Kinda Funny Gamescast: Video Game Podcast - Avowed: Obsidian's Handcrafted RPG - Kinda Funny Gamescast
Episode Date: June 28, 2024Game Director Carrie Patel and Gameplay Director Gabe Paramo join Andy, Parris, and Greg to talk about how they’re building an RPG you won’t be able to put down. Run of Show - - Start - Hous...ekeeping - An Interview w/ the Developers of Avowed - Ads - What We’ve Been Playing Learn more about your ad choices. Visit megaphone.fm/adchoices
Transcript
Discussion (0)
What's up everybody? Welcome to the Kind of Funny Games cast for Friday, June 28th,
2024. I'm one of your host, Greg Miller, alongside the best voice in the business, Paris Lily.
What is up, Miller? Nothing. You excited for this one? I'm very excited for this one.
Me too. Of course, he is the Hispanic heartthrob, Texas treat Latino heat, clicking heads and
ripping him to shreds, the globe trotting, head shot, and three point shooting rootin, tutin,
Nitro Rifle from Twitch.tv, Andy Cortez.
Great morning, Greg.
Great morning to you, Andy.
It always makes me happy.
Damn it, you did it too.
Echo, turn the denlights green.
You know, it slips by me sometimes.
You got to be on top of it.
You got to make sure if you're going to have obsidian in the house,
if you're going to have Carrie Patel and Gabe Paramo in the house to talk about
about, you need the Xbox green flying.
Hello, Carrie.
Hello, Gabe.
Hello, good to see you.
Good to see you.
Thank you so much for joining us.
Thank you for having.
puppets in the background too that always makes me happen uh of course you are here to talk about a vowed
we are excited to talk about a vowed the first question will be when is it coming and i need more than
twenty 24 so start thinking about your answer well i remind everybody that this is the kind of funny
games cast each and every weekday we're here with the biggest topics in games whether they be previews
reviews reviews you name it we're here doing it live on youtube.com slash kind of funny games
twitch dot tv slash kind of funny games and podcast services around the globe if you love what we do please pick up the kind of funny
Of course, for 10 bucks, you get all of our shows ad-free.
You get the ability to watch our podcast in the afternoon, live as we record them.
And of course, you get a daily experience known only as Greg Way.
If you want to go an even extra mile, you can super chat on YouTube.
Ask, Carrie, ask Gabe, your questions about avowed as we go on YouTube.com slash kind of funny games.
And of course, we are work from home right now.
It shouldn't shock you because tomorrow, Tim Geddes is getting married.
And of course, there's big news.
Nvidia G4s has partnered with us to live stream.
Kind of Funny presents Gettys live on stage,
the wedding of Tim Angia this Saturday,
around 5.30 p.m. Pacific on Twitch.tv slash kind of funny games.
Once Nvidia heard what Tim and Gia had planned,
they wanted to make sure we shared it with the kind of funny best friends all around the world.
Make sure you tune in live at 530 p.m. tomorrow.
Twitch.tv.com slash kind of funny games.
And remember hashtag frames win games.
Thank you to our Patreon producer.
Kieran Hapestapien,
Carl Jacobs, Fargo, Brady, Delaney, twining.
Today we're brought to you by Nvidia G-Force,
but we'll tell you about that later.
For now, let's start with topic of the show.
Tots, Tots, Tots, Tots, Tuts, Tats.
Carrie, you had a whole housekeeping.
You had all that time.
When is this game coming out, all right?
I'm excited for it.
I watched the presentations.
You're running out of 2024.
I can tell you it is coming later in 2024,
and I guarantee you it to wait long enough.
We'll give you a more specific answer.
Oh, fine.
Greg, it looks like you might be, you know,
much on some leftover Thanksgiving food.
Well, you know.
Oh, that's your prediction.
I mean, come on.
Like maybe a couple days afterwards, you know what I mean?
Maybe I'll be having pre-Christmas hang out of food.
I ran out of the holiday.
Well, Greg, if you don't mind,
I actually have a question that Carrie and Gabe can answer
because this is something that I've been very curious
about. So you've talked about about being in the Pillars of Eternity universe, correct?
I have not been a part of that universe, so I'm very ignorant to it. So my question to you is,
for people like myself, where does this take place in the universe? Is it canon to the universe?
Do I need to know things ahead of time? Or is this just something I can simply jump into a vowed
and learn about this universe as we go along?
So you don't have to have played Pillars of Eternity or Dead Fire to
enjoy Avowed and we fully expect that for many of our players, AVout is going to be their first
journey in the world of AORA. For players who are familiar with our previous games or curious
about how it fits in with the canon, AVoud takes place a few years after Deadfire, which is the
previous game that we made in this world. It takes place in AORRA, which is the global setting
of Pillars of Eternity. And more specifically, it takes place in a location called the Living
Lans, which is an area that we've mentioned previously in lore for our other games.
but we've never been to in one of those games.
So this will be, this was, you know, for us as devs,
and it'll be for our players as well,
our first journey into this setting specifically.
For me, looking at it and the way you guys have talked about it,
I think this will be for you, Gabe,
talking about gameplay a lot, right?
What is the freedom of it?
I think we look at it and it's easy to see the bone arrow.
It's easy to see some magic,
but how into the weeds are we gonna be able to be able?
to get with our character and like what are the tools we're going to be using to go out and
set this and then i do want to talk about the choice that keeps getting brought up and all the stuff
because that's very but for right now gameplay game what's happening there yeah i'm super happy
you even use the term tools because that's kind of how we look at it right like we want to give
the player a bunch of holes for them to fill in terms of the toolbox uh in terms of the toolkit so
right now the player can when the players creating their um when the players creating their character
They can, you know, change their visual appearance as well as their attributes in terms of, like, might, and, you know, attributes that affect their stamina and whatnot.
And they also have the ability to have loadouts, you know, their primary offhand, multiple loadouts, as well as, like, yeah, their constitution, perception, intellect, and sort of choose their abilities as well as their companions to kind of make the character that they want.
with the play style that they want.
Are you locked into that?
Is it easy to switch around between those play styles?
I know one of the things you've talked about that I love so much is you're,
you know,
you've compared this to the outer worlds,
your other,
obviously great RPG in terms of what it is.
And outer worlds was lent itself so well to multiple playthrus with multiple styles.
I was wondering if you're keeping that if you're switching it up here.
So we're a classless game.
So we are allowing the player to kind of switch up their play style as they,
as they start to experience and experience.
with a lot of the different mechanics that we provide the player.
So, you know, the ability to respect will be something that we allow the player to do throughout the experience,
like for some cost of some amount of money.
But yeah, but the whole key there is to kind of let the player, because again, when you start RPGs,
you kind of don't really know all the mechanics that are being provided to you, right?
So people kind of go like, yeah, I'll choose this random thing, whatever, and move on.
But we wanted to say like, yeah, you can choose those up front.
We'll explain some of those elements, but we really want you to feel.
what it feels like and actually experiment and try things out and then as you start to see like
okay these these uh passives or these active abilities are are the things that i like because i'm
playing this character as is you know that that's kind of what we're looking for and so we're
kind of expecting maybe initial playthrus to kind of fill that out but i think you know we also want
the player to say okay this play through i'm going to be committed to this you know this dagger will
being kind of stealthier character rogue uh or or in this other plaything
I'm going to be more of a fighter and commit to that play style.
So we are kind of looking for that multiple playstiles and multiple playthroughs as well.
So yeah.
I loved outer worlds.
I loved some of the dread that I felt when I had to make a big choice.
I think that there's no better feeling that the gamer can have of like, oh man, this is going to,
this, I'm going to be thinking about this as I'm like brushing my teeth tonight.
Like, did I make the right choice?
What were some of the core ideas or principles that you knew, like, we got
to bring this in from outer worlds because that was such a great experience.
Say, I love watching people play through our games and streaming their playthroughs and getting
to those choice moments that we know are coming, that we know we've built up and watching them stop
and say, oh man, I really don't know what to do here. This one's hard. So yeah, I think to your point,
you know, we always want, we want the choices to feel meaningful. We want to do a good job
of, you know, building up the stakes, kind of starting to foreshadow with the consequences of those
choices might be without stating them outright. I think a good choice and interesting one is always one
where you can kind of have an idea of where things might go, but you're not picking a path that you can
clearly see the end point of. And that's where the novelty, that's where continued discovery
continues to be interesting. And I, you know, I understand that choices are never going to be
completely equally weighted, but I think choices where there is some nuance, some gray area,
some uncertainty, you know, that aren't clear-cut, morally good, morally bad in every case.
That makes for some really interesting decision-making for the player.
It gives them a chance to really role-play their character by putting them in the situations
that ask them, okay, hey, who are you in this world?
What do you believe in?
And what are you going to stand for?
So-
Go ahead, Greg, please.
Okay, sorry.
Yeah, this is a, I'm sure yours is a natural branch, too.
But back, this is the same thing of what I've gotten from both,
the hands-on, you know, the very in-depth Xbox podcast you guys did, of course, with Tina and
Malik, right? And then, of course, the presentations and the trailers. One of the things that
keeps coming up is that there's basically, obviously, the game's filled with choices,
but it seems like there's a big choice, right? Like, can you talk about that in terms of who our
character is and then what these two paths are in front of them? Yeah, so without getting too much
into spoiler territory. Tell me how it ends, please. Right, of course. Here's the last page.
you're sent to the living lands as the envoy of Adair.
And Adair, for folks who are familiar with this world,
it's one of the larger nations, one of the known empires
in the setting of pillars of eternity.
So you're sent to the living lands, representing the emperor.
And the living lands is this very kind of frontiersy,
very distant, very out-of-the-way location that's known for,
you know, eccentric, eccentric people,
strange creatures, strange sights.
It's just, you know, that weird space over there at the edge of the map.
And so you're sent there to investigate something called the Dream Scourge, which is this soul plague that is tearing through the living lands at the moment and threatening the empire's interests there.
As you can probably guess, there's also some tension there between Adirans and the locals of the living lands.
And so, you know, you're dropped in here to do something that everybody agrees needs to be done, which is figure out what's causing the soul plague and how we stop it.
but there is also a much larger political context that you're being put in the middle of.
And so there are a series of decisions that you're going to make over the course of the game,
big ones, small ones, some that have very far-reaching consequences,
where you're really going to determine what is the political future of the living land's going to be,
what is in some ways the spiritual future of the living land's going to be,
and how do you put a stop to the dream scourge?
So there are several different choices you're going to make.
Some of them happen, you know, in various places, but they all tie together
in trying to understand what's going on here
and kind of what the right future looks like,
in your opinion.
Okay.
Parrish back to you.
Yeah, sounds good.
And you did steal my question, by the way.
No, actually, to pivot this,
actually more back into the gameplay side of this,
just thinking, you've already talked about
there's going to be a variety of different weapons.
We're going to see spells.
We're going to see enhancements to weapons, things like that.
The question, the way I want to kind of phrase this is,
Is there specific crafting in the game of these different type of weapons and spells?
And when, because I even saw in some of the videos, you could literally get to like legendary as far as weapons and weapons go.
So will we even see quests or like side missions where you can specifically go after like this god tier weapon or spell within the game?
Or is these just things that you'll pick up naturally along the way as you progress?
It's a mixture of both.
you'll experience, you know, if you go off the path, we want to reward the player for exploration.
As you're completing, you know, major quest, we also want to reward the player.
So it's a mixture of both those things as the player goes through the experience.
They'll both find and discover and be given things based off their choices as well.
So, yeah.
Is there a mechanic or feature from another game that maybe you were watching throughout your process of designing this
or throughout any of the process of designing and directing this story,
you were like, we got to have that thing.
I want that in our game.
And also, you know, just as a second additive or additional question,
how late personally have you all ever added something
and implemented into your game?
We were like, man, we are eight months from launch,
but it would be really sick to put this,
and it would not like completely break all of this whole development cycle.
Yeah, so I would say my example there, well, so to your second question,
and you might have to repeat the first one,
but the second question in terms of what we added late,
we added wands pretty late in the experience.
It's one of those things where as we were playing it,
we were going like, like, you know, Josh Sawyer,
who's our studio design director was playing in,
kind of going like, this is missing something of like,
that's pretty pillars staple.
I think we should have wands, and it was a thing where,
you know, I brought it up to Kerry and, you know,
our producer, executive producer, and we were like,
this is kind of tricky, but we were like, no, you know,
let's do it.
It's the right thing to do.
And so we've kind of integrated wands and kind of the way that we would do it, which it is, it's a one-handed, it's somewhere between kind of a melee and range weapon where it's one-handed, you're shooting the wand, but you can also block with it and you can kind of parry attacks and stuff like that.
So it's kind of a cool, unique twist on having wands in our game.
And for the first question, it was if you were playing a game or just kind of influenced by any other media where you're like, I want that in our game.
Like we're six months into pre-production here.
I want to have that thing.
So in terms of referencing other games,
I think it was something important to me from the combat standpoint.
We want to be able to select the player have as many choices as they want.
But at the same time, we wanted to give them mechanics where there has to be some commonality of patterns
or else the combat might feel potentially weak and no puzzle elements to some of the combat.
So we want to say like, okay, the rule is every weapon,
can power attack and we have blocker units and and uh and the blocker units you can break their block
with with the power attack because we didn't want to say like oh if you're this play style that might
exclude you from that particular mechanic because then i could see there being a moment where the
player might have a flat experience because they don't have the potential combat key to that
to that experience so so that's like a thing where like you know our weapons they have
stun the ability to stun our characters and and the weapons be the difference between them kind of
Some weapons allow you to stun the enemies quicker.
Some allow you to, again, you can break the block with power attack.
You know, the player always has the ability to dodge.
So these are just like mechanics that we wanted to make sure we're core to the experience
so that if we could have like a, yes, give them choice,
but also have some things that they were still funneled back into through the mechanics.
I have a bunch of one.
Not this time.
I hate work from home.
I know.
I know.
actually I do want to spend this back because we talked a lot about choice and consequences,
things like that.
I believe this is on record that the game is potentially around about 30 hours,
and you already talked about multiple playthrough.
So it's part of that incentive of a multiple playthrough,
not only you can create a new character, you know,
kind of do a different class, abilities, things like that.
But what we have encounters and scenarios in the game that you just could completely miss,
depending on the type of choices and scenarios that you put yourself in from the story standpoint.
Because I even saw in one of the videos with the Queen where if you went and killed all her people,
she knew that and that caused an issue.
Or if you went in more passive, she was a lot more forgiving towards you and wanting to work with you.
So where we see allegiances and alliances, things like that, depending on the choices you make in the game.
Yes, absolutely content that you can miss and scenarios that are going to play out differently depending on your choices.
for a lot of the games that we make it obsidian, this idea of player choice and kind of giving them a space to play in where they're defining their character and also kind of constructing their own personal story and play experience out of authored content and their choices as to how to and which of that authored content to engage with. That's just very central to how we build and think about games. And you see it in outer worlds, in pillars and in avowed as well. You know, so the moment you pointed out with the Delam Gun Queen,
Yeah, that's a great example.
There's a much bigger example I can think of, which for obviously reasons I don't want to say, where there's a very big moment that, you know, can change the fate of a region pretty significantly.
And you can find it or you can miss it.
And there are a lot of things that may point you to it, but to find those clues, you have to be engaging with the world.
You have to be meeting characters and you have to have maybe gotten some of those clues out of them.
So it's a very player-driven experience in that regard.
Greg, before you go, just because you mentioned regions, and that actually dives into something else I wanted to ask, this isn't necessarily an open world, but as far as traversal throughout, you know, this world that is avowed, are you free to go into any region at any time? Is this dictated by level, story progression? What's the case with that?
The outer worlds and that it is it is open zone and the zones that you can get to will unlock based on story progression.
And you know, up to a point of no return, you can always go backwards.
But you have to progress to a certain point in the story to move forwards.
To comment a little bit on kind of the zone in terms of like encounter difficulty, we kind of do, we are putting in like these soft locks where yes, it is progressing the story.
But as well, we kind of want the player to be engaging with like finding an upgrade.
better gear and you're going to see the difficulty differences that you'll see like,
ooh, I think I'm underpowered here and I need to explore the world a little bit more
to get some of the, or engage with more of the systems in order to get through some of those
tougher encounters that the story will start to unravel to the player.
Yeah, I thought that was interesting again when you were on the Xbox podcast and there was
commentary about that, right?
We're like, oh, actually, we're underleveled here and that's why this is taking so many
it's the biggest mushroom man.
One question, I want to piggyback off multiple that thing and I want to start bringing in
a few of the super chats we're getting over on YouTube.com slash kind of funny games.
Shrek squirt, that's the name, says, will the choices you make in the game have any effect
on the areas slash world you're in, or do they only affect the story?
They will affect both.
Okay, excellent, excellent.
And then something I thought was interesting, you know, Paris brought up, I feel like you
guys make a lot of headlines for the stuff, actually having definitive answers, right?
So like, I remember when no romance was going around, that that was something that was happening,
the no open world being more like the outer worlds, right,
and how you're going to have these zones and piece it all together that way.
An early one we got here from Rooster 596 was,
does it ever get old constantly being related to other games that seem similar,
or do you take that as a compliment?
I think, you know, when something new is coming out,
you're always trying to define what it is,
especially when you're getting kind of these glimpses through trailers and podcasts and deep dives.
And so I just take it as it as an inevitable part of the process.
of people coming to understand what your game is
and trying to anticipate and understand
what they're looking forward to.
When you all are designing any of these classes
and, you know, obviously when we talk about
the way studios develop multiplayer games
and we'll notice that everybody's picking this class
because this class, this character, this hero,
whatever is very, very weak,
do you all ever not only through your all's internal testing
or whatever, but do you see other people,
the studio always leaning towards one thing and go, ooh, that means that maybe this weapon or this
thing that we want people to try out isn't powerful enough. Do you find yourself balancing the game
in that way, like as much as possible during your own internal playtests?
I would say yes, but also I'm like a big driver of like design by intention. So and also
bookends, right? So what we try to do is say like if the dagger is the end, this end of the
spectrum and, you know, the Archibus or, you know, yeah, the 2H hammer is this end of the spectrum,
like that we want to make sure that like that the middle being like our 1H sword that we have enough
offset there and making sure we're keeping room for all the things. So again, the feedback, yes,
we hear it. But then I do think it's about going like, we have to look at the whole bookend and not
just be like, oh, we're just going to tune that because somebody wants it, right? Like we have to
look at the whole spectrum and say, no, the intention with this particular weapon is to be the middle
of all them. And so that's what we're doing for our game, right? So that's kind of like,
that's how I go about it, is trying to be more about that intention.
Yeah. I was just going to ask if you all had personal favorite classes that you all
kind of see yourselves gravitating towards, or not classes, but just like weapon sets and things
like that, play styles. So I've been doing, I'm doing a play through right now, and I've been
playing kind of more of... So it's pretty close to coming out then. It's almost done, huh?
24. I'm playing kind of a classical warrior archetype. I'm role-playing like an Adir and Loyalist.
And so it's actually kind of outside of type for me. So I'm using a lot of two-handed melee weapons,
a lot of like very aggressive melee abilities. And one of the things that's been very fun about
that is coming to appreciate kind of the synergies and abilities that I don't normally
gravitate towards in, you know, games I'm playing at home. So I was I was just playing.
you know, yesterday and one of my companions has a really great arduous delay of motion ability,
which means that it'll slow a target enemy down. And so go into an encounter, find one of these
really big, aggressive, you know, brute types that takes a lot of hits and can do real damage to you,
have Yatzli cast arduous delay of motion, and then you can, you know, walk in, get your hits in,
and back out. So yeah, I've definitely been enjoying that play style in part because it's gotten me
outside of my comfort zone. And I think that's always the sign of a very fun experience is
something where you can say, I'm just going to go on with this approach. I'm going to try something
different and I'm going to see how well I can hold to it. And you're rewarded with surprises and
novelty and you see how well things work together. I have another super chat I want to bring in
and tack on to the end of it. Uh, cheese wombat, uh, gave a super chat on YouTube.com slash
kind of funny games. It says, was there ever a shift in the narrative slash aesthetic tone during
development. The initial announcement trailer was seen as some by being more dark than the current
vibe. And then my addition to that as like a two-parter would be, what is the current vibe?
You know, you guys, Obsidian in the outer worlds was so funny in doing that kind of absurdity in space.
This seems more grounded fantasy, which I know sounds weird, but you understand what I'm saying.
Was there a shifted tone? How do you describe the tone now?
Yeah, there was a shift. I think to look at, so what we're targeting right now,
Deadfire is probably our best target.
That's a game that balances this very grounded political reality
and this very grounded political conflict
with also kind of this very metaphysical,
kind of esoteric sort of divine conflict in backstory
and the set of mysteries that you're unraveling.
And then in between that, between all the content,
all the characters and all the things you can discover,
there's a lot of tonal variety, a lot of opportunities for humor and levity.
So, you know, as you can see, our environments are very colorful.
We've got some very fun offbeat characters like Yatsley.
So we're really trying to target that same sort of grounded political reality,
otherworldly mystery, but still with a lot of moments of fun and levity that are really grounded in the characters.
And you're right, that is a shift from the way the project started out.
Gosh, I really have to stop back and remember time now.
I think I came on in January of 2021, I believe.
And that was at the time that we'd done a bit of a pivot for the project.
I think Fergus R. Cart and I have both spoken a little bit to that in the past.
But yeah, we wanted to, you know, embrace something that felt a little bit closer to the, to the Pillars' aesthetic, you know, pick a setting and kind of an approach to both the story and the content that felt very true to what our strengths are as a studio and also what makes the Pillars IP really unique and where some of those ripe opportunities for exploration are.
It's pretty nuanced too because, you know, what we can show is what we can show.
But like if you actually go through explore the world, you're going to find darker moments, too.
Oh, for sure.
It's the thing where we've shown the vibrant, colorful things.
But like there's some darker, scarier areas, too.
Looking forward to that.
So question I have, kind of bringing this into companions because we've kind of talked about a little bit, but not really dived in.
How important are the companions to you through the story progression?
I mean, you've obviously already talked about you can't romance one of your companions.
You can flirt with them.
But is there an importance to building relationships with them via dialogue?
And do you get, like, do companions get their own side quests or things of that nature in the game?
Yeah.
Companion side quests.
We do have some bonuses that players can unlock by getting to know their companions better.
You know, and they're obviously, you know, helpers for you in combat.
they are your guides in this setting that they're much more familiar with than you are.
They're, you know, allies for you and the main story. Regardless of everybody's, you know,
all these characters' opinions and beliefs on different things, everybody wants to help you stop
the dream scourge, right? You know, but beyond that, we really wanted them to come across as,
you know, these friends and people that players can get to know. And I think one space where that
really comes alive is party camp when, you know, they're kind of talking to each other. That's the space
where you can talk to your companions and get to know them better.
And a lot of that content really is opt-in.
Because I think where that feels most meaningful for players is, you know, like anything else,
where it's something they're choosing, something that they're seeing, you know, as a reaction to,
you know, seeing what their companion has to say about, you know, a choice you've just made
or the content you've seen together.
I think all that stuff feels really good when it's something that, you know,
you're choosing as an avenue to get to know them.
on this thread before we jump anywhere else on the companions Matt super chat and says do they stick with you the whole game or are they zone slash mission exclusive and do you have control over them or is it set so they will once you get to once you recruit them they will stick with you there are a few spots where a particular companion is required narratively and mechanically to to get through something but for the majority of the game you can have any of your recruited companions in your party it's your choice and Gabe can speak a little bit more
to controlling them.
Yeah, so we didn't really want the player to have to kind of micromanage them on the battlefield
because we are a more action-oriented game.
So we kind of wanted to just, you know, give them their basic attacks,
allow the player to improve basic elements of them, but then also make them an extension of the
player.
Like we wanted to treat it like a party, right?
So you can kind of choose to play be a play style and then where there's gaps.
We wanted to make sure there were companions that kind of could fill those gaps in terms of,
like, okay, you know, Kai's going to, and give them abilities that only build those
companions can too, like Kai can do a taunt on enemies. So when there's really aggressive brute
enemies, you'll want to say, you know, take that aggrove for me at Kai and then you kind of use it as an
extended ability in terms of how the player would use their own ability on an enemy. So that's kind of,
that's what we're trying to go for. They also have, you know, in-world interactions in terms of like,
you know, we showed the being able to burn certain, like the bramble, certain objects to help
help the player get through the progression of them.
So we wanted to give them also those kind of world interaction moments and functionalities.
Hell yeah.
We are getting short on time, Andy.
Paris,
do you have any ones you want to get in here?
I just want to talk about like, you know,
the third person and first person perspective changes.
How much do you see you're all doing your internal tests
and throughout your just personal pay-through switching between both?
I think it's, you know, purely a matter of.
of kind of personal preference.
We are still a first person game with a third person option.
We understand that third person
is a really important accessibility feature
for a lot of players, that first person makes a lot of folks
motion sick.
So we want to make sure that everyone can access
and have fun in our game.
So there is a setting that players can stick with first person
if they choose.
That's what we've been primarily designing around,
but they can switch to third person
if it feels more comfortable for them.
I have a couple of
technical questions. Are there going to be any accessibility features in the game at launch?
And then had someone ask me about cloud streaming the game, would it potentially also include
mouse and keyboard over cloud streaming?
Well, we do have some accessibility features and we'll get into more specifics of those later.
I don't think I...
I don't think we have the answer to the cloud streaming. I think it's, I think if it worked,
I assume it's built into the system itself of cloud streaming, but yeah.
Okay. And then the final question from the super chat comes from the Goblin Hub, who says,
huge Pillars of Eternity fan. Is it possible that the interest this game generates may help with
the possibility of a Pillars 3 one day? The future is wide open. Who can say?
Good answer. Good answer. I guess then to wrap it up with you, Carrie and Gabe, before the show
rolls on, and thank you so much for the time. You've been asked a lot of questions here,
throughout the run-up to a vowed here right now what is the most important thing you feel like you
don't get to talk enough when it comes to this game well what is the thing you're not talking enough
about this um well for me yeah i'm just i'm super thrilled and excited to just be able to start sharing a lot
of the gameplay systems that we have in the game that i think were maybe some concerns in the
community of like is you know what is this an RPG what is this trying to be right and then just being
able to say like, hey, you know, check this out. We've got some attributes, right? They
affect the gameplay mechanics. We have a lot of different aspects where the player can make their
character the way that they want to in an RPG. I think it was this thing where we started out
not being able to convey that as clearly and then just being able to come out and actually be
much more clear about what we're trying to achieve there. I think I'm super excited for players
to be able to kind of make the characters that they want to make. And I'm really excited just for
all of the little nooks and crannies that players can.
can discover one of my favorite aspects of playing, you know, games like this is just the rewards
that you get from exploration and the way settings are constructed and just that, that perfect
marriage of narrative and environment design and level design and how, you know, that really
good feeling when you find a little look and you think, I bet there's something over there and
you find it and then there's a little story behind it that someone has just tucked away in
this little corner. It's always hard to talk about because it's always more impactful when
you see it. But I think it's it's really the details like that that start to build the world,
build your understanding of it. And again, it's, it's always very rewarding because it's a,
it's a direct reward to your curiosity and your exploration as a player. So that's been one of the
most rewarding things to see and continue to discover on playthroughs and that I'm really excited
for players to discover for themselves. I think that's always been one of the hallmarks right of
an obsidian game is rewarding you for going over there and looking at this little thing. And like,
I love that. So much of it is your game's
feel handcrafted, right? Like nothing's there
because it was procedurally generated, throw it on a thing,
whatever. There has to be this between that.
It is very much that this was placed here for a reason.
That's why I think so many people are excited about this one.
This game is pretty handcrafted.
It really is.
Well, we look forward to it, of course, of outcoming in
2024. Carrie Gabe, thank you so much for your time.
Announce that release date soon.
Thank you for having us.
We'll transition over to an ad so you guys can get off cam.
And then the games cast will keep.
Of course, ladies and gentlemen and NBs, if you like what we do here, you should pick up the
Kind of Funny membership for $10 on patreon.com.com slash Kind of Funny or YouTube.com slash
Kind of Funny games. You can get all of our shows ad free. You can get the ability to watch
us record our afternoon podcast lives to report them. And of course, you'd get the daily Greg
wave log and podcast. But you're not using your membership benefits right now. So here's a word
from our sponsor. This episode's brought to you by our friends at Nvidia G-Force.
Y'all know that we're hype for Marvel rivals. And I know that we're.
y'all are hyped about Marvel Rivals, AI-powered NVIDIA DLSS, which improves gaming performance
and resolution on your PC, and the tech that allows for advanced graphics like full ray tracing
is constantly coming to new games.
New games like Marvel Rivals, where it will be in at launch offering day one support
for DLSS3 and Invidia Reflex, which reduces your gaming's rig latency for ultimate responsiveness.
And just this past week, the social sandbox MMO Pax Day launched into early access,
with support for both DLSS3 and Nvidia Reflex as well.
Driving sim enthusiasts will love to hear that F-124 is packed to the gills with Nvidia tech.
Enjoy one of the most immersive racing experiences with Nvidia DLSS, reflex, and beautiful ray-traced graphics.
Max this out on a 4K screen and DLSS will give you double the frame rate.
And for those of you who like to record your gameplay, so all of us are kind of funny,
Nvidia's latest update to its app in beta allows 120 frames per second recording an AV1 tech,
which dramatically improves the quality of your captures.
That, plus tuning your GPU in a sense.
single click are great reasons to check out the new Nvidia app, which you can download on their
website. We're celebrating Pride Month with a brand new drop designed by Kind of Funny best friend
Cameron French. We have tank tops, t-shirts, Kroonex, and more. So whether you're going to the beach
or the mountains this summer, we've got you covered. And we're donating a portion of sales to two
incredible organizations, queer life space and Denver-based center on Colfax. Head over to
kindof-funny.com slash store before the month ends.
And we're back.
They say all the right things, Andy and Paris.
You know, I'm not the fantasy guy.
Like, you know, I put a lot of hours, like,
not, I guess, in the grand scheme, 25 or 30 or whatever,
with 35 into Skyrim back in the day.
But something about this world and like the color of it
and this decision, even the stuff they show of like how people react to stuff
sounds pretty cool to me, Paris.
Yeah, I would agree.
I think my biggest thing with this is it being,
in obsidian RPG.
And you know, we talked about this on Xcast a ton.
It was like, what would a Xbox Microsoft backed obsidian RPG look like?
And that's what we're getting here with the vowed.
And you can see the mention even at the very end about so much of it's handcrafted.
Right.
So you can really tell that they're putting a lot of TLC into this.
And it's not just there just to be there.
Right.
So I'm really looking forward to it.
So I was asking about the exploration aspect of it is
as the zones go because kerry said it herself like you're rewarded for going to do that so i want to
know how much i'll be able to do as we progress through the story so yeah i'm definitely looking forward to
this and part of it for me is like seeing what takeaways they had from the outer worlds yeah which is
in r pg i enjoyed but ultimately i felt like at a review time was let down by i think the way it went and
how fast it was and the some of the stuff i couldn't interact with i felt actually um dampened my experience
with it. Whereas this one being, I think, that
zone, here it is, that's what's going.
It's not about buildings and stuff as much
about you're in this fantasy world. Andy,
where are you at right now about?
All I needed to hear was those little small
moments of walking into a random
place and, you know,
seeing a story tucked away there
that you will remember
later on and be like, wow, that,
you know, not everybody is going to experience
that. And I think that's what makes a lot of
these RPG special. Just having like
that one moment that feels personal to you,
and that one enemy that or that one NPC that you came across
that you thought was just going to be there for decoration
and suddenly you are kind of wrapped into a little side story
that may not be, you know,
it may not impact the grand story overall,
but it's still going to kind of hit you
with some little lines of dialogue here and there
that, you know, either make you feel happy
or make you feel like shit, I just want to feel, you know.
Yeah, you just want to feel again?
Yeah.
Barrett, I don't know.
Where, are you excited at all for a bad?
One of my biggest games is like I put like five hours into the outer worlds and I enjoyed it and I think I dropped off of it for whatever reason.
Looking at the rest of the games I'm excited for this year, I just, I don't know if I have room in my heart and brain share to fit another like 30 hour game into this with like Visions of Mana and Star Wars Outlaws coming out the same day.
I've got the Persona 3 Reload
DLC which is the
Fez story content
Metaphor Refantazio which who knows
how fucking long that game is
Assassin's Creed Shadows
and I'm honestly kind of interested in Dragon Age
So a lot of
what has been shown of this game
doesn't particularly speak to me
and I'm also I feel like I'm purposely
resisting it because I feel like I
there's so much left in the year and I've already
played through so much this year that I'm just kind of like
like the right now i'm in a nice little break so i don't get completely burnt out on video
games so yeah coward for me it's uh in the chat uh comrade servant says the combat here wins
wins me over that's what it is for me of like i love this kind of open world western RPG right
and how this looks and this thing where it's like turn-based stuff rarely works for me whereas
this is going to be again hopefully the story grabs me and sticks with me of like i'm trying to do
the whole thing, but I can see me losing hours just running around, leveling up, getting
stronger, and doing the damn thing.
Paris, you're always a ray of sunshine when you get to come on the games cast.
I feel like I talk to you the least, obviously, because you're so rare.
What do you've been playing lately?
What's been going on with you?
So, and I've told this story elsewhere, but...
Nobody listens to Gamer Tag Radio.
It's fun.
Well, I know.
They don't listen to that.
But...
I'm joking.
Everyone listen to Game or Tag Radio support.
No, Destiny 2.
Destiny 2 and...
The original Gears of War, that was the ultimate edition, the remake thing.
And the reason for both is my son.
And I've talked a lot about my son.
He was nine years old starting to play Destiny 2.
Matter of fact, it was when Taken King came out.
So it was 2015.
He's an adult now.
He's 18.
He just graduated high school.
And we kind of went down the whole nostalgia lane of, like, I found old videos when he was
10, 11 years old.
And you hear his little squeaky voice calling out stuff when we're playing PVP.
and we would raid and all these things.
So we've been playing Destiny 2 together.
I love that so much for you.
Yeah.
Yeah.
And it's,
yeah,
it's been pretty cool.
But the gears comes into it because obviously E-Day,
and I was telling him about it,
he never played it.
So I was like, well, hell,
let's jump in there and play that too.
It surprisingly holds up very well.
And I know it's, again,
the ultimate edition,
so it had a little bit of upgrade.
Still plays pretty well.
I mean, you can,
it reminded me why everyone got so damn excited about
seeing that it was E-Day because going back to that original gears is what I want. I want
more of that. I want to be able to play that. So that if anything, just got me even more pumped
for when E-Day comes out probably in 2026. But those are probably two main things. I mean,
there's a couple of things, you know, we're playing. We can't talk about yet. But yeah,
those would be the main two, Destiny 2 in Gears. You talk about, you know, your son turned 18,
graduating high school. Is it going away for college?
that's an off-line conversation you definitely want to have with me um no he he'll he'll do junior
college first and uh yeah we we got him across the finish line have there been conversations with him
because like it's fun you know for me obviously with ben being about to turn three in October i have
so many years in front of me that i dream of the playing destiny having the two tvs on the wall
etc etc but then like you're on that precipice i feel of like have there been conversations
of like when you move out or when you go off or when this you know inevitably happens in the next few years are you going to try to make game nights or is it going to be like that's that's a fascinating question because i have not thought of that but but to your point i probably should start thinking about and ironically enough it's not with him it's with my my daughter my oldest daughter she just graduated college and um she's not going anywhere anytime soon either as far as moving out but it
You know, but she's going to be the first one to go, right?
And keeping that connection.
Ironically enough, with her, just speaking of gaming,
she's rediscovered Fortnite.
And I think one day I'm just going to put a tape recorder outside of her door.
She is the loudest effing person I've ever heard in my life.
You know me.
I mean, yeah, and I know you.
Here's the thing.
I also live with Andy Cortez.
We could put them to the test.
She will give all of you a run for your money.
But no, it's just funny.
She's playing Fortnite with her friend.
And just they're just they're so effing loud.
It's my wife and I look at each other like, why are you so loud?
It doesn't make sense.
But it's the point of gaming.
She's she's having fun with her friends, gaming.
And her and I actually don't play enough together.
And I probably should rectify that.
I play more of my son.
My youngest daughter could care less to play with me.
She's, I'm just, I'm just dumb dad to her.
But, but yeah, my oldest, we definitely should reconnect and play more.
And like I said, my son is the one that him and I, because, and it was,
Destiny. Destiny was the one just over the years that we would always come back to.
Amazing. Yeah, I had a nice one over the weekend. Last week, Jen and I both took Friday off.
And so I got her back into Diablo 4 because for her, the seasonal stuff of making a new character had been a no-go.
She had tried with season one and just didn't like that. She missed her main character.
So this time around, she just rolled another necromancer like her first one ever.
And then Lute Reborn is so good at leveling you up and hitting you.
you know i mean she's right on the precipice of 50 basically after two days of playing and it's like
she's enjoying that i'm re-obsessed with all the hell tied stuff and then obviously with the vessel
of hatred coming up like yeah you know i redeemed a code to get like uh you know it's a pre-order
a vessel of hatred so now i have the different looking pets and then my wonder woman's looking
fucking dope as shit and then i'm looking at the season pass and i was like the season passes have
never done it for me yet in diablo i'm like i don't care about any of these things and then i
look like damn that level 80 armor actually does look pretty good so now i'm grinding all that
shit out and just having a great time and it's like you know this is my co-ops you know ben's not old
enough but it's this amazing thing of since jen dropped out of diablo as i continued on with my obsession
this is the first time she's come back where the PlayStation portal's in the mix so the ability to sit
on the couch with her and do me be on portal and her be on the unit and then both of us have as
much screen real estate as we want because yes you could do it uh local co-op but then it's also like you're
in somebody's game with the scaling and that da da da da this is just a nicer way to do
it so i'm jonesing for more de alo every chance i get that's awesome andy what have you been playing
what do you been streaming just elden ring do that i mean the destiny dLC is just over like
i'm just still so blown away by how good that was and as somebody that you know
always comes back to destiny when the big major release happens and i miss so much of it uh of the rest
of it like we did that final final mission yesterday on on the kind of funny stream uh and
and just had an incredible time.
We had, it was me, Joey and Mike,
and we had nine other kind of funny best friend viewers
hop into our 12 person party because.
That's sick.
Because what happened is the, you know,
you beat the game and then when the first team
completed the raid, that then opened up
the actual final, final 12 person mission.
And you can match me, could just have other nine people hop in
and just it could just be at random,
but we opened up the party and it took some doing because, you know, the game, you know,
running on a much older engine and, you know, a lot of different people trying to hop into
one party.
But it was such a sick experience.
It really felt like their Avengers end game moment.
It was so hype.
Like, and again, the stuff I'm seeing pairs, I'm like, I don't know what the fuck's going on
right now.
But like, the music is swollen the right way.
You know, like I, we feel so heroic in this, in this moment that little, that, that,
final cut scene at the end was so endearing and impactful.
I'm just blown away by this.
Like this is going to be a top 10 for me this year.
Wow.
Tender?
Easily, a contender.
Wow.
Paris,
did it resonate that much with you as,
you know,
such a long time destiny fan?
I've been,
I've been there since the alpha and it was,
Andy called it perfect.
This was their end game moment.
And it was all the fields that you,
like when you sat in that theater and,
you know,
DaVenters assemble and,
you know,
you get a little tear in your eye.
I felt that too with this because it was a culmination of so many moments that I've had
with that game and just the people that I've met, I mean, literally around the world,
it's insane to think that that game, and it was never all, it was never perfect.
It obviously had its ups and downs, but it was just this constant this entire time since 2014.
And again, I keep bringing it back to my son.
And to experience a lot of that with my son, he literally grew up,
playing that game.
That's so cool.
Yeah.
I'd hope that would be Avengers, but no.
Didn't get there.
Didn't happen.
It was awesome.
What are you talking about you?
Also, me and Mike just started the,
we started the final boss of Elder Ring last night and, uh,
the DLC or the final boss?
Yeah,
the DLC.
Oh,
yeah.
How's,
pretty easy?
How's Mike emotionally handling that?
Well,
I will say it seems,
it seems harder than what I experienced in the, like,
Well, I thought they made the DLC easier.
Well, I mean, they made this scaling from level 1 to 10 easier.
They made it like, they made you getting more like, you know,
I'm sure they just budged the numbers and made them a little bit more front and heavy.
But the, this version of the final boss,
I'm excited for anybody who reviewed it to get to it.
Because they changed a decent amount of stuff.
Oh, really?
Even look wise.
Like they.
You know, they not not in the way that you're thinking.
I'm not saying like a 3D model is changing of the final boss,
but like they they sort of change like the way the arena looks in some moments.
And the move set is just, it's, I thought I was going in there like, Mike, don't worry, bro.
I beat this.
We got this.
And also we're Shadow Tree level 18.
Damn.
I beat this at 13 with my mimic deer.
Yeah.
And me and Mike at 18.
are getting washed and rinsed out there.
It is so fucking hard.
That's good to know.
I'm close to getting to the final boss
because I'm replaying the DLC for Journey 3
to partially answer your question, Gregie.
And I've capped out at level 20.
So I'm glad to know that I have to go in
with a different mental,
just different mentality.
Yeah, I'm hoping to like maybe, you know,
in my off time,
go find those extra pieces to get me all the way up to 20 just to see how much of a difference
there might be i figured like man we're way higher level this shit's going to be easy and mike now that he's
playing the game in the way that it should be played is intended to be played but you know where you're
leveling up and trying to become stronger um like mike is destroying any normal enemy and any
normal boss that is not this final boss and it's just this final boss has the most wild move set
with the deepest bag like this dude is like you thought he was
just, you know, going to be shooting three-pointers and stepbacks and suddenly he's got like
an inside game. It's like, my God, he can do everything. Yeah. And it sucks. For chat saying that like
co-op is, uh, makes things harder. Like, yes, it makes enemies beefier. But I think the, the, the thing
that people aren't understanding with this conversation particularly is not that the, oh man, the,
the health bar is, uh, takes it a little bit longer to take down. It is the move sets and trying to
get away, uh, from their agro. Uh, and so that's what makes this boss, uh,
I personally, I think really difficult.
And so for me personally, like, yeah, I called, you know, I was using my mimic for the final boss
because I needed agro to be taken off of me just because there are some moves that it's hard to
even process what is happening to you to even dodge or jump or whatever, do whatever the
fuck you need to do.
So it's a, in either way, if you do it solo with, you know, ashes or you bring in friends,
like it's just, it's going to be difficult one way or another.
For, for Paris and Greg, there is a, it's a, it's a,
big ass arena that you're in and Mike is as less it Mike is less beefier than me because he's a
he's like a mage so he's just like doing like the most DPS you could possibly do but he he'll
get hit in like fat you know one or two hits where it may take me two or three or whatever
but there's so many great moments of him being like help me and he's running and dodging
away pulling the enemy away and I'm trying to run and chase both of them as Mike keeps running and
pulling the enemy way. I'm like, Mike, stop,
dodge into him so I could catch up.
I'm just like trying to catch up.
This is why you guys are best friends.
It's just, uh, well, we've, we've gotten to the point where like,
we're just, we're just, we're just, two co-workers, you know, we're just two, two best
friends, you know, just like, you know, the time of your lives.
Uh, really quick, uh, Greg, just, uh, the only other thing because, yeah,
my life has just been Eldon Ring for like the last couple of weeks before that,
obviously was nine souls, uh, exorcists.
But I finally made time for the Allen Lake two.
LC, which I fucking adored.
It's part of, I think it shines, it focuses on the side of Alan Wake too that I was really into, just like the really weird goofy side of things.
I really like the first and third chapter.
Going in, I knew Andy was kind of disappointed by that middle chapter.
And yeah, that middle chapter didn't do much for me.
It was still fun.
Like I was still, you know, even the kind of part where you're having to kind of sneak around.
Uh, because, you know, there's giant coffee mug men, uh, going to catch you.
But then they're like, also to take the goofiest weirdest stuff.
I'm like, God damn it.
I love this universe, even though like Alan, I'm coming into it, uh, late with Alan Wake two,
kind of being the first, uh, entry that I really got into.
Um, but that, that third chapter with, um, what's, what's the actor's name?
Um, Sean Ashmore.
Sean Asmore.
Yeah.
Um, fucking incredible.
turns that chapter
like I think that chapter alone
makes just the DLC
a contender for me this show
wow
and that last chapter is fantastic
I had so much fun streaming that with Andy
yeah I had a fantastic time
we'll see if it actually makes the top ten
because there's so many fucking good games this year
I also really need a call out
Snowbike Mike because
whenever you're playing a Souls game
there's the idea of
do I go for the armor
that looks dumb as hell it's going to
protect me or do I play fashion souls? Do I play Eldon Bling? And am I going to just try to look
sick as hell and maybe sacrifice some health points? But Mike actually got one of my YouTube videos
demonetized because he said he was serving C-U-N-T. Oh. And that that got that like it popped up
with a yellow ad limited suit and I I requested a manual review and they said no from here
to hear. This is where we are debonautit. From one, from one minute 35 seconds to one minute 36
seconds. So a word is used. It was 20 minutes. It was about two minutes, but it was like from the 20
minute mark to 22 minutes. And he just kept out saying he was serving. Oh, God damn it, Mike.
So can I slightly pivot this? Because I have two things. First thing. I've always wanted to be
on the kind of funny podcast. And I'm saying all this because we don't get to talk as much.
anymore. But I've always wanted to be on a kind of funny podcast. So I'm just saying that
publicly. And the reason I'm saying that is to say this, because this is a story that I would
say on that. I like how you act like there's like you need a campaign. Every podcast, somebody drops
out because they're out of time doing something. It's so simple. I'll get you on the next one.
Well, I'm never in F in San Francisco. That's the problem. I just said the next time I'm up there.
By the way, NCAA college football. We're only a few weeks away. I can't wait.
Oh, I can't wait. But here's my story. Number nine offense. You're Missouri Tigers. I know.
We're like 22 or something.
It sucks.
Anyways, Bearers was just talking about Allen Wake 2.
So it triggered a memory.
Do you know every time I've met Sam Lake, it's always awkward and it's always my fault?
So last two times, game rewards.
I'm with Khalif and I was Duke filming something with him right out in front of the giant bomb thing.
And I saw someone from Remedy.
So I'm joking about Alan Wake 2 sucks, blah, blah, blah.
and I was just trashing the game as a joke.
And then Sam Lake is literally standing right there in my face as I'm praying that.
I'm an idiot.
Second time was just a couple weeks ago at Summer Game Fest.
Again, I see somebody from Remedy.
We're at the YouTube Theater Showcase thing.
So I'm going over to say hello to her.
And I'm literally, excuse me, pushing Sam Lake out of the way to go say hello to this person
and then realizing after, oh, shit, that was Sam Lake.
and he's so nice.
He's like literally the nicest person.
And every time I've been around him.
And you keep being mean to him.
I won't be surprised if the villain in the next game is named Paris.
Probably will be.
But along those lines,
like I just mentioned the football game.
And this is for all three of you.
How do you plan on managing your time the rest of this year with game releases?
Because like Barry,
you were even talking before about games.
were anticipating and you were kind of almost not even wanting to find out too much about a vowed
because it could be a time sync. I'm thinking about there's so many games that are coming the rest
of this year that are going to be a time sync that how am I going to play everything? Like
Shattered Space as an example, I was messing around with Starfield and I was like, let me stop. I
want to wait until shattered space. And then I just realized, well, shit, that's probably going to
know the 40, 50 hours of my life when that comes out, not to mention all these other things that
come the rest of 2024. So I'm curious. How do you plan on managing this? Take it as it comes.
That's the biggest thing for me, right? Like, it's been a crazy first half of this year where I can't
believe I was able to make time. And granted, I think it speaks to the power of kind of funny and
the team we have, but I was able to make time to put in like 80 hours to fall at 76, to go back
to Starfield for another 20 or 30, whatever it was, to still be playing Diablo, right? But I know
that window is closing where, like you're talking about for me, the next one is college football.
like that's imminent we're going to get that and then it's going to be dynasties it's going to be
playing it's going to be continue to go back to it i wonder how much after review i'll play you know what
not because i don't want to but because i'll be back on this grind because it reminds me a lot of
w w w wk24 where i would love to play that every day do my faction stuff and do the challenges but
it's usually i i get such limited time to go play that i need to play whatever the hell i need to
play to be on the next thing so i think it'll just be as the reviews come on to those things but it'll be
I'm leaving things quicker than I want to leave them.
Yeah, with me, the smaller games that maybe I don't,
maybe I'm like, this won't probably make the best stream content.
My Steam deck has been my savior.
That's where I've been playing,
that's where I've been like regularly logging in several times a week
to play more No Rest for the Wicked beta.
That's where I've been playing nine souls for a bit.
That's where I've been playing, like, a lot of these smaller releases that, you know, maybe it's like, I could play that for an hour or I could just play more Eldon Ring because that's really what my heart wants to do.
That's where I've been playing hashtag Blood, which I think is a fantastic little fun game, and I've been having fun kind of messing around with that.
But, yeah, the Steam Deck has really kind of been a savior for those smaller little bite-sized moments where it's like, I have...
45 minutes to an hour before I really, really want to crash out.
Let me play this on Steam Deck tonight.
And, Barry, what about you?
Yeah, I...
The last three months of this year,
I really going to test my will to play video games.
Because I'm going to be very busy just with work in general.
So I don't have a good answer for you.
And honestly, it might be the point where I might just start cutting games.
I might just like, all right, fuck it.
Maybe I don't play Assassin Screece Shadows this year and just like
Bullshit.
That you got to, you'll prioritize that.
I mean,
35 days before his metaphor refantasio.
Keep up on that fucking dork shit.
Who cares?
No, that one.
Come to Japan.
Let's stab people.
That is the number one priority for me, uh, personally this year.
Um, yeah, it's the people who made persona five.
Why wouldn't it be the number one?
Hey, brother.
Hold on, don't be swinging on me.
We're having to, you're saying well.
Like it's a, it's a surprise.
Oh, wow.
Very, whoa, whoa, whoa, whoa.
All right.
We also, we're going to be, just realistically speaking, you know, pulling back the curtains.
We're going to be down a tech man for the last three months of the year, which is usually a very busy part of the year.
So, no, realistically, there might be a point from October to December or I just, I'm not going to be able to play games.
So that is pretty soft.
We're going to have Greg.
We're going to have Greg step in for Kevin.
Yeah.
Greg, you get all the buttons.
Roger got it.
It's just a button.
It's a button.
Yeah.
Roger's also out for three weeks in the middle of that.
So.
Andy will hit some buttons.
It'll be fine, Bear.
We'll make the, I want you.
You're going to play Assassin's Creed, Brad.
I'm going to, we'll see.
We'll see.
I'll come in and do whatever I need to do.
I'm also like so down for at any moment.
If Greg or Barrett or, I mean, shit, if anybody, honestly,
it kind of funny like I just really really want people to
have fun and play this destiny campaign with me this DLC
because it's like you don't got to know shit about it
you don't got to know it like long is it
maybe 10 hours like the like maybe
I don't even think it's that long but not even it's probably like six or eight
yeah you're probably right um like
I just had so much fun that when I was done I would like
at work the next day I was just like
Raj, bless.
Like, if you, like, come on, if you want to do this, let's run through it again.
I really want to play through it because, like, I just had so much fun.
And it just kind of, like, blew me away at how much I enjoyed it.
Well, that's amazing, Andy.
And this has been another amazing episode of the Kind of Funny Games cast.
Thank you for joining.
Remember the best way to support us with that kind of funny membership, Patreon, or YouTube.
Thanks, of course, to the avowed devs for swinging through to talk to us.
Remember, we couldn't do it without you.
We love you.
We appreciate you.
You're about to get the Kind of Funny Game Showdown, then a stream.
And, of course, tomorrow is Tim.
wedding only on twitch.tv.tv slash kind of funny games. But until next time, it's been our pleasure to serve you.
