Kinda Funny Gamescast: Video Game Podcast - Ghost of Yotei State of Play Review & Breakdown - Kinda Funny Gamescast
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What's up and welcome to the Kind of Funny Gamescast for Thursday, July 10th,
2020.
Of course, I'm your host, Tim Getty's.
I'm adjourned today by Blessing Adioia Jr.
Good day, Tim.
Greg Miller.
Good day, Tim.
And Andy Cortez.
Hello, Tim.
We just watched the Ghost of Yote State of Play.
I was supposed to say, Sushima, still in the head.
Yeah.
That's understandable.
State of play.
And we're about to tell you everything that we thought about that.
Of course, this is the Gamescast each and every weekday.
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Today's Greg Way is 19 minutes talking all about
Greg's thoughts on AEW, Superman video games,
and Cole's closing.
Really sad.
Oh, what?
What a bummer.
Coles French dip down in L.A.
And that's the...
Oh, I mean, that's the...
The department store.
Yeah, I was also thinking about the department store.
I got a real concern.
That was your reaction?
You were really upset about Coles.
I mean, that's, I mean, that's every gift card from my mom is Coles.
That was going to be like the biggest recession indicator of all time of like,
Coles can't make it.
Damn, dog.
I started getting, I like, my heart drop.
For a chest, sweet part of the show.
You can, you talk about the local one or just all of Coles.
You're too super tired.
I was like, my mom.
I was like, do you hear the news?
Coles.
You rush off set.
Start calling families and friends.
Thank you for
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McDonald's closed down.
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A little housekeeping for you,
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What a trip that was.
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And then in review was us talking about
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Go there to check out
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Today we're brought to you by Shady Raids,
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Let's get to the topic of the show.
Touch, touch, touch, touch, touch, touch,
the ghost of Yote, state of play just happened.
What did we think?
I would like to start.
Go ahead, Tim.
What a presentation.
The level of confidence that sucker punch has
to just do what they just did.
Hey, we know the game's cool. Let's just show you it.
It's a cool game. You're going to think it's cool.
You're going to want to play it.
our job is done i feel like this is for a solo game state of play this late this is the final
like marketing cycle push for one of these it's always weird going in because it's like what can
they show us what can they they go above and beyond or what don't we know about this game and it's a
weird one where i feel like oftentimes like we're at this point where there's not really
questions to be answered it's like almost we don't need this necessarily sure the world needs
this right the world having said that i feel like there's a ton of announcements in there i'm like
that's cool that's cool that's cool like it's just even cooler little things
things that I didn't expect. The Samara Shamp Plu Mode, I'm like, that's how I'm playing. That
sounds freaking awesome. I love that they saw the success of the Kurosawa mode in the first one.
And like, what more can we do? It just seems like more in all the right directions. I also love,
again, going back to the confidence, like, some of the words that they were saying there, they
repeated a couple times talking about player choice, but really addressing kind of the open world
fatigue of video games. And like, they said things of like, it's not about just checking things off.
It's just about enjoying the story put in front of you.
I think we've seen a lot of games in recent times
to kind of take that ethos and run with it.
And I think that we are finally at a point that, you know,
this game has been in development for many, many years.
I think it's really kind of a of a time and place reacting to a lot of an era of video games,
becoming very samey over time.
And I love that this definitely seems like a sequel to what came before,
but also it was like, all right, let's take it up a notch in terms of,
of freedom and not making it just be the video game,
but instead being an experience.
And it looks like a damn good experience.
Bless, what do you think?
Yeah, I thought this is fun.
Leading up to this, I've been saying repeatedly that I don't necessarily even want to watch this, right?
Like, I'm already sold on Ghost of Yote.
I loved Ghost of Tsushima.
And so there's not really much you need to tell me in terms of getting me excited for
Ghost of Yote and like trying to really sell me on it.
This feels like one of those things of, all right, let's talk more about what the game's about.
People already know what Ghost of Sushima is.
they know what to expect.
We've already talked about the openness and like the choose your own, you know,
choose your own order of how you're going to tackle the Yote 6 kind of situation.
They've hinted at some of the stuff.
It's cool to see it.
And I like what they showed off as far as like the card system when it comes to leave.
Very cool.
Yeah, I think that's super cool because I think a lot of the time when it comes to trying to
convey the player choice aspect of it or even like conveying simple mechanics of
quest logs and multi-step quests or whatever.
right? Like I think how you contextualize things is really important. And I think using the card
system to contextualize, all right, you have these different types of leads or different kinds
of topics that you can ask and interrogate people for. And like choosing a card will then lead
you in this direction, right, and really color in your experience. For me, that's really cool and a really
awesome way to kind of visualize and have your audience, your players understand the way in which
they're going to play the game, right? Or at least like be able to take in that information in a way that's
fun in a way that's cool in a way that
I think could work really well you know
I think seeing some of the finer details
as far as that as far as like how
they've taken some of the journal stuff from
Ghost of Tsushima and turn that into
what they have with like the character screen that shows
you all the people that you're friends with
that are part of your wolf pack which
the hangover kind of ruined wolfbacks
for me a little bit because now I have like
this fucking every time I hear the word
you know right every single time I hear the word
wolf pack I think back to that movie now but I do
like Zach Alfenakis man I mean shout out Zach
But yeah, I love what they're doing with that screen in terms of showing you, like, here are the characters that you're working with.
You're going to fall in love with them individually in the same way that you fall in love with the characters in Gosa Sushima, right?
Like all of those, I think, small step-ups to like, or steps up to show you how we've improved, how we've tweaked things since Goses Sushima to make this a more engaging experience.
I'm all the way in for.
I think the thing that I'm most fascinated about and interested in is how they've tweaked combat here, especially turning the, what they had in Goses, Gosa-Sushima with the stance, says,
which is how you would kind of like change stands to take on different types of enemies.
Now they've made it so that you have different weapons that you're equipping, right, to take on
different types of enemies.
But you can lose your weapons.
You're picking up weapons and all that stuff.
I have, I have questions about how that's going to work.
But also, I'm into it, right?
Like one of the things that I love in a combat system, and this probably just goes back to
like old school beat them up or even something like seafood where there is this flow of,
oh, there's a bottle on the ground.
I'm going to pick that up, throw that at that person, pick this thing up.
Like, I don't know if it's going to be that kinetic as we talk about with the last was two or seafood or those kind of games, right?
But I do like the idea of having to think on the fly a little bit.
So if that involves switching weapons on the flyer, finding weapons as I'm going through these different camps and stuff, I'm all in.
I think that could be really fun.
Greg Miller.
Yeah, I mean, I loved ghosts of Tsushima.
So to see this really does feel like, hey, here's everything you loved about it, but amped up, changed, cutting the fat.
giving you, we talk about these kind of games and even what you're changing.
It really is, I think new coats of paints or new way to contextualize things.
And so, yeah, the Wolfpack being your journal, I think super interesting, super cool.
I think this card system of interrogation, I'm going to go in there and I can choose,
I want to go after this, which will give me that, you know, stick to your lane as you
build out a stealth character as I will or whatever.
I think that's interesting.
I start to wonder what that'll look like in game because when you go to the card screen
and you see her interrogating it and choosing,
it's like, you know, new weapon, new region, right?
Well, eventually I've got to unlock every region you assume.
So do I have, eventually if I take all the Kitsunei cards,
well, I eventually have them all grade out
and I have to start taking these to get there.
Like little choices like that I'm left wondering about,
but those early first few hours, first 10 hours of any game, right,
really is trying to give you ownership over what you're doing with it.
And so having that choice in building this character
and building my atsu of how I want her to play,
what I want her tactics to be,
what I'm interested in chasing,
I think will be pretty paramount to be connected to the game,
and that's what it's all about.
I think we look through this and we watch it,
gorgeous, gorgeous environments as you'd expect.
Music's insane, you know,
the stuff of run through the flower path to go faster,
follow the wind is always, do this,
these cards, like,
when I play this kind of game,
I want to be immersed in it,
and I want to be immersed in that story.
I think, you know,
I can't remember it was Jason or Nate talking about,
you know, in Ghost of Yote, we won't rush you through anything.
Like, that's how I want to feel when I play this.
I want to feel that samurai journey, that samurai, samurai story here,
a mission of revenge and going through and getting it.
It looks like they're nailing that.
And again, to what Andy was joking around about, I appreciate that.
Yeah, this time around, any fucking thing you can to get the upper hand do.
You're not going to be guilty.
Your uncle isn't going to be in your ear saying you were dishonorable.
It's about killing these six people and getting revenge.
Like, I'm all on for that mission.
Andy Cortez.
I thought it looked awesome.
I mean, I don't know if there's anything you could have showed me that would have discouraged me from this necessarily.
Huh?
Hoverboards.
Oh, I'll be hyped for hoverboards.
Yeah, maybe, possibly.
Think about it for Ghost 3.
Yeah.
I mean, I really just turned my mood around since the whole colds and you just like, it was such disaster.
Yeah, I'm so rattled by.
Yeah, that really really threw me out.
Cold of the cake.
Yeah, I think it looks awesome.
I think they're making a lot of great decisions here.
I think that some things in theory might work out.
They may work differently in practice, like the whole seeing the screen of all the people with the new tasks.
Like that can almost be even more overwhelming for me than seeing a map full of icons where if you're on a map full of icons and you just zoomed in really closely, you're not seeing everything else.
But when you're seeing that screen, you know, you open up your text messages.
You see miscall from all these and mistex from all these other people.
You're like, oh, fuck.
Yeah, yeah.
You have that sort of like a decision paralysis.
but so I don't I think that's maybe just a different coat of paint but I hope that those like
they mentioned those situations happening a bit more organically with the NPCs kind of visiting
your campside I think that's that those moments of emergent gameplay or whatever like I love
having experiences like that and to have a game that I already loved the goes of susumah is a phenomenal
experience and I if anything they could have just showed me more of the same but
But in my heart of arts, I'm like,
but if they deliver on those impactful story moments
and on those huge, cool twists and turns,
or even these side quests that you could have missed
and suddenly you're bawling your eyes out
because you couldn't believe how emotional
this little story beat was.
Like, that's the stuff that makes these moments
really, really memorable for me.
Even though I really loved the combat,
I know I'm kind of an outlier there
because the combat can get really repetitive
for a lot of people.
For me, I enjoyed it so much
that I was just seeking out everything
I could fight, but I would have stopped playing and I would not have been as high on it
if it weren't for these character interactions, if it weren't for these companion quests,
or again, these side quests that you could have easily not done and you do it and you're like,
whoa, dude, I'm a fucking mess right now.
This was so sad or so breathtaking, so emotional.
Like that's the sauce for me, right?
And I just, you know, us having a very similar story outlined to us as a great shadow
as of go hunt down the eight or the six or whatever.
We've seen this before.
But will you have the sauce to make this more meaningful and impactful?
And I think they do.
And I really look forward to the adventure.
And there was a chat earlier from Bryce that was like, you know, the game won't rush you
through it, right?
But like maybe your life is a content creator.
Then you're wanting to feed the fans, the reviews on time or whatever will.
and that's one of the thoughts I was having during this state of play which is like I said there's a lot of games we need to be rushed yeah but I'm also like what if I didn't beat this by review I mean I mean let's do it let's just make the thing we can do it yeah because like my thing is I was having a conversation earlier today with Mike about um oh fuck I forgot about death training yeah and like how I got through death training right and like kind of went through it you know then I'm jumping through different games now and I'm kind of blowing blowing through them but right now I am back in the mood for an open world and
action adventure thing and not something like distraining that gets weird and like a different
thing right like I'm not one of these weird games not one of these fucking weird I'm in the move
for a traditional action adventure open world kind of experience and ghost of yote is coming at kind of
the perfect time time for that and it's been a while since i just since i fucking lived in a game
lived like a hundred percent of a thing yeah right like probably since spired a man too for an open
world that i've like 100 percented and so i'm kind of having the thought of as they're talking about
i'm like this could be one of those i say you open yourself up to the experience because that's
what I was thinking too of like, yeah, I want to do
maybe not everything a review, but I do
want to follow that wind. I do want to follow that
wild hair. What do I want to do right now kind of vibe
to it? Yeah. We can do that for review. We always
can do that for review. I mean, I did it for that straight and I got
yelled that a lot, but it's fine.
I'm just didn't do that hour and a half if we got mad.
Just ignoring notifications. Tim, I have a question
for you. Yes. You didn't love
Ghost 1, right? Oh, no, I mean, I didn't play it.
Yeah, I played the first hour because Andy was like, dude,
you got to give it a shot. And I loved the first
hour, years after the game came out.
Yeah. But then just things kept popping up.
Do you see this being different for you?
Ghost 1 is always a game that when I'm like, I have nothing to do.
Fuck it.
I'm going to like start this up.
And I always start it up again.
And I'm like,
fuck,
I love this.
I get distracted and stuff.
The way that you looked at me and blessed and were like,
you need to watch K-pop demon hunters or whatever they?
Like this movie,
this game is just filled with those movie sort of hype moments that Tim Getty's
would lose his show.
I'm very excited for this one.
Like this very much seems like its own thing and it seems like it's addressing a lot of even
the potential issues that I,
I was turned off of one.
I was so hype.
for it. I was turned off because of you and Kevin.
Both you were like, the same for you, Tim.
Like very early, during the review process,
you're like, no, way too open, way too aimless or whatever.
And I was like, I don't know, I'm not talking about it.
For that. Um, that's the only reason I never like fully got into it the first time
around. But yeah, seeing this now after it hearing specifically Andy talk about it for
years about how Ghost 1 replaying it like or finishing it or whatever it was.
You're like, it would revise your 2019 game of the year or whatever year was 20.
Yeah, I put it over the last one was part two after beating it.
Yeah.
because it was also just, you know, as much I love the last of us part, too, it just, it was fun to play.
And, you know, not a, I wasn't dreading every moment, you know, but that's all just personal feelings.
Yeah, for sure.
See, I don't get the vibe that Gossiote is going to redefine that that much, right?
Like, as I watch this, I don't, nothing about Goseyote seems revolutionary on the side of, like, we're really changing how this is.
And not as, like, a dist of Goseote, obviously, because, like, I, this is exactly what I want.
Let me rephrase that.
Yeah.
Redefine it in terms of, like, there's a story.
here that seems like there's a there's six people to go kill that's the story yeah i'm here for okay you know
what i mean i think the first one i think the first one can be a little overwhelming with the
politics and the regions and the warring factions and like i i think it's easy for a dummy like me
to see terms out and recognize and be like oh man you're throwing a lot of terms to me right i'm not
this is a story of revenge this is so personal this is so close to just your character and
everything else will fill in those gaps and i'm hoping to have
again, I just, anytime they show this bald motherfucker with just the hair hanging down,
he's all kind of skinny and freaky looking, he's talking shit to her.
Yeah, the snake.
Anytime they show that, dude, I'm like, oh my God, I hope all of these characters have these
very distinct personalities and they are, it is a almost a Kojima-like experience of every
one of these bosses is going to be so definitive, much like Si Fu was with how those bosses are.
I think that's going to be the test, right?
Like if we're still quite a few months away from this game releasing, I hope if you have one more
marketing beat, I want to get a bit more of the, all right, here are some of the characters
you're working with, right?
Like here are two of the targets and like what their gimmick is or what their story is.
And I want like, I want to be more into this world as far as like the actual bones of
what's the story foundation of these characters that I'm going to be chasing after or even
like the characters that are going to be part of my wolf pack that I'm making friends with.
I think that's like the last thing.
Too sweet.
You're not part of this.
That's what have been so into the W-WC-W-C-W-Pack.
Yeah, I don't know what this is.
WCW-W-Pack?
Yeah.
W-C-W-W-Pack?
I didn't watch any W-C-W-C-W-T-W-Pack.
Yeah, but like...
I definitely looked over thinking it was going to be a Wolfpack.
That it is.
Who's in it?
Would it be a wrestler?
Yeah, it was Kevin Nash.
And W-O-Red, pretty much.
Oh, okay.
Then, yeah, I know.
I guess I, well, I never saw it.
Yeah, I never saw it.
You never did the Too Sweet.
Too sweet.
Man, dude.
Oh, yeah, managed by Dusty Roads.
Randy Savage, okay.
What a time.
What a time.
Lex Lugar's sting.
I know these guys.
What a time, everybody.
We're going to keep talking about Ghost of Yote and all of your super chats after a word.
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Let's go through some of them superchats here.
Method says, looks great, but it's mostly more Sushima.
Not a bad thing.
I just don't see a huge evolution of the formula.
Combat's still that classic AC Perry one at a time, very much the spidey to
treatment. Bless, do you agree with that?
I think
I agree with it even though
I come out of that positive
more than negative, right? Like, I
think Gosa-Sushima, as it is,
this I think comes back to the conversation
for you, right, as far as what you look for. Maybe why
Greg was like, I don't know if this is a tempting,
is that it is a traditional open
world video game. It is not really,
I don't think Gosa-Sushima
reinvents the wheel by any means, but
I think it's a really good interpretation of what
the wheel can be. I think it's back to what we're talking about
coat of paint. You know what I mean? Like it's like, yeah, ghost works because it took the
I should say, ghost works for me and I think stands out for me because it was like, oh, we're
going to hide the line on the ground behind flower petals flying through the air. Yes. Okay, cool.
We're going to give you all these different things to do, but rather than just being collecting
a piece of paper, it's doing this shrine or following this fox or whatever. Like, it was all in
presentation. It was still doing the Assassin's Creed stuff. And that's why Kevin and I were like,
oh, well, that's not you don't vibe with that.
I don't think every...
I still think you could have Golden Path didn't
been fine, though.
Absolutely, yeah.
But I mean, it wasn't until years later,
Andy telling me, like,
about specific story moments
that I'm like,
fuck, that sounds awesome.
But even then, you've told me,
it's like, it's not like the story's that good
or, like, the overall,
like, the main plot,
the golden path isn't necessarily,
like, oh, you gotta play this,
where I feel like that to me is the,
I want the story for an open world.
Exactly.
And I don't think,
I don't need every video going to be revolutionary, right?
Even the big ones, even the AAA ones.
Especially the sequels, man.
Let's be sequels.
And I,
to be more of the thing we liked.
The thing that I liked about Ghost of Sushima for what it added to the genre,
is what Greg was talking about as far as like,
oh yeah,
follow the pedals.
It doesn't have to be a thing of like put the objective indicator or like follow the line on the ground.
It is that, right?
It is how they go about combat.
It is how they go about like,
you know,
even just the visuals of the world and like how,
how good,
how well the world sings and like,
you know,
like living in the Ghost of Sushima world,
I think that is like top shelf.
Like,
this is that good shit.
When you're talking about like the assessment.
Assassin's Creed inspired open world video game, if you can give me like those small things to make
me go, oh, snap, y'all stepped it up like in this small way, right? Or you all stepped it up in this
other small way and then also gave me a story that I care about in a setting that isn't often
explored, even though nowadays it is often explored, right? But I think still to this day,
out of the different open world samurai games that we've gotten in the last five years, they're not
better than goes to Tsushima, you know, like, I'm sorry, rise the Ronan and Assassin's Creed shadows,
but like no. Yeah, no. And so I will say this, Tim.
I think that
the story is like,
I would say really good,
but there are hype moments
throughout that,
throughout the whole journey.
Like you're,
by the end of it,
you won't be like,
I regret sticking with this.
You will not,
because like,
the final sequences are still like,
fuck,
this is awesome shit right here.
And,
um,
yeah,
I mean,
I'll go against that super chat tour.
Like,
I know they weren't even super negative on it,
but I think if they changed too much,
I probably wouldn't have been stoked on it.
I think if they try to change too much of what the formula is,
I'd be like, well, that's not what goes to Sushima is.
That's not what I wanted from this journey.
I want this beautiful, lush experience with great combat and cool characters and remember,
memorable villains and things like that.
I, for me, it's the biggest change is, I think it is a pretty big change that there's more
than one weapon to use, you know, like.
Yeah, I like the movement from stances to this.
Me too.
Because I was not a huge fan of the stances.
In the instant switch of the weapons, that's cool, too.
I don't think there was enough visually there to, for me to wrap my head around and decipher
what the right call even was in this certain moment because this enemy is weak to this stance.
And that stance looks like this, but it's called the water stance.
It was like a little too much for me in that moment.
I think there's a lot more, there are a lot more visual indicators for me here to go,
oh, this dude's weak to a spear.
Let me bust out my spear.
Let me bust out these weapons.
And the stances just weren't not my favorite part of the combat, even though I still really,
really enjoyed that aspect
or I still enjoyed the combat but
I mean you're getting more than one sword
that's a pretty damn big change
you're getting
the dual blades
the spear that
one of the chain that I always
blank on whatever its name is
and the gigantic
and the gigantic fucking katana like that
Carissa Gama I think free gunnish
Kuna
No
that's a throwing blade
Kusari Gama
Kuna
Kusari Gama
No the Kuna is like the blade
part of it. He doesn't have the chain
attached to it. We went through the last
thing. Kunei on chain. Sorry. Oh, Kunae
on chain, got you. I mean, I think that's
a pretty massive change, you know, because that's
not only
are you kind of doing the same thing with
Stances, but you're having to account for a lot
of different weapons, you also have to make
and that you can collect for your
character. And I'm with Bless. I'm
so pumped to see exactly how the hell things
will change whenever you drop your weapon.
Yeah. I don't know what that mechanic
is and how you sort of
work your way around it, but it seems super cool.
Get back to it, yeah. And I think
we're underwriting like the
like the clue structure and like the nonlinear
structure of like of the missions. I think to
the super chat, I think the one thing that's tough for a ghost of
Yote to do to like get people hyped
is look different than Ghost of Tsushima because
I will say that is the one thing where I look at this game
and I'm like, I could, I would have
thought this is Ghost of Tsushima if you showed it to me
and didn't tell me, right? Aside for the main character
being aatsu instead of Jin. But like
I also don't know how you make Ghost of
Shishima look that much better aside
from bringing it into a more powerful console,
which they've done here, right?
I think those differences will be very noticeable for you.
When you're playing.
On a screen that's not a YouTube video,
12 feet, 15 feet away from us.
Also, if you went and played Ghost one and came back to this one.
For sure.
I'm really kind of pumped about this whole cards thing
because when they mentioned new modes of playing,
I think they were talking about the lo-fi stuff
and all the sort of things.
The cards thing almost rings to me
like a rogue light sort of randomization thing.
where I don't know if every one of these enemies
are going to have their set
sort of two options of things that they're giving you
if they are randomized
if I do pick all of the location stuff
while I only get all of that
and how does that change not the run
but you know it feels like this sort of
choose your own adventure thing
in the way that when you're done with the Hades room
you go all right do I want to go for that later
or do I want to go for this room or whatever
I don't think it's going to be random I didn't get that vibe
but I do get the vibe of choice right
of just like, here are the options.
I would really love that if when we sat down to review so far,
it was like, oh, we've all done, not all of us,
but there are dramatic differences in what we did
because I went full stealth and you guys went Perry Poppy stuff.
Yeah, I would wonder, yeah, like I have the same thought, Andy,
but I wonder if they tear out, tear them out,
like a specific class of NPCs carries this amount of cards,
and then you have another class of NPCs that have like a rotation,
so it's not completely random,
but it's somewhat contained so that there's a progression to your story because that would be wild if it was like, oh, I talked to this guy and fuck, they told me where this guy is all the way over here.
I'm so fascinated because I think there's, for some reason I get like death loop vibes in terms of like trying to solve that puzzle and figure out like, okay, if I do this, this, this, this and this.
That seems like a big undertaking as far as creating a game that's going to deliver the main content to you in a way that makes sense in a way that's fun for the player, but also in a way that makes money.
experience original from Greg's which is original from Andy's.
And my ass is gonna look so sick with all these customization options.
Cool ones in there.
Really, really pumped up about that.
Kabab says, I hope there's a 21-9 mode like Outlaws and Shadows.
I imagine they will, I mean, this isn't coming to PC day one.
So it looks like we already, I mean, they showed us.
We had the bars on the top and the bottom.
But wasn't that, that all seemed kind of like predetermined like you are, yeah, doing this.
Then something else would happen and it was.
would change the aspect ratio.
Yeah, it just happened there.
I'm going to try to find a transition.
I mean, but they showed the name of the location above the bar.
Yeah, interesting.
I feel like it might just be like in the render area.
Throughout the whole time, it's just like going back and forth between them style-wise.
Is Kurosawa mode?
Is that not 21 by 9 the whole time?
No, I don't think so.
Oh, okay.
I think it is.
I thought it was.
I thought it was.
Oh, you know what?
I'm thinking about 32-9.
Yeah, crew saw mode I think is 21
I mean all this
I mean a lot of what we're seeing here
I feel like that's a menu option you make
For like all the different ways you allow people to
Play the game in terms of visual modes
And like the Watanabe mode and all this shit like
I feel like that'd be a slam dunk just put 21 by 9 on there
Yeah
Yeah it probably will
Oh that was a transition
But that happened in the last game
We would bring up the black bars
And then fade them away
they're still there baby
Volk Dasher says game looks amazing
admittedly it might be one of those games
that truly shines when you actually play it
the first didn't showcase well either
in my opinion until I played it
and it was blown away
it's like a punch got this
yeah like I know like obviously before
the ghost of Tsushima in the previews
and in the trailers looked great
but I think the gameplay stuff
I remember seeing the first gameplay trailer
this might have been the one
where they had to eat three in church
where they moved people and all that shit
I remember seeing the gameplay trailer
and being like oh I don't know
this moves kind of weird
but like playing the game
It played fantastic.
Yeah, and that was a weird one, too, because remember Ghost 1 was, like, one of the biggest games to not have a preview cycle because of the pandemic.
Oh, yeah.
So it wasn't, like, people talking about how it felt and everything until it came out, like, a month after Last of Us, right?
So it was like, or before.
I think it might have been before.
Yeah, just crazy timing all around with that stuff.
What do you think is up with the little gambling, a little game?
Who pushes the coins in or whatever?
A little gamer plan.
Yeah, something like that.
Time to play the game.
I mean, that's, that's going to be perfect for collectibles.
Like, immediately, I'm like, oh, those are being a collector's edition.
Or maybe it'll be a couple of coins in the collection.
The cards, the coins.
Yeah, 100%.
Yeah.
Real currency.
Oh, it was after.
It was after.
Yeah, yeah, yeah.
It was like June versus July.
Yeah.
Jeremy Snow says, waited to react to this with y'all.
Thanks for what you do.
What are you hoping will set Yote apart from Suhima or does it even matter?
It's still a great first party experience.
Less repetitive open world is my big thing.
You know what I mean?
if somebody who went through in Platinum, Ghost 1, it was, I really loved that game.
I still love that game, but I was burned out on chasing foxes and finding shrines and doing
bamboo by the end of it.
So I hope it's a more varied world or fewer of the, more activities, fewer number to do to get
whatever I need to get.
With how open and free this world is, I'm going to need a chat to remind me about this
because you all know, I don't remember shit.
Yeah.
It's still one of my favorite games.
I don't remember a whole lot of, I don't know if,
there were, if I'm mixing this up with another open world game,
but if there were areas on the map that said, like,
hey, this is probably too hard for you right now,
or this area of the map is, you know, there would be tougher enemies here.
I don't know if, if Tsushima did that.
Sushima, I think it just had it.
I think it maybe Rhinan had it maybe.
It had a gated system.
Yeah.
Where I was, remember, you were in the first area
and you had to do something story related
to finally get to the second area and then get to the third area.
Yeah, it was like very deliberately designed in like a vertical way.
So if you're in the bottom third, I think, yeah, it would unlock that way.
It was gated by story moments.
Okay.
Yeah.
All right.
BG2-8-0 says the last major PlayStation first party new narrative single-player title was Spider-Man 2.
I'm happy to see a project firing on all cylinders.
Yeah, that context, that's important there, right?
Like, we were getting so many of these Sony games back-to-back.
It's been a while since we've gotten one of these because Spider-Man 2 at this point was years ago.
To piggyback off.
That's training, too, like a month ago.
Or like a few weeks ago.
Yeah.
To piggyback off that, though, and bring you.
Tim and you, Andy, into this conversation.
What is your vibe on
Legends? This is a conversation blessing I
had on Games Daily with the announcement of the state of play
of will there be legends to, when would
they talk about it, etc, etc. Would it be stand
alone? Where's your head
with that? Andy?
I don't
I mean, have they
talked at all about any? Yeah, I don't think
it happens at this point. I think that
would have been the point to say
and future modes in the future and then we all
go, ooh, just like we all got excited at the
Middle Gear saw Delta thing like, oh, is that multiplayer or not?
I don't think that it happens if something wasn't mentioned here.
I think it happens as a standalone thing.
Like, I think that's a separate game.
Like, I feel like anecdotally, legends felt like a success.
So I don't see them getting rid of that.
And with where we're at currently with PlayStation Studios, like, they need games coming out.
And I would see that as a smaller thing, especially with their live service,
multiplayer push.
Like, if they have something that they've proven people like and actually works, why not?
I always thought it was weird that it was like part of the first game anyways.
But I feel like that was a very experimental era of PlayStation in terms of how they release smaller titles.
Like when you look at the differences between Uncharted Lost Legacy, Miles Morales,
Ghost of Sushima Legends, like all those had a slightly different like release strategy, you know.
Sure.
Yeah, I'm interested.
To your point, remember that this was, Legends was announced after Ghost came out.
Like that was a-I think it's a different Sony.
I agree.
I agree 100%.
Which is why I'm surprised at it.
not pushing it harder as some kind of weird live
service. If God of Or Ragnock releases today,
I don't think we ever get the Rogue Light mode later.
I don't think we ever get
Last of Us Rogue light mode later.
I mean, look at Astrobaugh. I know it's different.
Last of us just got the reordering
chronological cut.
No, I'm talking about that
Roguelight mode though. Like I
think that they're just in a different
spot right now with like I'm
first of all, I was talking about Hall of was free to play.
Like that was a crazy sort of free edition.
I just, I don't know, man.
I feel like their vibes and just mentality is different around the business of what we're doing.
And is that really worth it to do right now, you know?
I feel like we're putting too much stock on like PlayStation versus the autonomy of the studios.
Like I don't think Ghost of Sushima Legends was like a PlayStation push or a PlayStation idea.
I think that was definitely sucker much begging them to let them do.
We have a cool idea. Can we do it?
I also think it's such a bunch working on the thing and being like, yeah, we want to release this.
And I think the same with God of War of Al-Hala.
I don't think PlayStation, I don't think they all.
was like as much in conversation with PlayStation where it was like hey we have this really cool
idea that we want to do like of course they're talking to PlayStation right but I don't think
I don't think the buck ends with PlayStation as far as whether or not Godvor Vahala is allowed
to release or gets released I think that it's more so like hey it's on y'all if you if this is
something that you think is going to make your property or you think is going to make your game
more successful than like go for it and I don't know if that's the mentality now of like yeah
you do you yeah go ahead I don't know if Sony's
like no move on to
come back to that hopefully
hopefully
wait I'm 50 50 on on legends
I think there's a good chance
that happens but I think if it happens
I do see it as a standalone thing
like I very much see it akin to like how
Eldering Night Rain came out where it is like
hey we're putting it out it's not treated like
a live service thing it is a
20 to 30 probably $30
kind of experience and like
we support it for like a year
and then we're done with it unless it
gets super successful then we keep going
with it, but it's not like we're fishing
for the next five years of the game here.
Yeah. Dan says, I love
that they're addressing open world burnout.
Dos of Sushima,
I see GOT, I think, Game of Thrones,
was perfectly paced, never felt overwhelmed by its open world.
Happy they're continuing that.
Flylaw says, the wolf has gin spirit in.
I'm calling it now.
Yeah, I was wondering what
there's going to be something gin related
to this game somewhere, right?
Whether it's an Easter egg, whether it's a full-blown
plot line. That's an interesting way to do it.
I can see it being winked at like a little
Easter egg or the wolf. He goes in
he goes in the Anson.
Absolutely. It's me.
I was like, who the fuck is gin?
You're really on the nose.
Seegis Switzland says this being its own story means new fans
can jump in. Yeah, I think that it
being titled the way that it is and
that's definitely them understanding that
they have a potential hit franchise on their hands that doesn't
need to be actually sequelized
and you gotta play the last one.
Yeah, yeah, yeah, yeah.
It's not a too shim.
Yeah, the wolf being gin,
I don't know if you guys ever played Twilight Princess,
but like Twilight Princess had a thing
where it's like they had a tutorial character
that's like this undead dude who ends up being,
it's very heavily implied that he's the link
from a, I believe, O'Koreen at a time.
Hero time, yeah.
And Major's Mask as well.
Yeah.
What's his name?
The hero's shade?
Something like that.
Yeah.
It's fucking sick.
I feel like that's the way.
Yeah, if you have the wolf in this gin,
it's never heavily implied.
Or it's never like, you know,
confirm, explicitly said.
Until the dream sequence and you get him.
Bandur S.N.
says they closed,
they showed the PS5 SSD flashback mechanic.
I'm predicting they'll use it for other characters
and at some point you'll play as gin.
That's interesting.
That flashback mechanic, very cool.
Yeah.
I wonder how limited it's going to be.
Like, can you do it literally anywhere
or is it only going to be during like prescribed moments?
Um,
knowing how PlayStation and Sony teams have done this.
in the most recent past times
I don't think it'll be everywhere
I don't think it'll be like ratchet
where it's like specific places
go back like nothing
you have no memory here
there's nothing happening
I could have sworn that during the last
theta player
whatever it was that was
that had a lot of
Yote focus
that me and Greg were talking about
I was like yeah can you
I mean surely you can't use it anywhere
and I could have sworn that we read
right after them being like no yeah
it isn't anywhere
I remember what it no
well yes and no
so the conversation was I was like
oh look and they
did this in the trailer, which makes me think it's going to be
a thing you can do in the game. And then everybody's like, no
idiots, they've confirmed that in the blog.
Right. Yeah. Okay. Gotcha.
Mr. Funn says
Gossiote looks dope, but the world looks
just as empty. The thoughts
on that, Andy?
I mean, I don't know. Yeah, that's just
something you can't really help
without putting
a cityscape in there or something.
Yeah, I don't really know how you
fix that issue without completely changing what the area is and whether they're going for
super historical accuracy. I don't know if you're going to see the cyberpunk city towers.
There's no real way to address that. I don't think. Like I think once you're playing,
it is about that Breath of the Wild tears of the Kingdom meditative experience of seeing a thing
off in the distance. And there will be much like sushi mad. They had their towns. They had their
little enemy encampments. They had sections where it's like,
a couple of city blocks of houses.
There will be that here.
I just,
um,
I don't think it looks empty because I,
maybe I don't,
I'm not looking for sprawling something.
It's nature.
Yeah.
I didn't,
I didn't find ghost one empty.
Like I thought there was lots of going,
things going on,
especially as I went from one place the other,
whether it be a bandit encampment or somebody trying to take me down or just an
animal to chase or whatever.
But I feel for open world.
Yeah.
And I also don't think,
I don't think empty is inherently a bad thing when you're talking about
video game world. I think there's context to everything.
There's context of the kind of world that you're making.
One of my favorite worlds to exist in in a video game is Shadow Colossus, which is the most
empty world, right? But like, that served the vibe, that served the story, that served
the kind of game that was, I think how empty this game is or how it, how empty it looks
in these trailers, right? And how empty it actually is, right? Like, I think that's going to
serve for the type of game that Ghost of Yote is, which is, I think, a lot of times
supposed to be serene, supposed to be meditative as you're going from point to point B.
And I also don't know if I want an enemy camp.
every 10 meters, you know?
Yeah, yeah, yeah.
It's a balance you got to find and it won't work for everybody.
On the flip side, some of the most annoying open roads I've been in have been the ones that are like, yeah, filled to the brim with people that fucking can't fucking move without something attacking.
Yeah, I'm like, get the fuck off of me.
Let's just go through some of the highlights of what they showed here to kind of close this out.
But it's us trying to punish the Yotai 6.
Yote 6 16 years since the attack.
And then with the push of a button, you can have a little flashback stuff.
That all looks great.
I feel like this is like such a simple.
basic premise of revenge, which I'm like, that's all we need to be in when the presentation
and styles this ridiculously off the charts. So very cool. Player freedom more than we've
ever had before. Obviously, it's inspired by the samurai films. The clue system, which was in the
first one to an extent of having, you know, the flower petals and all that stuff kind of guiding
you. But this definitely seems, from my experience, a lot more in depth of like every
mechanic of the game kind of feels like
an alternate to how other games
have done it and just like go out there
and explore like that is the point in it being
open like the journey is
the point of the game again and then making
the customization they talk so much about
both in the blog of like that was one of the things
they're calling out and then here this idea
of the interrogation to get the clue to the
the interrogation to pick the clue that's interesting
to you right to then you chase what you want to chase
like that sounds super fun in a way of
getting the normal game stuff in there
but giving me agency and, oh, this sounds like a mission,
I'd be more interested.
Or, yeah, that guy I want to chase.
Or that weapon seems more like the weapons I use.
So, yeah, I'd want to go do that.
Oh, if you're overwhelmed, just kill the dude.
I think that's super cool too.
You don't have to interrogate anybody, you know, like that is,
it's an option, but you could just kill that dude
to move on with the mission you're already on so you don't add anything else.
Yeah, that's exactly a little bit of shadow of mortar.
Yeah, that's exactly the nemesis system.
That's exactly all the thing.
It's copyright, be careful.
Yeah, if you sprinkle in a little bit of nemesis system on this thing,
oh, man.
Bear, can we edit this and bling.
You know, we don't want to get them trouble.
And then, yeah, a lot of modes, just like the first one had.
I love that having the Japanese VO mode available from the start, not tied to a DLC or whatever.
Like, that's part of the experience if you want to be.
That's super cool.
And obviously the different modes that they have are awesome.
But yeah, the Lofi Beat story exploration.
I'm very interested in that because that's the thing.
It's either fuck, you nailed this or it's like, oh, you tried and this is cringy and just missed the mark.
When we were streaming Tony Hawk's Pro Skater 3 plus 4 yesterday, right?
I was playing it and I had to put on the streamer mode,
which brought up their original soundtrack,
which are just like beats and instrumentals
to kind of give you the vibe of the Tony Hawk Pro Skater soundtrack.
And like, granted, I think they actually did a better job
than what I would have expected,
but even still, there's nothing like the authentic thing.
If this is lo-fi beats, but they're like,
they didn't source these as well as they could.
Here's the thing.
Lo-fi beats, they all stem from new job as.
which is Samurai Shamplu.
And if you don't get that, it is just a pale invitation.
Yes.
And sure, you might like it or whatever, but it's like, it's not the thing.
And I feel like with this.
They did say they collaborated with him, right?
With Watanabe.
Yeah.
Yeah.
Which, I mean, but that's not the music.
That's the director.
Yeah, that's their director, but that still could have led to talking to the people who did the music for Shamplu or something.
I mean, he's dead, but maybe like they're, they're the people.
But, yeah, it's like, again, he's the wolf.
hesitation to you.
But I think it's awesome.
And I love that this is at least a choice to do it.
Yeah, this better not sound like some copyright-free, like, lo-fi beats to put in the background of your video.
Yeah.
Sounds like you're working from experience.
Man, I still really hate that gray on the controller.
Yeah.
Could have gone with anything else on it.
They just leave it black like usual.
I don't know.
Yeah, we're looking at the blog that has the shots up of the accessories they'll be selling.
Yeah, I think it should be white.
Yeah.
let it be white instead of that gray in the center.
I don't hate it though.
I'll still.
Or just do the full black.
Like you see the art in the background there.
Like just do that on the controller.
Yeah.
Sick.
October 2nd.
Not that far away.
Everybody.
It's still pretty far.
Two and a half months.
Dude, this year's gone by like crazy.
You're kidding me?
It was just January.
That's true.
It was just January 2020.
Well, everybody,
it's just thank you for hanging out with us today.
If you are interested in this game,
let us know in the comments.
If you're not, let us know in the comments.
If you want to be mean to somebody, don't do it.
Just don't do it.
Be nice.
If you have to, be mean to Nick, be mean to the comments.
That is true.
That is definitely welcome.
He's our dark night.
Until next time,
I love you, bye.
How long my arm is.
