone was here to tell me if was weeks I was no way to know whether or not was weeks. Anyway, the kid in that movie is
Again a relative unknown and I believe only has a few credits. We've talked about him before is Alfie Williams the actor
Just absolutely a fantastic performance. And so you hope you can wrangle something like that out of a
fantastic performance. And so you hope you can wrangle something like that out of a child actor, child, you know, one of them's 21, one of them's 16. So, you know, an older, an older kid, but out
of a young actor. And again, I think this puts me in a place where, okay, it feels like they're
maybe having a little bit of creative leeway. They're not just having to star chase, you know,
by command from
the top and so hopefully that the results in the kind of movie that the
Zelda franchise deserves alright we should get into the show hold on I
missed a call my phone on do not disturb which I guess I should be doing we're
recording looks like I missed a call from Maybe the merchants. Let's just play this voicemail here
But I want to ask my friends, what are you playing? Wow, thanks so much Resident Evil Merchant.
Really nice of them to do that on their off week.
I have been playing Donkey Kong Bonanza, and let me tell ya, I'm having the time of my fucking life.
What a fucking video game.
Oh, banana.
Just been saying that to myself for two days. Oh banana. That's
from Donkey Kong 64, right? Is that the genesis of that? Awesome to have it again. If that is
actually where it's from, that's not a Mandela effect. By the way, speaking of DK 64, where is
everybody on the Donkey Kong rap? Because I feel like my personal journey with the Donkey Kong rap
mirrors my experience
with the Star Wars prequel trilogy.
Whereas they originally came out and I was kind of like, what is this?
I don't know if I like this.
And then some time passed and I was like, wait, I think I love this.
I'm not saying the prequels are flawless films, but they're ambitious films, they're interesting films.
And that trilogy is cohesive.
And if he really lands a plane,
unlike the Disney trilogy, which, you know,
really peaks with Last Jedi and then Rise of Skywalker,
it's a fucking mess.
I feel like it's a grandpa meme now.
The bro shake from Predator.
But if that meme still existed,
if that's
not a meme from a land before time, I feel like you'd have like last Jedi lovers, last
Jedi haters on each side and the middle where the bro shake was happening would be, rise
of Skywalker sucks. We can't get into it. But seriously, what the fuck was going on
with Exical?
How'd they build all those star destroyers?
They had a bunch of fucking Union shipyards up there?
On this remote planet?
Hidden by the Sith?
What the fuck are you talking about?
It also conflates the Sith with the Empire, which is like, that's less interesting than
the idea that these things are separate with their own agendas,
their own sort of spheres of influence and Palpatine and Sidious are manipulating them both.
Anyway. Back to the Donkey Kong rap.
At first, I was like, you know, I'm playing Donkey Kong 64 and that game's a bloated mess
in a way that Donkey Kong Bonanza very much
is not so far.
I also 100% of that game for some unknown reason.
The fuck was I doing with my life?
The Donkey Kong rap.
So they're finally here performing for you.
If you know the words, you can join in too.
Put your hands together if you want to clap as we take you through this monkey rap starts pretty strong
DK Donkey Kong we all know I think a lot of the verses are kind of forgotten and
People kind of focus on the first verse and I'll just do a little bit of this
He's a leader of the bunch. You know him. Well, he's finally back to kick some tail
fine
His coconut gun can fire in spurts if he he shoots ya, it's gonna hurt. That's
where it loses me and a lot of other people. Spurts and hurt feels like a bit
of a strained rhyme. That said, Grant Kirkhope, the composer, whose music makes
an appearance in Donkey Kong Bonanza, as does David Wise's compositions
in adjusted remixed forms,
was trying to make a funny, jokey sort of rap,
but wasn't meant to be taken at face value.
So I think once I later hit on that,
they're like, oh, the composer was in on the joke.
And not in a way, not in like a Tommy Wiseau retconning,
like everyone's laughing at this thing that was my passion project, so I'm just gonna not in like a Tommy Wiseau, like retconning, like everyone's laughing
at this thing that was my passion project.
So I'm just going to all claim it was a joke all along.
So I seem like a genius, genius, but like in an actual, like, no, this is a, this is
a believable earnest sort of way.
It made me actually appreciate it.
And I think it was go back to my, back to my prequels reassessment and back to kind of the timeline, you know, for this change of heart.
When the song appears in Smash Brothers Melee, then I'm just like, wait, this is fucking great.
I love the DK rap. That's how quick that turned into nostalgia for me. It may honestly have just
been hitting me too. Like this hits me as a cynical teenager and then I reconnect with it as
A more earnest adult even though it was just a few years. How long was that was the the the delay between?
Donkey Kong 64 and melee five years
No way to know
less than that
Yeah, less than that
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Okay, so often when we do these commercials, we'll get sent product or whatever and we'll
eat it for a week or a month and then we'll be able to talk about it and say, hey, you
know, I did this and that's part of the advertisement.
For this next ad, they want me to talk about why I use NordVPN and I lit up because that's
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Years ago, I discovered that there were exclusive releases
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NordVPN is one of the fastest VPNs out there.
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Anyway, Donkey Kong Bonanza, which I'm supposed to be talking about, designed by a Nintendo EPD, Kazuya Takahashi, one of the directors, previously worked on Final Fantasy XV.
Beyond that, a lot of Nintendo veterans,
it seems like on the team.
When I get into talking about Fantastic Four games,
I might talk about the challenge
of making a character feel powerful.
It's specifically like physically powerful
and how much of that needs to be accomplished
with like, you know, hit frames and, you know,
screen shake and sound design,
all of these aesthetic considerations that kind of
it force feedback that really like hammer home how potent a character is, how a character
has real weight to their movement and their attacks.
Donkey Kong Bonanza absolutely accomplishes that.
It is there so forefronted, it's so effective.
You feel like juggernaut.
It invited comparisons to Hulk Ultimate Destruction, a game I have a lot
of affection and nostalgia for.
And yeah, it very much kind of feels like that in a modern sense.
The train deformation is really something to marvel at.
Just how much you can completely just fuck up an environment.
I remember when Duke Nukem 3D had like one set piece where you could destroy a building and that feeling
Mind-blowing and then later on you have games like red faction. I feel like was the first
Big one. I remember where destroying terrain was a big part of it. Obviously we live in a post minecraft world of the
you know, the most influential game of the century and maybe one of the biggest
movies I guess, biggest franchises in existence. And yeah, this definitely goes all, you know,
basically almost all the way to the Minecraft extreme of just being able to do whatever you
want in terms of altering the play space. The other thing I really respond to is just a sense of forward momentum.
Again, that goes back to the juggernaut comparison, but it just really feels like you're going
for it.
I think the design decision to make dedicated buttons for punch forward, punch up, and punch
down is one of those things where it's like, that's not an obvious choice.
That's a thing I feel like they go through
with play testing and prototyping
and just having the time to figure out
how do we wanna make Donkey Kong feel like Donkey Kong?
And it works so well,
so used to altering the directionality of an attack
via like stick movement or D-pad movement and to have it just like mapped to a dedicated button
is so satisfying and again makes the action so frenetic
and so kinetic. I jump mapped to the A button
is maybe a little bit awkward. It's a little bit of a reach, but also like you're
just kind of doing less of that due to the nature of traversal here. I love the Pauline
reveal. I wish Matt was here. I love the Pauline reveal.
I wish Matt was here because I would tell Matt the way Pauline emerges, I was shocked.
And I think she's a really fun character and she's a great sidekick.
Also you get different wardrobe here.
I love changing my clothes in a game.
And I love that they're just not purely cosmetic.
Some of them give little advantages, you know?
It's really fun, it's really rewarding.
The Minecraft comparisons are obvious,
but like, there's also like a Wario Land feel to it
of just collecting so much loot,
collecting so much treasure.
I love how many collectibles there are.
I love how large your pool ofibles there are about large your pool of
Whatever the currency is exactly. I don't I'm just feeling I'm picking up a lot of like gold shit
Obviously you got the big bananas you're busting up and then Aaron. Oh banana
Doesn't get old to me. I'll take that on a loop. I just love collecting a lot of shit
You're just running around you're fucking shit up. You're picking stuff up. You're just running around, you're fucking shit up,
you're picking stuff up, you're making a mess
and you're reaping the rewards.
It's so gratifying.
I've been kind of like thinking about development a lot
naturally in preparation for this episode
and like developer told me was talking about
the magic of Diablo II back when I worked in the industry
and they were basically just saying,
it's pretty simple, constant rewards.
And that's what this game feels like,
it's just constant rewards.
Vampire Survivors, a game that owes its existence
in some level, several steps removed to like Diablo II
and other dungeon crawlers is a constant rewards game.
And that's what this feels like.
I love how different trains interact with each other.
Again, just such a really thoughtful design choice that gives it another layer. I mean,
it's being a layers because you are descending through layers as you're progressing from biome
to biome, but just giving a, a, a, that certain, certain ones are more powerful.
Certain ones interact differently with different enemies.
It's very fun and just adds depth
to what could be a fairly simple destruction mechanic.
Picking up big chunks of terrain is so satisfying,
just ripping shit out of the earth.
It just makes you feel powerful, makes you feel potent.
Also, there's a thing that I think is just a convention of 3D platformers now.
And honestly, maybe just owes it all to Mario Sunshine.
Is that the first time we saw, hey, there's these little sub levels, these little obstacle
courses that you will enter in every major, like main level?
I mean, there's a similar thing in Astro Bot,
which this has naturally been compared to.
Those levels here, those sub levels within the main levels
where you're just grabbing more bananas and hearing,
oh, banana.
Not even the last time I say it this episode.
Those are super fun.
I like, I've enjoyed just stumbling upon them
just to see what's inside of it.
They use music both, you know, in the scoring,
but also mechanically, that it has an element in here.
And then the tuning fork checkpoints,
that's what those are, right?
Really fun, just in terms of making the world feel
more alive and thematically coherent.
Sound design's really great.
Again, just another element of making the character
feel powerful.
And from the beginning too,
it's kind of just this power fantasy from the get-go,
just from that initial mind tutorial space,
just being able to wreck house right away.
And then of course the bonanza mode,
which again, first time I encountered that, I was shocked.
The only thing I would say that are a little bit of a hiccup for me, and these have been
commented on by others, the frame drops are pretty noticeable and kind of a bummer for
what you think is like, hey, this is the big new step up in hardware.
And that's what you're encountering when the screen's
getting particularly messy.
Not a deal breaker, certainly, but a little bit of a bummer.
Also, the camera, and man, camera design in a 3D game
is so difficult. I can't imagine how much and many more
levels of difficulty it adds to, again,
have this fully deformable terrain.
But there were some times, I feel like when I was playing,
even early on where I felt the camera was getting lost
and I couldn't quite tell what I was looking at.
Again, not a huge deal, but just minor detractions
that I feel obligated to add if I'm giving my take.
I've been getting a lot of use out
of the Switch 2 Pro controllers.
I've put a few hours into this game
and it's my first time really playing it, using it for extending stretches to play a game.
I really like it.
I was not expecting it to be such a step up from the Switch Pro controller on the Switch
1.
Vanilla Switch I guess you could call it, but you know, vanilla's a flavor.
Doesn't mean plain.
It's an exotic bean.
I really, yeah, I like the under buttons, the paddles.
I think it's really comfortable to hand.
The force feedback again was very effective.
And I just kind of like it aesthetically.
Like I like it, it's got kind of a,
it's not a purely a black color way
of the OG Switch One pro controller. It's got a kind of like, you know
It's got some black and white sort of coexisting
Pleasing to look at yeah, but I kind of feel like that's the way to play this one
I haven't really tried it in handheld mode. Honestly, anyway friend asked me should I get a switch to for Donkey Kong Bonanza? I
Think my answer for that is an annoying maybe.
If you're planning on getting a Switch 2 anyway,
at some point, and you're not particularly cash constrained
where you wanna wait for a price drop,
and who knows when that will come from Nintendo,
then yeah, I think it's a good enough game
to get a Switch 2.
Certainly if you're someone who has a passion for the Donkey Kong franchise
or just loves 3D platformers, then I would say yeah, get a Switch 2.
Beyond that, I'm still not sure if it's quite a system seller for gamers in general.
I think it's the pretty particular case of I either love, love these type of games, in
which case you probably already have one.
You probably already have Donkey Kong Bonanza and played more of it than I have.
I'm telling me what a fucking idiot I am for my dumb ass takes.
But like, or, you know, and, and, or if you're someone who's like, I just, I'm just going
to get a switch to like eventually anyway, then yeah, I think this is a good enough reason to jump.
But beyond that, yeah, I don't know.
I mean, I just, I don't know if there's enough
of a library to justify it beyond that.
I also have not investigated how long this game is.
It feels like it's gonna be fairly beefy,
but I haven't looked at how long to beat.
I guess I could do that real quick.
Hold on, how long to beat?
Is there anyone on Donkey kong bonanza yet okay preliminary looks like wow main plus extra close to 40 hours so this is a big boy main story 18 and a half hours
again how many people have actually reported only seven seven people have reported, so it's maybe a little pretty small sample size.
It'll be interesting to see
how this holds up versus Mario Odyssey.
I've had some friends already give some like,
this might be like a Mario Odyssey for the Switch,
which if that's the case,
I mean, we're talking about one of the very best Switch games
or if it's an Astro Bot, which is the defining 3D platformer
of this generation, pretty much.
Such a marvelous game.
I feel like I'll just say this.
I'm having the same amount of fun
that I was having with Astro Bot.
I'm not quite as charmed yet.
But part of that is because I was
bringing a lot more pre-existing expectations into a Donkey Kong game
than it was into an Astro Bot game,
having basically just played Astro's Playroom previously.
And so it's kind of an un-pair, un-pair, fuck.
Rochelle, you gotta help me out here.
Change the P into an F, I was trying to say unfair.
Just work your magic.
Kind of an unfair comparison.
I had unfair and comparison.
That's where the fair in unfair and the pair in comparison.
I conflated them and made the word unpair.
Had an apple earlier.
That was kind of an unpair.
Unpair at an apple earlier. That was kind of an unpair
She'll help me out here
Fucking dying juice this with some audience applause or something make me look good.
It's kind of an unfair comparison with Astro Bot. I do love Astro Bot so much. I mean, I would love for this game to be as good as Astro Bot.
And maybe we'll get there, but man, I was just saying I picked this thing up as like, I'll miss around with it a little bit on
on launch night.
Could not stop playing the fucking thing. I'm like up past my bedtime.
Like bleary-eyed in the morning. Because I'm like up past my bedtime. Like bleary eyed in the morning.
Because I was playing Donkey Kong Bonanza. The big smile on my face like a fucking dipshit.
Wrinkles in my brain just smoothing out. Having the time of my fucking life.
It rocks. What are the best Donkey Kong games? I do have a lot of fondness just for straight up
Donkey Kong. I played the shit out of Donkey Kong. I love that game. It's very much of its time.
There's a lot of that design that feels a little bit clunky, but it is a really,
really compelling arcade game. Donkey Kong Country is great, obviously. I think a lot of,
you know, a lot of people came at me or came at us, I would guess, say more generally when
we were doing our rare tier list and we're kind of down a little bit on Donkey Kong Country
3, which I know the least of the Donkey, remember the least of the Donkey Kong Country games.
In fact, I don't think, I don't know if I've ever finished Donkey Kong Country 3, but I'm
being completely honest.
I probably should.
But some people were coming at us and saying like,
hey, actually y'all were wrong.
Donkey Kong Country 3 is maybe the strongest
or is the strongest of the Donkey Kong Country franchise.
I believe you.
I believe Donkey Kong enthusiasts
when you're telling me that.
That's just not my memory of it.
But then again, you also look at the timing of it.
In North America, the Donkey Kong Country 3 for Super Nintendo came out after the release
of the Nintendo 64.
So like, it just felt so dated and like such a retread at the time that it was kind of
hard to evaluate it with clear eyes.
I think if I played it now, I might be open to its magic a little bit more, but I really love Donkey Kong Tropical Freeze
Game is awesome. I think that I think retro did an amazing job with that and then I
Don't know how much we open it up to spinoffs, but I have so much fondness for Donkey Kong. What a cool design
Anyway, Donkey Kong Bonanza. What can I say besides? Oh
Banana Donkey Kong Bonanza, what can I say besides, oh banana?
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All right.
Let's get into some dev tales of my time working on Fantastic Four and Fantastic Four, Rise
of the Silver Surfer.
As you may know, if you've listened to previous episodes of Get Played,
or honestly episodes of Doughboys, kind of can't fucking shut up about it.
I worked in game development in my 20s.
It was my first career, the first thing I wanted to do
or rather thought I wanted to do.
And so I did that for about a decade.
Then I thought I wanted to do writing.
So I transitioned to that and was a TV writer for a decade.
And then I realized what I really wanted to do was nothing.
So I'm a podcaster.
But it was my video game career as it was really came from a passion for gaming.
And it was like my favorite hobby.
It was the thing I loved the most.
It was that and I guess music,
just by virtue of me playing in orchestras and bands
as a kid so much, but gaming was number one.
And just the idea that I could actually get a job
working in the industry,
that that was not a thing that was actually,
that was purely aspirational,
but was in fact tangible for me at a relatively young age, I was just so excited to pursue it and so quickly became jaded and disillusioned. Probably like,
you know, being a jingoistic, anti-communist American going into the, you know, not being
drafted, but volunteering for combat duty in Vietnam
And yes, I am comparing myself to a combat veteran
For working in video games. In fact, I'd appreciate a thank you for your service every now and then
It's kind of like that. You know, you're like, ah, hey, yeah, let's go to war
I love America and then you get into shit and you're just immediate like this is fucking war as hell
What the fuck am I doing here? What the fuck are we doing here?
It's sadly kind of how I felt and part of that was because of the games that I was tasked
with working on.
And before I really dig in, I am going to tell some stories that involve some people
that I worked with and I'm going to just try to avoid saying names in this for the most
part.
I weighed how I wanted to handle this and I just kind of realized I'm in an asymmetrical
position to have this platform and be able to just sort of bloviate about my side of
all these stories where even if I feel like I'm not being unfair to somebody or if I'm
making somebody look good, I don't know if they want to be shouted out here.
So I'm just going to err on the side of them.
I'm just not going to say names.
Except for one guy, Doug.
You know who you are.
I don't think I actually worked with a Doug.
Fuck did I?
As I was preparing this episode and doing the chronology, I realized, and this is just
one of those insane things about aging, this was fully 20 years ago.
I generally kind of say like, oh yeah, I worked in game design. I worked at what, like 10, 15 years ago. I generally kinda say like, oh yeah, I worked in game design,
I worked at what, like 10, 15 years ago?
No, I started in 2004.
Holy fucking shit.
From my game design career until now,
is an infant who can order a beer at a bar.
Anyway, Fantastic Four, the Tim Story movie
that these games were based off of, released in 2005.
So we get 20 years ago,
basically 20 years removed from
the Fantastic Four first steps.
So how I got started in video game design,
I got a job, I just kind of applied for it.
Didn't really have an in in my memory.
It's possible I did, but I don't think I did. I think I just kind of applied for it, didn't really have an in in my memory. It's possible I did, but I don't think I did.
I think I just kind of cold applied for it.
A QA customer support job at Activision, and I worked there for about a year.
This was after I dropped out of school.
I worked an IT job for a time.
Then I got this job that was more related to video gaming, even though it was not as
well paying.
In fact, it was pretty terribly paying, but I was working in the video game industry.
I think I've talked about working in QA and customer support before. The QA at Activision
at the time was in a basement that was just absolutely clogged with consoles and computers and monitors and
just shoulder to shoulder with the sweatiest, stinkiest fellow gamers.
It was an absolute sort of nightmare environment.
It felt like a sweatshop.
So you're working down there and I was working the graveyard shift and that was another thing
that kind of made me say, oh man, why was I doing that?
In fact, one of my credits, and I didn't realize this, one of my credits in game development
was on a real time strategy game as a third shift tester.
For some reason, they credited those of us who were working the graveyard shift separately
for the rest of QA.
But that was the sort of thing because it was basically 24-hour crunching.
They just had bodies working on these builds around the clock.
And I was one of them for a time.
I didn't last very long in graveyard shift.
I actually kind of thrived in customer support, which was answering phones and emails largely
from dismayed parents, but sometimes from frustrated
gamers.
And it was almost always someone who a game wouldn't run on their PC because they just
didn't have a powerful enough video card.
That was like 90% of it.
But my technique was basically just being more mad at their problem than they were.
And it was amazing how much that would calm people down where they'd be like,
this fucking, this is fucking bullshit.
I can't believe this fucking game,
I paid 50 bucks for this.
And I'm just like, I know, what the,
that's insane.
And you bought it for your son's birthday?
That's so unfair.
And then all of a sudden they're just like,
oh, you know, it's all right, we'll figure it out.
You know what I mean?
Like it's, for whatever reason,
that would kind of simmer them down, deescalate everything.
I think I've told some of these stories before, but we had a regular caller who'd call in
the customer support and he'd always ask us to, if we could physically mail him updates
for games.
And we had to be like, no, yeah, you can go here you can download the patch you can download the latest update
You know but we can't like send you a CD with a new build just doesn't kind of work that way
And I said nice nice nice fella. They'd be like oh, okay well I
don't have an internet connection because I have a
porn addiction
And I can't you know there's just too much temptation.
So I guess I just can't play the new version.
Felt bad for the guy, but I wonder what became of that.
Because how do you avoid having an internet connection now?
You can't, right?
Can you do anything without an internet connection in 2025?
There's something about option back in the early odds, but now there's no way to opt out.
I mean, how do you do banking even? How do you do anything? How can you get on a plane?
Is this guy just, you know, basically a shut-in with no contact with the outside world? Did he
become like a shed manifesto person? Or is he on broadband again? He's wired in fucking cranking it all day long.
I love this. Why did I ever enter recovery? This is the thing I like the most. Sick fuck.
He's into some nasty shit too. Sitting there pulling his pud in a fucking library.
There are kids there, man. You're looking at VOR? Pulling yourself off in a fucking library? There are kids there, man.
You're looking at VOR?
Pulling yourself off in a public library?
Anyway, I also had a time where at the end of each day, we would have a meeting and the
leads on the team would go around and talk to everyone who worked in the call center
about all of the things that would happen that day. If there were any trends, if anyone was calling about the same problems,
the same games, if there were any particular notable incidents. So the way that would go,
they just go sort of go around and be like, Hey Mike, anything happen? All right. Juan,
anything happen over there? You know, like how was your day? Just that sort of thing.
So we're going around and you're going around the circle. It goes to everybody
that this is my team. This is the team lead. This is my supervisor. Just that sort of thing. So we're going around you've gone around the circle It goes to everybody
That this is my team. This is the team Lee. This is my supervisor
He points to me. He says all right. How about you cocksucker?
This is my boss saying this to me
And I'm just like ah Yeah, a lot. Yeah, I don't know the fuck. I don't the fuck to say
Another guy on the team raised his hand and says, No, that was me.
It turned out like an angry dad had called the guy a cocksucker
on the phone.
But he thought
the lead thought it was me.
But I'm just sitting there
being called a cocksucker in a conference room
by next up in the chain of command
contemplating an HR complaint.
We had fun. It all worked out fine.
There was also just a thing that happened on that side of the job where constantly the
guy who worked above him, like the lead of the department would go around and just have
like a big stack of like X-Men origins Wolverine.
I think that was the game. I think that's Origins Wolverine. I think that was the game.
I think that's what it was called.
I think it was the same title as the movie.
And we'd just be like, hey, anyone want this game?
And we'd be like, yeah, all right, I'll take a free game.
You know, I'm making $9 an hour in customer support.
Why not?
I think eventually got it bumped up to like $11.82.
And so like, you know, I just got stacks of free games. And
I remember when there was this guy who used to give me rides and I would, when I was in
school and I just had all these free games from working in Activision. And so like I
just one day was like, Hey man, thanks so much for, for, you know, giving me a lift.
Here you go. And I just handed him like a stack of four games. He was like, Oh, holy
shit. Like he's like, you know, cause it was like, I handed him,
I handed a college student $200 basically.
But for me, I was just like getting them all the time.
Anyway, years later, I mean, I meet up with another guy
who worked in customer supported Activision.
And we're just talking about people on it.
And it was like, hey, whatever happened to, you know,
our boss, what happened?
It's like, oh, you didn't hear?
Yeah, he got fired.
He was stealing all those games. This guy was just, I mean, it's kind of an awesome
thing to do. Very Robin Hood. Just be like lifting inventory from Activision corporate
and just handing it out to your staff. Anyway, after working in Activision, I went back to
school briefly. This is at UCLA. Then in 2004, my college roommate,
who had already graduated and was working
in game development at this company, Seven Studios,
told me there was a design opening
and I should submit for it.
So I submitted and I interviewed
and passed the design test and I was hired.
I was a math major in college,
so I had computer programming knowledge. Plus I had some short films I'd written, which I could use as, so I had, you know, computer programming knowledge.
Plus I had some short films I'd written, which I could use as samples and had some writing
samples.
So I kind of had like my kind of both buckets of like, I could handle the technical side
and I could handle the creative side.
And that's, you know, ideally what you're looking for.
And it really, I guess in any part of gaming, I mean, it's all a creative field, but like
particularly in design, I was a junior designer.
I believe my starting salary was $35,000 a year, which even in 2004 money, it was not
very much.
And the hours were pretty punishing, which we'll get into.
And I was hired mid-development cycle for the game that would become 2005's Fantastic
Four with a number four. Now,
we looked up this game on Moby Games. Yeah, I hadn't read anything about it in many years.
Here's the verbatim description taken from Moby Games.
This game is a licensee of the 2005 movie Fantastic Four. Unlike many licensed titles,
this third-person action game in the vein of the Onimusha or Devil May Cry series only takes the base of its plot from the actual movie, then liberally
changes it to make for better gameplay. game but I do not think it's in that territory but I that's like certainly
what it was aspiring to be. Generally the game brings in more content for the
comic books than the movie particularly considering the villains that appear.
While the movie pretty much only concerned itself with Victor Von Doom aka
Doctor Doom as its supervillain of choice I believe in the movie it was
Victor Van Damme and I believe that was the case in the game as well. They did
some retconning because Fox was concerned
that Victor Von Doom sounded too stupid,
but Victor Van Dam was OK for some reason,
but he could still be Doctor Doom.
It's the same reason Galactus became a gas.
It was these arbitrary changes to IB,
taking away what was interesting about it
to make it less weird for mainstream audiences, but in so doing, you
just make it boring and alienate everybody.
As Victor Von Doom, aka Dr. Doom, is the supervillain of choice, the game brings in various characters
from the comic books as well.
The Mole Man, the Puppet Master, or Diablo, to name a few.
The gameplay usually consists of walking the heroic title characters around a level and
beating up various enemies that cross their path.
They're mission objectives, but usually the only way to achieve them leads through the enemies and as usual the only way to fail them is to be overwhelmed by the bad guys.
Beating enemies yields points which can be used to upgrade characters, new special moves, or unlock various bonus materials.
And there's also co-op mode which it talks about.
I ultimately have level design, sound design, and additional dialogue credits on this game.
But like I said, it's mid-development when I join, and I'm very much just thrown right
into it, like right into the fire.
And I quickly learn the development lead has a quick fire trigger.
I won't say who specifically, I certainly like to say a name, but my second week, Friday
of my second week, a guy got pulled into their office and that designer from my team, from
my immediate team, same game, same department, was fired.
Now, in the run-up to that, this guy had been,
this lead had been asking the other designers,
just been kind of checking in with them, I later learned,
and being like, hey, how's, how's Wiger doing?
You know, he's thinking he can handle it.
And I never got clarity on this, but it was strongly implied
that I was hired as this guy's replacement
while he still had a job there,
and so I basically had a two week audition
to see whether or not I could handle it,
and if so, you know, I could keep the job,
otherwise I guess I would've been fired,
maybe that guy stays.
It was just like fucking grim and ruthless.
The studio later did the same thing
where they hired four designers for two slots.
And thankfully they had the good sense
because all of them were good to be like,
you know what, we're just gonna create room in the budget
to keep all four of these guys.
That was on a different game.
But it was just like,
that's a fucking insane way of doing business.
And this is my introduction to it.
This is my introduction to the industry.
So there was also another guy I learned about, cause a lot of people got fired there.
Uh, there was a guy who got fired years before I joined, but it was kind of an infamous story
at the studio.
Um, I guess he got fired for cause and then IT was going through his hard drive for his work computer
And he had just like, you know gigs of porno
but it was all specifically like
Guys dicks and balls
With like ice cream on it
Like he had a specific like melting ice cream over a nutsack fetish.
I had relayed that to a British guy later.
He said, sounds like he really got sacked. I was like, that's very clever.
And he said, sounds like he really got sacked. I was like, that's very clever.
So the studio was located in Brentwood, California,
which is a very fancy pants neighborhood in LA.
It was not a fancy pants company.
In fact, they had a tiny headquarters.
They were crammed in this too small office space.
I remember they had programmers
working in a converted closet.
That's how like just cramped it was.
Eventually, mid-development, in fact,
the whole company moves to a larger space
in West LA, which was much more of an attritional office
space.
But for the first few months, we were really, really crammed
in there.
In this year of development, off-the-shelf solutions
for game engines weren't as common,
and you also were a lot less likely to encounter robust middleware like, say, the Havoc physics
engine or SpeedTree or whatever the fuck.
You just didn't have as many of those tools, and you didn't have these commonalities where
you could go in and immediately get on the saddle.
Because in the same way that if you know Microsoft Excel or Photoshop, you can go to a job where knowledge of those, those programs as part
of the expectation and you know what to do here.
The studio had a bespoke engine as most studios did for their projects.
Part of the frustration of working in that era of development is that skill transference
was not as direct.
So like these days, I'm not saying
these days modern developers have it easy at all.
It's still an extraordinarily difficult and time consuming
job.
But just the idea of having, if you know Unreal Engine
or you know Unity, it feels like you can kind of have
a lot of job opportunities.
And in fact, you're likely to be working
at a studio that is maybe using one of those
or some other major engine where the skills are transferable.
But if you're going someplace, and in my case,
working for years at the same studio that
has its own internal technology, and then all of a sudden,
you get an opportunity for a job somewhere else.
As I did at a couple of studios, Pandemic was one place where I was looking for work, a RIP
studio that had some great games and was shut down, I believe by EA, maybe Activision.
Well, let's do fucking publishers who all they do is buy studios and then shut them down.
And Infinity Ward was another one, which is responsible for burdening the Call of Duty
franchise.
And both of those just required design tests that were like, yeah, hey, learn our internal
tool and apply it just as a condition for employment.
And it's just like, you know, you're working a full-time job, you're talking about something
that's going to be a week's worth of work
on top of the more than a week's worth of work
you're doing in full-time development.
Anyway, so the studio had this internal engine,
internally developed engine, that was
used for its first two games, Legion,
the Legend of Excalibur, which was an action RTS hybrid,
and Defender, which was a remake of the classic game.
And Defender, their 3D Defender was pretty good and may have just been 7Studio's strongest
game overall.
I didn't work on either of those games.
Those had been published previously.
As such, however, though, it was developed for, again, an RTS game.
And Defender is a vehicle combat know, a vehicle combat game.
It's a shooter.
Basically you're flying over terrain.
So it had a lot of limitations that were not necessarily an issue with Fantastic Four's original design, but with the design it turned into,
it became a little bit of a stumbling block.
And it certainly was an issue for me as a level designer.
More on that in a second.
And by in a second.
And by in a second, I mean right now.
The Fantastic Four game had been in development
for a few years previously.
Shortly before I am hired,
in fact, I think part of the reason I'm hired
and part of the reason they're staffing up pretty rapidly
is because they had the comic license.
Seven Studios had the comic license for an F4 game
that Activision was going to publish.
Then the Fox movie gets greenlit.
And now all of a sudden this Fantastic Four comics game,
which as is my understanding in the original design
and some of the original concepts I've seen
was supposed to be a traditional,
more side scrolling beat-em-up was turned into more of a
3d character action game and
It created just like a lot of weirdness because you had a lot of assets a lot of story that was created
Some of what I was saying in the Moby games
Summary earlier where it's talking about like there's things from the character from the the comics
There's also things from the movie.
Yeah, that's because all the comic stuff was generated for that original concept, and then the movie stuff was grafted on top of it,
and sort of, you know, clujed in there to try to make it work as a tie-in game.
Nowadays, I don't think they'd overthink it to that degree.
I think there's a little bit more of a sophistication in terms of IP and a little bit more respect for the audience.
And after the Rocksteady Batman games and the Sony Spider-Man
games, where it's like, well, it doesn't
have to be a direct tie-in to the movie.
I feel like if they came up with just a random Fantastic Four
game now, maybe they are, that had no real connection,
did not have the likenesses to the actors in the movies,
in the movie, the new movie, the MCU movie, no one would give a fuck. They'd just be like excited to play a Fantastic Four game. But back then they were like, we're trying to make it pretty one-to-one.
And I talked about the engine. It made more sense for the original design,
but not for the redesign because it was pretty limited in terms of what it could do for verticality.
And, you know, again, just trying to make a modern feeling, modern meaning
the odd sense 3d game without much vertical movement or with just having to
fake that, it felt pretty unnatural.
And it just, it just all had a little bit of a jank to it.
So we had to like work around that.
It was also integrating the movie lore and the story was a little bit clunky.
They retconned the ultimate Fantastic Four comics lore to correspond to the Fox movie
with Victor Van Damme and Gas Lactus.
They rebuilt the character models, as I mentioned, to be likenesses for the actors in the movies.
There was a lot of... I mean, it's just a tough for the art department to try to rejigger all that on the fly,
make the existing animations work with different character proportions.
There were just challenges there.
So for this internal engine, this bespoke engine that we used for this game,
we had an internally developed tool called Uber Tool, which I guess describing
the workplace, if anyone's ever worked with CAD, or if anyone's ever worked with like
3D Studio Max or Maya, it's kind of that sort of UX, you know?
You've got like an environment where you can do level layout, and then you've separately
got windows where you can do scripting, and that's how you can
handle flow of control, how you can handle the events that are happening throughout the
course of the game, when cutscenes are triggered, where enemies spawn, and so forth.
Because it's an internally developed tool with the GUI. And it's kind of crude because the programmers are making it,
but they're just trying to make it to be kind of bare bones
functional.
They're not trying to give it all the bells and whistles
of something that's like a dedicated product,
like Unreal Engine.
It just was a very functional tool,
but just had a very high learning curve.
And no real manual, certainly no YouTube tutorials to draw upon.
It was just kind of like learning, again, trying to learn Photoshop or 3D Studio Max
and just by messing around, just by trial and error, and just by asking the guy next
to you, hey, how do you do this?
And so that was part of that two-week period, trial period, was just seeing if I could get
up to speed and learn how to use this thing.
Thankfully, I was able to figure it out and become quite fluent with it.
But again, it was a thing that was really a skill that was really only useful in that
particular job.
As a video editor later in my career, it was working at Funny or Die.
I knew Final Cut and then at a certain point they switched internally to Adobe Premiere.
And so that was kind of a lateral thing. And because I knew Final Cut and I also knew
Adobe After Effects, I was able to transfer some of those skills. So I guess there is,
like, just in terms of like making 3D
levels and knowing how to script and lure Python
or whatever the fuck.
Like there was stuff that was indirectly transferable,
but it was certainly would there would not
be any other development environment where you'd ever
use uber tool, which is what we used every day.
I did enjoy the parts of the job that were working
with environment artists.
Because again, as a level designer, that was my primary role.
That's mostly what I was doing, figuring out how the level was laid out and figuring out
what happened within it.
And a lot of that was working with an environment artist.
A lot of then the guys there were all so, so talented.
The people there are all super, super talented.
And it was really cool the way how you would, you would kind of just build a box and then
just see them figure out the art that would layer on top of that and it would make it feel, you know, lived in and just just aesthetically pleasing.
Combat was less my focus in my role, but I would like set up combat encounters. I mean, that's just part of designing a level. Like you go into this space and again, these are the waves that happen.
The character move sets I thought were pretty good
from a combat standpoint.
Again, this is not stuff that I was really responsible for,
but it was stuff that I thought worked well in the game.
The way I think Ray Richards,
Mr. Fantastic played in particular,
he had this kind of like, dalsum stretching mechanic,
but it also had like a little bit more of a floatiness to it,
just using the flexibility of him.
And I thought the moves, I thought the way he played was very visually satisfying.
And he also had like a hacking midi game, which I had some, you know, I put some work
into helping to design and implement.
And that was basically just like pipe dream.
But that was kind of fun.
I don't know.
I mean, it's just like kind of one of those things
you just put it in.
Cause like, I guess, again,
I guess this should have a hacking mini game.
I don't know.
It's just, that's part of how you use like the,
the smartest man in the world is that you just
give them something that like, I guess,
lets you play that side of it.
Even though,
it's just some of this shit's just in a game
just to give you something to do, you know?
And that's kind of what that felt like.
But I did think it worked in context.
Ben Grimm, the thing I thought also played pretty fun.
He did feel powerful, and he was really,
you know, could really wreck house.
I really liked, from a design standpoint,
combat design standpoint, that you could grab enemies
and throw them off of ledges.
I always felt that was very satisfying as a way to to kill them
Johnny storm and sue storm. I think we were maybe we were a little bit less successful with
Johnny storm again part of the the limitation of the engine
We didn't really have a way for him to fly
he was just basically hovering.
And so it was just a little bit less satisfying,
you know, you kind of want the sense of flight.
You want to be able to have 3D movement,
but the engine wasn't really capable of that.
And, or even if we could find a way to fake it,
it just would have felt,
it just would have broken a lot of the way
the levels were designed.
And, you know, just like, it's, again, less of an issue if it's a side scrolling beat
them up, because you don't feel that as much. But if you're, if you're dealing with a 3D,
fully 3D environment, it was, it was part of the issue with rebuilding the plane in flight.
And Sue Storm, it was just like the game just didn't really have a stealth
light. And Sue Storm, it was just like the game just didn't really have a stealth system at all. And so you couldn't really, you got to use kind of more of a force powers or telekinesis and what
have you. But you didn't really, we didn't really have a satisfying invisibility mechanic. You could
go invisible, but it's never, it never really felt like the power fantasy of being that character.
I did really like about the job mentioning collaborating
with artists and programmers.
It was just always cool to just be
like if you could ask something, you
could ask a program or something.
And just for them to like, oh yeah, I could do that.
Because for our camera system, specifically for cinematics,
we were kind of restricted in terms of what you could do
with camera movement.
And so I was just like, hey, can we make it so you could, you know, you could do like a dolly,
you know, you could move the camera forward.
You could you could roll the camera so you could do like a Dutch angle, you know, like just just like simple things like that.
It's like within the context of a cutscene and there's like, yeah, I could do that.
Like like implemented in a day and all of a sudden we had these new cinematic tools that we could use
for cutscenes. It was always satisfying when you had that sort of process of just like
talking, like checking in with somebody and they're like, oh yeah, fuck yeah, why not?
Conversely, like also sometimes you'd run into things you wouldn't know
were going to be impossible. So like we had one of the boss fights I worked on had Puppet Master in it, but Puppet Master was not a character who could animate. It
was just a static model and so basically he was just present there kind of
standing in the background saying quips. And I was kind of like, I don't know, it might be
cool if he could like run around like and you know like like find like you're
battling this main boss right and it's like Puppet Master is puppeting him.
So like, but like you're fighting the main boss,
but he's also a distraction.
He could like run over here and taunt you
and like throw something at you and then run over here,
like do something like that.
And I like, I pitched this to the artists.
They were the, you know, the lead character artists.
And he was just like, basically out of meltdown,
just like it'd take a week just to like rig this guy,
like just to make it so he could animate.
Like, it's just like, this would be so much work.
There's like, all right, well,
that kind of got smothered in the crib.
My frustration with the job beyond the,
you know, the way the game was going
in terms of its design kind of getting unmoored from its original
approach and the horrible hours, which I'll talk about more in a little bit, and were
not unique to my experience in gaming, was I don't know, I think I am a good writer and
I didn't get much opportunity to write anything. The actual writing process, so much of that involved screenwriters that Fox and Activision
had vetted.
They did a good job, but they really were not people who were internal, who were having
a lot of contact with the team and could iterate as rapidly as we were progressing
as we were developing.
So, you know, you might change something in a level and like all of a sudden we need to
do new dialogue here and it's not a kind of thing of like, if you have a narrative designer
in house or you have a writer in house, it's someone who can on the fly be making these
adjustments or someone again, you can be directly collaborating with.
It was just not really a possibility. It was like email
sent into the void and then weeks later getting a new draft of a script. I did end up with an
additional design credit or additional design, additional writing credit as I mentioned above
because I did get some dialogue in there by Hooker, by Crook, as did a lot of the other
designers. But yeah, that was a little bit of an annoyance.
I also have a sound design credit,
which I don't know if I really even deserved,
but happy to take it.
But a lot of what I was just doing
was just implementing sound effects.
I didn't generate the sound effects.
These were being pulled from a library,
and then I was just timing them with the animation.
And so it was more just implementing things.
It really didn't have much to do with like defining the sonic care the sonic character of the game
Poof sonic character of the game
Now we're talking get big the cat in there
it was a multi-platform game and
Developing for GameCube
Specifically was a challenge because it had so much less disk
space.
So we had PlayStation 2, Xbox, Windows, and GameCube were our skews.
And yeah, the GameCube, I mean, just again, from an audio standpoint, part of my job there
was to compress audio, sometimes compress the shit out of it just so we could fit more
assets onto the GameCube disc.
I talked about camera earlier with Donkey Kong.
The designing camera is just like such a nightmare, not something I had much influence from a
design standpoint.
A lot of that was on the programming side, but it was a thing you always had to be conscious
of and it's sometimes why.
I feel like this is specifically the case with a lot of games from that era where some of the 3D spaces, some of the levels feel unnatural.
Like they just like, like something, some spaces are too wide, you know, out of proportion.
You know, why is this, this door frame like 15 feet tall?
You know what I mean?
It's like, like all, it's just, just everything feels a little bit skewed.
And a lot of that was just to, our efforts to just accommodate the camera.
And again, I don't think that was something that was unique to what we were doing at Seven
Studios.
I mentioned the cutscenes and the way we did them, kind of an internal self-own.
And this was partly in response to Activision wanting the game to feel, again, more movie-like.
The engineering team developed a vignette system which allowed for more ornate animations,
animated sequences to be streamed from the disc.
So you could all of a sudden have not just like what I was describing earlier where it's
just like a handful of camera moves.
And some, you've just got guys standing there
in idle animations while voiceover is playing,
and we're not seeing that their lips aren't moving.
But just actually have like a little bit more
of like a dynamic sequence where, for instance,
one of them was the thing, Ben Grimm waking up
in the hospital bed and realizing he's
the thing for the first time.
And it's like a whole, like, you know, he's having some real reactions and it was well
animated.
But it's the kind of thing where it's like, just doing that, creating that 30 second animation,
which looks really cool, but any gamer is going to want to watch once and then skip
on all subsequent playthroughs.
That in and of itself consumed like a week of an animator's time.
And we only had so many animators,
and that whole time they were spent making vignettes,
took away making, in essence, bespoke, fully-contained movies
within the game engine, took away
from time spent on other tasks, like refining character
movement and combat and so forth,
and giving enemies cool shit to do.
But that's also the kind of thing where like you're working with a publisher and in that
era, a lot of the executives at the publisher don't really understand gaming, but they know
what a movie is.
So they're seeing like a cool looking cut scene and they're like, now we want more of
those.
And so all of a sudden, again, part of why I called it a cell phone is because it was this technology that was created and it made us make, let us create
things that looked really cool in 2004, 2005 gaming terms and cinematic, but it just created
a ton more work that took away from the overall quality of the game.
As for some of the levels I worked on,
you know, I mentioned things like,
like hallway width and door size.
A lot of those things came from guidelines
within the GDD or general design document,
which is just kind of like a Bible, if you will,
of how the game is supposed to work.
I'm not sure if all developers use them,
but certainly when I was working in development,
that was kind of a standard expectation.
I know some other developers I've
heard like to work more in shorthand and a little bit less formally, but this was all comprehensively
what was going to happen in the game and all the guidelines were sort of pretty explicitly laid out.
So I worked on some levels, but anyway, that was all just said to sort of say there were some
general guidelines, but beyond that, we're kind of just given some freedom in terms of, hey,
here's what happens in this level story-wise, but you kind of figure it out.
And so for some of these levels, there were a few I crafted from scratch, there were others
that I took over that had been worked on to various degrees and I took ownership of as
kind of overseeing.
In fact, just in general, the way it worked is that all the level designers kind of like
took different pieces of the game.
And one thing I did really like about the way it was structured internally is that it
wasn't like we were assigned a separate biome.
It's like, hey, you take care of this, like all these levels that take place in, you know,
to call and you take care of all these levels that take place in space.
It was like everyone had a piece of each individual
thing. So we were all kind of invested in it holistically and made it feel a little
bit more cohesive. So that was fun. But yeah, I worked on a couple of hospital levels from
the early game. I worked on the very first level of the game, which was kind of a non-combat
thing, a more cinematic approach that people really liked. And as such, they gave, they had me do another level like that, that I just knew was not
fucking working.
But it was just like, well, they liked, they liked this one level that where it was just
like you were, it was Ben Grimm pre-transformation in space, where he's going to be exposed to
cosmic rays.
And it was just like him in a space suit and kind of this sort of claustrophobic
sort of a space horror feel to it.
And I guess it was effective
and it was also kind of a tutorial level.
But then when you revisited a non-combat thing
in a game that was again,
owes its origins to being a beat-em-up later on
into the game, which was a sequence
which was pulled from the movie
where they rescue some civilians from a crashed fire
Truck or something like that. I had to oversee this level and like I never felt like it was fucking working
I never thought like it was a good idea
I certainly don't think I did a good idea trying to make it playable
But you do you just trying to make the best out of it
But yeah, it was it was very much like, you know
I mean like I was trying to think of the thing other than to say than than polishing a turd
But there you go. Hey, we want this level to be a turd. All right. Well, I mean it's gonna it's gonna probably be bad
It's really like smell bad and like, you know, I'm gonna look at it and it's gonna he's really why why is this here?
I'm looking at this thing. I don't like it
Yes, I'll guess I'll make it shiny. Maybe that'll help put like coat of varnish on it. I guess I'll make it shiny. Maybe that'll help. Put like coat of varnish on it. I did
get to work on some boss fights I liked. I had the puppet master boss fight I mentioned,
and its original design was supposed to be like a golem that could roll into a ball.
That was what I wanted to do. And then eventually, the animators were like, I don't think that's
really possible. So we rejiggered it as something else, but it was still like a monster.
It became, I believe, a monster that subdivided into smaller monsters.
And that's like a kind of a boss fight convention I always enjoyed.
So that was fun to oversee that.
And then I worked on the Mole Man slash Moleoid King boss fight, which was this, I don't think
there is Moleoid King.
I think that's something we invented.
In fact, it's maybe something I fucking named this I don't think there is Moloid King I think that's something we invented fact
It's maybe something I fucking named
I don't know maybe Moloid King is canon in the comics and I'm Mandela affecting it
But he was a big he was just like he's like the mole can't the mole man who lives underground in
The the final part of that the final of his four levels his chunk of the game you battle him again
Like like the puppetuppet Master,
a static character who can't animate
but could just say quips, who was up there,
and who wasn't who you were actually fighting.
Who you were fighting was this gigantic monster
who emerged from the street.
And I think this was,
it was more a little bit more style over substance,
but it was, I think, pretty cool feeling.
It was definitely akin to not as good as obviously, but like kind of like more of a God of War
boss fight where it's a little bit more, you can't battle them in a conventional way.
You're not using conventional combat techniques.
You're more just trying to, to dodge a series of attacks and then end up with a context
sensitive action.
In this case, It was using Sue storms
Force bubble power. I'm sure the fantastic four nerds are so mad that I don't know the actual names of these things
I'm sorry. I should
Worked on these games for years
Like the Moloid King would throw his hand down. I did get in trouble for killing a cop in this box fight
And I had a cutscene where the fucking, the Moloid King knocked on a building, like knocked some
rubble from a building and it fell on a cop and crushed him because there was already
an existing animation of like a civilian cowering and so I just put it onto the cop and it looked
like he fucking was killed by like falling
rubble.
I got a talking to about killing police officers in a game for children.
Anyway, I thought it was earned by the narrative.
But anyway, yeah, like the boy king would throw his hand into the street and while it was
stuck there, you could run over his Sue Storm and use your force ball powers to anchor it
in place.
Then he would have one hand locked down.
He'd get the other hand down.
You'd lock that one into place and then you could access his face and fucking beat him
up a little bit.
So, you know, it was pretty basic, but it was pretty satisfying.
And that boss fight got to be on the cover of Game Fan magazine,
which was still like, ah, that's kind of a cool thing.
That's the level I worked on.
Wasn't the only one who worked on it, but I took some ownership of it.
There was also a level with the Human Torch, who again, the way he played was just a little
bit awkward, but I thought his combat was pretty fun. He felt pretty, you know, fast and kinetic.
And his, his, he could light things on fire. That was satisfying.
There was a level where he would go through and there were a bunch of Doom bots,
which are like, you know, Dr. Doom's replicas that were all powered down.
And so you're going through, I think it was a museum, maybe it was the space station.
Anyway, you reach a certain point where you have to pull
an alarm to open or you have to turn on the power.
I think it's turning on the power, fuck man.
Why am I telling this anecdote I am profoundly unclear on?
The point is you had to flip a switch
and the switch opened a door you needed to get through,
but as a result powered up all the powered off Doom bots.
And there was a cinematic in there and I took over the level.
There was like a cut scene of like, oh, watching all the Doom bots power up.
Cause I thought it was more satisfying to just have that happen in gameplay where you'd
flip the switch, you'd turn around, you'd head back and realize, holy shit, all these Doom bots that were powered off are now powered on and fighting them. They're spawning one by one
I thought that was just more interesting for that to be emergent
But I was told that they know they wanted the cinematics and to put them back in so
You know, yeah, yeah, yeah, you win some you lose some
But I always like like the approach just in terms of game design of having things happen in
gameplay and not interrupting gameplay with movies, which again goes back to what I was
talking about with the cinematics and the vignette system.
And a lot of that again came from Activision, who was the publisher.
Part of development when you're working with, I guess, a publisher of any size is you have
milestones. when you're working with I guess a publisher of any size is you have milestones basically every month you have a deliverable and
Every quarter you have like a major one of those where they want to see a chunk of the game
At a certain stage of development and that's how they decide if you're going to get paid
for the next month or the next quarter and
So that basically you could always count on
horrific crunch at the end of each month,
just trying to achieve this overly ambitious deliverable.
One thing that came from Activision
on top of just the relentless,
you know, barrage of milestones that you had to hit
was you got a lot of creative
involvement from people who are creative notes from people who maybe were less familiar with
gaming or just had like a different idea of how things should work.
And again, weren't in the trenches with the development.
So I don't know if everyone knows the door problem of game design.
This is a famous blog on game developer from Liz England.
I've got a little bit of this here.
I like to describe my job in terms of the door problem.
Premise, you are making a game.
Are there doors in the game?
Can the player open them?
Can the player open every door in the game?
Or some doors for decoration? How does the player
know the difference? Are doors you can open green and ones you can't read? Is there trash piled up
in front of doors you can't use? Did you just remove all the doorknobs and call it a day? Can
doors be locked and unlocked? What tells a player a door is locked and will open as opposed to a door
they will never open? Et cetera, et cetera. And it keeps going. It's basically like anytime you bring
up a new idea, it just presents so many possibilities that you have to work through, and so many
contingencies that you have to account for. So I'll give one example. An Activision executive
really liked the idea of the thing, the big rock monster, grabbing a parking meter and swinging it as a baseball bat.
Now, I agree, in theory, that sounds fun.
That sounds like cool power fantasy.
That sounds like you're being, you know,
this big buff burly superhero.
But I can just work through the door problem
with that concept.
Is every parking meter a baseball bat?
If so, like, you know, you think of a street
and you never see one parking meter, right?
You'll see a line of them.
So like now you just have a bunch of baseball bats
that are available in the environment.
Now the user is incentivized to, instead of using the things move set to just grab as
many parking meters as possible as use them as baseball bats.
Or you know, one thing you could do is say like, Hey, these baseball bats are not particularly
powerful.
These these parking meter baseball bats are not particularly powerful.
But then that stops feeling like you're using a parking meter that, you know, as a weapon.
And again, that kind of undermines the power fantasy of it.
It just feels less fun.
So then you have like, well, maybe some parking meters you can use as baseball bats, but others
you can't to make sure they're not overpowered or too available in the environment.
But then that becomes a thing of how do we distinguish it?
Do we make green parking meters are ones you can swing and gray parking meters are ones
you can't?
Ultimately, what they landed on was, I think it was the best of the options, which was
just you could break a parking meter and there was a percentage chance that it would spawn
a swingable parking meter baseball bat.
Because you know, again, if you make them too weak or too breakable, then it stops being
fun.
So you want them to have some half, you want them to have some potency, but if you can't
have too many of them, because then they become OP.
So that became that, but like to me, that also just kind of felt unsatisfying
because it's like, wait, why now? What is the justification? Why some of them spawn
you just swingable baseball bats and other ones don't, you know what I mean? It's like,
but that's the sort of things that happen when you just like, when someone just has
like an idea. And again, that's just kind of the frustration of, of working with a publisher
who has a heavy hand in what you're doing.
Mid 2004, the Incredibles releases, which we're all just like, we are fucked.
It's no way the Fantastic Four movie is going to be as good as the Incredibles.
I remember seeing that with the development team in the theater.
It was like, oh man, that was great.
But I read the script for the movie that's coming out with the Fantastic Four for the theater, just like, oh man, I mean, that was great, but I read the script for the movie
that's coming out with the fantastic four
for the game we're working on.
They're fighting a fucking gas.
There's like a space nebula that's the big bad guy.
As we got towards the finish line,
because we had to deliver this game,
this is the era where physical release is
basically the only game in town.
So you have to lock the game, it has to go gold quite a bit earlier where physical release is basically the only game in town.
So you have to lock the game,
it has to go gold quite a bit earlier
to allow for production time.
So we're really ramping up towards the backend of 2004
and into early 2005.
I think we had to lock in May and the game ships in June.
Crunch just became unrelenting.
I mean, just like the one example I will tell people
sometimes just to give you a taste of how it was,
I worked 18 straight days, 19 straight days,
a lot of the day off.
One of those days was Easter Sunday.
Just, I mean, Monday through Sunday,
just going in relentlessly.
I'd say most weeks I worked six day weeks.
And I would say 60
hours was kind of the floor of where we were. In fact, I remember being told in a team meeting,
team wide meeting, all departments, that we were going to 60 hour weeks and us feeling like they
were reducing our hours. In my memory, people applauded because they're just like,
oh man, you're giving us a break. Also, I mean, this is just, again, just like it kind
of like it was a crazy environment to be tossed into pretty early on. We were working pretty
heavy hours. And one of the leads was talking about just pacing yourselves and just being
like, you know, like, if you feel like you can get your work done, you go home is but it was it wasn't like it was not like a hey crunch is mandatory
But kind of like tacitly implied that like it'd be a it'd be great if you could crunch
But you know, you'd take time for yourself if you want
But don't you fuck me. Don't you fuck me
Damn dude
It's a lot for a 23-year-old guy straight out of school to hear his first real job. I don't know if people remember EA's spouse at this era, but this was a famous blogger
who just talked about being the partner of someone who worked in development, in this case at EA, and just how rarely they
get to spend time with their partner, and how stressful it was, and just how onerous
working in game development was.
Actually met EA's spouse working that job.
One of the developers I shared an office with,
one day like a couple of developer,
a couple of friends came to visit.
It was a guy who worked at EA and his wife.
And afterwards he was like, that was EA's pass.
I was like, that's fucking crazy.
But yeah, that was just sort of the thing of just like,
I remember reading that blog and being like,
yeah, that's kind of what it feels like.
As we got towards the finish line,
I will say having worked in QA,
seeing QA from the other side as a developer,
and this happened on Subscope Games
that I worked on as well,
QA is so absolutely essential and undervalued.
It's just like, there's no way
you could possibly make a game at all without the heroic work
of testers playing the shit out of your game and finding things that you couldn't have
found.
From a bug standpoint, from a balance standpoint, it's just so absolutely essential. And it's gained new,
I mean, I already had more respect for QA
after working that job and seeing how taxing it was,
but then just see how tangibly they were improving the game,
how much extraordinarily useful,
bug chasing, bug chasing?
Should I say bug chasing? Yeah, bug chasing. Bug chasing? Should I say bug chasing?
Yeah, bug chasing.
And playtesting they were doing.
Just so much respect for them.
Also towards the end, as we're getting towards shipping, Stan Lee came to visit our studio
and it was a whole photo op thing where Stan Lee was there.
And we're all kind of like, oh, this is cool.
And Stan Lee came in and played the Fantastic Four with one of my fellow designers.
They played co-op mode together.
Honestly, what I remember is I found Stanley
profoundly annoying.
He just came in and just talked an unbroken monologue
until he left.
Like he was, ah, the Fantastic Four game.
Here we are, invented the Fantastic Four back in 1963.
It was, I had the Sue Storm was a visible woman.
Just like that, just like just word salad talking about Marvel properties non-stop.
Like not even like leaving any space for anyone to say anything.
And also in the process of playing the game, he somehow took the thing out of collision
and just ended up like in a gray void.
So he somehow broke the fucking game. I mean, not his fault, obviously, but
also when the game shipped, I had an uncle who couldn't have been his kid, my cousin,
because he's too old. But I think for a friend's kid, he was like, Hey, can I get a copy of the game
guy just, just as a gift? I was like, yeah, sure. And so I like, I got a copy. We got free copies
of the game. We got a bunch of free copies of the game when it shipped. And so I just left one out
there at the, uh, the front desk with a Sharpie and I had the whole team sign it and I sent to my uncle
hey here you go I got everyone to sign or whatever.
My uncle's like I can't give this to him.
He fucking sold it on eBay.
Now I don't know how much over MSRP it's getting for the John Hancock's of a bunch of random
developers for a licensed game.
I don't know who wants that but he thought it was a hot property
and made some coin off of it.
The game released on June 28th, 2005,
I think to middling to semi-positive reviews,
I thought it was okay.
And it sold pretty well for my understanding.
The movie did okay.
And as a shipping bonus, everyone on the team
got a $50 Best Buy gift card.
Makes it all worth it.
I bought a vacuum.
I will say whatever the quality of the game itself,
there were so many incredibly talented people
who worked on it, just absolutely phenomenal
artists, programmers, and designers.
This is where I wish I could shout out names, but I'm just abiding by my own rule.
I look at the guy I shared an office with, worked on Command and Conquer and Red Alert.
A lot of the team did.
I was like, these are fucking huge games.
Vampire the Masquerade, a lot of the development team worked on that.
I saw someone who worked not on this game, but it worked on another game and I peripherally
interacted with them, don't really know them, but I saw them like in recent years, except
an award at the game awards because they'd worked on a huge game.
What I've kind of learned from working on bad video games and on a number of bad TV
shows is there is talent absolutely
everywhere. It is sometimes just not allowed to flourish for systemic reasons. I genuinely think
if that team had been given a lot more creative leeway and a little bit more, a little bit of a
less restrictive schedule in terms of this has to ship by the time the movie comes out,
we could have made an awesome fantastic four game
But unfortunately that was just not the circumstance of the that games development. I
Also worked on fantastic for rise the silver server which I have less to say about
I mean a lot of that would be rehashing what I talked about with that for in between those two games
I worked on Pirates of the Caribbean the legend of that Jack Sparrow whereas credit is a lead level designer. I
Won't I won't talk about that game. Dev Men Tell No Tales? Is that anything?
Fucking trying here. But that is the game where I went to the neighboring Albertsons,
got fried chicken as a snack, that fuck that I am, as an afternoon snack. I got a four piece fried chicken
Came back to the office
uh the
Lead the the game the design lead had called everyone
um into the conference room like i'm basically getting the elevator and i'm being ushered into an a conference room and uh,
So naturally I sit down there
I start taking out fried chicken or start eating it and
in a very grim voice the
Design lead is telling us that he had to fire somebody and you know
Like he was a valuable member of the team, but he just like you know was no longer
Fitting in or whatever saying that sort of stuff
Meanwhile, I'm just taking big bites like a drumstick and one of the other designers goes
There goes Weiger chomping on chicken.
Dude's gotta have his chicken.
Me hearing about some guy having his life completely upended
and the team grappling with morale
because we've lost one of our own.
There I am stuffing my fat fucking face.
Fantasy 4 Rise of the Silver Surfer,
published by 2K, much less ambitious,
isometric beat-em-up
focus design.
I thought smartly it just had, you know, did like lower aspirations, but ultimately it
was, unfortunately, a little bit of a less successful game.
It invited comparisons to Marvel Ultimate Alliance, which was not as robust as and not
as, again, not as ambitious as, but as such, just by being so similar, I think everyone
was just like, well, that one's, this is like a pale imitation of that, which again, wasn't the intention, but that's
what the reception was.
It was a smaller development team.
It was a shorter development cycle.
It was also the last gen version of the game for PS2 and Wii.
A separate developer built the Xbox 360 slash PS3 versions because this was an era where
the horsepower was so vastly different between generations.
I just have less to say about this game.
I think because it was at this point, like the third or fourth game I've worked on, it
just is a little bit less forward in my memory.
And also just by nature of it being a pretty straightforward design and having again, more
of a plan from the get-go that was just kind of stuck all the way through.
It was kind of smooth sailing.
The design lead on that team, again, where I wish I was going to shout out some names
was absolutely great and just really good at respecting everyone's work-life balance.
So it was a much more manageable project, but as such, just kind of a smaller slider
game.
Contemporaneous with all this, I am taking classes at the Upright Citizens Brigade Theater,
Comedy Theater here in LA.
And while I'm working on the video game Fantastic Four, I auditioned for and then placed on
one of the house improv teams
at the Upright Citizens Brigade Theater,
a team that would become known as Last Day of School.
Also on that team,
someone you may know named Heather Ann Campbell.
I was also in a sketch group around this era,
A Kiss from Daddy, which was the Upright Citizens Brigade.
And I made this video, this is while I was working,
towards the back end of my time in development,
I was able to finagle and thanks partly
to the incredible support from the people
I worked with, from my employers.
Again, there was crunching was a reality of gaming,
but I think most of the people I worked with were great
and most of the leads I worked with,
most of the producers I worked with were great. And my you know, most of the leads I worked with most of the producers I worked with were so
kind and and when I when I made it clear that I wanted to pursue
something else as I was still working in games and still need
the income room, it's so accommodating to allowing me to
take time off eventually was able to go halftime, which again
is like, basically, where else do you where else in
development? Where would you be allowed to do that? So I was in a sketch group of kids from daddy and we had this video that I wrote called
mobster long piss.
And basically what it was, was that a couple of gangsters mobsters, uh, whack a guy.
And then, uh, one of them goes to piss on the corpse, but then it's one of those pisses
where he can't stop pissing.
And then just like, you know, stars wheel overhead and he just keeps pissing
forever and there's eventually like a fucking like tales from the crib ending. You get,
you get it. But I had this video is like, well, if someone's gonna be pissed on it will
be me. I'm not gonna write some write this video, make this video and have someone else
have to be pissed on. I'll be the guy who gets pissed on. So I get shot. So my role
in this video is just basically it's shot in the back of the head.
My buddies, Mike Cassidy and Paul Rust,
who y'all may know, may be familiar with.
I mean, you definitely know who these guys are.
And they're in that video with me.
And so Paul Rust is the guy pissing.
And the best fake piss we got was apple juice.
That looked best on camera.
So he's just squeezing apple juice out of
a water bottle like onto me for like, you know, whatever 12 takes. And the whole thing
is like, he can't stop pissing. So it just keeps like, I'm just getting absolutely drenched
in piss slash apple juice. This is on a day where I'm supposed to go into the office.
So we're shooting this in the morning. Probably should have shot it at night. Honestly, it's
a guy being whack, but just like,. That was when we were available to shoot.
We shot it in the morning.
I'm getting pissed on.
As originally scheduled, I would have had time to shower.
It ends up wrapping late.
I have to go straight to work.
So I'm just at work.
I changed my clothes, but I just, I'm soaked.
Like just still sticky all over
and I just smell like fucking apple juice. And I just have to be like, yeah, I don't know, we did a video or I got pissed on.
What do you want from me?
The rest of my time in development was, you know, as I mentioned, I was kind of pivoting
away from it, kind of half in, half out.
My mental state was declining.
I worked on, I mentioned before Sopranos Road to Speck, but that was very briefly and I
just have an additional drawing credit on that.
Also a lot of the games, all the games after Fantastic Four, Rise of the Silver Surfer,
my credits were just additional design.
Because again, I was kind of like half in, half out.
I wasn't fully committed.
I worked on a Six Flags Fun Park, which was just kind of like a wee sort of, I think they
did a good job with it, but it was kind of a wee shovelware, mini game sort of collection.
Space Camp was a similar sort of thing.
At a certain point, the studio ran out of money and we had no parking.
So as part of that, they were like the building like took away everyone's parking privileges,
no AC and no paychecks.
So this was several projects later, but we were working for months for like basically
unpaid.
I mean, we should have just walked away, but I think you're working in the video game industry.
You're so fucking beaten down.
They're just like, yeah, whatever.
Yeah, this is just one more indignity.
Who gives a shit?
With no parking, no AC, no paychecks for months on end.
Part of that was because of a lawsuit
involving an internally developed game,
which I believe was called Scratch,
which Activision believed infringed on another game
that they were developing.
These were both like games where you played as a DJ
that involved a peripheral, like Guitar Hero.
The outcome of that was that Activision ended up
just acquiring Seven Studios to squash this sort
of legal action from whatever side it was coming from
on April 6, 2009, and turned that game,
or merged that with their Activision's other concept
they were working on, into DJ Hero. And I never checked what actually got into the game, but I did come their Activision's other concept they were working on into DJ Hero.
And I never checked what actually got into the game, but I did come up with some of the
achievements for DJ Hero.
That was like the very last thing I basically did in game development.
Not long after this acquisition, I was told very nicely, again by people who are very
supportive that I'd need to come in, I need to just be a full-time worker again if I want
to continue to work for this studio.
And I just kind of with this point was like, you know what?
I think this probably mutually it's best for me to pursue something else.
And had a very nice departure from my time in seven studios and my time in game development
and transitioned to comedy writing.
First for the internet at the Onion and funny or die and then later for TV later
that year in 2009 again this is after I left and this may have been partly why I had this
talk I was given this talking to Activision laid off half the company so again I think
if I hadn't voluntarily walked away I probably would have gotten the knife at any point in
2009 and then they closed the studio for good in 2011 because that's what publishers do
they buy studios and they fucking close them.
I get melancholy when I think about my time in game development, partly because I never
worked on any game I would have wanted to play.
And like I mentioned, I don't feel like I ever put my full ass into it.
But I also feel like there were things I could have done.
Like I read about like how Shovel Knight came together.
And my understanding of it largely from reading Jason Schreier's book is that there were a
lot of people who like were working on games they hated.
I don't know if they're exactly analogous to the games I was working on where you're
trying to make the best of it, but it's that, you know, you're not, you're not, you didn't
get into this industry to make games based off of IP, to make licensed tie-ins that are glorified toys
that are going to coast off of the success of a movie or TV show or a brand.
But those are a lot of the game jobs that exist.
But then the shovel knight team was just like, fuck it, we're going to make our own thing.
And they went fully indie and they made a indie game passion project and went into business
for themselves.
And God bless, I find that that shit's so cool and so inspiring.
And it's the kind of thing like if I look back at my life and what I would have done
differently if I really wanted to pursue game design, I do kind of wish I'd figured out
like, hey, how to get my own vision made, whether that was within a studio, the studio
system or whether that was independently.
However, as I mentioned, I met and worked with a lot of extremely talented and kind
people.
And as I mentioned, some of them have gone on to amazing success, a lot of whom have
gone on to amazing success.
Also again, I'm at the Upright Citizens Brigade Theater.
I had a one man show.
I fucking know.
I know.
You've been listening to this.
You're still collect down on this.
Imagine me doing this on stage.
I had a one man show, but like, so, like, like so many of the people from the development
team came out and supported me and I'll always be so grateful for that.
Some of them came and saw it multiple times.
So again, just working with incredibly kind people.
It was always just really cool to work with a bunch of fucking gamers, you know, with
somebody who like loved games and found a few people in high school and college that
could connect with, but never like a community this big.
And it's just like everyone there.
Like I remember working in game development games like God of War and World of Warcraft,
Mario Kart DS Half Life 2 came out.
It's just, it was just so cool to be in that environment to be able to talk with people
who like really had strong opinions and also really knew what the fuck they were talking
about and sometimes could put things in, you know,
in better, smarter language than I use on this podcast
when talking about game design or art
or the tech side of it.
And I do miss that about the industry.
I'd like to say it all worked out for the best, you know?
I'm not sure.
That's like the easy thing to say,
but it's kind of the only rational thing to do.
You just gotta kind of accept the way things played out
because that's how life works.
I will say I got some nice perspective
from a programmer who is 20 years older than me,
maybe retired now,
who before working in game development
worked on bank software for many years.
And he was basically like,
you know, look, I was well paid,
but you never felt like you made anything, you know?
And there's something really satisfying.
It doesn't even matter if it's good or bad
about just ending up with a tangible product
at the end of something.
That I'd like, I worked on this thing and it's done
and it's out there and I made it, you know what I mean?
I collaborated with this team to come together
and build this work of creativity.
I imagine it's like if you work construction,
you know, it may not be your dream to be hanging drywall
at a Taco Bell franchise,
but you know, you build this new Taco Bell
and you're like, hey, I built that Taco Bell.
And I guess that's kind of how I feel about
working on the Fantastic Four games.
It also taught me to be less precious
about creative things you can't control.
Because again, I can do my job up to a point, then it's out of my hands.
I can polish the hell out of this turd, but fundamentally, you know, there's your log
of shit on the plate.
Incidentally, I actually am working a writing job right now, which I'll be annoyingly cagey
about but yeah, I wasn't planning on getting back into TV writing, but it was an opportunity.
I kind of can't, it couldn't pass up.
And thinking back on crunch, you know,
because I have doughboys get played and get animated.
Now my days are again,
like they were in the first half decade of doughboys
and the first couple of years of played,
whereas in a writer's room all day,
and then went straight to record podcasts at night.
And then you'll basically be out of the house
for 12 hours most days.
I'm actually recording this
in my home office at 9 p.m on a Friday and I'm just kind of numb to that because it still feels
like nothing compared to crunching and game development. And I feel like if I had any failing
in this episode beyond it sucking, I feel like I just really didn't hammer home what it was like
to just never get a break, to just constantly be working,
how fucking bad crunching was and how much it sucked
and how much it made me hate something I was passionate for.
I remember this moment where a guy,
a developer on a different team who I kinda knew
but was good friends with someone I shared an office with
came in one day and was just kind of like,
oh, that's it, getting out of games.
And we're like, oh, kind of wise.
I'm just gonna go work for my dad's real estate firm.
And he's a talented guy, young guy,
but just got burned out so fucking quick,
just couldn't handle the hours.
I think the industry has gotten better in that regard,
but it just fucking churned people into nubs.
I certainly probably would have spent more time in it if I could have handled the time
I was forced to spend in it, but I burned out and here I am podcasting the gravest insult.
Special shout out to my old roommate slash coworker.
I don't think they want to be doxed.
I'm not sure, but you know, again, they're
kind of my way into game development and a really talented developer and a great friend.
What a ride. By the way, speaking of which one more crunch story, me and this roommate
had worked a very long day, 12 hour day on the Fantastic Four game. It's a Friday and
we're like, fuck it. Let's just fucking go. It's a Friday and we're like fuck it
Let's let's just fucking go to Houston's and so we went straight from work to Houston's at our studio in the parking garage
There was a very nice parking garage attendant who you see and you'd say hi to
We get to Houston's
The guy valing our car is that parking garage attendant. He went to his second job.
So we worked 12 hours.
He was in the middle of his second shift.
And it was just one of those things where, you know, again, as bad as it was for me as
an office worker in game development, you know, people in the true working class, it's
even tougher.
And again, I just, I don't even know why I added that. But it's
just like it was another thing that sort of lend a perspective to what this world is.
As my as for my thoughts on the Tim Story movie Fantastic Four, which the game was based
off of. I never saw it.
For our segment this episode earlier this week, I sat down with my Doughboyz co-host
Mike Mitchell of Twisted Metal Season 2.
Recorded right after recording back to back Doughboyz episodes, so we're a little punchy.
But it was a fun chat, so take a listen.
All right, Mitch, Twisted Metal Season 2.
That's right, Wags.
Coming July 31st to Peacock.
I know you would be circuitous about what's happening
in the show, but your character Stu,
it has a big presence in Season 2.
Stu is there in Season, Season Stu, some call it.
People are saying Season Stu?
People are saying Season Stu.
That's wild.
Flaigs, the power dynamic has shifted.
I'm your guest now.
You're my friend.
Well, yes, but in the podcast world, I am your guest.
But you've guested on Get Played before.
You know the drill.
I certainly do.
Yeah, yeah.
Yeah.
We always kind of go into a co-host dynamic,
I think naturally, if we're on any pod.
Or if we're both guesting on a different pod.
It's always good to have your powers
when I'm on another pod.
Have my powers?
Yeah. When our powers combine, we're a bigger force. It's always good to have your powers when I'm on another pod. Have my powers?
Yeah.
When our powers combine, we're a bigger force.
That's true.
Bigger physically.
600 pounds and three inches.
Is that the combined?
You got a big hog, usually is what I joke about.
We've got a...
So it didn't make sense, but it was fun to pretend
you had a small one for a second.
For our, that can be canon for Get Played.
Yeah, the Get Played canon is that.
So we have a...
Can I tell you my favorite episode of Get Played?
So we have a, we have a Twisted Metal,
the new season of Twisted Metal is coming out. New season of Twisted Metal is out, Wags, on Peacock July 31st.
That's right, yeah.
Streaming, if you got Peacock, download Peacock.
And if you're in another country, which I know that you have international listeners,
you might have to do some digging to figure out where it is, because sometimes it's on
another streaming service.
I know we have a lot of listeners in the podcast who are, you know, like we have a lot of avid
gamers and so they're familiar with the Twisted Metal franchise, they may play the PlayStation another streaming service. I know we have a lot of listeners in the podcast who are, you know, like we have a lot of avid gamers
and so they're familiar with the Twisted Metal franchise.
They may play the PlayStation One originals.
They may play Twisted Metal Black on PS2.
I got these for you.
Twisted Metal three and four you can get right now
on the PlayStation Store.
That's just available on the PlayStation Store
for you if you wanna mess around with that.
I think you have to be PlayStation Plus subscriber,
I believe, if it is. Sure.
I think that's what it is if you wanna download it.
But I like, I know from talking to some of the people
behind the scenes that this show,
although a lot of the canon is invented,
although a lot of the lore comes from the writers
and creators, it does all have a basis in the original game
and it also comes from a deep love and appreciation
for the original franchises.
For sure, yes.
I think that there are a lot of people
who can be a little bit specific about the games,
and they don't want to see too many changes.
And I understand that.
And I think the showrunner, Michael Jonathan Smith,
and all the writers did a great job of keeping
a lot of the same character elements and a lot of the story
elements, but then also adding things to make it a TV show,
which I think is like, that's the hard thing to balance.
And a big part of the show, the actual production of it,
is like vehicle action, car combat.
100%.
This is like basically the franchise
that birthed that genre of gaming,
like at least made it mainstream.
The Mario Kart and this, I mean, these are the big,
the Mount Race, the Mount Battlemore,
I guess you could put them on, Mount Battlekartmore?
Mount, yeah, I think Mount Battlekartmore is correct.
Battlekartmore, I think it's up there.
Driving Battle, of the Driving Battle games.
Who is on the Mount Rushmore?
Mario Kart is one.
Yeah, sure.
Twisted Metal's gotta be up there.
Yeah.
You put Diddy Kong racing, what else you put up there? I mean, I think probably some people would go back
to an earlier era and I'm trying to like,
put like a battle zone on there, you know.
But also like, I do think like a big part of Twisted Metal
is like the aesthetic and the tone, right?
Like, cause even though Super Mario Kart,
yeah, the battle mode there like had some of those elements that are heightened and expanded upon the Twisted Metal franchise, it was the sort of thing that is like, okay, this is a little bit more of a grown-up slash, you know, edgy slash, you know, funny sort of treatment of it.
That's right. Yes. David Jaffe, I believe, who created the game.
Yes. Yeah.
And also, I mean, he created...
He was one of the creators of the God of War franchise.
The God of War franchise. He's a heavy hitter as far as video game franchises.
And I know that you are yourself a big time gamer.
You play a lot of games. I know you're trying to like play less these days
because you just have other things going on and you get very compulsive towards 100% in games.
I just know that's your tendency.
Yes.
But there is, and we talked about it earlier on this very episode, we're recording this on the eve
of the Donkey Kong Bonanza release.
I know you're pretty pumped for that.
I think that one's gonna pull you back in.
I haven't played, I try to get into kart,
speaking of battle games, of battle kart more.
The Switch 2 Mario Kart.
The Switch 2 Mario Kart,
and it didn't pull me in 100%.
I played every level and I liked it.
But I don't know, the mechanics of it,
how did you feel about it?
I wasn't crazy about it.
I just have felt the same way about Mario Kart
for probably 20 years now, which is just,
I think I'm just past the point in my life
where I'm playing Mario Kart, you know?
Like I have an appreciation for them.
I know for some people it's like,
this is a system seller for them, but I'm just less
into it.
I'm way more excited for a game like Donkey Kong Bonanza, because just like a straight
ahead platformer, that's what Nintendo means to me.
That's my favorite type of game anyways.
I like platformers more than anything else.
And I'm very excited.
I am going to play in probably 100% Donkey Kong Bonanza is my guess.
I... and probably 100% Donkey Kong Bonanza is my guess.
Mario Kart, I wonder how you'll feel about this,
but the more video games advance,
the less I kind of like Mario.
I think Mario Kart 8 was great,
and I think that was the last gasp for me of Mario Kart,
was Mario Kart 8.
And I liked the idea of the open world thing,
but it didn't do it enough for me.
Mario Kart 64 was the last one,
because it still felt like you're making your own shortcuts world thing but it didn't do it enough for me. Mario Kart 64 was the last one
because it still felt like you're making your own shortcuts by
like turning left on a bridge or something you know what I mean and I'm
like after that I just don't care anymore. Platformers is it for me.
Also corresponds with the end of childhood for you. That's also true.
I mean that might just be it. But I liked Mario Kart 8 and I would love a
Twisted Metal update.
I never played...
Yeah, that's what I mean.
I know you don't have any insight into that, but it is a sort of thing.
Wow.
Breaking Jews.
Do I?
I don't know.
I guess I should just say breaking news here, because it's not dope, boys.
Breaking gaming Jews.
Breaking pews.
That's me at church.
Get newsed. I'm trying to make a pews. That's me at church
I never did you play twisted metal black spinning out you do play twisted metal black. Yeah
Little delafi sore action for me. Um, I I did not play twisted metal black and I would and I know that that's like a fan
That's like a huge fan favorite one. I think we will consider that like the apex
of the franchise, yeah.
It's a darker, it's a darker entry
in the Twisted Metal series.
I think that people wanted a lot of that.
The show can be very dark by the way.
And this season is, I'm gonna say it,
this season's gory as hell.
It's bloody and gory and there's dark stuff in it.
But-
Maybe turn up the brightness on your TV.
Well, not that sort of dark wags.
Though there is some stuff like that too.
There's night scenes.
Okay.
So, you know, there is darkness that's involved.
Maybe have your phone's flashlight feature handy
so you can see what's going on?
I mean, no.
It's the perfect dark wags.
Right, perfect dark.
Now we're talking.
Now we're talking.
Um, did you play Dark Man? I liked Dark Man a lot. Perfect dark. Right. Perfect dark. Now we're talking. Now we're talking.
Did you play Dark Man?
I liked Dark Man a lot.
They play Dark Man?
Yeah.
Oh no, Dark, I'm so sorry.
Shadow Man is what I was thinking.
Shadow Man, yes.
I did not play Shadow Man, but I remember Shadow Man.
Dark Man, the Sam Raimi film was starring Liam Neeson.
I've never seen it.
I know.
A big blind spot for me.
Liam Neeson, a man with a huge hog.
That's right.
Yes. An Evian bottle-sized hog.
Yeah.
Was it Janis Dickinson?
Dickinson, who wrote that?
I believe so, yes, yeah.
The supermodel.
Like a dead German hanging out of a window, right?
Is that what she said?
Someone else say that.
A dead German hanging out a window?
So he does.
This is like the twisted metal black of your,
get played, we're getting dark here.
It's a, but anyway, yes, the twisted metal black was,
it definitely had a little bit of a different tone.
I think a lot of people wanted,
but the show has some of that, I mean, I think so.
I think so, no, I will say as someone,
I have not seen season two as of this,
as of recording this interview,
I watched all of season one.
It definitely has moments of like, you know, like sadness and one. It definitely has moments of sadness and humanity.
It definitely has some really bleak stuff.
And we're living in a post-apocalyptic society
where most of the Earth's population has been,
they got got.
They got got.
So that's pretty inherently dark from a premise standpoint.
And I do think that they have fun with the show.
And look, I probably wouldn't, if it was like a true dark drama,
I don't know if I would be on the show.
So and I could pull that off.
I mean, I think I could look.
I do think I could pull it off.
But I do think that the fact that there's a comedy show
that's having fun.
That's right.
That's what I like about the show.
Because there's a lot of video game shows
that take themselves very seriously.
I won't point any fingers at any shows that take themselves
very serious.
Yes.
And maybe have some bloaters involved or something,
but it's a very serious show.
But you have a sort of Maisony haze to them.
We're not going to be in a specific show.
We're not going to be specific.
Yeah, yeah, yeah, yeah.
Yes, they're sort of like this high art seriousness,
this prestige TV series.
About people that they're like the last of the people.
Right, yes, yeah, yeah, yeah, yeah.
And there's like, the show isn't going for,
like it's not trying to have that sort of sheen about it.
It's like just, it's a show that's fun
and it revels in being funny.
It's giving a different perspective
than that sort of show.
And I think it's a lot of fun.
And I do think that this year there's like,
like all the stunt driving,
which I told you about, pod drivers,
which you liked, you were very fascinated by.
We should talk about this a little bit.
So I think for people who are just curious how TV is made,
the process of how stunt driving works, which there's a lot of people
actually on the show.
If someone saw you on the street driving on the street,
they would describe you as a pod driver, I'm sure, right?
Because of my resemblance to Anakin Skywalker?
Because you're a podcaster and a driver. Oh, I got it.
Got it.
Not like, hey, it's Ben Quadrineros.
I don't know if you would be insulted by being called Ben Quadrineros.
Uh, that guy's a real fuck up.
Yeah.
Well, doesn't get past the starting line.
Didn't, didn't Cebuba fuck with his, I thought Cebuba did fuck with his.
Well, that's the whole thing.
Subalba doesn't play by the rules.
We're talking Star Wars and a producer has fallen asleep. Ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha revisited that on Get Played, and it actually holds up pretty decently. Wow. It's got some jank to the UX, but it's a pretty epic.
Star Wars Episode I Racer was a pretty fun pod racing sim.
But wait, let's talk about actual pod drivers.
Yes, pod drivers.
So this is a, just describe what a pod driver is.
A pod driver is a person that is stationed on top of your car,
and kind of like almost what looks like a roll stationed on top of your car and kind of like almost
what looks like a roll cage on top of your car and he or she has
controls of your car and it's they basically they have basically like a
wheel and pedals up there and they can they can control everything that's
going it's kind of like a go-kart it's it's it's it's it's basically they they are plugged into the engine and they can control everything that's going. It's kind of like a go-kart. It's basically they are plugged into the engine,
and they can control everything that's going on in the car.
Your brake and gas in your wheel are not doing anything.
You can still step on them and do everything.
I think you can maybe still step on the brake, possibly,
to brake it.
But no, actually, I don't even think that.
It's a professional driver.
My guy was an actual NAS professional driver. It's my my guy was was an actual like NASCAR driver.
Yes. So these are these are pro stunt drivers who work on all sorts of, you know, like high end productions.
And so you get the best of the best up there as your crew.
And so you're down there as an actor.
You know, you're pretending to drive your mimeing driving while someone else has the controls.
And then in post-production, we're shooting it.
And while shooting it, we're framing that out.
And in post-production, they're painting it out visually
so that it looks like you're in control of the vehicle.
But there are some really death-defying stunts
where you're basically just a passenger for this thing.
100%.
Do you want me to tell you the real thing is that they
will do the exterior shots and have stunt drivers in our cars.
Got it.
And then so the exterior ones, they
get to show them being crazy without the pod
drivers on top of it.
And then with the pod drivers on top of the car,
they can do all the close-ups.
They're putting cameras on us, and you're
seeing stuff zoom by us and stuff like that.
And why? Because it's terrifying.
It was like, the way I described it
was like, it was scarier than the scariest roller coaster
I've ever been on.
It was like, we were going 60 miles per hour.
We were driving through, basically, courses
or something like that.
And we were driving by stuff very fast.
Hazardous exteriors and interiors.
Yes, going 60 plus miles per hour or something.
You know what I mean?
And you have to stage it where it looks perilous,
but by doing that, it actually is perilous
to be driving through.
They were trying to, they really were trying to do what,
to get the vibe of the game this season.
Right.
Which it's still a show and you're still gonna see people
outside of cars because that's a TV show.
I'm out.
God damn it.
You know, you're getting a lot of car action.
You're getting so much car action.
I think from what I've heard,
from what I've inferred from hearing about the second season,
more car action than the first season?
100%.
Wow, that's awesome.
There's so much more car action.
It's crazy.
I mean, like there's multiple, multiple episodes with a much more car action. Yeah. It's crazy. I mean, like there's multiple,
multiple episodes with a lot of car action.
Yeah.
It's crazy.
Yeah.
Do you have a, like as an actor,
I-
Go on.
As an actor, as a thespian,
as someone who treads the boards,
do you ever have a, like,
do you ever have like a scene
that's really going to stress you out in advance of,
whether it's some stunt driving sequences,
whether it's like some sort of hand-to-hand combat,
whether it's just something where you have to get
particularly emotionally vulnerable and raw.
When you have something in advance
that you're maybe dreading,
like how do you prepare for that?
Well, that is a great question.
And I'll tell you, as you know,
I've dealt with long COVID stuff.
There was one scene where I had to go
to one emotional place that was very hard for me.
And I won't say any specifics about it.
And I think I got it out.
But then there was another scene later in the show
where I had to get very emotional at one point.
And so that was like that was
You know like you are thinking you want to get into a good headspace you you and you're you're an actor you sell
You've so short, but I mean I'm not really an actor
I've acted in some stuff, but I've done not someone who's like that's a that's a thing
I pursue or a thing I it's stuff
I stumble into so you ever seen where you had to cry before or no no or like get upset or anything like that
I really even in my life Have you ever seen where you had to cry before or no? No. Or like get upset or anything like that?
Not really even in my life.
Hopefully you practice enough so the day when I die you can at least pretend to be upset.
Oh the Patreon.
I was just like picture you like at my wake like slamming on the coffin being really big
I can't believe he's gone. Take me instead. That's a good move. I love that guy
Yeah, I mean some of that stuff is and you get like I get when when some actors are like annoying about stuff like that
Yeah, because like when you're trying to have like being being in a space of, not even onto a metal, but if you're like,
I need to be really emotionally vulnerable
or be sad or something, and then you're
sitting and talking with people or someone is talking to you.
And I'm never a person who's like, don't talk to me.
I'll never do that ever.
But you're trying to get worked up to be upset.
And you're either thinking of things
that would make you upset or just trying to really...
Like, that is always difficult to do, I feel like.
But I am always... I'm always the person
who will just talk to people and this is probably why
I shouldn't do this. I should be like in...
But being in the zone, I think, is like...
is helpful if I'm gonna go out there
and like ball my eyes out or something.
But, like, but...
for me, more so what you were saying of like,
the stunt driving, I just didn't wanna fuck up
because I didn't wanna fuck up for those guys.
Because it's like all of these people
that are working on this show
and they're doing this extraordinary stunt driving,
and you're like, I don't wanna fuck up this take
because they're risking their lives to do this.
As I guess you are too in a way,
but you're like, they're very good at what they're doing
and they're keeping me safe and I don't wanna be like,
what was my line and forget it or whatever.
So I think-
It was uh-oh.
That's, that to me is like, don't fuck up.
So in those scenes, I specifically didn't, and I think that you were like, don't fuck up. So like in those scenes, I like specifically didn't.
And I think that you like, when you're driving,
like you're kind of naturally nervous anyways,
cause you're, you know,
if you're in a competition or whatever.
So that's helpful to use that or whatever.
Do you have a like,
cause I know it's part of the process.
There are some times when an actor
will be physically driving themselves.
Did you do any actual driving?
Or was it?
Yeah, there were times where I did drive some stuff on my own.
And there's some, I know there's some,
I mean there's some action in season one.
And imagine there's more action in season two,
like in terms of hand to hand, in terms of gunplay.
Was there anything you got to do where it was like,
oh, that was pretty cool?
There's some hand to hog, too. Uh. Uh.
There is, there was a lot of stuff I got to do that was,
there was a lot of cool stuff that I got to do.
Did you learn how to do something,
or like, ah, I can do that now?
No.
Oh, actually no, no, you know what?
Yeah.
I'll say this, I can say this.
Yeah, because I know you would be vague about spoilers,
the show's not out yet.
There was like a day where I did stunts,
there was like stunt stuff, so I had to work with,
and the stunt team is so good,
and I hope the stunt people win an Emmy,
because they're so good on this, it's crazy.
They're so fucking good on the entire show.
But I had to learn, there was like a couple things
where I am like hand to hand stuff that I had to learn, there's like a couple things where I am like hand to hand stuff that I had to,
and like we did stunt stuff and like we went
and worked like a whole day to like do stuff like that.
It was great, it was cool.
Can you show me, and this is audio only,
so like you don't, you can just.
Oh right, I forgot it was fucking audio only.
Yeah, just show me what you did.
There was a little like a... Like...
You know what I'm saying?
Fuck, that was cool as hell! Holy shit!
Fuck! How'd you do that?
And then there was a little of this.
Holy shit, that's amazing!
I can't believe they show you how to do that!
What the f- Wow!
Mitch, this is so cool! People's minds are gonna be blown!
Oh!
Okay, now people are maybe be blown. Oh. Oh.
Okay, now people are maybe figuring out what you're doing.
It's such a great show. Thank you, Wags, and thank you for promoting
on your guys' show.
I mean this genuinely, like we all enjoyed the show.
We said the same thing when we talked
about the TV show Fallout.
If we don't like a video game adaptation,
we're not necessarily gonna shit on it on the show
because like we may know people who, you know,
we have worked with or want to work with at some point,
but we just maybe won't cover it.
We maybe won't dedicate any space to it.
Sounds like someone's angling to work with Mazin at some point.
But I can honestly say, I can, that like, I watched Twisted Metal to support you, to support my friend.
Thank you.
You're such a great actor and I'm always excited as to when you get opportunities because you
deserve them. You should be in more stuff. Thank you.
But yeah, to watch the show, I was so delighted that it was actually good. It was actually
something I enjoyed. And I do think it do think the season one genuinely made me laugh,
had some really cool action.
I'm really excited to see what y'all can achieve
with a bigger scale and a bigger budget
and a lot more stew.
A lot more stew.
I mean, also I'm glad that you didn't hate it
and had to lie to me for like two years,
like maybe even longer.
Who knows how long it will go.
But you also know me, I wouldn't lie to you.
I know, that's the other, that's the worst part of it. I
Think you would be like it wasn't for me, but you did great. You say something nice of course
No, I think that you will like season two more than you like season one season one
They did a great job in like, you know, it's not as big as you know
It's dead. It doesn't have as big of a budget as of a lot of other shows
Yeah, but I think that they everything this season everything is bigger You know, it's not as big as, you know, it doesn't have as big of a budget as a lot of other shows do.
But I think that everything this season, everything is bigger.
They did everything bigger this year. And like you said, we like, I'm a fan of Fallout.
I think they did a great job with Fallout and I think they did a great job with this show.
And I hope we get to make a third one. And I think people are really going to like it.
So please watch it.
I don't want to spoil something from the show But I'd like it everything is bigger that everything is bigger
And then you have the scene of course where you go full frontal and go not everything is bigger
Yeah, it's the only time in the show where I break the fourth wall
When we do a Flintstones joke
Your hog is a pterodactyl look I'm not trying to spoil too much, but you do see a lot of the spoon man.
Okay.
All right.
Something to look forward to.
The stew man.
You see a lot of the stew man.
Get that pause button ready.
Twisted Metal Season 2 is on Peacock.
People should check it out.
If you're in the States, it's on Peacock. Check where you are globally, where you can find Twisted Metal Season 2 is on Peacock. People should check it out. If you're in the States, it's on Peacock.
Check where you are globally,
where you can find Twisted Metal Season 2 streaming.
July 31st, three episodes are out.
And then two new episodes every Thursday?
Yes, so three episodes the first Thursday on July 31st.
So the first three episodes will be out on July 31st.
And those first three episodes,
especially episode three, you're gonna like.
Episode three, I'm just hearing a lot of great stuff about.
And the first two episodes are also fantastic.
And then it goes two, two, two, three.
Wow.
So the final episode towards the end of August
is three episodes.
So basically, July 31 through all of August,
you'll be able to watch the season in its entirety.
Check it out on Peacock.
Congratulations, Mitch.
Thank you, Wike.
Thanks so much for being here. Thanks for being here.
Hey, Wye, you're a good friend, and you're a good writer,
and a good actor once.
Oh, what a nice thing to say.
You don't talk about that too often.
We should shout out our comic book real quick as well.
Our podcast, Doughboys.
That's right.
We have a comic book with it that's really great.
And I think you can enjoy it.
Even if you're not a Doughboys listener,
check that out at BRkids.com.
Hey, maybe we'll make a live action version
of the comic book someday.
Is that going to happen?
Oh, whatever. We'll see ya
Bye
Wow, thanks to Mitch seriously everyone check out twisted metal if you're in the u.s
It's on peacock season 2 premieres July 31st. It's a great show
I just think it's so fun and the action is so awesome
By the way, I did get Mitch's impressions on Donkey Kong bonanza after he played it
We talked about it briefly during the interview. I'm quoting here. It's awesome.
I love it, honestly. It fucking rules. Well said, Spoonman.
Thanks to all of you for listening to an old man grapple with a slow decay of time.
That's this week's Get Played. Our producers are Rochelle Chan, Ranch, Yard, underscore,
underscore, sard. Our music comes from Ben Prunty, benpruntymusic.com. Our artists by Duck Brigade design duckbrigade.com.
Get played merch is available at kinshipgoods.com. Link in the show description. Also check out
Get Animated, our sister show on Patreon where we're watching Birdie Wing, golf girl story.
Lot of fun and a little horny. Patreon.com slash get played. As for what got played this week?
My fucking 20s!
What an L for old wigs.
Bye!