Kinda Funny Gamescast: Video Game Podcast - Kinetic Games Showcase Kinda Funny Live Reaction #sponsored (Patreon)

Episode Date: August 12, 2026

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Starting point is 00:00:00 Pre-order your portie plushy right now at kindof-foney.com slash portillo. If you want to get our shows ad-free and our exclusive shows, go to patreon.com slash Kind of Funny. What's up everybody? Welcome to a very special Kind of Funny Games reaction stream to the kinetic games showcase. I'm one of your host, Greg Miller, alongside the Master of Fype, Snowbike Mike. Welcome back, Greg. Great to have you.
Starting point is 00:00:26 Great to have you. Bless. Do you want to say anything to me? like what? I'll say some of the Bless, bless lovely jackets. Thank you. It's their coin, baby.
Starting point is 00:00:36 Really like it. Really? Yeah. Is that what you picked with your gift card? No. Wait. Did I win a gift card?
Starting point is 00:00:43 I forget. One of those things. I'm one of the futees. Yeah, no, I wasn't the one that won the gift card. Oh, I thought you won the shopping free.
Starting point is 00:00:50 I won a Nintendo shopping spree. I did get, I got the Yoshi pot thing. But I think I also reserved a controller from Steam. You did, yeah. Okay. That's like,
Starting point is 00:00:59 yeah. We let you have both those. No way. Of course, that's... Bicep Poppy. Blessing Eddie O. You Jr. It is a really nice coat. Their Tomb Raider collection.
Starting point is 00:01:07 Yeah, yeah, I do like that coat. Shout out insert coin. I got some other Tomb Raider stuff that they set over to that I can't wait to try on. No, game I miss. So far one for one. Game I really missed the Oregon Trail. When's that going to come back?
Starting point is 00:01:17 Shut up and start. Everybody, you didn't know. Today is the Kinetic Games showcase. They said, hey, would you guys want to team up and let us sponsor you to watch and react to it? Because we think you like a lot of games. And we said, of course, we will. If you are unaware of, of course, you know kinetic games.
Starting point is 00:01:32 They made a little game called Phasmophobia, Mike. Yes, they did, Greg. And, man, they took over the world with phasophobia back in 2020, I believe. Yes, September 2020. This is a special game for a lot of people and also sold 25 million copies. Yep. They did pretty well. I will say this team crushed that.
Starting point is 00:01:51 And this is one of the things that I love about what we're seeing here. Well, I first off, love people paying us to watch their content. That's great. But more importantly, it's happening because, just like you. Kind of funny person watching this right now. Kind of funny best friend. Connecticut Games is run by kind of funny best friends
Starting point is 00:02:06 who watched us when they were working on phasmophobia, then get this opportunity, want to be work with us, do streams for phasmophobia, and then say, hey, guess what? We made a lot of money on phasmophobia. Rather than hoard that, let's go the opposite way. Let's help make other people's dreams come true. Let me read from their page, all right?
Starting point is 00:02:24 Because, of course, I keep saying kinetic games. It is kinetic publishing, right? We're thrilled to announce the first ever Kinetic Publishing Showcase, streaming August 12th, yada, yada, yada. Join us as we reveal our debut lineup of incredible indie games created by talented developers from around the world.
Starting point is 00:02:39 We can't wait to share what we've been working on with you. So again, this is in an industry of horrible news, of closures, of layoffs, of really bad decisions. A team who made a really great game and a really great decision now going forward and saying, hey, let's put that money we have into other people's dreams and great decisions
Starting point is 00:02:58 and hopefully reap the rewards there together. That's awesome, bless. Yeah, no, I love hearing stuff like that. And of course, you know, I'm a big fan of devs who probably struggle themselves to get their game off the ground in identifying those issues and being like, how do we help other people?
Starting point is 00:03:11 So really excited to see what kind of games also that they're showing off here. Is it going to be more phasmophobia like games or is it going to be a variety of different? That's my thought and hope as a horror game guy. You know, they were talking about the one... Love House? No, but no vacancy.
Starting point is 00:03:24 The game I just talked about, dead stop, no vacancy. I hope they stick with that because I think that when you're a brand like that, that's what phasmophobia fans are going to be looking to them and be like, all what's the next thing, right? Yeah, but I also wonder then is it all going to be multiplayer stuff? Is it going to be stuff we want to stream or play that way? Yeah, I'm excited to see that bless us right because they know the journey that it takes.
Starting point is 00:03:42 They can support that we saw this, of course, with among us in the interslop. What they're doing to help. It's really, really exciting stuff. I think if there's a team, if you have a multiplayer game, if you have something maybe in the horror genre, This is a great team to team up what they know. We have this back. Did they give us this background?
Starting point is 00:03:59 I believe so, but I haven't gone. Because that looks like, I've been gone. So this is my first time being in it. And I was like, I don't know what any of this stuff is. But I think that's the point, right? Like, these must be the games. So I don't think this is all horror. Like that's basically a neopet right there.
Starting point is 00:04:11 I like that. She's on a, she's a witch. I'm hoping that this guy over here. This cat, I wouldn't want to fuck with this cat. I want to play whatever game she's in. She looks like she's in a fun. Like, yeah. Look, they're racing brooms.
Starting point is 00:04:24 They're racing brooms. Yeah. They're a witch. Oh, wait. I know this game. My friend makes this game. Blessing those things.
Starting point is 00:04:31 I know that, yeah. Look at this. Oh, what's her? Oh, hold on. You don't know your friend's name. Woof. Wow.
Starting point is 00:04:36 I hate to see that. No, it's her game. Games name. I don't know her game's name. She, yeah, she had, you know,
Starting point is 00:04:40 30 seconds away. Worth pointing out, of course, kinetic games was founded in 2020. Fuck, I don't know her name. Six years for being a truly independent UK studio to coming out
Starting point is 00:04:49 and be like, you know what? Now we can finance alongside with it. Then we'll go to an ad, we'll come back, and we'll talk about everything we saw and maybe have a special guess.
Starting point is 00:04:59 And now the 10 second count sponsored by Ben Star. This is the worst thing. Who's your British friend? Eight. Who's your British friend? Because it's a friend of a friend. Yeah, I think I was a girl one time.
Starting point is 00:05:09 Whatever, whatever. Strap in everybody. Here we go. Go. Can we get more audio out here? Kevin, can we get it full screen? Hello, I'm Ben Star. Welcome to the very first
Starting point is 00:05:23 Kinetic Publishing Showcase. Kinetic Publishing is a new independent publishing label born from Kinetic Games, created to help exceptional developers bring their games to players around the world. We believe great games can come from anywhere, from debut creators taking their first steps into development, to established independent studios ready to reach even greater heights. What matters is the vision, creativity, and passion. That's the spirit kinetic publishing was built to support.
Starting point is 00:05:58 over the next little while, we'll be taking you on a journey around the world to meet the first incredible developers who joined us. You'll discover new worlds, new stories, new ideas, and the first batch of games we're proud to welcome into the kinetic publishing family. These are developers daring to create something special. These are games we believe players everywhere should experience. Just keep watching your friend's about to pop up. Maybe that'll dog your memory on her fucking name is. The name is Mortar Broom. Her name is Anna. Okay.
Starting point is 00:06:30 Okay. And she pops up all pointing around. Colds effigames. Baja text. In Contact Protocol, you play as the security officer on the Starship Pale Horse. It's a corporate ship carrying miners to Ganymede. It's basically Papers Please in Space. That's how we described it to new people.
Starting point is 00:06:54 It's more than that though. Like, we've kind of tried to build on what Lucas Pope kick started back when he did Papers Please. You'll come across other ships. You won't really know who they are. They will tell you things about them. And based on that, you need to make the decision about not just whether you trust if they are who they say they are, but if they're lying, if you trust them not to fire you, try and kill you. Maybe they are smuggling, maybe they're hiding something.
Starting point is 00:07:18 Maybe their data is just wrong. You can choose what to do. You don't have to follow protocol, but you have to make a decision whether to let them pass. If you decide that you don't trust them, your only recourse is to load a torpedo and fire it, killing everyone on board. It's a cerebral game. So there is a lot of data checking and a lot of doing things right, but also a lot of human decisions. Like you have to do things that maybe aren't the right or wrong thing to do, and it's up to debate whether it's the right or wrong thing to do.
Starting point is 00:07:50 It's kind of what the whole game's built around. How far can you trust a stranger? When you meet these other ships and you're going to pass by, they'll tell you things that sometimes explain the situation, but can't be mechanically proven against the data you have. Like, oh, someone back at headquarters messed up our sport code. We know it's wrong. Don't worry about it.
Starting point is 00:08:08 But technically, you shouldn't let them pass, because it's not correct information. They have to have correct information. When you see a ship approaching, they will send you their information. You will send them yours. You will cross-check their information against solar maps, against your notes, against corporate policy, and intelligence that you've gathered from other ships.
Starting point is 00:08:27 If it's matching, great. If it's not, you have to ask why. If they're missing data, you have to ask for more. All the while, the other ship is making a decision about you as well. So it's a possibility that they may escalate. So you have to prioritize. Do you spend time checking their information? Do you reassure them about your identity?
Starting point is 00:08:44 Where do you place your effort and time? Time is a significant factor. As the other ship approaches, the distance decreases. They become clearer in your camera, and more information becomes available to you, but their weapons become more and more dangerous. It becomes harder and harder to avoid getting hit by a torpedo. And the communications delay between you,
Starting point is 00:09:06 which at the start acts as a little buffer, giving you thinking time, starts to fade away to nothing. So I think the core design principle for why we're making a tense game like this and how we're building the tension is the premise that humans don't cope well under cognitive load.
Starting point is 00:09:27 Cognitive load is basically the brain power required to complete a task. In contact protocol, we've engineered the game cruelly so that the moment we have to make a more decision, we have ramped up the cognitive load as much as possible, so you are least able to make a decision. that you might be happy with. That resource is used to make mechanical decisions,
Starting point is 00:09:46 but also emotional ones, like moral decisions. So if you're heavily data checking and fact-checking stuff, you don't have a lot of bandwidth to also do the right thing as a human, and then those things clash and that beautiful, like, glitch in the human brain, that's what Mick is in love with and decided to go make a game about. Every time you destroy a ship, you'll get information about that ship, including the amount of people on board,
Starting point is 00:10:07 and the game will tell you at the end how many people you ended up killing. You may end up in a situation where another ship has already loaded a torpedo because the situation in the solar system is so threatening based on your actions. So when you're done with an encounter, you go to the downtime, which is kind of like your personal quarters. It's kind of a relaxed space. Nothing bad is going to happen there, but that is the point in which you talk to the other characters on your ship. There's six of them. You can sort of figure out who they are and get to know them, maybe make friends and make enemies. And then when all that's done, you go to sleep and the ship comes past, then the game is into the stressful stuff. In the very first version of the game, we didn't have any
Starting point is 00:10:45 downtime components. Players actually found it a little bit torturous because the tension was too much. So everything in the game is hand drawn by me. I really started to find a style that really fit the game of kind of loose and tense brushstrokes. I was inspired a lot by Disco Elysium, which I discovered after I started making the game, whenever I'm feeling stuck on the drawing, I didn't want to like make the direct comparison. But yeah, I like that they're only right of it. My favorites please, it's from the disco. Something called cassette futurism. It's very much based on the look and feel of Alien.
Starting point is 00:11:19 All of the consoles, the clicky switches, how everything was and clatters. The Alien series also has this kind of grime that comes with it, which we also really wanted to capture and bring into the experience of the player, so that everything feels used and old and a bit disgusting. I'm excited to see people deal with the consequences of their actions. of their actions. The game's designed so that everything you do is remembered. You will affect your crew. You'll make friends with some of them and enemies of some of them and you will blow up ships that maybe you didn't mean to because you are under high stress. Like, I'm just going to be
Starting point is 00:11:58 bold people struggle with that. Just like real life. You know what I mean? Left and right. Once I said, you got it. You got to own it. You got it. I'm going to be taking these people out. We're really excited to see what decisions you make. So you get on to Steam now and check it out. It looks like the computer. Oh, yeah, yeah, yeah. Looks great. Yeah, it's really cool.
Starting point is 00:12:21 Put that on the wish list right away. Contact protocol will be the very first title launched by kinetic publishing. Set to arrive in spring 2027. That's a strong launch title. If you're as excited about it as we are, you can try the free demo available now on Steam. Just be careful who you pass in the space lanes. I don't know what direction in the UK. It's time to grab your motor.
Starting point is 00:12:41 He's like, I can talk regular. They're like, no, do you climb home. Here's Crescent County from Electric Sank. This is the one with the motor room, they said. Yeah, that's your motorbrum. Maybe your friend ripped them off. Do you think, go ahead? So we're in the UK, too.
Starting point is 00:12:56 So in Crescent County, you play as Luke. Oh, that sounds like her. That's her. You don't even know her name! I'm saying in earlier. You fall in with a group of motor broom riders after you take your cousin's motor broom out for a spin and it breaks.
Starting point is 00:13:12 So you need to earn some money, right? So you start making deliveries by day. and your street racing, your new friends, and crushers by night. On a wheel world, but with the broom. Rural island. Learn all the lessons. They made a lot of mistakes with the field world. Learn the lesson.
Starting point is 00:13:25 Make them right here, Anna. It's a game that's inspired very much by Kiki's delivery service, but if Kiki's delivery service kind of had the bikes of Akira. It's stylized, it's painterly, it's full of heart. It's based off my illustrations, and it's all about finding a place and what it means to find home. The racing in Crescent County is very much something that you do hanging out with your friends. It's not time trials, it's not lead boards, it's something that is very much inspired by my background in roller skating and the culture of roller derby.
Starting point is 00:14:01 You can be competitive, but also when you're just skating with your friends, everyone wants to have fun when you're doing this. That's something that from the top we really wanted to make sure it was coming through. It's a subculture. It's something that people are passionate about. And we also want it to feel approachable. You're getting off the broom. You're exploring an island. You're making deliveries. You jump back on the broom. Your friends are like, hey, do you want to have a race? It's about hanging out and having fun, but also having some really high octane gameplay. Crunchy, drifting, going through boosts, gliding and jumping off of like really big cliffs to do big jumps. It's great fun. And I want to make sure that people are getting a good amount of. to have blood-pumping racing there too. The racing turned me off with the delivery stuff I like.
Starting point is 00:14:51 Okay, well, okay. And the varying tone of the different things you're going to be doing is actually Ked and Club deliverance too. I've been consumed by that game, but I absolutely adore how it will subvert your expectations even when you have a really simple job that you need to tackle. There's always something weird that ends up happening to Henry. And that's a really big inspiration for how we're approaching quests. For example, you might, you might be asked to take a parcel of records from one person to another, but actually it's because they're going through a breakup,
Starting point is 00:15:23 and they change their mind mid-delivery and say, you know what, chuck those records in a pond. So the romances within Crescent County happen alongside all of the action. I grew up playing Dragon Age, and it's something that I think just makes them even more juicy and fun when you've got romances occurring alongside all sorts of like crunchy gameplay. People love romance. They do.
Starting point is 00:15:52 They love romance in games. I'm an illustrator and a concept artist. That's, you know, my bread and butter within the games industry. And I just got completely obsessed with this idea of witch tech. I was really drawn to creating this bright, stylized world that people could get lost in. but also grounding it in magical realism and my own lived experience. I moved to the Arle of White for my first game's job, and it was a really formative experience,
Starting point is 00:16:25 that sense of getting to know a place deeply and building these memories and these different parts of town. It's a time that I look back on really, really warmly, and I wanted to explore that, you know, within a video game, but, you know, with, like, cool sci-fi fantasy, motorbike brooms. I started Electric Saint with my friend Pavlay back in 2022, with the goal of making Crescent County a reality.
Starting point is 00:16:54 So we announced the game in 2024 to amazing reception, people were really exciting. We got fan art, we got to start building our community. With that in mind, we ramped up to our Kickstarter in 2025. It was just such a wonderful moment of the community coming together, I am eternally grateful to our Kickstarter backers for giving us the permission and opportunity to make this a reality. So the team working on Crescent County is pretty tiny. It's about five to seven of us. It's a small team, but it's a very, very passionate team.
Starting point is 00:17:30 If Underground Motor Room Street Racing sounds like your vibe, please follow us on social media. I'm incapable of not showing what we're working on and give Crescent County a wish list on Steam. list on Steam. Hell yeah. Nice. We'll do. I did. Some good chill music vibe.
Starting point is 00:17:46 Do you think you can nail some music for this game, bless? Yeah, you could make some. I think you could make some chill, lo-fi, witchy beats. I think I could do that. Whitchie beats to study to? Let's see that. Come on. All right.
Starting point is 00:18:00 Now from the UK to Germany. Time to meet the fake lobster team and introduce you to Shellbound. What's that first game called? Contact Protocol. Oh. The neopets. Like you just had like a hallucination.
Starting point is 00:18:20 That can control enemies and use the abilities for combat platforming and exploration. And puzzles. And puzzles. So our game is set on the big ass snail because we always knew this marketing phrase of a living world. We thought, okay, our game should really be a literally living world. And also a big ass turtle was already taken. was already taken, so it is a snail. Same as elephants. That's true. And also, snails are just fucking weird and awesome. We love them. We are literally on a living creature that moves
Starting point is 00:18:51 it around, that has a heartbeat, that breathes, and every single instance of this biology of the snail also affects the gameplay that we are trying to achieve. For instance, the giant heart. There's a big machine built around that heart that actually transfers that heartbeat into electric energy. And there's a point where you can actually control that heart. and therefore control the electricity on the snail. So one big disclaimer we absolutely have to address right now is the art style, because everything you see in the video is still a work in progress. So what we are doing right now is actually a complete revamp of the art style
Starting point is 00:19:28 that we feel tells the story and therefore also represents the game in a much better way. We love Metroidvanias, and that's also the reason when it came to say, hey, do you want to make a game? The first initial idea, let's do a Metroidvania. And there was never another option for us, because that was just the games we grew up with playing the most. We love Metrovanias, but there are always some aspects that actually annoyed us, like backtracking in a way,
Starting point is 00:19:55 and we just want to improve on that and just create a Metrovania that we really want to play. So one mechanic that really changes the Metrovania formula is our parasitizing system. You're a parasite, that means you can infest and control enemies and use their abilities. And you can use that for basically everything, For combat, platforming, for exploration, puzzle solving for everything.
Starting point is 00:20:14 And this really does two things. You don't have just the classics like double jump and dash and whatever. You have all the abilities of the enemies as well. And the second thing is we are resolving strict ability gating. Because a lot of MetaVenians have that really that formed sequence, how you can progress on the game. And in our case, you can really circumvent ability gating by using the abilities of the enemies. Build a little bit of sequence breaking maybe in this.
Starting point is 00:20:38 Yeah, intentional and unintentional. Exactly. Another system that directly ties into the parasitizing system is our enemy evolution system. For every single enemy type that you encounter in the game, if you kill enough instances of that one enemy type, they will evolve into a stronger and potentially even completely different kind of enemy type. For instance, we have a maggot enemy type in there, which doesn't do anything. It wriggles around, maybe attacks you, jumps down on you. But if you kill that certain enemy type enough of times, eventually,
Starting point is 00:21:12 every single instance will evolve into a different form, in this case a flying enemy. So in that case, now you have completely new abilities when it comes to parasitize because now you can go into that flying enemy and see, okay, what areas can I now explore? What attacks can I use? Are there different kinds of puzzle that maybe can solve that I couldn't because I would just had that meagot? So on top of all these mechanics, we also have the biome evolution and that really brings everything together.
Starting point is 00:21:39 Biams can change over time through story progression but also through your actions. And one example for that would be the Mewkes Garden. The Mewkes Garden is a vibrant jungle-like biome, really lush, really full of life, but it can go completely dead and barren. It's not only looking different, but also the structure. Yeah, yeah. Yeah, I thought that, yeah. Yeah, we actually get rid of stale and boring backtracking, because backtracking in our game
Starting point is 00:22:03 always brings you something new. Yeah, you go to a biome you already have been through ten times, but this time the whole By and has changed. The enemies have changed through enemy evolution. The whole thing is really new, and backtracking actually gets fun. It's an interesting choice to show and be like, it won't look like this. I mean, it's like one of those peek behind the curtain things. That's cool.
Starting point is 00:22:25 The crazy thing is we found along the way other weird people who actually believe that this bonkers idea could make great game and really work out in the end. So right now, we are... Nine weird people. Nine weird people making a bold game on the big assnails. We are really... Really excited to ramp up production on Shellbound. So if you want to know more about what's happening on this big ass snail, follow and join us on Discord and on Steam.
Starting point is 00:22:49 Wristlist. Oh, bless you, my dear. Thank you. See you there. Okay, dudes. Shellbound. Like the vibe. Oh, Fake Lobster. Summer 23rd.
Starting point is 00:22:58 You heard me from the mention of the world creating giant snail. Shellbound is set to release in 2028. Will Xbox even still be around? Now let's head away from Germany and all the way to Thailand. Say hello to Vonda Games and their debut tites. title Ether Wizard Life. Ether Wizard Life. Ether with a head.
Starting point is 00:23:20 They always get him with that. ETHERISED LIFE Simulation game, where every wizard having a unique kind of magic after graduating from the Wizard Academy. The game itself has the dual dynamics between the cozy simulations and also adventure combats in the game.
Starting point is 00:23:42 So each morning when play players wake up in their beds, in their castles, they get to select which quest they want to compete. Along the way, they can explore the dungeons, build a potion, run the tower, dead other wizard, and build a castle out there on.
Starting point is 00:24:02 For like the central narrative of the game, we got inspiration from American Horror Story Coven. There's a secret organization behind which try that's still ongoing from the past, and that is kind of similar to what happens in our game. happens in our game. They are ongoing kidnapping of bazaars to burn them and then strip off their power
Starting point is 00:24:28 and then return the bazaar back to the town without spirits. Players need to find out who is behind the event of the bazaar burning that is ongoing in the town of Starfall. I think my favorite part would be to build the castle and that you live in. It's really old, like there are lots of ruins there. The players can use their spells and their magic to rebuild the whole place.
Starting point is 00:24:54 You can collect the blueprints and then you can design the whole farms on your own. We have the grid system where players can design the whole layout of where to put the buildings surrounding the castle itself. For example, you can build lots of fields, you can build stables to care for your exotic, magical creatures. You've got to be fishing. I think I would say it's about interacting with the spirits for each NPCs. When you see like the characters in the game, you're going to see that each resort has their own spirits. And that's how we design the game to be quite unique. And like these spirits represents their magic that they have,
Starting point is 00:25:33 like the specialty, the mastery of the magic that they have. As a player, you get to Farage a lot of items. For example, when you go into the dungeons and you can pick up the mandrax, you collect like slines from the cave itself. There's like a portion shop in the center of the town, and that's like how you earn a lot of money from. The Sandrash is like the wish who like a run this portion shop.
Starting point is 00:25:57 The customer might come in and like they have a personal problem in their dating life and they need a lot going on like a love portion. We officially got to where there's too much going on for me to keep track. Okay, he's got too much going on. Bless his lock for a second to look like Moonlight or I'm going out there. This guy, his name is Orwell. He's like kind of like a Viking wizard. He obsessed with the elements of the monsters and turned them in a delicious meals.
Starting point is 00:26:21 Like he cooked the weird menu like a capybara steak or like a cozy wizard life sim. That's what this is. You get a castle? That's from house-moving castle. I think the players going to enjoy discovering each of the new dish and the weird personality that he has to offer. We have many inspirations for our game. It's come from the love for Studio Ghibli's animations because I grew up with all the animation animations, not just house moving castle. He also loved Spirited Away.
Starting point is 00:26:49 Yeah, it's a good taste. So we kind of like want to build a game that has that wipe. They always forget Panyo. We love cozy games. So titles definitely Sardieu Valley inspired us, Dave the Diver and Spirit Farrer. When I first played Death Diver, I spent days playing without breaking. Like, it's really, really addictive.
Starting point is 00:27:07 As for Spirit Farrer, we really like the connection that players can feel with the NPCs that have. That's what we try to capture in the game. What would we all have our own spirits? What would Greg's spirit be? We spent years trying to come up with this type of art direction that we have right now. If you go back to see our Kickstarter campaign, you're going to see a lot of artworks in there.
Starting point is 00:27:29 It's looked totally different from what we have right now. We kind of want to make sure that all the pieces in the games are hand drawn by our artists. And so we're really proud of the art style that we have right now, because when we see that, it's really different from other games that we have seen in the market. I think we are the first game who launched Kickstarter campaign from Thailand. We hope to set a good example for Thai developers that you can release a title that can resonate with the global audience as well. After AetherwithSat Live was released on Kickstarter, we see a few more Thai games released the campaign on Kickstarter as well. That's cool.
Starting point is 00:28:12 I think players who expect to play the game that are heavily inspired by Studio Diplis Animation and those who like Hosey games where you can sit back and relax, we enjoy this game very much. Ether Wizard Live is on Steam Please go wish list now Hell yeah I'm begrudgingly out of here It doesn't seem like it would be a great game But I watch it like damn I do There's enough there where I'm like I want to know more about them
Starting point is 00:28:41 Yeah it's such an anime game But I appreciate To the USA It's time to introduce the next game from Sam Barlow Oh And his award-winning studio Half Mermaid Project C
Starting point is 00:28:54 Let's go We're finally getting a name Precognition. Man. Pregnation is one of the greatest game. Precognition is a sci-fi horror project coming to you from the minds of Sam Barlow and Brandon Cronenberg. You play as a character called Diana. She has had an implant put in her brain, and a marvelous side effect of this implant is she's now receiving visions of her own future.
Starting point is 00:29:20 Making a game like Precognition has been a natural evolution of what we did. on immortality, but we've really been trying to test the limits of non-linear storytelling. Oh no, this is immortality. This is immortality, yeah, yeah. We have a real focus on the game feel and player agency and freedom. So in immortality, we have this magical match cut feature. So it allows you to almost put together your own film and create this narrative where you jump from point to point, you're jumping around time and space,
Starting point is 00:29:55 finding these connections. The same magic that powers this lens can also grant you what you wish. If you sit someone down to play one of our games, come on, within the first few minutes, five minutes, ten minutes, everyone is off in a different direction. And with precognition, we want to kind of take that to the next level. From the very beginning, you are seeing through Diana's eyes.
Starting point is 00:30:18 And then once the experiment begins, and Diana starts receiving these visions, which for her, she essentially organizes as memories, right? These are memories of the future she hasn't yet lived. She is able to experience this vision and then focus and concentrate on a moment and commit that to memory. And immediately on doing that, the future changes. If you're not familiar with our previous games, Immortality, Sam's game, Her Story, telling lies, this might look very different from what you expect to
Starting point is 00:30:57 of a video game. You might have a notebook on your desk as you're playing. You must. Might be furiously trying to cross-examine clips and understand what am I really seeing and what am I missing. That really is the experience of playing something like precognition. My name is Brandon Cronenberg. I'm a primarily horror film director. I've made three feature films, anti-viral, possessor, and infinity pool. And I'm the filmmaker outsider who was brought in kind of for fun to collaborate on the writing. So I was involved with Sam and his team on the story and I wrote some of the series. With us wanting to kind of plant a flag in this being like a really pure sci-fi horror, when you're like, who out there would be a good collaborator for this? And so we kind of did this
Starting point is 00:31:46 process of speed dating horror directors. And I think Brandon was the one who straight out the gate we sparked with. He'd already played her story immortality. But Gene has got a flag's been planted. Horror films, I, you know, have made up to this point tend to be very subjective. You know, they're very experiential, where you're really rooted in one character's perspective. And that's part of the experience of the horror. The world is warping, and it's warping dependent on their psychology. And so it kind of slotted neatly into this game, because again, it's a very subjective experience. We've proven that there is an appetite for these things that are a bit more complex, a
Starting point is 00:32:29 bit darker a bit stranger um but also the idea was a little bit far beyond my comprehension that you have to explore the story to feel like you're making the stories to my real life to have that the mission statement to keep up to date with precognition follow us on blue sky at half mermaid dot co or even better wish list the game on steam today i was that before it had a name we didn't see anything of nothing oh no Disappointing. Half Mermaid and Brandon Cronenberg are collaborating to bring precognition to players in spring 2028. And there you have it.
Starting point is 00:33:09 Wow. Five incredible games, five talented independent developers, all creating amazing experiences and worlds. Each of the games you saw today are currently available to wish list. Just scan the QR code on screen now to do so. You can also stay up to date with all the games we showed today and more by heading to the Kinetic Publishing website. I've been self-professed lover of indie games Ben Star. This was the first ever kinetic publishing showcase. Thank you for joining us. Ben Star. You know what I mean? No, no, don't shout of him. Oh, okay. You know what I mean? There's too much of them, all right? Oh,
Starting point is 00:33:46 yeah, I don't like what he's up to. I don't like what he's doing. I like you Ben Star. I like I like you. I like all of you for hanging out as we reacted to the kinetic publishing games showcase. We are not done though. We are going to come back. Thank you so much for watching. This is Ben Starr talking to. We're going to run an ad and then we're going to come back and talk what we saw. It may be joined by a very special guest, a young man named Sam Barlow. But before then, I'll remind you, you like us, we like you. If you picked up that kind of funny membership, you'd get everything we do ad free. You'd get your daily dose of me in a series we call Gregway. And of course, you'd get good karma for supporting an 11 person, 11 year old small business. But right now you're not
Starting point is 00:34:24 using your benefits. So here's a word from our sponsors. Long live the king. Long live. Portillo the weeder dog. We partnered with the good people over and make ship for this adorable king porty to honor my late great pup, but we can't do it without your pre-order. Adored in his signature blue bow tie and coffee sleeve crown, now you too can have your own personal party to sit with you through long gaming sessions, keep you company at your desk, or cuddle with on those cold cold nights. I miss my little guy every single day and I can't wait to share this with my son, Ben, and you, the Kind of Funny best friends. But King Porty only gets made if 200 of you pre-order.
Starting point is 00:35:06 That's how makeship campaigns work. So please, please, please, pre-order now at Kindof-Foney.com slash Porty to get your own special little guy. That's Kindof-Funny.com slash Porty, P-O-R-T-Y. I need 200 of you to believe. Kind of Funny.com slash Porty. And we're back with a man who just, announced the title of his game that he announced a long time ago.
Starting point is 00:35:32 It's the one, the only. It's Sam Barlow. Hello, Sam. Hello. How are you? Good to see it. I'm good. Is it a weight off your shoulders today?
Starting point is 00:35:41 How are we feeling right now? Project C finally has a name, pre-cognition. That's pretty cool. It is. Yeah. I mean, I hate not talking about things. I guess we'll, I mean, we still have to wait to finish and release the game. But it is good that I've been stood in front of the mirror saying pre-cognition
Starting point is 00:35:59 precognition over and over again, just to make it real. Get it out of your head. Get Project C out of there. Talk to me about what's going on. Project C, of course, teased a long, long, long time ago by you and Half Mermaid. Here we are. What's the journey from that to here? A lot of work.
Starting point is 00:36:23 Like, when we shit to mortality, like we got through COVID and released a video. a game that felt at times like it was too ambitious or too silly. And sort of in the aftermath of that, and it's succeeding, they're like, oh, maybe we'll pick something like a little, let's give ourselves something, you know, manageable and sort of very early on with this, we're like, well, if this is like a little bit more genre, it's a little bit more sci-fi horror, we have this idea where there's like a game mechanic that is a little bit more overtly a game mechanic.
Starting point is 00:36:58 like this feels less out there. And then, you know, as we started to dig into it and we brought Brandon on, it just turns out that like time travel is complicated. Yeah, yeah, I could see that being a problem. Yeah. Sam, when we're talking about figuring out what the game is going to be called, how confident were you when you landed on precognito?
Starting point is 00:37:21 Was it immediate, oh, this is it? Or were there other options that you guys were debating on? Oh, we had options. The hardest part of making a video game is naming it. Like, that is 100% hands down, because there's not only that coming up with a perfect idea, but then you have to go to legal and legal are like, oh. So we had a whole bunch of names,
Starting point is 00:37:45 and some of them were, like, excited in different ways, and some of them apparently were legally not permissible. And then we did actually the first sort of testing out of the idea. We did actually do like a bunch because we're very savvy business people. We did like a little bit of market research where we go to the gamers and say, here's the idea for the thing. Here are some names, which of these work? And I think actually going into that, we had like two or three names that we weren't sure about.
Starting point is 00:38:16 And out of that precognition sort of took lead. I like a chunky name. and an icon name that tells you what the game is. I think the worst thing you can do is have a cool name that actually suggests the wrong genre or doesn't give you that crunchiness of going, look, we have a mechanic, you have a character that can see the future.
Starting point is 00:38:40 Games called Precignition. Talk to me about how hard a line it is to walk of wanting to talk about this game, wanting to announce the kinetic publishing deal, wanting to be a part of today, but then also not being able to fucking show anything, Sam, because it's outrageous,
Starting point is 00:38:56 you show nothing. Christopher in the chat says, I didn't really get to see what precognition actually is. I'm just saying, all right, you're talking like we all know everything about it.
Starting point is 00:39:05 We don't. See the future. Remember it, change it. Then you talked about it, seeing through Diana's eyes once the experiment begins, memory, what the fuck are you talking about? Why did you show the game, Sam?
Starting point is 00:39:18 It's hard with these things, right? It's hard because we have like, you can play the whole game Oh, fuck you. You can simply play the whole game and it looks like crap and we are now like the amount of content on this thing is
Starting point is 00:39:35 it's silly So you know You gotta have it all there Before you can start Fair. Really show Like I could show you our current build if you wanted But sure Kevin can we get that up
Starting point is 00:39:50 You know You'd be like what the hell is this set? get out of here. Yeah, yeah, yeah. But, I mean, the thing that's nice is I can talk about what it is and what the premise is and let people go away and imagine, without feeling too scared of spoilers. Sometimes I'm like, oh, I've got to really, like, be careful about what we say around certain things.
Starting point is 00:40:16 But I know that the stuff that is, the real spoilery stuff is so far down the light. But yeah, the basic idea here is you see the entire game through Diana's eyes. She is this young woman who was a child prodigy, is not in a great place in her life. She takes part in this medical experiment. They put this implant in her head. At the start of the game, you drop into Diana's head and everything from that point, you're seeing through her eyes. So first person? And you sit down for this experiment.
Starting point is 00:40:47 First person. And when the game begins, something magical happens in this experiment, and she gains the ability to see visions of her future. And so the sort of core loop is you receive a vision of Diana's future that is gorgeous live action, first person through her eyes, dropped into a moment from her future. And then because she has this incredible photographic memory, you can essentially then sort of relive and scrub through this future memory and choose an instant from it to commit to memory.
Starting point is 00:41:25 She has the ability to, you know, she has such incredible control over her mind and recall. So you are then creating essentially if people love the moving memento, right? The guys walking around is polarites of like, oh, don't trust this guy. you're essentially looking into her future and creating your own memento polaroids of like, oh, and I saw this guy doing bad things. Oh, I saw the lottery numbers, whatever. I'm going to remember that. And then as soon as you do that, that's added to her memory and immediately the future changes
Starting point is 00:42:00 because she now goes into the future with this knowledge. And so we have this really fast, incredibly rich loop of just essentially constantly sort of min-maxing the future and iterating and jumping to new timelines and sort of tweaking here and then now you jump into a completely different world. And, you know, I think it's, I think I really loved about her story was how kind of quick that loop was. Back on her story, some of the clips were pretty short. There was this sense that you were kind of playing this narrative slot machine and you're sort of getting really into the sort of back and forth feedback loop. All we're trying to do here is have that level of back and forth involvement
Starting point is 00:42:43 and sort of the real density of the game mechanic with the scope and production values of something like immortality. See, that's what I was going to ask is, do you feel a desire to one-up immortality? Because immortality, that's three movies within that game that you guys made. And I feel like that's so much content.
Starting point is 00:43:05 And so, yeah, when you're talking about the concept of this game, you know, precognition also sounds very, complex and interesting, but is there this desire to look at what you did previously and go, ah, we got to, we got to even surpass that? That feels like a natural thing. And it was something at the beginning, be like, we can't do that, right? We can't get in this thing of constantly trying to spend twice as much money because we'll kill ourselves.
Starting point is 00:43:30 But then we kind of ended up sort of doing that anyway. Because I think there is, like the secret source of a lot of our stuff is we just put in more effort than anyone else would dream of doing, right? I remember even back on her story, when that came out and everyone was like, you're going to have a whole bunch of mobile clones within like weeks, right? Because this was like 2015, if you had a successful game, clones would appear, you know, pretty much overnight. And I was like, I don't think there will be, because it's actually just really hard to make these things, right? You can't just kind of cut and paste. And, you know, with this one, it's like for me, like making
Starting point is 00:44:11 her story was me going, I've never played a detective game that actually gave me the freedom that made me feel like I was actually doing the detective stuff, right? And I think that was like the big, more even than like the use of FMV was the big leap in her story. And with this one, it's me going, I love the fantasy of sort of changing the future and these kind of time travel loops. I've never played a game that has let me do that, right? But there have been game where you have this one room where you can screw around and move boxes and then the boxes in a different place in the future. There'll be some very specific sort of Choose Your and Adventure narrative games that give
Starting point is 00:44:52 you that limited sense. But here it's like, can we create a game where you actually feel like you have this kaleidoscopic set of possible futures that you are really jumping around? And turns out that involves a lot of work. Have you ever played Xenobledad Chronicles? Oh. Yes. That is a game that has a lot of stuff in it.
Starting point is 00:45:14 Yeah, that's a thing that kind of has the future thing. I mentioned it just because I just played that game for the first time and our audience is into it. But as soon as you said that, my brain went to, oh, he has Enelway Chronicles, you can kind of change the future. But not in the way that you're talking about. It sounds like yours is way more of a mechanical on the player level. You can actually have a control over where things go,
Starting point is 00:45:32 which sounds really cool. Yeah. No, I think it's, you know, and we talked about immortality internally at points, almost being like a little David Lynch toy was like you can create your own weird little David Lynch movie by making match cuts and jumping around and doing stuff.
Starting point is 00:45:48 And this we talk about as being this cool narrative time travel toy where you just really get that magic sense that I'm playing around and all these different things are unfolding. That sounds great. That's my shit right there. And not that I didn't like immortality. Now, Sam, Mike over here says he's too dumb for immortality. I'm really dumb. I tried my best.
Starting point is 00:46:07 I'll try again for you. Of course, big congratulations. Sam, though, to you and the team on the announcement, this is exciting stuff. I'm interested in the publishing side of stuff. Why kinetic publishing, right? We saw you and four other games get to be on this showcase, get to share your passions, and of course, have some support. What do they bring to you?
Starting point is 00:46:25 Sam Barlow, who has made so many incredible games, right? Like, what do you need from them? How do they help you? Why did you strike this deal up? Yeah, I mean, I think it's kind of exciting. I mean, it's no secret that the games industry and the world at least. large is like having a tough time right now. Bad.
Starting point is 00:46:44 Everywhere you've got the tech guys turning a dial that's like just make everything bad by an extra 10%. But this really, the most hopeful thing I'm seeing is where you have, especially on Indy side, like these huge successes, right? So where you have a phasophobia or you're sort of either with Among Us, where you've got these people going, okay, we've had our success. you know, we kind of had that lighten strike, and now we're going to use that to, you know,
Starting point is 00:47:20 help and elevate everything else. And actually, that's like such a cool source of strength, because these are people that are not motivated by their investicles, right, are not going, well, we need to build some data centers. So we're going to have to shut things down and, you know, we have to trim 10%. So just like talking to people who've been in the same place,
Starting point is 00:47:40 who are also, you know, love games, love indie games as much as us, is really exciting. And I think, you know, in the past, when we've collaborated, it's not always been with the sort of typical publishing deals, right? It's always like there has to be some sort of synergy. And I think, yeah, everyone at Kinetic, we just kind of reached out and we're like, hey, we're working on this thing. Do you want to talk about it? And I'm, like, super pessimistic about every.
Starting point is 00:48:10 speculative meeting I ever have. I'm like, I'm going to go in and I'm going to pitch this thing and people are going to be like, what the fuck, Sam? What is this? And so it's always exciting when you pitch the thing and we did actually show the demo that I'm not going to show you of like, hey, look, we have the whole game and this is how it works.
Starting point is 00:48:28 It's just we need to go make a huge amount of content. And, you know, they kind of really responded to it. So, you know, I think, yeah, that collaboration between Indies, everyone kind of lifting each other. It was the thing that I hadn't realized back before I made her story when I was working in the sort of the more traditional AAA kind of publishing space, there was so little kind of camaraderie, right? If you were in your dev studio, you were competing with every other death studio and you were keeping your secrets and you weren't allowed to tell people what you're working on. And occasionally your boss would let you give a GDC talk.
Starting point is 00:49:08 you would share like 5% of things. And then when I switched over to the indie site, I remember doing festivals and being stood next to people, showing their games. And if their game did well, that just was good for you, right? Like you didn't feel like you were competing in the same way. And it was so much more collaborative people were sharing
Starting point is 00:49:27 and reaching out and giving each other help. And, you know, this feels like a really meaningful extension of that, of the sort of rise of these kind of developer, creative publishing efforts. That sounds refreshing. That's great. Yeah, exactly. I'd love to ask about the Brain and Kronenberg
Starting point is 00:49:45 collaboration on this, right? You mentioned in the showcase that you guys were essentially speed dating different directors. Can you talk about what that process was like and are you able to name drop any of the other directors that you guys talked to? That would be, that would be,
Starting point is 00:50:02 what's the word? Bad form. Kissing and telling. The gentleman does not kiss and tell. Fair enough. Yeah, no, it was something we talked about really early on, because I think we were aware that, like, with immortality, on the gaming side, sort of everyone paid attention and was excited about it. And then on the film side, individual filmmakers,
Starting point is 00:50:25 like, there were some fairly big name film directors who reached out to me and were like, oh, my God, I love immortality. I'm telling everyone to go play it. But, like, the industry and the sort of the general film world is not aware of what's going on. over here, right? As much as there's all this kind of games IP stuff. So we want to keep building that and sort of, you know, bringing everyone together.
Starting point is 00:50:50 And it really felt like in pushing even further into something, which is this, this very specific kind of horror and this sort of five minutes in the future kind of sci-fi horror. And I always love collaborating with people. Even in Immortality, we brought in, like Barry Gifford, who used to write with David Lynch, was a collaborator of David Lynch. We brought in Alan Scott, who wrote, Don't Look Now, which is probably the greatest horror movie, certainly of the 70s. And it was so exciting to bring these different voices in and, you know, to be able to say,
Starting point is 00:51:26 like, well, hey, Alan, you tell us what it was like making films in the 60s or 70s. You bring all that to the table, telling Barry to... Give us David Lynch anecdotes. And then my producer telling me, Sam, you're supposed to be writing pages. Shush, get back to work, right? To me, like, the more collaboration, the more exciting it is for me.
Starting point is 00:51:47 And so here, yeah, early on, we had a list that was, you know, we were going through a lot of the, you know, who's who of sort of, you know, cool contemporary horror filmmakers. And yes, Brandon was someone at the top of the list early, and then we spoke to him. And immediately there was that synergy.
Starting point is 00:52:09 He had played the games. He understood the games. And I think his particular flavor, because we were really interested in, as much as this is a sci-fi time travel story, it's less about what does the future look like, lots of kind of robots walking around. And it's more about what is it like as an individual
Starting point is 00:52:29 to see who you can become, see the good or bad things you might be. become an attempt to kind of tweak that. So it's much more of a sort of psychological internal thing. We're seeing this person's whole lifespan play out. And that's very much what Brandon is about. And having him... Oh, we lost him.
Starting point is 00:52:53 Ladies and gentlemen. Hold up he's speaking to me through my mind. Are you... You're having precognition of what he was going to say to end of the FAA. You know what I mean? In the writing room was... There he is. He's back.
Starting point is 00:53:04 He's back. Hi, Sam, we lost you, but you're back now. No, he's gone again. He's going to. Unless he's really good at stating stuff. Hi, Sam, you're back. We see you. You're moving.
Starting point is 00:53:18 Hey, I'm my back. Yeah, you're back now. I was saying the police squad thing. Yeah. Just frozen, just standing there. I love that. Awesome. We got there at the end.
Starting point is 00:53:28 We lost a little bit of the end of, you know, choosing the right of horror partner. But we got you. We understand where you're going. Yeah. No, I was, I said, yeah, I think I was saying. that, you know, the coolest thing is I get to blame Brandon. Sure. When people like, who wrote this?
Starting point is 00:53:41 This is too, this is dark. This is messed up, whatever. I'll be like, oh yeah, that's probably one of Brandon's. Seems definitely wasn't me. Definitely not you. Sam, congratulations. This is a huge deal. I'm glad we have a name.
Starting point is 00:53:54 Spring, 28, still a long way away, though. Too far away. It is. I mean, we'll see. Like if, you know, if the wind is behind us, who knows, we could try and surprise you. but I don't over promise. I guarantee you said that in everyone's assholes
Starting point is 00:54:08 at kinetic publishing just tight. They're like, do not say that. No, it's today we said spring 2028. Nothing's changing. That's what it is. But I mean, nice to go this way. Well, see. You have that whole problematic Christmas thing.
Starting point is 00:54:24 Yeah, it does get in the way. You know, it just gets in the way. But at least GTA's out the way, because I think that was our biggest competitor. I think that was the one. I know they were glad that we're coming after them. because they were quaking in their boots. Now you've got to worry about GTA online, though.
Starting point is 00:54:40 Yeah, you could spend a couple of hours playing GTA online and then switch over and play a couple of hours of pre-conditioning. And that's like a good gaming diet. That is a good good. That would work out well. It really is, yeah. Sam, thank you so much for your time. Thanks for having me.
Starting point is 00:54:56 All right, take care. Good luck. Finish the game faster. The wins that you're back. Everybody, thank you for watching our continuing coverage here of Kinetic Publishing's Showcase. Guys, before we get out of here and go have our weekly meeting, I do want to talk about all five games.
Starting point is 00:55:13 We can just talk to this one to death of what you saw, what you liked, what stood out to you. You know, on the other side of this, we're talking about contact protocol. We're talking about Crescent County. We're talking about Shelbonne. We're talking about Ether, Wizard Life, and then precognition. I was impressed across the board.
Starting point is 00:55:29 First off, the top of the show, Bless, we were like, is this going to be all horror games? Are we sticking with that? It's just going to be multiplayer games. Yeah, yeah, yeah, yeah. No. No. We're getting out there. We're doing different stuff with it. And I appreciate that a lot for it. For me, I think in order of hype for me, I would go contact protocol. I would go Crescent County. Then I would go Ether, Wizard Life. Then I would go shellbound.
Starting point is 00:55:54 Pre-concognition. Come on. Come on. That's not a fair fight. If we're telling you was my game of the year. So we know that's runaway number one. But I'm talking about from people who actually showed gameplay, Sam. People actually showed what their game looks like, right? I jump up and I go, man, contact protocol. Papers please and space. Steam description contact protocol is a starship job simulator. Set aboard a corporate vessel bound for Jupiter. Investigate incoming ships, uncover suspicious activity,
Starting point is 00:56:20 and make impossible choices as you protect your crew while the company watches your every move. That sounds great, Mike. Yeah, fantastic art design. Shout out to that. Just direction on that. I really love the cassette punk aliens type vibe. Yeah. Of course you brought up that.
Starting point is 00:56:35 out. No, you brought up the other game. In Disco, Olesium? Disco, like just that art style pops on the screen. Yeah. And then, yeah, you bring up paper pleas in space where you are trying to talk with another spaceship breakdown if they are good, bad. Are you going to let them get closer to you as now they get into firing range? Are you going to stop them before that even begins? And then, yeah, the downtime of like, hey, that's intense to constantly be on your P's and Q's, be overlooking things. What if we give you some downtime in the ship to get
Starting point is 00:57:04 to know these characters as well. Yeah. This is going to be a must play. Yeah. Yeah, I'm right there with you. I think contact protocol was definitely a stand out for me. I like how, like, how solid it looks as far as putting you fully into that world.
Starting point is 00:57:18 I appreciate a game that makes you feel like you're at that job. Like, I look at that UI and I'm like, damn, that's... You feel it? You just straight up at work right now. Like, you're doing your contact protocol thing. And then, yeah, Mike mentioned like the discolisian inspired art style for, like, the in-between segments getting to talk to these characters. And I think they did a great job
Starting point is 00:57:34 like the adjectives they use were the adjectives I would use as far as like kind of like the kind of gross kind of like man I don't even want to be here kind of vibe when you look at the art of it but then yeah like I look at this and the the terminal and all the shit that you're doing it's like that that looks like a cool time I want to know more about the cat also he's seen some stuff what's the cat's vibe space cats I think have yeah I think you're talking about that and I think you know one of the things I appreciated in all of these were them referencing games that weren't kinetic games that were that were other games you know saying Disco Elysium, right? Saying papers, please.
Starting point is 00:58:06 I think, you know, the one thing we haven't talked about is a showcase overall. And again, this is, like we said, sponsored by our friends there. But this is one of the showcases you look at and go, man, it's really this easy. Let's just have the devs come out and talk like human beings and show the thing they've been working on for years and talk about their inspirations. And we show you the footage and you go. Yeah. And that isn't a awkward. It doesn't stay too long.
Starting point is 00:58:27 It isn't not letting us know what the game actually is. Yeah, that's my thing is like a lot of these games don't necessarily speak to me as directly, but like it's really cool to hear people talk about them and hear the passion about them, right? Like, I know I'm biased when it comes to Crescent County because, you know, I grew up. You're so close with Anna. Me and her best buddies growing up. But like, you know, of course I'm hearing somebody I know talk about this game, but even beyond that, just hearing or talk about it and seeing like the art style behind it and like the energy
Starting point is 00:58:54 and like, you know, riding around these motor brooms. It all looks just really cool and I like the creativity. Yeah, Mike, you immediately brought up Wheelworlds, right? And, you know, I was so gung-ho on Wheelworld after playing the demo at GDC and then getting the game, I was let's let's let's down by it. So to look at this and see it be a combination of let's go delivery service and let's do these races. I'm hoping this hits more with it. And then the romancing. Obviously, I like, I like cutie's kissing.
Starting point is 00:59:16 I really like her vibe and like her vision for this, right? Of like, hey, me and my friend's roller skate and I want to capture that vibe of being together and like sharing these moments on the witch's broom. Right. I love the romance. She brought up Dragon Age. and somebody in the chat was like, oh my God, she says when I was a kid I played Dragon Age for all getting so old.
Starting point is 00:59:35 They didn't want to talk about that. We all felt about that, right? I grew up on Dragon. We all felt that. Y'all are old. But yeah, I love that. She's got a vision and I really think that the game is fitting to her vision.
Starting point is 00:59:47 I'm interested to see more of it. I think the art as well, super awesome in this. Hell yeah. And then, yeah, for me, I look over Shellbound because I'm not a Metroidvania person. I think Blessing might like Shellbound. It was giving me.
Starting point is 01:00:00 me some ori vibes. Of course, I just got done with Celeste as well. We kind of saw some like wall clinging and climbing that was giving me some Celeste vibes. But I love the idea of like, first off, just the premise being on the back of a snake. That's cool. It's pretty wild. I do appreciate them showing off really fantastic, awesome arts. And then they go to the game, they're like, we're going to change this. By the way, full disclosure, this ain't going to look like this when we ship. But these are two fun guys talking about their team and the ideas that they're looking at with Metroidvania and going, hey, we know a lot of people, huh and harm of when they do the backtracking and people don't like that.
Starting point is 01:00:35 How do we play on that? How do we have enemies evolved to make it so that you can go and find something new and fresh? Also the idea of you being a parasite and taking over enemies to use them for those Metroidvania-like moments of solving a puzzle and getting over the next obstacle. I like what they're putting down when they're saying all that stuff. Yeah, 100%. You're talking about taking place all in the back of the snap.
Starting point is 01:00:56 Have you played this game called Xenoblade Chronicles? Oh, is that on a snail? It's not on a snail, but it's on a Titan. No. Yeah, it's all. Is it really? It takes place on the surface of two Titans. Oh, shit.
Starting point is 01:01:05 Oh, we're about to lose, Mike. But yeah, all the mechanics they talked about, yeah, toward the end of the showcase, you talked about the parasiding and stuff, all sounded really neat. And I like the idea of sequence breaking because I used an enemy's ability to get to somewhere that I'm not ready to be at yet. I love when developers get nerdy in that way and, like, speak to us like we know video games. Because if you're watching the kinetic publishing showcase, you, probably no video game.
Starting point is 01:01:27 Yeah, yeah, you're here for a reason. Yeah, like, get nerdy about it. I love that. And then, yeah, last one, obviously, before the last, which was precognition, which you started the whole show with, Ether Wizard Life. Either Wizard Life is a cozy Wizard's Life Sim, where you apprentice as a young mage in a haunted town, grow your skills, craft magical items, explore mysterious dungeons, build relationships, and restore a forgotten corner of the world.
Starting point is 01:01:49 There's something, like, I don't know. There's something, I need to play it. Okay. Because, again, on page, I'm not a wizard guy. I'm not really a cozy life sim guy. But there's something so endearing about going through and pouring the beer and mixing the potion and all the stuff you're seeing. Then to hear the gameplay. And then when it turned into Moonlighter of go out and get this stuff that you then need.
Starting point is 01:02:10 I'm like, okay, hold on a second. Yeah, like I get a lot. I mean, obviously in the showcase, the developers are referencing a lot of their influences here, especially speaking about Studio Ghibli, which I know is a thing that so many of us love. and I think it's very apparent when you see a moving castle. It's like, oh, interesting. That reminds me of something else.
Starting point is 01:02:27 But, like, I feel like I get, like, spirit, favor of vibes as well. They mentioned, I think they mentioned Star Dew and the thing, like, a lot of different inspirations, and I see how they're coming together, and I know the exact kind of person, people that I have in my life,
Starting point is 01:02:39 that would love this. Exactly, blessed, right? Like, this isn't a game for me, but I do know a lot of people who love a good cozy sim. They love these life sim games, and it's like, there's a big-time market for this,
Starting point is 01:02:50 and if you can strike, with the right kind of added sauce into the goblet and the little... Saus of the cauldron. Okay, I see you, Mike. You see him. You see him. You can really have something special. I think there will be an audience for this, for sure.
Starting point is 01:03:05 Oh, yeah. I mean, hey, congratulations to this team as well. You know, publishing five good games here to go out and support. And like talking with Sam, we've talked about this with inner and outer sloth, right? The people who made among us, like really finding success in Andy's dream, right? If Andy was a billionaire, he would go out and publish them. bunch of video games that he wants to support. And it was awesome to hear that from Sam of like,
Starting point is 01:03:26 here's a team who found Uber success. They made a bunch of money. And now they're a little bit of a different approach, right? It's not about, hey, stock prices go up. We just want to see return, return, return. It is, hey, we've been there. We want to support awesome creatives around the globe. And how do we do that with our funding and maybe our knowledge as well?
Starting point is 01:03:45 That's really exciting. Yeah. This is your first showcase, too. And like, I think for a very first showcase for your very first group of games that you're publishing, I think this is really. great as far as having that variety that we talked about at the beginning of this, seeing all the different genres and different kinds of games represented, and also different scopes of games represented. And the quality of the presentation.
Starting point is 01:04:00 Yeah. Again, like, even for the games that weren't my, like, I'm like, oh, yeah, I'm still like, oh, I like hearing this dev talk. I like the way they're presenting this. I know we're not here too long. We move on to the next thing. And I love that we range from something like Shellbound, which Shellbound looks great and, like, has so many cool ideas or something like Ether, Wizard Life, right?
Starting point is 01:04:15 Which also, those both struck me as very small games, even though I know these are very hardworking people that are doing this. And then you get to something like precognition, which is a good. game that has so much lineage when you talk about how much, at least critics and fans love her story and telling lies and immortality. Like, to have both sides of that spectrum of, I've not really heard of, I've never heard of Shell, Shellbound to, oh, shit, I've been looking forward to pre-cognition ever since it was called Project C.
Starting point is 01:04:40 That's a really cool place to be able to publish both those things, both those kinds of games. So good job, kinetic public. Yeah, yeah, great job. Everybody remember, these are independent games. So if you see stuff you like, go over to Steam, with. wish list them now, of course. That means so much to them as they continue to try to get the word out and try to find new audiences. Remember, if you like us, like subscribe, share, and more importantly, pick up a kind of funny membership.
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