Kinda Funny Gamescast: Video Game Podcast - Hell is Us Review - Kinda Funny Gamescast
Episode Date: September 2, 2025Go to Kindafunny.com/XREAL, Amazon, or Best Buy to grab yours now!Amazon: https://www.amazon.com/dp/B0FDPGHVCB?maas=maas_adg_94D809319DE2358E49DA54BC8B880A40_afap_abs&ref_=aa_maas&tag=maas Best Buy...: https://www.bestbuy.com/product/xreal-one-pro-ar-glasses-w-x1-chip-171-fhd-120hz-display-w-sound-by-bose-for-iphone16-15-steam-rog-mac-pc-android-ios-57-66mm-ipd/CZTVG22GYF Thank you for the support! Run of Show - - Start - Housekeeping - Topic of the Show: Hell is Us Review - Kinda Funny Gamescast - our thoughts - Postgame? - Overall Thoughts - Ads - Superchat Questions Learn more about your ad choices. Visit megaphone.fm/adchoices
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What's up and welcome back to the Kind of Funny Games cast for Tuesday, September 2nd,
2025. Of course, I'm your host, Tim Gettys. I'm joined today by Andy Cortez.
Hey, hey, hey, and Greg Miller.
Chips a hoi.
Bump, bum, bha, remember that commercial?
They were just dancing cookies, man.
I think of people in like the 1920s when they were dancing, like in a hive, going out
and having sex, but we're just talking about, we're just eating cookies now to it.
You know what makes you think about what?
they'll put Sabrina Carpenter's music in the future. I was about to say,
with chips a hoi on the mind because of Sabrina. It is.
100%. Makes sense. It makes sense. Everybody.
Hey, this is the kind of funny games cast.
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Little housekeeping for you here.
We are an 11 person business all about live talk shows.
We just did a kind of funny games daily episode.
Me and Roger talking about a whole bunch of things.
But most importantly, Andy Cortez's initial thoughts on playing
Hollow Night Silk Song at Pax.
After this is our exclusive stream of everybody's golf hot shots.
What do we have to look forward to, Greg?
The first time anybody's played it ever on stream.
Wow.
That's us.
Big exclusive.
They come to us.
They say, you guys love hot shots, right?
You love everybody's golf.
We say, yeah, we do.
these that you want to do so yeah we do i still haven't looked at it i haven't decided if i even
even like the game because remember i've been talking a lot of shit leading up to it's not clap hands
is it going to be is it the port of the viz it we'll see we'll see we'll say maybe they will
regret doing this exclusive not sponsorship can't create a character strike one
if you're kind of funny member today's great ways more than 22 minutes covering haley
williams new album if you should join b s that's blue sky tim and missu football uh thank
So a little bit of everything.
A little bit everything that matters.
That's right.
A little bit of Popery.
Why not get it all in there, you know?
Thank you to our Patreon producer, Carl Jacobs,
a mega buster and Delaney Neath the Somm twining.
Today we are brought to you by X reel,
but we'll tell you about that later.
For now, let's begin with the topic of the show.
Tots, dots, dots, dots, dots.
I, um, I just, real quick,
I tried DMing our friend Matt Batson.
I know him.
And I accidentally DMed Matt Watson from Super Mega and was like,
like, hey man, what's your schedule looking like?
Would love to get something edited.
I was like, wait, you're not the...
I feel like an idiot.
Maybe throw out of some work.
Maybe you want to edit it.
Maybe he wants to try.
He's doing fine.
He's not looking for extra work, I don't think.
Hell is us.
We are reviewing it.
Once called Greg Miller's most anticipated game of the year.
That's right.
He's now reviewing it.
Did he like it?
Did it live up to expectations?
We're going to have to see.
But first I want to tell you about the description of this game.
If war is the closest we get to hell on earth,
It's because Earth harbors the worst of demons, humankind.
In an isolated country ravaged by infighting,
discover the secrets of your past and deal with the repercussions of a mysterious calamity.
Oh, my goodness.
We were so close.
Not a blight, not a scourge.
Not a scourge.
It's on my hand.
Released on, oh my God.
September 4th, 2025, the developer is rogue factor.
The project led by Jonathan Jacques Belletetet, known for Deus X, Human Revolution.
I thought I might get him.
I tossed it in.
He might not be panic.
He thought he was going to like dodge it.
I'm going to be real.
I looked at it and I just took it.
I was like,
I can say Jonathan.
I can get past that.
And I was like,
I'm just not going to say the rest of me.
So we can just definitely.
J.J.B.
Everyone publisher,
Nacon.
Greg went to Montreal and May to play it and talked about it on this very show.
The kind of funny games cast,
the Metacritic currently is a 77.
And that 77's kind of pulled from some higher reviews,
some lower reviews.
Ended up.
in that nice little double sevens, you know?
Greg Miller.
Hi.
You have beat the game, correct?
I have, yes.
Andy Cortez, you've beat the game, correct?
No.
You've just started the game, right?
You started the game about a week ago and then realized,
this is going to be real tough to try to play this game as I'm gone at packs,
because it's not exactly the type of game that you go.
You know what, in the hotel room?
I'll do another run.
It's not a roguelike.
This is not one of those video games.
It requires a lot of, you know, your attention.
And so I'm only like two and a half hours.
And once I told Greg,
hey, I'm going to back out of the review
just because I know I'm not going to put that much time in it.
But after playing last night,
kind of regret going to Pax a little bit.
Whoa.
Because I think it's really cool so far.
Okay, can't wait to hear your initial thoughts there.
But we have to start with Greg's formal review
on the kind of funny scale.
What did you think of Hell is Us?
Hell is Us is an amazing video game.
I think it is an 8.5 out of 10.
my reasoning there is that it's great we're in that great space i think to give it an 8.0 puts it too close to
just being good when there's so many it gets close to amazing but i think it's right in that midsection
of where we're at uh i put 25 hours into hell as us could have done more uh it turns out in
terms of side quests these things the mysteries that we'll get into all this stuff that you have
uh but i did 25 hours to go through roll credits and i had an amazing time
Just incredible.
I think this game is so special.
I think from the big picture view of it,
this is what so many of us have talked about for so long.
We wish there were smaller studios,
making smaller experiences in being fucking weird.
Hell as us will not be a game for everyone.
Of course,
they've advertised it and talked about it out of that preview
as being 50% combat, 50% exploration.
100% reason.
Yes, exactly.
Your wrap thing is.
For me, that 50% exploration is,
done so incredibly well.
It is a world I loved living in,
and being in, and it's scary,
and it's real.
And it tackles, again, themes and events
that are going to be off-putting to people.
There are dead children in this game.
There is rape in this game.
There are people hanging from nooses in this game.
It doesn't do the thing we see a lot of safe video games do
is allude to that, but never, like, put a pin in it.
Like, you know, you have characters talking about rape.
It's like, holy shit.
You have people talking about what they did
and how much they regret it and how it weighs on them.
And that's what's very interesting and special in just one of the avenues into this.
To pull into what we're talking about why I think it's so great and why I think it's not a must play for everybody.
As you hear about this, you can make your own decision.
But for me, it is a masterclass in level design.
I can't tell you how refreshing it was to come into these areas, these worlds, and be like,
okay, as you've probably heard in the preamble to this game, right?
No mini map, no magic compass.
They talk about player plattering.
They want you to go find it.
They want you to listen to conversations.
They want you to go into your data pad and find these little things and remember codes and yet,
uh-da-tah,
before we even get into all of that stuff and what that really means, I'd walk into these
environments, those first few times, those first few hours and be like, oh, my God,
this place is humongous.
I'm always the guy who wants to go down every nook and cranny and find everything.
So I'm like, but I'm in a dark cave, a dark tunnel.
It's like, okay, well, I'm going to go this way, but will I remember to get back?
Then I'd go downstairs.
I find this old woman with a baby that's crying that needs milk.
And I'm like, I'll try to help you a lady, but will I remember how to get back here?
And back to this being masterclass and level design, as you go and you run into these walls and you hit these doors and it's locked from the other side, you know, such survival horridy stuff.
This door is locked from the side.
You get the keys.
You get the mcuffins.
you do the thing, you start opening up all these pathways.
And by the end of your time in this place where you have no map, you started with no map,
you didn't know what this place was anything, you feel like it's just a gigantic circle
and you know all the nukes and crannies.
You can get back to things.
You can remember things.
You can be all right.
The lady with the baby was down this thing and that thing.
And if I just run, if I just go this way and keep going down, I'll run into it.
And now that I've opened up this shortcut and that little nook, I can figure out a way back there really.
Amazing there.
I think the music is incredible as well.
It's this synth, sci-fi, dark wave to it, right?
Like, it sets the vibe.
And again, this game is vibes.
I can't say that enough.
You know, you ran through the top level of it,
but you are in this fucked up other space here of a country, right?
They're in the middle of Civil War.
You breached the perimeter and you find these walkers, right?
These little white guys, no faces, holes in their bodies and whatever,
that I want to attack you.
And they do a great job, I think, of giving you enough narrative to keep you going,
but never have it be necessarily the whole point.
It was the exploration, and it was the combat I find enjoyable too,
but I think that'll be some people's concerns.
And I, of course, have complaints and Pat's in the back there as well, Tim.
Andy, what's your initial thoughts only a couple hours in?
My initial thoughts is that it's just so freaking, it's immediately interesting,
and you are compelled to want to learn more,
and you are compelled to try to, you know,
break down any sort of line that's given to you from a character
or letter that you read
and last night figuring out a puzzle
with the help of some Ken Jr. in chat
was helping me a little bit with one of the puzzles.
But it's just so fascinating and so interesting.
And I think that if the combat was worse,
I may drop, I may have dropped off
or if there was more of an emphasis on it.
and it reminds me, you know, thinking of those, the comparisons and the percentages of, you know, 50% combat, 50% exploration, it reminds me of falling off of banisher's ghosts of New Eden and how that is still, I think, one of the best acted and some of the best writing in a game that I've experienced in a long time.
But the combat was so underwhelming. And I think this is more than, more than good enough. It's fun. It's hack and slashy.
to see the way that it opens up with the abilities that you're unlocking, along with your little
drone that allows you to attack different ways. I did some of that stuff offstream last night as I
kept playing like, oh shit, this this opens up a lot more than what I was expecting. Having the,
you know, I started off with the dual axes, but then I just found a great sword. And it's a lot
heavier. And maybe the peri timing is much slower, but it's going to block a lot better. And it,
you know, controls like a truck, but it hits hard. And I, I love the variety in it so far. And it's,
It's just what I've experienced in the first, like, three hours with it, the combat is,
there's a lot more variety there than I was already expecting.
That being said, yeah, because this game is meant to be a, you know, you are deciphering this world,
you are in this area, explore, go, if you see something that interests you, go there,
and there's probably going to be something there to reward you.
And having that moment last night that Greg talked about the first time during his preview,
where somebody says, yeah, my, my.
My niece is over there.
She's in that house by the tree house.
Or she's in that tree house by that one building.
And you turn the quarter and it's just beautifully set up there for you.
And it's like it's off in the distance, but it's still like, damn, that's really good.
And it's such an easy thing to mess up, I feel.
Yeah.
But nailing these small little hints of helping the player go along without completely holding your hand, I think is just so supremely well done so far.
And I'm also happy to know that you've been.
it in like 20 something hours.
25 is real crazy.
Which is awesome because I didn't want this to be a super long bloated experience.
But so far it's just extremely satisfying.
And yeah, very dark, very, very dreary in a way that has me just super interested to figure out what the hell is happening with everything.
And yeah, the lines of dialogue you're getting with some of these NPCs talking about the other side and, you know, the fucking palomis.
Oh, the subbinians are, you know, they're a bunch of assholes.
They're dogs.
Like they're, they're lesser than, you know, it's, it's, you want to learn why it got to this place and why this place looks the way it does.
Because at a, at first glance, it just looks like planet Earth.
And then there are these weird walking things with these crazy entities and weird, you know, sort of remedy control like enemies.
It's, it's really awesome so far.
And I'm super interested to keep on going.
25 hours to credits.
Does it seem like there is a lot of postgame stuff?
No, that is a mistake on my part.
I don't even think so much because of the review, just the way I was playing.
Obviously, this is always the fun part of you getting the advice when you listen to the show.
Do everything as it comes.
Don't put things off to the end.
There are a lot of different things here.
Again, the exploration being such a big part of this, right, is you go through your data pad
and your menu, right?
You are inundated with things to do and stuff to go.
And it kind of, all these menus that are, first off, coded, you know, to look like an old-school
computer screen, which I love so much because this is set in the 90s. You have basically like
the old high school brainstorm too of like, here's this guy and then the thing branches off of them
to another thing and you can hover over them and get your information. But as you go through Tim,
there's a bunch of different stuff of like, okay, there's good deeds which are like side
missions to go do. You can go off and have these mysteries. There's time loops to crush, all these
different things. I thought this is, I think again, I love a game that is particular. And Hell
as us is a particular game, which I think a lot of the things it's particular about might be off-putting
to certain gamers. They might not be your cup of D. You might not be in the mood for it, which makes
sense. Imagine me finishing the game, rolling credits. I'm like, and because Tim, I talked to you
on Friday where I was like, you're like, are you going to finish it for review? I'm like, dude, I'm
fucking terrified. Because I've been in act two forever. And there's three trophies for act one,
act two and act three. So act three is it. I've been in act two for what feels like ever. I feel like
I'm about to do that, which I'm sure is going to do the next thing, which will be blah. I got
home that night, did the mission I talked about,
wrapped Act 2, and Act 3
is like 45 minutes. So it's just like,
oh, okay, you got me there or whatever.
But it was more that I finished it up, and then I was like,
all these mysteries. I was putting aside because I was going to
often do this. And for the record,
a mystery in your Datapad is literally
just the title and then a blurred image.
So you can go over it, right, and you'll be
like, okay, cool, you know, or a good deed even,
right? Mine just says, oh, that's one that's completed.
Forloned, forlorn fate.
and then just this thing.
And it's a status incomplete.
So it's like if I don't remember where that is
or what it is or what started,
you have the note,
you have the thing in your bag
you could go dig for,
but you've got to put it together.
Anyways,
Matt,
I,
this is,
I already mentioned it.
So we're just going to say it.
This isn't a spoiler.
This is a good deed spoiler or whatever.
But to the point,
hey,
I wrap this up finally.
I think in the end there,
I figured out what I needed to do
to get that baby milk.
Remember I mentioned this,
the lady with the big crying baby or whatever.
Cool.
I'm going to go get the milk.
go down there, that lady is there, and the baby is dead.
I took too long to get the milk.
And it was like, oh, this game never gave me the dead rising.
Here's a timer.
You can fail.
It's like, oh, you can fail these side missions.
And so it's like, I was coming back with the intent of maybe I platinum it for, you know,
Monday or whatever, or Tuesday.
Instead, I get there, I'm like, oh, that this is, I have to get the trophy for all
the good deeds, I would have to go back and do them.
I'm like, okay, do them all as you go.
Same thing with time loops, which are the, you saw it in one of the things.
you've seen a lot of the preview coverages, these big
bubble in the black Titi.
Yeah, a big thing. You have to kill the time loop
guardians in the level to be able to go over there
and do that. It visually looks so cool. I could
just look at it for hours because I just love
the effects happening on it.
It reminds me so much of remedy.
Yeah, exactly. And there's a lot of that here, a lot
of that. And then it's the same thing, too, of like,
eventually I went
through this gigantic labyrinth, finished it.
It was the one I did during the preview, but didn't actually
roll or beat in there or whatever.
And I came back out and, you know, this
person who's working with me, I'm going to keep this review
of spoiler free as possible. It's like, hey, cool.
And I found this vault of forbidden knowledge based on
some of the stuff you found in there. You find these artifacts.
And I was like, okay, cool. If that vault is anything like the
vault that in my head, I just did,
I was going to take too much time for me to do and do the review.
I went to do these vaults and it turns out they're literally
like combination locks you open up and then it's just all these gadgets
and things and like, fuck, should have done these, should have been doing these.
None of this took away from my experience.
Obviously, I love this game.
I mean, you're going back to do these things.
Yeah, exactly.
But it's like, but it's the idea if I had advice for you as a person who hopefully is interested in this, do everything as it comes.
Don't be.
And again, this is not a game I rushed.
I did not rush this, but it was a game where it's like, oh, I should have done that that way.
Is it like that one paint, that one, uh, I don't want to spoil it.
But last night I ended up doing something that sounds similar and unlocked a door with a combination of like numbers.
It was it like a bike lock puzzle.
Yeah, like you're doing.
I mean like it was a doorlock
but when I went in there
I just kept getting hit with new loot
to where I felt like the game feels like it's broke right now
because it's like you unlock this
I was like oh cool it's a little power all right awesome
and you oh okay it happens six times
oh my god oh shit a fifth one
oh my god a six like I just kept
unlocking shit yeah
I think to jump off of some of what
Andy was saying there I think when you talk about
what is this game
I wouldn't say miss but not get all of
I think variety is going to be a big issue for a lot of gamers.
I think you can go through here and build out your kit, right?
Your weapons here you have, you take to a blacksmith,
and you eventually imbibed them with limbic energy, right?
Which are all based on emotions.
There's four of them, right?
But, you know, there's sorrow, there's rage, there's ecstasy,
there's terror.
Which I still don't fully understand.
Is that a rock, paper, scissors sort of deal?
And this is where I'm going to answer in with my, I think, a criticism.
And I would imagine not knowing, but understanding game development,
how many things fall by the wayside.
I got to imagine, Andy, it originally was, but it's not,
which I think is one of those things of, oh, then why am I getting all this stuff?
To dial it back, though, everybody, you get your weapons right.
You can have the great sword.
You can have the double axes.
There's another one to a normal one-handed.
There's also like a pole arm sort of like, yeah.
And so you have these things that start off as neutral,
and then you go to the blacksmith and you can upgrade them and take them down paths
and you choose which one of the colored energies I just talked about to put in there,
which then come with their own special moves.
when you hold down L2 that you can use and you can put in and you can upgrade and all that jazz.
Meanwhile, you also have the drone in your back that with your R2 has its own special moves that you're unlocking and finding.
The thing I think that's going to be interesting for you to keep playing and talk to me about in 20 hours,
especially as such a combat person, is the idea that I was doing this and I was like, okay, cool,
but I'm just pouring them into my great sword. You gave me my great sword.
I'm going to just do this, yada, yada, yada.
like you said, the Great Sword is much slower to Perry.
So I was like, you know what?
I was in a harder area.
I hit level three enemies.
I was like, damn, I'm actually finally having to fight here for a second,
and we should get to difficulty in a second.
I want to try the double axis for better Perry.
I did level them up pretty quickly to where they should be.
But it was this idea of like, okay, cool.
I started meeting more and more of the creatures that have the haze,
the guys that come out of their chest.
When you see someone come out of their chest and float,
you have to kill the guy who came out of the chest
to be able to hurt the white guy
to clear the whole thing out, right?
But it was like, okay, cool,
they're level three now
and they're actually really hard.
Is this that I need to use the blue energy
if they're red or if I need to use the yellow
if they're green.
And no, you don't.
And so I think it falls into,
I think that was originally a mechanic
that got paired back.
And so I think you're left with it,
which is fine,
but I think to the loot problem,
I had all these swords and all these things.
But I'm like, why would I use any of them
if I found the one I like
and I'm just able to do it.
And the dual axes...
This is like maybe even...
I'm too bipolar on this one
where it's like, I think that system should have been reworked.
But when I was like, man, I'm not feeling my great sword anymore.
And I switched that.
I was happy that I could just jump right in and feel like they...
I was...
I wish I had a yellow fucking sword.
I'm 10 hours in and I didn't do anything with this.
So now I can't even switch off.
I was able to switch off and go the rest of the way with that.
I'm in an area where all the enemies are doing red shit.
I wish I had the yellow thing.
And I think one of the times when I critique a video game
and I'm critiquing it here,
even though I'm saying 8-5, great,
is the idea that pretty quickly
you've seen all the enemies in this game.
You will continue to see these same
white walkers, I'm going to call them, right?
In the various forms you're seeing in this demo.
These basically grunts that do nothing,
the big dudes who kind of look like moths,
the flying guys who shoot from afar.
You'll get them where, okay,
they're level two, they're level three.
You'll get them where they have two hazes on them now.
They're all sharing a haze, like stuff like that.
Like you get a mix of that,
but if you're expecting this to keep amping up and changing,
that doesn't really happen.
I think the exploration is so good that I didn't mind that
and to jump into the combat,
the biggest thing I have to say.
You all know me,
you know Greg's shortcomings,
you know what he's great at and yada, yada, yada.
I need you to know I am not bad at video games.
Okay, I am an average gamer,
if not a little bit above, but I'm no Andy Cortez or whatever.
I see you dominate a lot of party modes, Greg.
Thank you.
Back in the day.
I say this because if you jump into this based on what I said in the preview
and what I had to fucking say on Friday again during the September preview,
you're going to be expecting this game to be difficult.
I was getting my teeth kicked in during the preview in Montreal.
When I booted this back up,
I was shocked by how much they had apparently gotten that feedback from every play tester.
And normal difficulty is so easy.
And again, I don't think that's a bad thing.
I enjoyed that.
I think Hellas Us is, again, an amazing.
great game and has an amazing
suite of features where if you want to go in
and dial it to be more difficult, dial it to be
less difficult, you can. And I don't just mean
easy, normal hard. I mean, go in and be like,
I want the enemies to have
150% health and do 200% damage.
You can get into that or dial it way back.
You can turn on the soul's business
of if you die, you lose everything
you just got and you'd have to go get. It's off by default.
Oh, really? I didn't know that. So it's very much like,
I don't want you to jump in here, but like, holy shit, this game's easy.
Greg sucks at games. Like, it was way tougher.
and it has gotten better.
Again, good for me.
I liked it and didn't,
I did not want to,
I could have increased it.
I didn't.
I enjoyed being able to go this
because I was in it way more for,
I want to get these keys
and open this vault and see what that is
and what's over there and how am I ever going to get over there?
Like that worked for me,
but I want to call that out again.
I think for people who either number one
are going to think I suck ass at games
or number two jump in to go.
This is too easy.
Get in there and really tweak it and make it your own.
Yeah, I did hear about some of the way
that the combat eventually sort of
in the later hours
you're kind of just breezing through everything even more
some people told me in chat that
a YouTuber who's a friend of ours
fighting cowboy who does a lot of soul stuff said
yeah by the end of it it got very very easy
and then even Cooper
Fuku on the chat mentioned that
yeah by the end of it had leveled up to hard difficulty
just to kind of work for it a little bit more
but I wonder
if it's not even just an issue with the enemy
is I wonder if it's a
maybe the speed up and progression
that you have as a player
is a little too quick.
Like you ramp up too quickly to get
like more powerful than you should I think.
Perhaps again your your weapons are earning XP as they go
then they have their own individual levels
that you need to go to the blacksmith to push them to that level
to open up new levels inside the level of the grade I guess is what you call it.
I'm sure it's not what they call it.
But you know what I mean in terms of having different things to chase and go for.
And I am not combat.
that guy, but again, the way they change this for me, sung.
As we watch it right now and you watch that health bar up there from Andy, you'll see that
white bar get added after he does damage.
If he hits R1 after that, he can automatically heal all that white energy back.
Which I always forget.
Well, you're brand new.
It's like, I remember doing this, the demo in Montreal and talking to JJB and the rest
of the devs afterwards and being like, I suck at it, but I'm excited to try to get better.
And like, I couldn't figure the pairing, the pairing I was fine with and to my level of pairing.
but healing I was not doing in the preview
and eventually you're going to figure it out
and you're going to figure out if you're either looking at the health bar
or you're looking at the ring in your character and da-da-da
again I think they changed all the windows for it so it was easier
now it feels great and it was like
I appreciated when I was surrounded by enemies
and suddenly having to do it versus
okay I'm just doing because I want to
and I even unlocked at one point
one of the modules that was automatically
refilling me not with the white
but if I did like a finishing move
or if I did a certain take down
that it would auto fill in or whatever
which was nice.
But I felt like there's a lot of combat options
even though I'm not the combat guy
so I'm not prepared to speak to it in terms of
if you're a soulsy grindy
you want as hard as possible
but in terms of Greg who was like
I was kind of afraid after that preview
that this game was going to be so difficult
that I'd want to do the exploration
but this would keep me away.
It might be the rally mechanic
that we're talking about right now
because if you're watching the video
whenever that white circle pops up around my character
that's when you want to hit R1
to get back the health that you are attacking.
Very similar to bloodborn,
whenever you take a big hit,
if you go right back into the fight
because they want to encourage aggression,
you go back into the fight,
and the more that you swing,
you can get that health back that you just lost.
And I think maybe that is a too little too aggressively
because you're, you know,
in the times that I was forgetting to do it,
I died a bunch just kind of forgetting to hit R1
and not getting my health back.
Sure, sure, sure.
And that means that you need a lot of health,
packs on you. And if you don't have health packs, then you're fucked and you are, you will die.
But a lot of that just comes down to me always forgetting like when I'm playing a hero shooter for
the first time and everybody in chat's like, Andy, you have that ability. I'm like, I know. I'm sorry.
I keep forgetting. But once you get the hang of it and you get into that sort of habitual
gameplay, then you will constantly be rehealing yourself and almost feel like you're
unkillable in a way if you are just dodging the right things. I am having trouble figuring out
the enemy attacks when they are the crystallized things that come out, you know, when,
when the dudes, the creepy white guys are attacking you, they have very easy telegraphed attacks
and you know, okay, here comes a big move, here's this swing, here's that swing.
But the crystals, they're almost so noisy to a point where it's hard for me to know what's,
I don't know what is even coming at me.
I mean, I think once you kind of get the hang of what the attacks are, because they have
I've been more infrequent than not.
I think once you get the hang of that,
then you'll start to know, like,
you see that big crystal turn to the spear
and it's going to come stab you
and you know, all right,
dodge that or parry it or whatever.
But I feel like that's...
Right now I'm a bit confused with it.
And one of the things that's interesting
and we're fascinated to see
as more people get their hands on it
and really push this certain directions
is what kit you're working with.
One of my criticisms with the weapons,
right, is there's so many different weapons,
but they're all kind of just noise at a point.
It's the same with your usable items.
where by the end of this
you've got these different consumables
that'll make you take less damage
from the certain colored enemies.
That's great.
But then there's like
carrots and onions in this thing
that'll give you back your stamina.
I'm like,
I never used it in my entire run.
So for me,
I look at that it's like,
this is a cluttered menu item
that I don't think should have been here.
And maybe is a hallmark
from when the game played
and was a bit more difficult.
But again,
if you're going to play it on a more difficult thing
or play in a certain way
with an item I didn't have,
right?
my drone to help you if you want it,
at least my little piece of advice for that.
My drone, my triangle move on him
was where he distracts.
So I would bait to get the haze out of the dude's chest,
then I would switch target,
have the drone distract that,
and then run up and beat the shit out of it.
So it never really got a chance
to get into doing those attacks or whatever.
I want to keep talking about hell is us
after a quick word from our sponsor.
Andy.
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A couple questions from the chat I want to get to here.
First off, what did you both play on?
Greg, it looks like you're playing on a PlayStation portal.
Now play on PlayStation 5.
I was on PlayStation 5 pro the entire time, yeah.
Thought it ran awesome, looked gorgeous.
I'm on PC.
And yeah, for this being an Unreal 5 game,
and we've heard tons of tales about, you know,
Unreal 5 games requiring maybe
more optimization than not
or maybe that's just a product
of studios rushing games out
but I think it looks amazing
I think it runs fantastically
there's you know
typical hitches here and there
but by no means it's this like
oh my gosh this is a framing nightmare
I think it looks awesome
this game is so impressive lighting wise
one thing I will toss in
it is a crime the hair they gave
the main character yeah of course he looks like
Todd Howard but they gave him this mop of curly hair
and it's like if you can't make it
look good. You could have just given him any other
cut of hair. Because it does just look like he's
got a weird like plastic spaghetti
on his head. It's always like as soon as I got the hat
I'm going to put on a hat. But up the hood. We don't
need to see this. Thank you. Yeah, it looks like
his character was like in a panic and like grab the wig and just
like do it on because it just looks
very odd. It looks very, it looks funny as hell.
Jamasky says, are there
bosses? I don't think I've seen
a single one in any trailer.
There are. There are bosses here.
I don't want to
spoil anything. I don't think you're, I would not expect a boss battle of like,
it's not, you're not getting Eldon Ring bosses. You're not getting that kind of thing.
You, they do there, like, there was one, there was, here's what I'll say. You're not getting a
boss battle where I think the boss is the coolest thing about it. You are getting battles where I
grabbed him and walked him to my desk and gave my headphones and I'm like, you need to understand,
I've played the entire game and it looks like the first 15 seconds of this, but watch what this fight does.
Like there's, there's multiple of those where you're like, oh, I'm doing something. This,
They've taken what I know, but they're twisting it, which I was appreciative of.
That's really cool.
That makes me excited.
Combo says almost every Soulslike has no map, no mini map, no character talk to himself, no quest log.
I'm not sure why people are hyping this aspect.
Maybe it's coming from players who don't play Souls games.
Andy, I want to start with you there from your limited experience with this and major experience as a Souls player.
What do you think?
Well, I think this game, you know, I think this game operates.
a bit more, like in Souls games,
you don't, you get hints from NPCs about stuff,
but it's more of the directional nature,
like where this game operates like what living in the 90s
was when you didn't have GPS and you stop at a corner store
and somebody to go like, yeah, it's the seventh building on the right,
you're going to take, you're going to hang a right,
and it's going to be that yellow building.
If you've seen this, you right the wrong way.
Yeah, yeah, it's more of that sort of nature.
with Souls games like in the beginning of Elder Ring,
they say, yeah, you go to Stormvale Castle,
it's to the north, and then you have your sights of grace
that point you in a direction,
and then that little trail of light kind of fades out,
but you never, you don't really have an NPC in Eldon Ring.
Like they're mainly mentioning things about the world
and the lore and the story,
but rarely ever do you have someone go,
oh man, if you hang a right at that blue tree,
the blue leaves and look underneath,
it. That's where you, and that's the stuff
about this world that feels like
you know, you are being directed
in a way without handholding. Elder Ring is more
of like, I feel a lot of
stumbling upon stuff and going, oh,
I remember somebody mentioning something
similar like this, but you're rarely ever given
the directive. Yeah, I mean, I'm
not the Souls guy, so let me know if I speak
out of turn on this opinion. But
I think it comes from the fact that if you were to
glance at this game, just have it thrown up
on the screen, it looks like
a lot of action adventure
modern games. It's the fact that
this game
I think pulls from Alan Wake
and pulls from Souls and pulls from
Kajima and does all these things to get into
its own interesting spot where
yeah, this looks like a lot of games we've played.
I wanted one of the things I thought was
what I realized this game was fucking crushing
it for me when I was trying to think of
what I was comparing the exploration to my mind
and it's a very specific reference
but I remember an Assassin's Creed 2
when they'd be like oh there's a new suit of
armor over here and you'd see it in the map, but you knew it was locked in this area.
And so you had to go and I would walk for like what felt like hours, but I'm sure it was
20 minutes around trying to find the foxhole entry.
Oh, go down, oh, behind the, okay, and then I was in.
And then it was the thing of how do I get to this thing?
That's what this game does in terms of his exploration and what you're doing.
But it has the puzzles and it has the sci-fi and it has the story and it has the cutscenes.
Again, it's not a cutscene heavy game, you know, what we, I talked about in the preview,
what you've probably seen in the trailers, right?
The game is told from Remy, the main character's perspective,
as he's being interrogated after giving a truth serum.
So the idea is that you get these,
between the acts and these big story beats,
you'll maybe flash back to the big fat guy
smoking a cigarette interrogating you.
If you die, it'll be like,
we have to change the dosage.
You clearly didn't die there.
And then, you know, you come back and play the game that way.
But, like, I think they do an interesting thing here with story where I,
again, to go to Souls, right, is for me,
and I know this is where Vati Vidia is going to smash through the wall and kill me.
They're telling a more traditional story here,
and they're doing them on top of each other,
where the initial drive of this game, right,
which is no spoilers,
because I talked about the preview, and it's there.
Remy is from Hadea, the country you're in.
He has, he got his mom smuggled him out and said,
never come back here.
He grew up outside of it.
Now he snuck back in to try to find out what happened to his
parents. When he gets here, the civil war is already happening. Everyone knows that. But then
this calamity is here as well. So there's Remy's story of trying to find his parents and figure out
what actually happened to them. Then there's the calamity on top of it of what the fuck's going on
here. And then there's the civil war that goes back generations. Like we're talking about,
you know, they're talking about kings and queens from the 11th century bullshit going on here.
So it's like there's all these different plots and subplots that I think, you know, personally,
by the end of it, like I finished it in a general.
talking to me the next day. She's like, all right, cool. So like, you know, what happened?
Like what, what, and I'm like, I am going to need a Wikipedia summary of the end date.
Like, you know what I mean? Like, it got to that thing of like, I, I'm picking up every tape and reading every conversation and I'm following along for the most part.
But I opened this stone door and I went through this thing and all this shit happened. And then this thing happened.
And then so I don't know 100% about the calamity. I think this is what happened, but I need someone smarter than me who's done it all.
But I'm like, Remy's story, right? Him in the interrogation room.
Here's what happened there, and I thought that was awesome.
And I thought there was a bunch of great beats throughout the game about that.
But again, a bunch of great beats are a handful of cutscenes.
Elias 2-Fexus, of course, DeiSX himself, is the voice of Remy in this game.
He's awesome.
He's awesome, but he's criminally underused.
Like, it's not that kind of game.
You're not getting the Metal Gear solid cutscenes.
We're talking for 20 minutes.
And good or bad on that.
And again, I think it works.
For the product they've made, it's very unique.
I wanted more because I like him so much, but it worked out well.
And I think even there's like early on I had a criticism after night one.
Again, I don't feel like it's spoilers.
He enters into this world not knowing about the clamity.
He sees these creatures and has to fight them and sees, you know,
somebody die in front of him.
And there's no, what the fuck is going on, MoMA?
You know, he doesn't like ever do anything.
And like three cutscenes later or maybe that's not,
that's too much probably the next cut scene or whatever, but an hour, hours later.
The guy's like, I've read your file.
You're a sociopath, right?
You have no feelings.
I was like, oh, what an interesting way.
You know what I mean?
Like, you know, you left me on the hook there.
Like, that's a weird reaction.
They get you're like, oh, he's not your normal run.
He's not me.
He's not some runner-of-the-mill idiot, right?
Like, he's a military dude who's whatever.
So it's like, they do fun stuff with the axe.
Yeah, yeah, trained in the ice.
You know what I mean?
Yeah, the demo is available.
I still, I think.
I think it's still available if anybody does want to try it out.
But this is a, it's a $50 title as well.
Yeah.
Which is, I think, or no, 60.
I'm sorry.
I think it's a $60 title, which I think is really cool and very attractive,
especially for a game that looks this good.
And it seems like, you know, a decent amount of a chunk of hours.
I think that there's a lot of content there.
And I did my best to...
PlayStation 5, it says you can get a $499 edition.
Oh, okay.
I did my best to...
I did my best to make...
Oh, standard PC digital is $49.99.
Standard PlayStation 5 is 60, Xbox 60.
I think there is some really great
not it's not facial mocap
you could tell that it's the procedural type of
facial animations that are all
based on whatever the characters are saying
if the character's saying no
then you'll see the mouth make the O shape or whatever
and I think it's one of the best uses of it
it's not like perfect by any means
but it's certainly better than a lot of other games
that maybe just do mouth flaps
because you are talking to a lot of people
and there are a lot of conversations to have
and there are a lot of refreshed conversations
to then go back and kind of get an update
as to what is going on with that character
but yeah that first little girl
that you talked to in that town that we just saw right there
talking about the you know she'd open it up to talk to you
but if you came close she closes the blanket
I thought it was awesome as I kept on going
I thought her performance was really damn good
and yeah again it's
there was more emoting there than I expected
because I did expect just like kind of, you know,
animatronic mouth flaps, just, you know,
mouth moving just to, you know, here's a character talking,
but I thought they did a good job with it.
We have, I have a question, actually,
from earlier that I wrote down.
You were talking about the kind of level design
and how by the end of the game,
this massive place became somewhere that you actually knew.
Yeah.
What was that?
Was it just remembering these characters here,
this character's there?
Or is it like a coloring thing or like...
It's just for,
from being there and existing.
I think, you know, I was, again,
you go watch my preview because I talked about
there how big rogue factors. They're small.
I forget and I don't want to just throw out a number, but
I'm going to say 50, but maybe it was less or more.
I don't know. One person made this thing.
But it's the idea of like I expected a very small experience game
and there's a lot, the map is, you will have a map
filled with icons that you can go between, right?
With your APC.
And when you get...
Sorry, I thought this game didn't have a map.
So now as a map. What's an APC?
Well, no, no. I mean, like when you're in your,
you're when you go to your APC and you want to drive somewhere it's not like you're it's you know
a level select area select or whatever is what you're jumping into so you're you're driving to large
open zones yeah in this you don't have a map of the zone in a vehicle that you commandeer
because it used to belong to the this military organization so you steal this vehicle and it has like
its own tech or whatever but you can only see that map when you're fast traveling to a zone yeah
but one nice thing was i did pick up a physical map
showing me where I need to go where
it was some, I saw that in your photo,
a map that belonged to somebody, and then somebody in the chat was like,
oh, you could put that on your down button on the D-pad
as like where my health items would be or whatever.
And you can set it there to just kind of, as a reminder,
and be like, oh, yeah, that is really, really neat.
So there are things like that that you can pick up.
But again, there are no, there's no weight points or anything.
And if somebody says, yeah, it's about northeast past the road there,
then you can bust out the compass and go like, all right,
I'm heading northeast.
I'm going the right way, you know.
But no, in these open zones, you spend so much time there.
So you get there and there's the main objective.
But inevitably, any main objective is going to have three other objectives to get you to the main objective.
So you're running around and you like, you run into these people like, well, I ever see them again?
And then an hour and a half later, you might open a door that opens up in this thing.
And they're like, oh, there you guys are or whatever.
So it's just, it's just the idea that I think it kind of has that Disney ride aspect to it,
where it feels so humongous.
but then when they turn the lights on,
you're like, oh, it's just over there to there.
Okay, cool.
Like, once you've done it enough and run the route,
you realize, oh, this isn't overwhelming.
It's this section I can do X, Y, and Z.
It's a giant circle, a spoke thing,
whatever you want to talk about.
We have some super chats.
Alex Frazier says,
Game Rec for Greg,
Story of Seasons, Grand Bazaar and Switch to.
Oh, I've heard about this.
Yeah, people have been talking about this one.
Very fun farming sim with shopkeeper and relationship,
Sim elements as well.
Cool.
We'll be shopkeeping in Moonlight or too.
Come on.
Come on, baby.
Where's that?
Dave Bro says Rock Chalk, am I right, Greg?
No.
Don't pay it, no mind.
I'm going to pay no mind.
Well, then this weekend, they'll be seeing who's rock chocking.
I always tell people that, hey, talk all the shit you want as long as you're paying, like, super chat or sub in.
Yeah, yeah, yeah.
These stupid Kansas people, you know what I mean?
Talk Rock, God, Rob from their mom's purse.
Trevor says, if the devs made a second hell as us, what new or different, what new slash different would you like to see in the sequel?
I think different hairstyle.
Different hairstyle for sure.
Um, I think, yeah, the, I think making the colors of the weapons and all that matter would be cool.
I think it would be cool.
They at least have two weapons where I'm like, oh, you're this, you're blue, so I need to use red or green.
You know what I mean?
Blue, you know, whatever.
Some kind of combo of that where it's like, I'm leveling up to for a reason other than just feel of wanting to switch it up.
Yeah, red is, by the way, is like tied to red is anger.
And blue is sorrow.
Yeah, like they're all kind of just like inside out situation.
Yeah, kind of.
Empathy emotions.
Yeah, yeah, yeah.
My other one would be like,
it's so hard.
It was horny.
It's so hard to tinker with this stuff and then not take away from what they were doing.
I think there's a few little quality of life things that I understand.
They want player plattering and they want you.
Like this game's inventory when you open it up and look at it is just a sea of notes
that all have like the sparkling white.
Like they're a new item on it.
So it's like you can go in and you can personally archive them.
So like you've done the,
this thing had a clue.
got you to this room or a code for this safe,
you can then archive it and send it to the bottom of your list.
Auto archiving would be nice.
I understand again that it's a bit too,
they want me to do it.
But it's like,
when I think about that after 10 hours and I look,
I'm like,
oh, fuck, all right,
well, I don't want to archive anything else.
What if I did need it?
What if I did?
You know,
I'm that kind of gamer where I just don't want to let any of it go
that I don't want to worry about it.
There's something like that I think would go a little bit further.
Again,
a few more enemy varieties maybe in terms of what you're doing,
have them gated.
So as I go deeper and deeper,
I find more and more.
A bit, Louis says, are the direction details remembered in game through notes in the menu or something similar to that?
Or is there something, is it something I'm going to have to physically write down on a piece of paper?
Otherwise, that info's gone.
You kind of just answered that.
But my question to you is, did you write anything down physically?
Sure.
But I want to talk about that because I do want to call out that a lot of this, I think, sounds intimidating or could sound intimidating.
When in reality, you said it earlier and I meant to talk about it of, you know, like they want you to go, go find my,
my niece in the treehouse.
And you turn and there's a tree house over there.
You can see it's not right in front of you,
but it's over there.
There's a lot of that going on here
where I think they present you with stuff
where I was like, oh man,
am I going to have to write it down?
Am I going to have to do this?
Blah, and it wasn't,
they are challenges designed to be a bit challenging
but more than anything make you feel smart.
So like all the different things you're doing in this game,
I think you are like can sound crazy,
but then you do open up your high school bubble chart
of what's going on
and you can hover over a person
that talked to you
and there's a bullet point
things of they said this
and they mentioned that
and they said I should go here
and so you can then go
it doesn't tell you on the map
that that's what that person said to go do
but you can say
oh they wanted me to go to the hills or whatever
and you go to the hills
and you can travel
you know go over there and do it that way
if anything you're one step removed
from being able to
pin that person's info on your screen
you know like it still requires you to go
into the menu
to you hit pause and you go
and you see that like, hey, this person came from here.
This is how they feel about that.
And they also mentioned this house that has a key or whatever.
And it's once, again, you having to do that means that it's just not up on the top right of your screen, which makes you feel like you're doing something.
It makes you feel like you are more investigative in that.
But I do have like my notepad up whenever people are talking, my notepad app on PC or whatever.
And I'm just kind of typing along and just writing shit to kind of help myself remember, you know.
And so to come back to your question, then, did I write stuff down?
Yes.
That's the kind of gamer I am.
I like to visualizing and also busting out a notepad makes me feel more in the experience.
So I brought my torn out notes of me trying to decipher codes and figuring out this blocks.
And then, all right, cool.
Well, if the horse does this and the dove does that.
And I left one at home.
Jen was laughing at me.
But here's like where I'm highlighting things of like there's dual choices.
And then this is the over-the-top one.
Oh, God.
What is this?
Where I got to a point in the game where they wanted me to clearly go and,
and do this combination business, right?
There's a lot of combo locks, a lot of different things,
a lot of, you know, ancient things to move.
And again, usually they're pretty,
you hear it, you're like, okay, cool, move everybody,
so all the statues, they're looking east or whatever.
But there was one that I was struggling on in this section.
It was the first time I saw Level 3 enemy,
so I was actually getting my ass handed to me a bit,
and I needed to figure that out.
So I struggled through, and I was like,
I know it has something to do with this painting over here.
And I don't want to show,
I just want to show it to you guys.
But I was clearly missing something,
and I couldn't keep, and I was like,
and you have to put the pieces of the painting together
in a puzzle thing,
but like you can't do that.
So I screenshot it all the pieces
and then went into Photoshop and assembled the painting.
Oh my God.
So that I could actually see,
like,
and this is over the top.
You don't need to do this.
Yeah.
But I enjoy that level of a puzzly thing.
Craig used Photoshop.
You can tell you know,
I'm ready.
I'm in the mood for my blueprints play through five.
Where I was like,
okay, cool.
Like I did that to figure out where the sides were.
And then the other thing I'd call out is,
my PlayStation app, Tim, my screenshots are littered with
What I found was like, okay, cool, I knew it was going to ask, I can have the solution
in my notebook, right, or in my pad or, you know, my partner said something and like,
oh, this is going to be the thing for the forbidden door or whatever, or forbidden knowledge.
Rather than jot that down, I would screenshot it.
And since the PlayStation app now sinks immediately, I would then run off by the time I got
there, open my captures and go through, and be like, okay, there it is.
That's what I'm doing.
and a few of the, not more than a few puzzles are,
you know, reading a caption, deciphering an ancient language,
and it's clearly calling out blah, blah, blah, eight.
You're like, okay, eight's going to be important in the combo lock I'm coming up to.
So screenshot, screenshot, screenshot, you know what I mean?
Yeah, very cool.
But it makes you feel smart and it makes you feel like you're doing something.
And again, I think that's so much of this, again,
when you start playing it to Andy's point, it's like,
all right, cool, it's not putting it on your screen,
like showing you or your character automatically remembers it.
But you have that at your fingertips.
You just have to go find it,
which gives you this sense of agency that most games don't,
where it's not being handed to you.
And again, you have a compass.
So when they say,
it's northeastern here,
you can go and usually you'll see a giant thing over there.
That's got to be it.
Let's go do that.
Which is weird because I feel like it's all about just how the developers
and publishers frame the experience for the gamer.
And because, you know,
since the day that we first saw this game,
that's how they were always.
always framing it. This is a game about
discovery. This is a game about not having your
handheld. This is going to be an experience
that you will want to
learn more and that will
cause you to progress to the game.
And in other games, if I'm not
given that framing, there'll be
I'll have the opposite reaction.
Why don't you just fucking auto type in
that log? Some games will
if you learn a code, you walk into
the door that requires that code, it auto
does it that you don't have to remember it.
And you go like, oh, that's a nice quality of life thing.
but for some reason here,
it,
I like it.
And because I'm being told,
here's what the experience is,
and I'm getting that experience,
and it feels good.
Yeah.
And Andy,
we've danced around this
a little bit on this episode,
but we talked about it in Games Daily this morning.
But the fact that Expedition 33 and this game,
both are real,
both are,
to varying degrees,
very,
very good and are not $70 titles.
And from small teams,
they actually came out,
their new IP.
Like,
so much about this is,
amazing, you know, and
Greg, even an 8.5, like, that's
spectacular that this game actually
came out in the timeline that it did
and that you liked it this much, that you're
wanting to play it more, like,
all of these things should not add up. There, there should
be some monkeys pause situation, but like,
I need you to, good shit. I need
Greg to officially be a part of open
critic somehow because, okay.
Yeah, yeah, yeah, yeah. It's sitting at an
83 unopened critic and Greg's 8.5 will bring you up
I was the opposite where the, you know, embargo
went up yesterday and I looked at
a critic and I was like, oh, it's, it was, it was 79 then or whatever.
And I was like, oh, shit.
And I went to open critic and it was the 83.
I'm like, all right, maybe we should start using a medic critic.
Maybe, you know, for fantasy critic.
I love the game.
I'm going to talk about it, blah, blah, blah.
Yeah, to your point, Tim, like, it's, I don't want to say a golden era, but it is,
I hate when people go, you need to be supporting games like this if you want,
blah, blah, and like when it's like sometimes a mid game where it is like, okay, sure,
a small team made it, but I don't know, blah, blah.
Like, hell is us is one of those that I would be like, like, like, like,
If you like the weird kind of sci-fi, X-Files, whatever, like, you got to pick this game up.
You got to do this because I think this game, even at just at just an 8-5, just calling it great, more important than any adjective I would give it for a review scale is, hell as us is special.
Like, this is a special game.
And it was one of those games that I was playing it, despite flaws or this, that going like, I'm having such a good time playing this game.
Do you, probably the right way to word this?
Do you want a sequel?
Do we need a sequel?
yeah, I do want a sequel.
I do.
I think again,
uh,
while I'm confused maybe on the calamity part and I need a little help there,
the Remy part in where we leave that character.
I'm like,
I would like to know what happens next.
But again,
if they stopped here and they said,
no,
we're not.
We're going to do something completely different.
I would go,
fuck yeah.
Cause like rogue factor clearly one to watch.
I think,
I think there's a couple different like,
let's talk about the industry angles to pull.
And yeah,
the expedition thing for sure.
next I would say Rogue Factor
as a studio to watch out of Montreal what they're doing
here but then in a very interesting
way Nacon
Nikon, the publisher, right?
Where it's like, what, they did
some Lord of the Ring stuff before to do it?
And then they did Robocop last year.
Oh, right. And we were all like, and this is them publishing
not developing. But they published Robocop
and that was the game where we were like, this
game shouldn't be good, but this is fun. This is
a weird. And they put out a standalone one today. They're putting
this out. It's like, damn, again, where
we talk about these AA publishers,
the people who are in this space that aren't AAA and aren't small Indies,
they're funding really cool ideas,
which I think,
you know,
hats off to them on doing.
That's awesome.
Yeah,
great,
great pull there.
Any final thoughts on,
on Hellas Us?
That was a nice recap there,
Greg,
but do you have any final things you want to say?
I love this game,
period.
Like,
I love this game.
This was an experience.
I'm stoked that I had.
I wish I could just go in platinum it,
but I knew I have the new play-thew,
which I'm not against,
but we all know,
as I'm now on to redact.
I've redacted three coming, I think, today.
So this is redacted one.
No, this was redacted two.
Redacted one was Metal Gear.
You know what I mean?
It's just you can't stop on the review season,
but this is a game that if I was a normal man with a normal life,
I would restart and go and try to platinum on one play through.
And then the final super chat of the day to get out of this episode of Gamescast
before we do are everybody's golf stream comes from Mateo Castillo saying,
I love you guys.
I'm in San Francisco for the HubSpot Conference
till Friday night. What are your top
wrecks to do while here? Any must have
food slash sites, ramen, Nintendo.
Yeah, definitely go to Nintendo.
And if you're going to ramen, where do they got it going?
Marufuku.
In Japan Town.
In Japan Town. And just walk around Japan Town.
It's nice.
But also check out a place called Golden Gate Park.
A neat little thing that I discovered a couple months ago.
It just opened up. Andy just found it.
Yeah.
She and I brought the dogs there yesterday.
We were just walking around.
I was telling her, I was like,
can I tell you about Andy and she was so mad at you
like she was actually pissed off
and of course I would throw out square pie guys
we love square pie guys
and square pie guys is a great one too
the Girideli
one because you just get such a nice
experience of the touristy part of the city
that I think is like a standout
like I know people often are like
don't do the touristy shit it's like
SF has a good touristy shit
but Nintendo yeah great call
Nintendo's great too
Mir Woods if you're a nature person
that's kind of far
I'm not
it's across the Golden Gate Bridge
I mean but if it's one time
in San Francisco
yeah yeah yeah
depends on how many meals you got
but also
I would recommend
Volcano Curry
hell yeah
it's a little further out there
but if you go to Golden Gate Park
it's not that far
it's not far no
check all of those out
in games daily
somebody wrote in
and said that they went
to all the suggestions
that we had
and loved them
great so
oh we're never wrong
we never fucking wrong
never
not a single time
stay tuned
for our stream
of everybody's golf was Greg wrong?
Is this the Vita port? Is it not? Who knows?
How can I be wrong? I never said I knew.
He doesn't know anything. He's a fucking idiot.
I love you guys. Bye.
