Kinda Funny Gamescast: Video Game Podcast - From Sifu to Rematch: The Sloclap Interview - Kinda Funny Gamescast
Episode Date: August 4, 2025Check out In Review, our movie review podcast! https://open.spotify.com/show/7qpmaTOqCuZePIVGZJnGYj Thank you for the support! Learn more about your ad choices. Visit megaphone.fm/adchoices...
Transcript
Discussion (0)
Yo, what's up? Welcome to the Kind of Funny Gamescast. I'm one of your host, Blessing, at Aalya Jr.
And remember, this is The Kind of Funny Gamescast for each and every weekday. We get together and talk about the biggest reviews, previews, and topics in video games live on YouTube, Twitch and on podcast services around the globe.
If you love what we do, support us with the Kind of Funny membership on Patreon, YouTube, Spotify, and Apple Podcasts to get all of our shows ad free.
Watchers record them live and get a daily exclusive show. For a chance to be a part of the show, submit your thoughts.
opinions as YouTube Zupertats as we go.
Housekeeping for you, we're in 11-person business all about live talk shows.
KFD was right before this.
After this is even more fun things for you.
If you're a kind of funny member, you can get today's Gregway.
And also thank you to our Patreon producers, Carl Jacobs, Omega Buster, and Delaney
the Psalm twining.
Today we're brought to you by mood in factor, but we'll tell you about that later.
For now, let's start with topic of the show, which is a very special one.
got to do a one-on-one sit-down with Pierre Tarno, the creative director, over at SlowClap.
Of course, you know them from making rematch and Seafood.
And so sit back, relax, and enjoy the conversation.
Without further ado, enjoy.
Yo, what's up?
Welcome to topic of the show.
I'm one of your host's blessing atioia Jr.
And joining me is Slow Clap Creative Director Pierre Tarno.
Pierre, Pierre, thank you so much for joining me here.
For having me.
Yeah, man.
I'm here to be here.
Yeah, right before.
we started recording, you mentioned that you had saw the reaction that we did to the Game
Awards trailer when you guys first announced rematch and you saw us losing our shit. And I was
about to mention, right, but I wanted to say for the show that like, I particularly lost my
shit because all of us here were big fans of Sifu, right? Like Sifu was one of our top games
of the year that it came out. And I am also somebody who's very into playing soccer games, right?
I'm into FIFA. I, when I was in middle school, played a lot of soccer, a lot of football,
where you're from, right?
Like, played a lot of that growing up.
And so to see the developer of this action game that I love working on a competitive
football game that just had me ecstatic.
And so, first of all, I want to say, thank you so much for making this game.
If you feel so particularly, you know, veered towards my interest.
Thank you.
Thank you for playing it.
Thank you for your kind of words.
And thank you for your that initial reaction, which really made my day when I saw it.
It was so cool.
Hell yeah.
How was the fan reaction been so far, right?
Like, since the launch, I have an article here from game developer that mentions in the first 24 hours.
You guys attracted 1 million players.
And then yesterday, there was a post from the Slow Clap Twitter account that mentioned that rematch has now reached 5 million unique players.
Like, is that surreal?
Is that expected?
Like, how do you guys feel about that?
It's always super difficult to know how things are going to turn out when you release a game.
But I mean, obviously we're super happy with the reception.
And, you know, what's even more important than I think 5 million players is you've got over 60 million hours played in the games.
And we see players week after week coming back to play some more.
And, you know, seeing players not just try it and just let it go, but actually come back, engage in.
in it try to improve.
This is really great to see.
I'll ask you as the creative director, right?
Somebody who made the game.
What is it that you see that is bringing people back to it time over time?
Because I have the same thing where I played rematch at launch.
And I like, as I was playing it, I was like, man, all right, one more game.
Okay, I need to come back.
And even still to this day, I have other game.
I'm playing D.K. Bonanza.
I'm playing Desrating too.
But I hit 8 p.m.
And I look at my Discord and I have my friend, my friend Aason is on.
I'm like, all right, we got to get some rematch games in, right?
Like, what is it about the game that you think keeps people coming back?
I think there's quite a few things.
When you just mentioned, which is you hit 8pm, you see your friend online,
and you're like, okay, let's jump in games together.
And this very social aspect to it, like being, you know, wanting to play games with friends,
I think it's a super important part of it.
The fact that it's like the games are pretty short also helps because you're like, yeah, let's just one more.
Like you win a game, you want to play one more, you lose a game, you're like, okay, I'm not got to stop here.
I got to finish on a win.
And I think there are I'd say two other things, which is that the rhythm of the game is quite peculiar.
So, you know, it's there are like when you're actually playing football and your experience probably, you know, shares that.
You don't always have the ball since you're only one character.
And so you're observing, positioning, marking a player.
And so this is like medium intensity.
But as soon as the ball gets close to you, it goes to very high intensity where you have to make the right decisions, execute efficiently, know where everybody is.
And so it's not like constant pressure, but.
This, you know, varying rhythm is, you know, makes me, it makes you want to go there again, I think.
And I'd say the final point is that you're also like in football.
It's, every interaction is so important that you, you know where you messed up and you want to improve.
You're like, ah, you know, had I passed that ball correctly, had I not, you know, done that stupid dribble, had I, and you're like, you know, rethinking about your game and how you can.
improve the next time and you're going to want to practice and improve yourself constantly.
So I think these are some of the reasons.
So when did you guys realize you wanted to make rematch?
Was this something that was always in the plans for you guys as you were making seafood?
Like this, one of the conversations that I have with people all the time about this game
is that it's so interesting to see people, see your studio go from making an action game to
making a like a multiplayer competitive sports thing.
Like at what point in the process did you guys decide to vote yourself?
of this game?
Actually, back in
2018, when we wrapped up
Observer,
I'd been wanting to
make a football game, but at that time,
we didn't have the size
of the team that allowed us to do
two projects at the same time. And so we went for
Sefu, which was a great decision, it was a great game.
And as we were well
underway in Sefu's production,
so like 2021,
there was like one year of production left.
That's when we actually started prototyping
what eventually became rematch.
And then when C4 was released in February 2020,
that's when most of the team came on.
So 2021 was really like early prototypes,
trying to figure some basic things out,
and then pre-production started for real
once Cifu was released.
Nice.
So one of the things
you'd mentioned earlier, right, when talking about what keeps people coming back to it is the idea of the high intensity when you have the ball, right, and having to make those right decisions. And that's one thing that I definitely have taken notice of is one of the most important parts of being midmatch and see food with the ball is knowing where all your teammates are, even when you're off ball, right? Like knowing where all your teammates are so you can get them the ball or make a cross or, you know, make a hit off the wall to get to them.
positioning feels like the most important thing, even beyond even the physics of it.
I think early on when I was playing rematch, I had the thought of, oh, this is, it's going to be like Rocket League, right?
It's going to be more physics-based.
And like, there's physics in the game for sure, but it's not as physics-y as Rocket League.
It feels way more oriented toward teamwork and, you know, understanding where your teammates are.
How did you guys zero in on that being the, like, the core aspect of it?
of this game, right?
The playing with other people
and making sure that like
you're getting the ball off of yourself
onto another player when you can.
I mean, that was,
I think that was the initial vision of the game
was,
and maybe the first like image I had
that I wanted to
translate into actual gameplay mechanic
was being in third person,
one character,
having my friends on the other side
of a football field,
doing a big cross-spouse,
pass towards me and me like volleying that ball right away.
That sort of, you know, pass to volley action is, was really like, the first thing that I wanted to see happen.
Yeah.
And when we actually like implement it for the first time after having done like the shoot system, the tap system, and when we implemented the volley part of it, that's when things really clicked together.
because now you could really be doing these quick one-touch passes,
these really dynamic moments because volley actions are some of the most,
the coolest actions in football.
And we had three pillars during game development.
It was like, feel like an amazing player, feel part of a team, and feel pressure.
And a volley action embodies all these three pillars because it's,
whether it's a header, a low kick, or bicycle.
kick, it looks and feels, it feels really cool, so you feel like an amazing player. It's also
very often something that's used to pass the ball to your team, not just to score. And so it's
often something that, you know, is used for team play. And finally, since it accelerates the
tempo because the ball moves faster than players, it puts the pressure on the opponent team.
And so I think this was, this was really like, I think one of the key actions.
and when we had started having it in the game,
that's when things really started clicking.
Does that answer your question?
Oh, for sure. Yeah, no, for sure.
To bring it back a little bit, right,
what was the reaction when you guys announced rematch?
I know for me, obviously, you know, I was ecstatic.
I was, you know, going crazy.
I was so hype for the game.
But again, when you're making such a strong shift out of,
you know, from an action thing to soccer, right?
Like, was there excitement from this local?
Was there trepidation? What was the reaction?
I must say that there was some disappointments from Seafood fans
because we hadn't announced prior to revealing the game
that our next game would not be a sequel to Seafood.
And a lot of Seafood players were kind of hoping for more Seafood.
And so that core part of the audience was like,
And you started the trailer with, you know, from the creators,
Sifu, we were hoping from some Sifu, and now you're doing some soccer game.
I don't care about soccer.
And so, you know, some players were disappointed, but much more players were like,
this is the game I've been waiting for.
You know, we haven't had, I mean, there hasn't been a modern online, you know, action football game.
there's not really another game like this out there.
And I think a lot of players saw that and said,
okay, I was kind of getting tired of all the other offerings in terms of football.
And this is really what I need.
And actually, beyond that,
what we saw was that a lot of players who don't really care about football.
but like online team-based competitive multiplayer games
they were driven to the game because it's so team-oriented,
it's so tactical, you know, there are a lot of mechanics to understand.
And so, yeah, I think the audience that doesn't necessarily
love football or football games was also driven to the game.
So how does it feel now to have the,
audience that you have now with rematch.
You know, one of the things that impressed me, one of the things that I thought when I
first saw the game get revealed was that, oh, this is going to be popular.
You know, so much of the world loves soccer, loves football, so much of the world is
very passionate about it.
And then also so many people play FIFA.
So many people miss the days of playing FIFA Street back on PlayStation 2, right?
Like, you know, when we, FIFA 98, like, when you go down the years of soccer games,
there's so much reverence for those types of games.
It is actually really interesting that we don't see more people make soccer games.
And I think we kind of like let sports games be made by like EA or the big publishers
because they have the licenses and they have the money and everybody's kind of just given up on that.
But as soon as I saw a rematch, I was like, oh, this is going to be popular.
And it's nice to see that post-launch of rematch, you know, I'll go on TikTok and I'll see
so many people making clips of cool plays or I'll see.
people making tips and tricks videos oh funny enough seafood in our background now um but i'll see people
making like tips and tricks videos and things like that like it seems like the game is really
caught on is this when you look at the rematch community does this feel like a whole new um you know
group of people have come in now as as as part of the slow clap audience or are you seeing a lot of
conversion from seafood over to rematch like what does that look like it's it's hard to say and we don't
have precise data or numbers, but for sure, seeing players invest so much time on it.
And I'm regularly jumping on games with elite players who, you know, are already clocking
100, 150 hours on the game in a month.
It's, it means that you've, I guess, done something right.
And so that does feel good.
um what felt less good was that uh when we released um the first 10 days or so um were uh were a bit patchy
from a technical standpoint and um and so we did a lot of hot fixes uh almost daily for the the first 10 days
um and now we're we're about to push tomorrow um our first major patch uh but it was it was a lot of like
fixing issues and trying to improve the game.
And it's an issue that, you know, we wish we had been able to tackle them for launch,
but, you know, it's very complex development processes.
And we had run some betas, but still some issues slipped through the cracks.
And so these, like, this past months was not so much like being overjoyed about,
Um, hey, great.
You know, we've got, uh, millions of unique players.
Uh, that's amazing.
Cetra, but more like, okay, what's, what needs to be fixed?
What's the roadmap?
What are the next steps?
What's, uh, what are we going to bring in in season one, season two, season three?
You know, thinking 18 to 18 to 24 months ahead and, you know, trying to, um, you know,
match all pieces of the puzzle together to have, to make sure that the game keeps getting better
and better. It's getting more interesting
that we add content that's required
for the players, that we balance it,
that we tweak it. And
because it's, you know, it's a game that
we love ourselves and that we think
it deserves to
say and
to be maintained for a long, long time.
And so it was more
like when the game released,
great success, but let's get back
and back to work right away.
And so it's been pretty intense.
How do you view the longevity of
a rematch. I know right now we're in the era
where so many live service games
are coming out. Like is rematch something that
you would consider a live
service and also like what does
the I guess roadmap and support
look like in terms of volume?
Is this the thing? Is this a game where you're
you're thinking small tweaks?
Let's make sure the game works and let's give people like things
here or there or do you guys have big ambitions
on where you want to take rematch?
No, no. I think we have
major
ambitions.
And there are tons of things that we want to bring into the game,
whether it's, you know, for gameplay improvements,
there are, you know, we're trying to make the game as deep
and, you know, challenging and balanced as possible for competitive gameplay.
And this goes, I mean, this is obviously like constant working on net code,
but also like refining some mechanics.
We want to work on the goalkeeper, we want to work on the tackle, we want to work on the body system.
We've got things to improve here.
You know, new core gameplay features that will always bring more depth.
But there's also like social things, social aspects because it's so important in that in this game to be able to easily play with your friends or make new ones in the game.
So crossplay is obviously a major priority and it's going to be released in a few weeks.
But stuff like being able to team up at the end of the game, being able to join your friends as spectator when you're connected and you see your friends are already playing a game.
These are really important too.
Then there are competitive layers, features such as tournaments, such as clubs, that will bring variety to the competitive experience.
And then there's also more casual play features, new game modes that, you know, provide, you know, make things fresh.
again, approach the game in a different way.
Things like having solid AI bots to train with and against.
Eventually, like, being able to play the game split screen so that you can enjoy it on your couch with a friend.
Well, these are some examples of stuff we've got in the backlog in that we're trying to build a roadmap out of.
But there's a lot of things still to be done.
Yeah.
What do maybe collaborations and stuff look like in the future, right?
Like so far in the game, we've gotten, Ronaldinho has a skin that you can have, right?
Do you have Puma making an appearance in the game?
Tersturgan, the goalkeeper.
Do you can, what is your vision for the types of collaborations that you can have in the future for rematch?
It's pretty open-ended.
We can, there are, and I'm not going to leak, because I would probably get instantly killed.
by marketing team.
Yeah, exactly.
But, you know, as long as it makes sense in our, in the universe, in the context of football,
it can be pretty wide-ranging, and it does necessarily just stop with football players.
But whether it's, you know, kids, special skins,
specific pieces of equipment, environments to play in.
We've got a lot of ideas, and actually a lot of things already planned for the next 12 to 18 months.
So we'll have quite a few things to announce on that front.
Now, one of the things I see talked about a lot, at least toward the launch timing,
was free-to-play, Game Pass, all these things, right?
You guys came out on Game Pass, and I'm curious on what are your thoughts are as far as how Game Pass has affected the launch, either positively or whatever, right?
And then also, I was curious if you guys ever considered free to play, because that was a very hot button topic I would see in comments.
I never considered free to play because, you know, this is the first time we do a live service game.
and we didn't know
how, you know,
meditation performs.
We're like, you know,
starting to dabble with this,
with the special skins.
We released with the Puma collaboration,
et cetera.
But, you know, we're an independent studio.
We need to be able to keep operating.
And so having that, you know,
initial revenue and ongoing revenue was super important.
And we didn't want to rely
or build the game.
around monetization mechanics that could have felt out of place.
Besides, I mean, the, in a way, there's no other game like this out there.
And so I think this has value.
And I think players should be willing to pay for something unique, original.
And it's not because it's like an online competitive game.
and like some other online competitive games are free to play,
we were confident that we would have the critical mass of players
that's required for having, you know,
high-quality games with decent matchmaking times.
And that's all that counts.
And I like to say that, you know, the game is free to play.
You just have to pay 30 bucks and then it's free to play for it.
I love that.
And in a way, it's true.
It's true.
It's like it's really cheap compared to, you know,
other games out there.
Like, people are paying 70 to 80 bucks to UFC year after year.
And, you know, we're asking for much less for an original experience that you can play
for hundreds of hours.
I think it's insane value for your money.
And it's, I think it's really, really worth its price.
This episode's brought to you by our own show, kind of funny in review.
It is our movie review show, and it is the best place to get all of our thoughts on all the latest in entertainment, Greg.
And how has it been this year?
It's been awesome because I came back.
Alien versus Predator in review.
Superman in review.
Fantastic 4 currently happening in review.
It's been a great time, and I've been crazier than ever.
You really have.
It's been banger after banger after banger of episodes of in review.
Doesn't mean the movies necessarily work.
Sometimes we're talking about some all-time greats.
Sometimes we're talking about some of the worst movies ever made.
But no matter what, Greg is drinking his coax and having a good time
and saying some of the craziest things you've said on Kind of Funny content ever.
That's right.
If you're unfamiliar, of course, in review is us picking a movie series,
watching them all, then ranking and reviewing them all while meticulously recapping the plot
and not screwing anything up.
But here's the thing.
I know a lot of you are watching live probably on Kind of Funny Games Daily or Kind of Funny Gamescast.
We cover video games, but we also cover movies.
and we have a great time doing it.
Just best friends hanging out.
So don't worry.
We're getting back to Alien versus Predator, everybody, right after we get through some of the big summer movies.
But fantastic for Superman, Alien versus Predator.
It's been a great time.
The good times are just starting.
That's right.
So right now, like, subscribe, share on your favorite podcast feed or YouTube.
com slash Kind of Funny Games.
And we'll see you at the movies.
That was good.
Thank you.
I mean, we stole it.
It's, you know, I think Siskel and Ivers line.
Yeah.
And it's like, I mean, from the success you guys are saying,
right. I think that's the right decision.
I think as far as whether they go free to play or non-free-to-play, I think the big question is,
is this a game that people are willing to pay money for?
And from the outside, looking in, I would say yes, right, based on the sales numbers that are
being reported.
And then also, yeah, it is something that is unique.
It is something that is one of a kind at the moment.
And one of the things that I always think about when it comes to making those decisions
of what to make free versus not what to make free is that it's way easier to go from a
paid game to a free to play game than it is to go from a free to play game than a paid game,
right? And so like if you had launched and the monetization wasn't working out, that'd be a bigger
problem because you can't then flip that lever to the other side. But hey, if you're able to
launch for $30 and you're seeing the success and people are playing it and people are viving
with that, then guess what? That's good. But then if things aren't going well, hey, like maybe we can
then switch up. Maybe we can then look at other options, right? But as far as I can see, it seems
like rematch is doing well
for being $30
with the 5 million players
being hit. I assume GamePass
is probably a big part of that as well, right?
Yeah, yeah.
There's, you know,
out of these 5 million players, 3 million players
are coming from Game Pass, but that's
still, you know, very, you know,
significant sales on the other platforms.
But,
yeah, it's
I think
it's okay to have that gate
I think if it's, you know, it's a little expensive for you.
You know, we will be doing some discounts further down the line.
And I think it's, again, it's great value and it's a game that's worth, you know,
saving up a little to play it.
And it should be a commitment also, like, notably because it's a game in which, you know,
team play is so important.
you know I think it's important that you know players have committed and um
maybe if you know we'd see more even more bullhuggers and like players just running around doing
messing up if the game was free to play but like players who actually bought the game are actually
invested in and that's in a game like that where everything you're you know winning is so dependent
on your teammates you know it's really hard to carry your team if they're messing up it's um
from that perspective also it makes sense.
So slow clap as a studio has done something special for me,
which is you guys have now created multiple games slash franchises that I really care about
between Sifu and rematch.
And like that really warrants my heart.
It really makes me excited for where you guys take rematch,
but then also just the future of the studio in general.
Now that you guys are doing work on rematch,
obviously you have post-launch things to do.
Obviously, you want to have, you know, work on the updates and the content and collaborations
and all these things.
Is, are there other games in mind for Slow Clap?
Or is rematch like the sole focus right now?
I don't know.
Right over there.
Got a whole team working on another game.
Oh, wow.
Oh, that's awesome.
Now, obviously, there's not much you can say, right?
But, like, obviously.
You know, as a fan of seafood,
like do you guys have do you guys still have like the action game
I guess like jean in you like is that a thing you want to chase
or are you guys the type to like continue to find new ideas new IPs new
like what's what's the vibe as far as what slow clap wants to do as a studio
the kind of games you want to make you know never say never
and so I'm not I don't want to rule out potential sequel
to seafood too at some point
but until now I think
in the three games we've released
in a way
I think it's fair to say that there were games
that hadn't been made before
and
and I
you know as creators
were extremely lucky
to be able to take
these kinds of creative risks
because not many
game developers, not many studios
can afford to say,
okay, we did that thing that worked pretty well,
but we're going to do something totally different next time.
And so as creative, we're really grateful to be in that position
and we want to make the most of it.
And I think that's also what players enjoy
and we want.
Gamers are a very discerning and demanding audience.
And I think one thing gamers appreciate
is when you come to them with an original proposition.
And so that's what we'll try to do moving forward.
And even if there were to be a sequel to Sioux one day,
we would want to bring something new, something fresh to the table to really make it worth the effort.
What about Observer?
My friend Sinkay was a big fan of Absolver back in the day.
Is that a thing that you look back at it and want to try doing again?
Oh, you know, there's still a niche community.
of Absolver fans.
I think we're still playing the game out there, still playing the game.
Nice.
And shout out the Absolver community.
Same.
You know, I'd love to be, to do, you know, something more with Observer, but it's like,
we can't do everything at the same time.
And so it's not in the plans yet, but, yeah, Absolver had a really unique gameplay
system, really unique worlds that, you know,
would could warrant some you know uh and other games you know other games set in it nice now yesterday
before this conversation i went online went to blue sky and i asked people if they had questions for
you since they need since i let them know that you're coming in here uh so i have a list of questions
from the audience that i want to bring to the table i want to start from it's jesse on blue sky who
says where do you see the game in five plus years um is a live service model something you're
excited about or will is this something smaller in between different projects talking about
rematch it's it's difficult to say in five years really so because like i think we're thinking like
two years ahead and like in a year we'll be thinking two years like ahead from then but you know
thinking much beyond that is like kind of gets into wishful thinking um
And so it's hard to say to answer that question, but it is very much a live game that we want to keep supporting for as long as possible.
And as I mentioned, we've got tons of ideas that we'd like to experiment and offer to players.
And that's where, you know, the whole live system with a season pass with a store in which, you know, the most.
you know, the most engaged players can, you know,
customize their characters with really cool assets that they find engaging and,
you know, allow, you know, and that can purchase.
This is what allows, you know, the team to continue operating.
And so the life service model in a way is a means to an end.
It's like, how do you, you know, keep an ongoing flow of revenue
that will allow you to continue developing the game,
improving it, making it, you know,
richer, more interesting
for a long, long time.
I got another question from
Vibrato filter on Blue Sky.
Speaking of customization, they ask,
possibility of or desire for a Blue Lock
crossover. Are you familiar with Blue Lock?
I'm familiar with Blue Lock.
How much Blue Lock talk
have you seen around this game? Because I see it
nonstop.
It's been about, like,
well, prior
to release
it was about like I'd say between 20, 30% of comments on every single video we put out
with long, a long line of Blue Lock Collab when.
And sure, sure.
We'd be interested for sure.
Yeah, get those guys on the phone.
You know, make it, I know there's a, your community would absolutely fall in love with that.
I'm sure they would.
Chef Andy Lunick writes in and says, are there other genres you think this
formula would apply well to.
And I'll sprinkle on top of that, right?
Like, as I play rematch, one of the
conversations that I often have with friends is like, man,
I'd love to see Slow Clap make a basketball
game or a tennis game or a
volleyball game. Like, there's
hockey, you know? Like, I kind of go down the list of
the kinds of things that I'd want to see.
For you, are there things that come to mind as far as, I guess,
what the rematch formula could work well with?
Never really thought about it this way,
but
I have a scoop for you,
if you want.
Oh, sure, we'll take a scoop.
It's not really a scoop.
Rematch is not just a football game.
It's a samurai game.
It's, you know, every interaction is so critical.
Every choice you make is, you know,
every confrontation between two players is swift, is decisive.
And at the end, you know, one of them is left bleeding on the ground.
And so that's interaction between players.
But even when you have the ball, when you shoot it, it's like, you know, you have to make that perfect, you know, sword cut if you want your pass or your shot to reach the exact destination where you want it.
And that's pretty specific to football.
So, I mean, obviously it's a football game.
But there is that samurai aspect to it.
And that's, I'm not sure it would translate as well to, you.
to other sports
or
but
game modes
within rematch
could be inspired
by other sports
volleyball
paddle
I think you call it
pickle bowl in the US
there are
quite a few things
of like
to bring variety
and even if it's temporary
game modes
it can be super fun
to like
you know
take inspiration
from another sport
and bring this
into the core rematch controller.
I love that.
I absolutely love that.
It's funny.
One of the things I noticed, too, when I'm playing rematch, like, the art style, obviously,
is, like, there was so much seafood in the art style of rematch.
And even the music, like, there's something about the drums and all of stuff that
also reminds me of, like, the martial arts, seafood, like, style thing.
And so as you're mentioning, it being a samurai game, right?
Like, that lines up in my brain as far as the choices you guys made there for aesthetic.
And so I absolutely love that.
Cool.
I got another one from Chris who writes in and says,
What lessons learned during the making of rematch?
Would you apply to a hypothetical Si Fu sequel?
Um, it was more, I'm sorry, I won't answer directly,
but it was more like what did we learn from Sioux that allowed us to make rematch?
And that's like precise, very reactive control, 60 FPS gameplay.
you know, a sense of physicality of impact.
How do you translate these, you know, in animations, in gameplay programming, in game mechanics, how do you translate that?
And maybe, maybe, you know, some of the elements of, you know, being part of a team could inspire potential and unconfirmed Sifu sequel.
but that's really very hypothetical from now.
I got another one here from Anthony who writes in and says,
any plans for a Switch 2 launch?
We'd love to bring the game to Switch 2.
Eventually we're not actively working on it,
but we're thinking about it for sure.
Nice.
And then the last one I'll ask here is from James,
who writes in it says,
aside from Rocket League and I suppose FIFA,
what other games provided inspiration for rematch?
I'm a big
Overwatch player
And my
Like my two favorite genres
Like forever have been
Since I started
You know playing video games
25 years ago
Have been third person action games
And
Online multiplayer shooters
And
And you know at its core
Rematch is
Also
A third person shooter
I mean, you have aim and shoot mechanics.
You've got to aim that crosshair precisely and build your shot trajectory from that.
It's projectile, but it's still a shooter.
And I think this influence of team-based shooters was very important in how do we handle camera mechanics,
how do we handle precise aiming?
how do we implement these mechanics in game.
I think, I mean, Overwatch is a hero-based shooter,
so it's a much more complex
and many different things involved,
but like team-based shooters were an inspiration also,
beyond the obvious Rocket League.
I wouldn't even say FIFA because I hardly ever play FIFA.
That's actually really funny.
That surprises me.
I would have assumed that you played a lot of FIFA,
but also that could make sense because the game doesn't control anything like FIFA.
Yeah.
Yeah. Rematch controls.
Like as somebody who has played a lot of FIFA,
hopping over to rematch was an adjustment in my brain.
And now I'm scared to go back to FIFA because I'm sure now you guys have fucked me up.
That's possible.
Sorry about that.
It's all good.
It's all good.
Stick to rematch.
Stick to rematch.
I mean, for now, for now I am.
Because like, the thing that I really like is that, you know, rematch doesn't factor in stats.
You don't factor in, like,
bottom types or anything like that as far as the
the gameplay it is just pure
everybody's on the same playing field
and when I'm playing FIFA I'm not somebody
who's looking at stats I'm not subbing out
players I'm not doing all that stuff which inherently
brings back my gameplay because I'm not willing to
interact with the game on that level and so rematch is perfect for me
because I just want to play the game I just want to play football
and you guys give that to me and so I really appreciate it
that's what it's all about
I think you got it
perfectly hell yeah my
final question for you
is about features
that you wish would have made launch
but weren't able to make it for day one, right?
One of the things you talked about
was crossplay and I'm very excited to hear
that crossplay is still coming.
But you know, you also mentioned
Overwatch there, which remind me of a conversation
I was having one night playing rematch where I'm like,
man, I wish this game had a play of the game feature.
I would love to finish a game and then look back
at like the best player, the best plays or highlights
or something like that. Like for you, are there any
features that you wish made it to day one
that just weren't ready for launch?
I think crossplay is pretty much
I mean the elephant in the room
and I was actually
underestimating
how important it would be for
players and it was a mistake on my part
but I'm
not sure we could have
got and you know managed to really implement it correctly even even if we'd made different choices you know but beforehand but yeah crossplay was really the main thing play of the game would be amazing um but like gold replays as such is is actually a pretty complex feature too and when i say pretty complex is like super complex and technical like recording all gameplay
replaying it correctly and then going back seamlessly to the game i know you know a lot of games
do it but you had it for si fu the what sefu had like a feature where you could like record
and then edit together videos and stuff but it happened much you know it was an update after launch
and um and it was not in an online context whereas you know uh you know rematches everything is online
And so you're, you know, you've got to record everything that's been happening online.
It's really, you know, technical programming wizardy going in there.
And so having like goal replays work correctly, and we still have improvements to do to goal replays to make you like frame the action in a more interesting way, something that's, you know, more dynamic, introducing slow motions because that's, you know, a key part of replays in actual football.
So I think we'll be polishing that before.
like diving in the play of the game kind of feature like play of the game i think would be uh in the
category that's not in the next 12 to 18 months but actually like uh and beyond that so but it would
be super cool i agree for sure uh pierre thank you so much for joining me uh on this episode it's been
lovely talking to you uh about rematch uh and of course i know obviously i'm such a big fan but
there are so many people in our audience that uh are also big fans of rematch you know i see
the spike in views whenever we get to stream it.
And so, thank you so much for working on the game.
And thank you so much for sitting down with me.
I really, really appreciate it.
Thanks for your kind words.
It's always a pleasure to see someone, you know, gets the game, who enjoys it.
Unfortunately, we can't play together because you're in the U.S.
and, like, Ping wouldn't be so good.
But, you know, maybe someday.
Yeah, I mean, a few updates from now.
We'll figure it out.
We'll get there.
I'm so down to play.
I need people who understand how to pass better.
exactly that's the most important yeah i'd love to get you on my team um amazing but of course
thanks a lot blessing yeah thank you so much yeah this has been kind of funny games cast each and every
weekday we get together and talk about the biggest previews reviews and topics in video games
live on youtube twitch and on podcast services around the globe if you love what we do please
support us with the kind of funny membership on patreon or youtube to get all of our shows ad free
watches accord them live and get a daily exclusive show i can catch today's khcd on youtube or
podcast services and know then until next time it's been our pleasure to serve you.
