Kinda Funny Gamescast: Video Game Podcast - Pragmata Review - Kinda Funny Gamescast
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Hello gamers, welcome to the Kind of Funny Games cast for Monday, April 13th, 2026.
I'm Andy Cortez and Tim's back, everybody.
Back, baby.
Can't wait to talk about video games with you all.
Tim's back.
Also, Bless and Roger are here as well.
Oh, wow.
Hi.
And this is the Pragmatta review.
Pragata.
What is this?
Oh, shit.
It's a new shirt we have on the website.
Yeah, that's a big deal.
For a week.
So we need a welcome back.
Oh, God.
Yeah, this is beautiful.
Yep.
If you're one of the eight people that buys these,
take a photo.
The issue with it, it's like,
actually has a really nice color on it.
You know what I mean?
I would work this.
Yeah, it's actually really nice.
Did we get these sent to the office?
Yeah, I think we can get some, yeah.
You want a match together soon?
I'm down.
Yeah.
How about you, Andy?
You want some?
Yeah, for the bit, yeah.
If we can be honest,
I thought I had you, Andy.
If we can be honest,
I feel like last week was one of the best weeks
working here.
Honestly, it was a great week.
Last week was such a...
Nobody was here.
We got a pizza party.
That was awesome.
That was a fantastic episode.
We watched Lord of the Rings.
It was great.
Was that last week before?
I think maybe last week.
Yeah.
It was early on.
I think it premiered last...
Whatever.
It doesn't matter.
It was a good week.
It was a good week.
Yeah.
All things Tim didn't want to happen at all completely.
Great didn't want this to happen.
So, you know...
Yeah.
I'm going to go back to normal now.
Well, we have the, you know, the brand new father here.
And we also have an upcoming father.
Soon-to-be father of an...
an LG OLED television.
Blessing
Eddie.
Oh, yes.
Let's go.
I did over the weekend
order an LG OLED TV.
So excited for you.
Your life's about to change.
Oh my God.
You already know.
I can't wait.
I don't worry about it.
I told them during KHD
because I texted you over the weekend.
You didn't do what.
I think you did you?
I texted you over the weekend.
And I was like, hey, should I get
this or this or like, I was asking
what are good prices?
And you're like, definitely go,
don't get this one.
I got that one.
What?
I didn't get it.
Last night.
I saw an advertisement for Costco 65-inch C for $800.
No, stop.
Yeah.
And I was like, I'll talk to bless office.
Price match.
Price match, best buy.
Can I do it when it's in transit?
Cancel it?
Oh, man.
It's delivering tomorrow.
Tell them your house burned down.
You can no order to deliver.
This is the most Nick Scarpino thing you've ever done.
It was because it came down to price where I was like, okay, the B series was
$800.
And I was looking at a 55 inch.
C series was like $1,200.
And you were telling me,
the get at least the C series or whatever.
But you're like also,
you're also like the $1,200 is probably too much for the C series.
So now I'm just at a standstill where I'm like,
either I get the 800.
I don't know it was too much.
I did not say it was too much.
It's just like that's not a great price.
Sure, sure, sure.
It's good price.
But then I had to look inward and be like,
do I want to spend $1,200 bucks on this?
And the answer is no.
Best buy credit card two years, man.
No interest, baby.
I'm not trying to get new credit cards.
Come on, man.
Good for your credit.
But it only works there is the thing.
You don't like, you know,
You're not ever tempted to use it on, you know, DoorDash or something.
It's just, it's just the best buy purchase.
Two years, whatever it costs, blessing, divided by 24.
You pay that every month.
There's no interest.
Bam, you're done.
Not financial advice, everybody, but also.
But I love that credit card, man.
I use that credit card so much.
I can't wait to finally use my PS5 Pro.
I was telling them earlier, too.
They're like, shout out Greg was very nice in getting me a PS5.
The wording was very, very, very weird.
that you used. Greg did burden me with a PS5 pro because I don't think when Greg got it got for me realized that I don't have a 4K TV
And now you bought the B-serie. I'm like if I really want to use the end of my pro
I got to you I got to get a 4K TV
This is a perfect way to welcome back to him
It's insane
I'm angry
We love you Tim if you're watching live be a part of the show by super chatting on YouTube.com
Forward slash kind of funny games
Remember we couldn't do this without our producers
On patreon.com forward slash kind of funny.
So thank you to Carl Jacobs,
Omega Buster, and Delaney the Somme, twining.
For now, let's begin with topic of the show.
Pragmatta.
Pragmatta.
Is it good?
Is it bad or don't matter?
Thanks, guys.
The team description says,
Pragmata is a unique sci-fi action-adventure game
from Capcom.
Follow Hugh, a member of an ill-fated investigation
team and Diana, a young android as they navigate a lunar facility taken over by Rogue A.I.
In search of a way to Earth.
It's a $60 game, $59.99.
Is it really?
Yeah.
The steal.
I want to go around the table because we've all, three of you have beat this video game.
Yes.
Yeah.
I am the host, and I was reviewing another game, which we'll talk about soon.
I've only played like four and a half hours or so, so you guys will be doing most
the talking, obviously.
Tim, I'd like to start with you.
I appreciate that.
What did you play on?
How long did it take to beat?
And, you know, just give me some top-level thoughts, and what was your score for
Pragmata?
Very excited for my first games cast back to be this review.
Very excited for this conversation, because I don't know where y'all are at.
I have no idea.
And from the little rumblings that I've heard, I'm like, oh, I think that this might be
a spicy games cast.
We might have some dissenting opinions, which is always quite fun.
I played it on the PlayStation 5 Pro.
It took me, I would say, this is probably like 13 hours or so.
My clock was a little messed up, and I think it will be forever,
because when you have a child, a lot of times you just need to walk away.
You just need to do a bunch of things.
So, but I feel like there was a solid 13 hours.
I did the majority of the side content as well.
So there was a lot to do.
I didn't really do, I did the side content as I was playing the game.
You know what I mean?
So it's just like it's hard to kind of tell exactly if you mainlined it, like,
how fast it would take you, but
13 hours or so on my PlayStation 5
Pro, I love
video game ass video games.
And Pragmatta is a
really great video game ass
video game Andy Cortez. The gameplay, I
would say, is incredible. It's very
well-paced and the
encounter designs are awesome.
Bosses are incredibly satisfying.
The stories pacing leaves
a bit to be desired. Absolutely.
The character moments
I feel are not really
earned, but they have hearts.
And I think at the end of the day, it all comes together.
So even though a lot of it's kind of been there, done that, we've seen this before,
I feel like there's enough unique charm to make it very effective, if not mind-blowing,
but effective.
I think Capcom made something really special here.
Overall, I loved this game.
I want a sequel.
I want to see more.
Capcom continues to deliver.
The fact that this is $60, I think, is very cool right after Requiem and seeing the support
it's getting across all the different platforms.
Like, holy crap, Capcom,
they are in their God era.
Shout up to them.
What would you give it on the kind of funny scale?
8.5.
I think it's really great.
Awesome.
Blessing Adioia Jr.
What did you play Pragmata on?
How long did it take you to beat?
Some top level thoughts
and what would be your score
on the kind of funny scale?
I played it on the base PS5.
It took me around the same time as Tim.
You know, somewhere above that 10-hour range.
I'd say maybe 11, 12 hours.
My PlayStation clock says 14 hours.
I think my in-game clock is somewhere around like 11 or 12.
I played the same way that Tim was playing,
which is I did a lot of the side content.
I didn't 100% the side content
because toward the end of the game,
I was kind of like,
I don't really want to do every single thing.
I think I've seen what I've needed to see
and then I proceeded to finish.
What would I give it on the kind of funny scale?
I would give it a 6.5 out of 10.
Wow.
Yeah.
I think it is an okay video game.
I have some things that I really enjoyed
about it, but I think overall, I leave it not feeling much in terms of passion for the characters,
passion for the world, passion for the story, or even passion for the gameplay. If I'm saying
which part of the game is the best part, I do think the gameplay is the best part. I think the
hacking combat feels novel and fresh, and it is the thing that makes it feel different
from other video games. I think every single other decision in Pragmatta makes me think
about other video games and other video games that do the same things better, whether we want
to talk about story and riding and characters.
I've played so many stories that do things way better.
I think even in the presentation of the wolf and cub type story, where you have Hugh,
you have Diana, and it is 40s year old man with an eight-year-old kid running around a
world, right?
Like, I've played so many other video games that I feel like do the same thing better.
Whether you want to talk about that dynamics between the two characters, whether you want to
talk about how they build their stories, how they build the lore of the characters, I really
didn't care that much about what was going on in this game, the story of this game, until about
the last fifth, where I think things started to happen that made me go, oh, that's cool,
oh, that's interesting.
Okay, I'm engaged with this, but I think by the time we got there, it was way too late.
Most of the game, the core carried on the stick as far as what we're doing in the story,
just did not interest me whatsoever.
That said, like, I like playing the game.
They have challenges in the game that I enjoy doing as far as side things where it is.
Hey, do this challenge room, and if you do it the best you can, you get three stars kind of thing, right?
I enjoy doing those because this core gameplay is solid.
Just wasn't enough to make me go, damn, this is memorable to me.
This is something I'm going to think about going forward.
Roger Pekorney, pacemaker.
I played this on my PlayStation 5 base, and it took me 10 hours.
That's what the in-game clock said.
My PlayStation said 13, but whatever.
I did a lot of the side stuff as well.
I was just getting lost.
I loved finding all the little things and trying to find the upgrades because I think that was,
honestly, that's like the most fun I had in this game was exploring and figuring out the world
because I agree with blessing. And I actually like, I think it's the most I've ever like disagreed with Tim.
Like everything you said there, I feel the opposite, right? Where you talk about the gameplay pacing,
I think that's my major issue in this game. I think the gameplay pacing is really rough.
The story pacing and the story itself is something that feels generic. It feels unearned. It's laughable at a lot of points.
Like there's so many moments where it's campy, but then it's not funny enough to get me over that hump where it's like, oh, no, this is enjoyable. It's like, no, this is just like a half-baked, like, outline of a story.
By the ending of it, I was having the issue where I was, like, actually forgetting that I had to play this game for review. Like, that's how forgettable this whole experience felt to me. And even though it has, like, a very unique, like, intro here with the gameplay and, like, the hacking and everything. Like, I don't think they do a good job of following up throughout the game.
of actually making the hacking feel interesting
by the end of the 10-hour runtime.
Like, I think this works well as like a four-hour experience,
but like by the 10th hour, I was like, guys, like,
this is the same thing from the beginning.
Like, and they do some things, but I don't think it's enough.
And they actually do something in like the final boss fight
where I'm like, if you guys started adding this
throughout the entire game, I would be much higher on it.
But again, they leave, they leave some interesting things.
I'm like, you guys just need to sprinkle.
You have all the pieces here to make a really good video game.
But by the ending of it, like this, I applauded for what it does.
But I'm not for the product it is.
Like I would not recommend this to most people.
I would give this a 5.5 out of 10.
Oh my God.
I'm very, very, very surprised, honestly.
Like I thought that I was going to be higher on this than most people.
Seeing the reviews, I'm like, I'm shocked that there are some that are even higher than me.
But I thought that it was going to be more in like that seven range.
Like, yeah, your scores, I'm very, very surprised by.
And I don't agree.
Like, I really don't agree.
Like it's a like I do think that the the way that this game kind of throughout it gives me the upgrades that I'm looking for at that exact moment like the moment that I'm starting to get over this type of hacking they give me a new type of hacking the moment that I'm like oh I like using these guns and I like that I have different guns to choose from but I wish I could use both at the same time. I don't want to have to either pick up this one or pick up that one. They give me the ability to have two guns and it just kind of felt like that from a gameplay pacing perspective. I was.
constantly wanting to do the thing that I was doing.
And you're saying that other games,
you're constantly thinking that other games do it better.
There are so many elements that I totally agree with you,
specifically from the story perspective.
But from the gameplay perspective,
I was having as much fun with this as I was Dead Space.
Like Dead Space is unique gimmick of, you know,
having the cutter, right?
Like slicing things away.
It's like the way that the hacking works,
and this reminds me of that so much.
And I really do think that the video game ass video game,
part of it to me is when you take,
a gimmick and really kind of use it to its fullest. I feel like they do that here both in the
main campaign of like using the the set of the moon, which I think is really awesome. And I think that
the different biomes and areas you go into surprised me with how varied they were compared to what
we've seen so far. I'm not saying it's the most very thing in the world. Yeah, yeah, yeah.
But I liked it every thing, every area you go to felt like it had a earned place in the world
that they created. And from a story perspective, I'm getting a little rambling and jumping around
here a bit, but what I think I do disagree with you guys on the most is I loved the world story.
Like the 3D printing element of everything, I find so fascinating.
And the way that this kind of tells its story like a Resident Evil game does, where there's
the kind of the main story, but then there's like side stuff going on with like messages you'll
pick up and data logs and all that.
The whole story with the dude that's like slacking off work essentially, I think is the like
heart of this whole thing and kind of like really gives the the bones to what you and diana's story
is cue is as weird as hugh sounds right it's just like this fucking character what are we doing here
yeah yeah he's a ps3 protagonist i get very much in that uh hugh like felt like a like an eight year
old throughout a lot of this experience and you know i i'm only about four hours in uh i really love
the gameplay, but I do think
the anything interaction
and, you know, relationship-wise is
a bit lacking. And then there'll
be a moment that I go, oh, I do like this.
And it hits me with enough of those
that I'm not dreading what's happening
narratively, but the,
you know, there are so many times where
Hugh this, you know,
this dude who, and maybe
he's just, he's a very positive dude.
Maybe that's kind of what I got to boil it
down to because I would be expecting
a lot more dread from somebody
at this point dealing with what they're dealing with
and a lot more worry and kind of like anxiety
and they could have gone the cliche route of
you know the last of us
they could have gone you are this burden on me
this little weird robot child I hate you for right now
and I'm scared but we kind of will slowly start
to warm up to each other like we see you know
in so many other pieces of media
they could have done that but they chose to not do that
And I applaud them, but also I go, oh, maybe it would have been better the other way.
You did it.
Yeah.
Because they set up in the very beginning of like, oh, he don't like kids.
And then immediately, pretty much immediately, he's just like,
let me talk about the ocean.
It just didn't work for me.
Like, that didn't work for me in the way of Diana's character is a robot.
And so, like, there is a level of, damn, you are really invested in this person that's
not a person kind of thing.
And then, like, I love, there are story revelations and things throughout the game that
kind of allowed that to soften up for me where I'm like, okay, cool.
I vibe with this now, right?
But I think I just needed certain things to be revealed earlier for me to have that buy-in on
Diana and Hugh's relationship.
One of the things I want to bring up bouncing off of you, Tim, right?
Real quick, before you go into that, as far as like Hugh being an eight-year-old,
I just like always, it always makes me laugh because, you know, this person is supposed to be
in a very stressful situation.
You're trying to get out this thing, trying to go back to Earth, and you're kind of stuck here.
And the amount of times that Diana would be like, oh, that's really cool.
And Hugh would be like, yeah, that is really awesome.
Yeah.
Yeah.
You're just such a hymnbo.
He really is a hymbo.
Impro is a great way to fight.
Yeah, Tim, I think you mentioned Resident Evil, right, in terms of some of the
storytelling and some of the, like, when you pick up notes and stuff and how they use
that to world build, the probably the highest compliment I'll give this game is that
I can tell this is made by the people behind Resident Evil.
Yeah.
There is a design ethos here.
There is a way they go about pathing levels.
There's a way, the notes that you're talking about, so much of it feels like Resident
evil, which is really cool and really, I think, helps it feel like a very solid game for me.
That's why I'm like, oh, this is okay.
I don't think this is a bad video game.
I think this is fine.
And I think plenty of people are, obviously, plenty of people are going to enjoy it.
However, it also reminds me of how I feel about, I guess, certain Resident Evil games.
I think about a Resident Evil, I guess, Village, for example, where I look at Ethan Winter's
character and I'm like, I don't go to fuck about this guy, man.
Like, I'm not, I don't vibe with this character that I'm playing as.
He was kind of the same for me.
But then I look at a game like Resident Evil Requiem
where so much of the fun and hype of that game
I think is inherently the fact that it's Resident Evil
and is doing so much to celebrate this world
and celebrate these characters.
Pragmata feels like way more of a blank slate
to where I'm like, okay, we don't have the character cast,
we don't have the things to point to,
we don't have a world that is as enticing to me
as Resident Evil already is.
And so now we're left with kind of like a,
for me, a lesser, like,
blank Resident Evil
and I'm seeing some of the things that kind of break
it for me clearer because of that.
I don't know that makes sense.
It definitely does make sense
and I think that that just comes down to
the, you know, preferences between us
where it's like I do think that this being a blank state
this being a new IP, like that is what
excited me so much is that I didn't have the answers.
With Resident Evil, I know
the world and I know where
it's going and what's even possible
and it's probably going to end in, you know,
insane giant like
goo monsters. You know what you mean?
It's like it just so quickly like just over blows like how big the end has to be.
And now there's another plague and now there's another virus.
Now there's whatever.
Here we're at the point where it's like there doesn't need to be another or another
another because we don't know anything about this world.
And I really thought that they did a good job.
But obviously as a reviewer can you keep this spoiler free?
But the entire concept of the game is that there is a base on the moon that is able to 3D print
essentially anything, including like organic material.
how this Android was made.
And the base itself was made from 3D printing.
And it's the concept of if you could 3D create anything,
what are the ethics of that?
And what would that do to earth?
And the way that they kind of deal with the politics of it
through a lot of the backstory stuff,
I found so interesting.
And again, I'm not saying it's the best thing ever.
See, you just presented it in a way that had me way more interested.
Yes.
The way you're talking about it than the way the game presents.
Because the game is so focused on the Diana and the hue of it all
that I think that the background stuff is the,
background stuff. And if you look at it, it is cool, but it is also audio logs and stuff.
Like, I just don't, I never really got that. I understand what you're saying. And I,
I experienced that as well, but it did not feel like the main idea behind this game.
For me, it didn't until the end. And I think that's the thing is like, like,
you're playing the game, I do feel like they guide you to a lot of this. I'm calling it side
stuff. But I do feel like a lot of it is specifically with how the game provides the upgrades
and stuff. It does very much entice you to want to get a lot of the side stuff and I kind of
seek it out.
And as you get more abilities to be able to even seek it out easier and all that stuff,
I think that they really kind of push you that way.
And by the time we get to the end of the game, while the plot of the whole thing is very
Hugh and Diana focused, I think once we get to the end, it all culminates is in the side
stuff and that stuff meeting in a way where the overarching story, I'm like, oh, I saw what
you're doing.
And it kind of felt like the relationship between them was not a distraction, but it was
kind of like the slow burn to get where we needed to for the whole thing because I do think
it all comes together in the main plot. Yes. And I think for me the ending of the story is by
far my favorite part. Even so much so that as I was finishing the game, I'm like, man, I wish the
whole game was this. Like I wish we could have taken some of this hypeness and some of like
these revelations and sprinkled them all the way for you. Because you're right. I think the themes that
you're talking about and the cool shit about being able to 3D print anything including organic
stuff, right? Like, so much of that shit is cool and so much of it for me got cool at the end of the
game as opposed to the first 80% of the game. It was like the very beginning, which I think is such a
strong intro. And then the very ending. And like that, like there's a huge jump in the between.
And I'm just like, man, I cannot find myself to get excited about the things that you're talking
about, right? Because they are hidden deeper into the game in a level that is not, the game wants
you to focus on the hue and that Diana plots as the main crux and it's just not working for me.
Even then like the places you're going and the things you're seeing, I feel like it's not just like the data lore drops that I think we're providing the story.
But it's just like one area that we've seen from the initial reveal trailer of this is like a Times Square situation.
And I think that it's such a fascinating concept to be like, this is, it's a fake reality that these people are living in.
And if these people are on this moon base and it's like where where's the line end of like what is an acceptable reality?
You know, and like what is acceptable to replace real, like the real, you know?
And I think that that backed up with him having to deal with this little, like, Android,
treating her like a person, but simultaneously treating her like a weapon.
Yeah.
You know?
Oh, sure.
I think that is like such a cool dynamic that they have that I don't want to over defend this because I just the thing.
I think that the reality is the relationship between the two of them is so trite and so overdone.
And we've seen it before a million times.
it's not well done here. It's just, it's kind of like tell don't show in a lot of ways where there's
like, hey, they're together now. He has a kid. And it's like, it happens immediately. And it's like,
it really feels like it's almost against what they're showing us. Um, so that does feel weird.
In the demo, the demo ends similar to what we previewed at a lot of these different, uh,
you know, uh, conventions or whatever at Pax West. And I believe the Capcom thing that you all got to do at one
point. It was always the same demo where you, you know, you do some stuff and then you fight a
boss and it ends with Hugh being excited and him sticking his hand out for a high five and her
looking at being like, what? He was, oh, this is what humans do. You know, we high five each other
and we're excited and she high fives him and she kind of like giggles and it's like, this is really
sweet and this is endearing. I like this. And that's as good as it got for me so far. Like four
hours, you know, four and a half, five hours in or whatever, that's, that was still like the best
part of what I experienced. And, you know, they try to recreate it and they try to do other things
to kind of give you back that magic. But really, like, the best emotional beat for me was in that
first hour, in that demo or whatever, that first high five. I'm like, oh, this is adorable. I want to see
how this evolves. Hasn't quite evolved the way I would want it to yet. To talk more about Diana and to
piggyback off of that. One of the things I did like in that regard is there is a
hub area, like a small hub area in this game that you keep coming back to called
The Shelter. And in there, there are ways that you can interact with Diana that for me
kept living up to, oh, this is cute. Like there's something about... There's a lot of cute moments.
There's a lot of cute shit going on in terms of like you'll find these REMs out in the world.
I forget what they stand for. But essentially these three printed or like, no, they're like
more like virtual recreations of things from the world.
And so you'll find like a slide from a playground, for example, and give it to Diana,
and it'll be set up in a corner of the shelter.
And now, like, Diana will go and play on the slide and stuff like that.
And I'm like, oh, that's cute.
I wanted you to go on the slide with me.
Like, yeah, she starts asking you questions about it and how it works.
Yeah, that, I like that stuff.
Yeah.
And, like, not to compare everything, right?
But, like, I think when I talk about the Wolf and Cuttings from, like, different games,
whether it be a last was or God of War or, like, whatever other games I have,
man, little child.
The fact that this child is so little
Kind of like lends does lend a
A different level of like freshness to it
Because it is damn you are a child
And you are doing child things again
You're playing on this slide
You know no shit I'm teaching you everything about the world
Like there is something about it that I think works on the
Oh this is cute level
But just not on the I think bigger story level for me
And I do think it is important to and correct me
If you guys don't agree on this
But like I do think that while that does work for
it and I think is a highlight for me is like is her them using the her being young but it's also
just her not knowing anything about earth not her not knowing what it is to be a person like all
that stuff like they do a good job with that having said that multiple times I'm like this is creepier
than I want it to be like I really feel like they make some design choices and have her move in
certain ways or do certain things that I'm just like y'all didn't need to do that like it just feels
a little a little weird you know yeah like specifically like one thing is it's like the way
she like gets upgrades is like she puts this thing in her mouth and it just feels very
weird it just feels like over sexualized in a way that like doesn't need to happen yeah it's right
here but yeah Jesse Vitelli compares it to her hitting a jewel which was the way I thought
about it hell yeah yeah it's like it didn't overall I don't think that they ever gets to a point
where it's like this is an egregious problem but I'm just saying I did multiple times notice like
what the fuck is it like I would be a little embarrassed if somebody walked in watching me play
this that did nobody yeah
Walk around no shoes and stuff.
It's a little weird.
I did like whenever she's like
101, one one zero one zero and one zero.
Like sometimes sometimes incuts.
That's my shit.
See, that's the shit that I like where it's like,
she's like a little baby and then I don't know where she's going like
like she's like.
She's exercised.
Greg Miller doing the I robot.
Yeah.
I was kind of talking about the voice acting and I don't think the performances
are bad.
I just think that they weren't necessarily given
the best direction.
Like, I don't,
I don't think these are bad voice actors.
I just don't know if, like,
that's the characterization
that I want you to be.
And I was telling Roger,
and bless this,
but, like,
I wish Diana was voiced by a kid
in the same way that,
like, you know,
when he talked to the Luma
in the Mario movie,
or not you,
but they talk to the Luma,
the Mario movie,
and it's voiced by a kid
and it's, like,
cuter and funnier.
And I was kind of wishing
for some of that
because I could still hear,
you know,
I'm an adult voice actress
trying to voice actors.
Sure.
trying to voice a child, you know?
And yes, that works.
That's fine in Rugrats or Hay Arnold or whatever.
But like I kind of wanted a bit more of that authenticity.
So there are there are beats like that that I would go,
oh man, I kind of wish we went like, like boo and Monsters Inc.
You know what I mean?
But, you know, maybe that's leaning a little too young or whatever.
But I overall still do feel like the relationship is a bit lacking.
Now the gameplay for me, not lacking at all.
I'm really, really digging the gameplay.
of it, and I can't wait to dive deeper into it after a word from our sponsors.
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We have a $10 super chat here from Jerbear who asks,
how's the difficulty and can you adjust it?
I don't typically play shooters,
but I've enjoyed slower things like Bioshock and Dead Space.
Looking forward to playing this on Switch 2.
You can adjust the difficulty,
but I think it's like the more old-school type of like once you change it,
can't change back. I feel like a lot of modern games
it's like you can like drop to easy then go up to normal
they go up to hide and they don't really punish you
but I think here it's like it's the old
Capcom style like Devil May Cry used to do even
where it's like if you die
it's like do you want to drop the difficulty and if you do that
though you can't go back. Oh really?
I think that's how that functions
and I would say overall like it's well-paced
it's it teaches you
what you need to know like I don't I wasn't dying
constantly no however
the VR challenges
which this game is like
full of, they can get
very tricky and like there's
the classic, you get the three
stars, but like there's a bonus challenges
within the challenge and can you do
all three of the challenges? Can you do it in 30 seconds?
In one run and I'm like, that's where
things got awesome for me where it's like
they were challenging but not overly
difficult and towards the end of the game you get
some of those VR challenges that I'm like, oh wow
I didn't do this on my third try even like
and they let the suit unlocks which I really
is like everything around the hub area and the
shelter I absolutely loved to answer the
chat. Everything Tim said plus, like, I did die quite a bit, but it was more, it was mainly
because the game with the hacking mechanics, like, you were pausing in place a lot and having
to like, the way I described it to Raj the other day was what, patting your head and rubbing
your tummy? Yeah. I got it backwards the other time. But that's the gameplay. And like,
once you're focusing on one thing, you might fuck up on the other. And that's usually when I die
when I'm like, oh man, I want a hack, I want to hack, I want to hack. Fuck, I just, I'm standing still too much.
and I think that back and forth actually is pretty engaging.
But to talk about the shelter a little bit, right?
The challenges that Tim's talking about are awesome.
I love the rewards as well because there's a lot of balance of different resources that you're getting.
And so you have the Luna filament, which is basically your currency that you'll spend for upgrading weapons and hacks and stuff like that.
You have like another one, another currency that is specifically like upgrading your character, like your attack, your defense, and Diana's hacking.
and then you'll get these cabin coins.
Cabin is my favorite character in the game,
even though he's not like a main character at all,
but he's like just a dude that's hanging out in the shelter.
He's like a little bit of the clap trap,
but not, yeah, he's not following you around.
He's just in the cabin.
I love this guy.
He has a bingo card,
multiple bingo cards.
Yeah, a lot of bingo cards.
That he'll give you that you'll basically like put the cabin coins on
and each space will get you like a small upgrade,
but then if you get a bingo, you'll get a bigger upgrade.
Then if you get a triple bingo,
you'll get an even bigger.
upgrade. And then if you do a blackout,
fill out the whole bingo card, you'll get like a fun cosmetic kind of thing.
I absolutely love that. I think that that's one of the things where I was like,
man, Capcom still got it. They got creativity over there.
It's the, I love the economy of this game. I feel like there's so many different things,
but they feed into each other so well where I was constantly trying to collect everything
as I was playing through it and wanting to the moment of VR mission opened up, I wanted to
three-star it to like get whatever I could. So maybe I can get the bingo correct or whatever
to unlock things that I actually wanted.
I think that was a highlight for me.
And similar to Resident Evil
where there's like the little raccoons
that you can walk around and shoot.
They're the little cabin guy
that you're talking about hidden around the level.
And the sound design in this game,
just like Capcom's been recently,
absolutely fire.
Like it's so well designed.
And if you hear something,
it's where you think it's coming from.
And when you, it would be so satisfying
to be like, one of those guys is around here,
where the hell is?
Oh, it's right there.
And then you get the fun little bonus.
and all that, but I really, really enjoyed getting the,
get this type of money to get that type of money to get this type of upgrade
and just consistently is like putting you down a path where I'm like,
I'm having fun doing this stuff.
The shout on I want to give this game that I don't think any game in history is ever done.
You kill enemies.
They drop this lunafilament or whatever,
which is like the main currency of the game.
You don't need to rush to get it.
Yep.
It stays there for a phase there.
stays there forever. And it is so
nice to not feel this
pressure. That's awesome. Yeah, because I'd miss something. I'd go around
and I'm like, oh shit, I'd kill that guy like 15, 20
minutes ago. That's crazy that's just still there.
Has any game in history ever done that? I don't know.
It's kind of crazy. It's crazy. You know what
you mean? Normally it's like it just disappears like
very quickly or especially
the sorrows. The currency goes away real fast.
Let me tell you. And they tell you
like this shit's going back to God.
You gotta take this shit back.
Well, going back to the currency. I agree
with you, Tim, of like, it is, it is nice
said that was the funnest thing that I had in the game was finding the little squares or whatever
and upgrading my thing finally.
I do think there are some upgrades that I'm like, man, I just wish you just gave me that
in the beginning because it helps with the game feels so much, especially like the perfect
dodge.
Like, fuck man.
Like when you're playing the beginning, I'm like this game should have a perfect dodge.
Like it feels like it should.
Of course, you can get that pretty easily in the beginning.
But it just, there's a few of those things there.
I'm like, man, just give it to me the beginning.
And it feels like they had it in the original version of the game.
And they had to like kind of break up.
They're like, oh, we need more upgrades.
And I hate when the game does that.
It's like just don't, especially something that's so fun and so basic, like a perfect dodge or the few ones that I'm blanking on.
Like, you just give me in the beginning.
It didn't feel exciting to me to unlock.
Yeah, that's the tough thing is, you know, I think there's, it has that almost like Metroidvania feeling of when you're playing a Metroidvania and you don't have a double jump at the beginning and you automatically are like, I feel like they should have a double jump.
Like something doesn't feel right.
And then you eventually get it and you're like, all right, this feels a lot better.
That's to Roger's point of how I felt early on in the game where like, Tim, you brought up that perfect pacing of, oh, I feel like I should.
get this thing and then you get it.
For me, it was like the, man, where is this thing?
You know what I mean?
Why can I only, why am I stuck with this pistol in the beginning?
This pistol fucking sucks.
I hate this thing.
And then you get the things, right?
But I almost wish that.
I love the pistol.
I stayed with the pistol.
The moment you get another one, I'm like, I'm not even using this thing.
I hate this pistol.
Why do you like this pistol so much?
I feel so good.
It feels just so like, ugh.
There's like a clunk to it.
But what about like the, I hate the reload situation.
Yeah.
It's a cool down reload.
Yeah, it's a cool down reload.
And it takes forever.
even though I like got pretty close to like fully upgrading my my pistol and on that
mission whatever gun it just it just really did not it like didn't go faster it feel like I
the thing that I wish and then maybe never have a conversation about like what this game
could have been or like a different video game I just wish that this game was more arcady
like I want to be able to like have the moment where I'm hacking and then like I get like
fucking here's a bunch of ammo right like I don't think I think that's what's missing here
from my fun and my enjoyment is that like having to use up the pistol of course
that you have other weapons but sometimes those are thorough
weapons, right? So sometimes you use them up and you just literally have a pistol.
And then you're shooting the pistol, you run out of ammo and you have to wait now like a
gatling gun for it to like uncool down and go to the top. But it's not just to uncool down and
give you all of your bullets back. It's, we're going to give you one more bullet. Then you're a second.
There's three. It takes forever. And like, especially when you have enemies coming at you and you have
to hack it, it just felt like the game is working against my fun. See, for me, I loved all that stuff
because it delivered an arcade experience where this game is a rhythm game. I,
feel like the way that had the auto reload, but it was time-based.
What you're talking about the patch your head, rub your tummy, like all that stuff.
I loved that it felt like that was part of the balance of that gameplay of the reload time
allows you to have that moment of, all right, I'm going to focus more on the hacking right now.
And I can like move around to get to a better spot as the thing's reloading so that I can go in.
And the back and forth of, all right, if I rush in right now, I'm only going to have time to have two shots.
But if I take a second to pop back, I'll be able to have five shots.
And that's going to, which is the better balance for me?
And which is going to give me more time to focus on the hacking?
Because towards the end of the game, some of the hacking can get pretty intense.
Yeah.
Unless you are using some of the ability.
Them hacking screens get big, dude.
They get real, real big.
And so it's like, I like that the reload was, to me, it felt like parts of the combat.
And I feel like that I think very well designed.
One of the things that was my biggest desire for the hacking was to have more of the creative
nodes where if you pass through this thing, it'll affect this enemy that way. If you pass through
this thing, it'll affect the enemy this way. And they did have a lot of like different types of
nodes where it is. All right, you pass this. It's it'll have them down longer. If you pass through this
now, um, your bullets will do more damage. I feel like they could have got way more creative with it.
Because I look at half the nodes that I'm unlocking and I'm kind of just like, yeah, no, this doesn't,
this isn't, this isn't, this doesn't feel gameplay changing for me. Um, I found a few like right now the
one that's on screen that bears showing, that's the multi-hack node, where if you pass through it,
as you get to the green, it'll hack multiple things at the same time. I think I usually defaulted
to that one and a couple others that I won't spoil. But in the loadout screen, as I'm selecting
which nodes I want, half of them I was kind of just like, I'm not going to even notice this at work.
I don't know. I mean, I agree with that, but I'm not, that doesn't bother me because there was
ones I really liked. And it's like, I feel like there's a lot of, I think that they actually
really change up the gameplay. There's just gameplay styles. I'm like, I'm not interested in doing that.
And I think that the game kind of is designed around that because naturally playing through it,
the amounts of currency you get to upgrade the abilities, kind of does feel like it's geared towards
you maxing out. Yeah, you want to choose, you got to do something now. You're going down.
For people who didn't play the demo, the way the, the way the weapons and everything work,
they are essentially consumables at the start. You pick up a weapon. It has, you know, if it's not your,
your main pistol that is rechargeable or reloadable,
you pick up a weapon and it's called the whatever,
it's the shotgun and it'll only have four bullets.
And if you use those four bullets,
that weapon is no longer on your little weapon wheel.
It's just gone.
That you ate up on.
You consumed it or whatever.
So you got to find another one.
But then the way,
whenever you were picking up the Luna filament
and you go back to your home base,
you can then purchase that weapon
to be a permanent part of,
of your load out that whenever you set out on an adventure,
it's still a consumable though, you still could use it.
But now when you set out on an adventure,
it is now part of your loadout.
And then you can upgrade all of those weapons to have more ammo,
to pack a bigger punch or whatever.
I did enjoy that part of, you know, going down this,
not the skill tree, but just, you know,
seeing how my buildout could evolve,
unlocking better hacks and then making those,
stronger and then upgrading Hugh and Diana on the other side of it where it's like I can my
starter weapon I can make a lot stronger have a lot more ammo I can make Diana's hacks better I think
there's a really cool idea of progression here that I was it's not traditional and what I was expecting
but I still really liked it and never not and didn't really think a whole lot that like man I wish you
did it like this or I wish you did this other thing it's like I really enjoy this approach and
it's working for me so far. Yeah, I hit a point with the consumable weapons that you're talking about
where I think early on I didn't love the fact that you would run out and then very quickly it kind of
snapped into place once I started prioritizing them because they give them very freely. Like
as you look searching through these levels it's like oh every other minute they'll drop another
one of these more special weapons right. And so it almost turned into like a breath of the wild a little
bit where it is all right I got this new sword. I'm going to use it because I need to keep space open to
get other new swords that are not broken yet.
One thing that I hope that they address,
it's not like the worst thing in the world,
but I never loved dying and then going back to the base.
Yeah.
I really didn't enjoy that.
And it feels like it's Capcom saying,
you should upgrade because you're not strong enough.
But there are times that, well, I know how much currency I got.
I know what I need and...
I'm broke as fuck.
I can't do.
Yeah. And so the idea of,
like having to run through that little thing again
Dan and being like, oh, Hugh, are you good?
Here's what we should do next time.
And it's like, that's all cool and I appreciate this.
But I wish that whenever you died, you could say,
spawn at the base or spawn at this bonfire,
which is like the latter thing or whatever.
For me, it's just, I just, you have to go back to the base
in order to refill your health when you find, like,
those sort of, I just want to be able to just press the bond
and just keep full health.
Let me keep on going, right?
I don't want to have to go back to the base and have to go through there.
You know what? I didn't mind.
Guys, come on.
I didn't mind.
I didn't mind.
I didn't mind.
I'm gonna back to the base.
I didn't mind it.
I think partly because I always,
the game is so generous with currency
that I always did actually have currency to upgrade.
So if I died, I'm like, all right,
might as well just put this stuff in here.
And so I was always doing that.
But then also, I kind of like the more old school feeling
of, ah, shit, if I die,
they're gonna send me all the way back here.
It's like a minor inconvenience.
Yeah.
What I like about that, though,
is I do like that design.
And I feel like, to me,
I was never upset.
that I was sent back to the base because nine out of ten times,
I would want to do the path again to get more collectibles through
or to collect more currency anyway.
So it's like, I'm all right, cool.
Like, I lost to that boss,
but now I get another shot to jump and get that mod
that I missed the first time or whatever.
So it's like it just felt like there was always something worthwhile doing,
even if I was retreading the same place I already was.
I'm really hoping to check this game out on like either switch or,
or PlayStation just to see what the gyro controls feel like.
I've been playing on PC keyboard mouse,
and it's weird because I love aiming and shooting with a keyboard and mouse,
and I love that aspect of it.
I don't love the hacking.
I prefer the hacking of controller where you are using the face buttons
as your directional going through the hacking grid or whatever.
And I feel like a nice in-between for me would be,
because I really like gyro aiming,
and I love the button pressing of the hacking.
I did have to
speed up the hacking of the mouse
because the way it works on keyboard mouse is
when you are aiming and then
starting to hack you essentially just
you drag your cursor through the blocks
into the special spot
or whatever but you could change
the hacking sensitivity luckily
like they thought of that beforehand
and not a lot of
developers I feel like me would have forgotten
that part of it but you could speed that up
because as I'm like
you know keyboard mouse shooting and I can start
the hack, I'm like, like, you're moving your mouth.
It's like, all right, let me speed that up.
So I'm like, the hacking doesn't feel like,
the counter strike player, like just fucking,
like I'm dragging off of the mask pad or whatever.
So it's like, I wish I could find the happy medium there.
And it may be motion gyro controls with the sort of face hacking,
because I enjoy the way that feels much more to the actual mouse.
Talking about the hacking, I think that that is the thing that I was most surprised
about through the end of the game is how little the base hacking changes.
Right?
Like, it is always the same.
thing, right? Like, it is, it is the... There's a couple variation.
Yeah, there's vary, but it's like in terms of what
you're actually doing, right? You're still just going around,
going to the end goal there. Well, is that, or the one
with the circle? Sure, but I'm saying, like, the main,
like, if you're hacking at end, right? Yeah, they have
like the circle thing where you're, if you're hacking into, like,
opening a door or something like that. Like, the
actual main hacking is just this
not like mind sweeper, but yeah, kind
of. Like, you're going around, you're going,
avoiding the exclamation points, and then you're going
to the end. And I, for me,
I just can never, at a certain point, I was just like,
man, this is the same thing over and over again.
And they do that.
They do a little thing at the ending,
which I don't want to spoil,
but there's some things that they change
towards like a few boss fights.
And I'm like, okay, that's cool.
I'm surprised that wasn't part of the entire game.
And I,
I'm surprised.
I want to hear like,
your guy's thoughts of like,
did that feel repetitive?
I guess for you,
Tim,
I loved it.
I mean, again,
I keep going back to,
I think the gameplay was so well-paced
where I feel like the moment that I was kind of over doing a certain,
I don't want to even get closer to the moment I was like,
I'm kind of done with us,
they gave me a way to be done with it,
more gameplay from the hacking.
They give me things.
They're like,
all right,
cool.
Well,
now I can have a bigger thing
to like go through even more.
Like play it a little bit on hard mode.
You know what I mean?
As they start like dropping the like the,
the nodes that you can't touch or else it like resets your thing.
Like I liked the way that they did it.
And I feel like if they took it too much further,
it would get to the point that I might all right,
I can rub my,
my belly and pat my head,
but I can't also do one more thing.
Yeah.
I feel like they might have.
lost the ability to control the pacing of the gameplay.
I enjoyed that it keeps your progress of a hack.
I thought that was pretty neat.
Yeah.
Well, unless you get hit.
Oh, sure.
Yeah, yeah.
But I enjoyed like getting halfway through a hack,
having a missile coming at me, having a thawd to go back.
And it's like, oh, it's still up there.
Let me just finish this.
I didn't mind the evolution of like the hack system itself.
Because to Tim's point, yeah, there's like things that they do to like keep it interesting.
And I think they paste it out very well.
for me it's just the nodes. I just wish it was like, I wish we got more creative with like,
okay, if I passed through this thing, the enemies levitate and air or some shit like that.
Yeah. I think that brings me back around to the arcadiness that you're talking about of wanting a bit more,
where I'm like, we have such a cool thing here with the hack system. I just don't know if we
elevated it as much as we could have with these nodes. Yeah. And for me, it's like somebody
who was already on the fence of like how the hacks were feeling halfway through the game,
basically making it be like, hey, we're just going to make them double the length. Like,
is just like the least interesting thing you could possibly do for me personally of like I don't
even want to do these and I understand there's certain things that I don't want to spoil this but
yeah there's certain things you can get around certain things but for me it's like okay well the challenge
is now instead of adding another thing on top of it we're just going to make it hell along like that
that just didn't sit well with me another thing I want to talk about is the enemy designs I feel like
they are really excellent and the way that each one kind of has its thing where you do the hack
hack it if you hack it they open up and then it's like they have their weak points right I
I feel like the game does a good job back to how well-paced I think it is,
of always having the right amount of enemies in each encounter and the right level of,
all right, cool, you got these basic guys and then the more tanky ones,
and then the more, you know, ninja-type ones that are like stealthen around super fast
and, like, attacking you with the quicker attacks,
I feel like there's always a very well-designed encounter situation
where you're not doing the exact same thing over and over and over.
It's like they always put you in a room that is designed in a way with the enemies to make me feel like I'm, there's a proper way to play through the encounter.
Right.
It's like there's a design like there is a speed run.
You should be using this hack.
You should be using these weapons for these enemies.
And it feels really, really good to get it done in one minute.
And it feels less good when it's like, oh man, this encounter took me like four minutes.
But it's like that's, that's on me.
You know what I mean?
It's like I didn't play this the way I was supposed to.
And I feel like because of that, it kind of taught me to slow down and be like,
what should I have done there?
And then the next time I encounter something like that, I know what to do here.
And that's why I think the VR things are so good is because they really teach you a lot of like the more advanced tech stuff that like I was like,
oh, I'm going to actually use this technique in the normal game now.
Again, only being four to five hours in, I've encountered a couple of spots where you use the environment to your advantage.
And I wish it was more of that.
There's a couple spots where there might be enemies underneath where the ceiling burst fire down or whatever.
You're like in a manufacturing area.
And I wish that there were more instances of that because I really enjoyed the gameplay there.
And I felt there are moments where I'm like, I don't want to use that yet because I know it's a one-time use.
And there's a larger enemy that I want to wait to get there.
And that feeling of outsmarting the game, even though it is designed to make you want.
to do that.
I wish that there were more instances of that and I hope to get a bit more of that.
Tim's point about like having the right amount of enemies, right placement of enemies.
That's another thing where I was like, man, that's very resonant evil of you.
Like this is a CAFCOM game for sure.
One of the things I want to highlight to you when you talk about the weak points.
One, one of the things I was scared of very early on like in the first level of the game
is Diana would keep telling you, Hugh, make sure to shoot them in the week point, Hugh,
make sure to shoot them.
And I got really scared that I was going to be the whole game.
It's not the whole game.
If you start the game and you're like, Diana, shut up.
Like, don't worry.
She does very quickly.
but there's a level of like a tactile field to when you are shooting the enemies when they're open that reminds me a little bit of like Horizon Zero Dawn when you're like shooting weak spots off of enemies there's a similar like level of like metal hitting metal that is satisfying for me as far as the enemy design I thought it was cool I didn't think it was like amazing or anything like that right and I think that's part of that is just the age that we're in with action games where the ceiling has been so raised with enemy design that like I don't think it was I obviously don't think it's bad
bad by any means, but I think there is a level of, okay, well, these are all made from the same
thing. So they all kind of look somewhat, they all look like they're made of the same material,
which narratively, of course. But visually, I kind of look at a lot of the enemies. I'm kind of like,
all right, cool. Like, you're just another version of this guy, which is another version of this guy.
You know, I don't know how you remedy that in this game. Maybe that's a sequel thing if you
want to get crazy with it. I love them. I really enjoy the enemy design so far. I think I've
only fought a couple of big major bosses,
but so far, um,
was pretty, you know, excited about seeing them and go,
like screenshot and the shit out of everything.
We gotta talk if we're talking to design.
We gotta talk about our boy, Hugh.
Oh, yeah, let's go, yes.
It's, it's so interesting because, uh,
and I want to, I want to hear your design thoughts on all this,
but I, from the moment we saw this game,
to then seeing the gameplay of it,
to then playing it ourselves,
I still, after playing this game and loving this game,
Can't wrap my head around this big ass astronaut moving the way he does.
Dude.
This game plays like a fast-paced action game.
I'm tapping R1 like crazy for the boost.
It just never feels right because you're looking at him and you're like, you're a big, bulky dude.
And he's just zip zapping around.
Now, during the, was it during the break that we're having the conversation of his suit?
Because like, you guys were talking about his suit, right?
And I kind of, I like his suit.
I like how he looks.
I like how busy it is.
But I don't think you guys agree.
Yeah.
you brought up the, you know, this game feeling like an awesome PS3 360 era type game.
Yeah.
And for me, it not only feels that way in a gameplay sense, but design and art-wise,
it reminds me of the way games looked before any, before developers discovered moderation
and restrained game design.
Because the back of his suit is the busiest, noisiest thing ever where it's like, you know,
and then Bless brought up like, yeah, but I love Yoji Shincao.
It's like, no, I love Yogi Shinkawa's work, too, because he knows when too much is too much.
Yeah, Yogi Shinkawa, of course, does metal gear and death straining.
And the back of his suit, the back of Hughes suit is like the noise.
And it really feels like when I was learning Z-brush and learning like 3D design and, you know, we talk about the nernies and the greebles of it all, everybody.
What's a nerny and a greeble?
It's any little time on a sci-fi panel or suit.
Let me and Falcons.
It's the best example.
It's the rivets.
It's a little bolt spot.
it's a little like line, it's a whatever.
It's all of the little surface detail
that adds little things to just
kind of break up a smoother surface.
And this game just felt like
they just threw it all.
They just did all of it.
They do all the Nernies and Grievel.
So like that's one thing that really kind of bothered me
about the design because I think there are some aspects
that are cool and feel industrial
and realistic of like,
oh, this is what a futuristic, you know,
astronaut suit would look like.
But then parts of it mainly like
the helmet kind of feeling like a
almost like a Borderlands Destiny style helmet
I don't know I feel like there's
some stuff that definitely went a little overboard
with the design my favorite thing about the design
is they're just like all right cool clearly functional
this guy is doing a very specific astronaut job
but also let's give him little platforms
in case an android girl yeah
yeah you need all the nerny and grubles
for her to hang on to that's the main idea
for me the thing about Hugh
and this is just a beat thing everybody
is that when Hugh when Hugh
when he opens up his face and you see his like
actual human face. It looks too small.
Oh, I am right there
with you, Roger. Look at Hugh Willie's face,
everybody. You know what it is? Andy,
I know what it is. Is that he's like
frontlet, right, because he has a little light in there. So he
looks like he's photoshopped onto his own body,
but it just looks so small. It looks
like the Bartholow. It looks like Ruffalo. It looks like Ruffalo
with it. Yes, it does. Now
the problem with it is that when I look at it
Roger, I go, okay, your face looks really small
in that big ass helmet, but how your neck's got
to be crazy long. Look at that shit.
It's just a little too small. Your neck has got to be
crazy long because like the proportions are quite matching up and it's like when a it's like sam is getting in the
the suit and it's like how do those that portions where your shoulders at later in that in that image
that's a moment where dot diana will be like Hugh how do how do humans eat and he was like oh yeah
you got this thing called food like that's half their conversations yeah Diane just asking
random questions about earth and he was like and then also he just slips in like an insane like
backstory thing about himself that we just move on crazy I did like so they'll just go hell yeah
The one-liners in this game, it's like, you said this earlier, Raj.
It's just like it's so campy, but it's like not campy enough.
No, it's not dead rising.
It's so close to being dead rising if we just push it a little further, but it's not.
And it's also like, bro, you ain't Leon Kennedy.
Like, you're not, dude.
You're Hugh Williams.
We love you for that.
Wait, so there's clouds and rainbows.
Yeah, they're pretty cool, aren't they?
They're pretty neat.
Also, my father died in NOM.
Like, how old are you?
You are as amazed up by the world that she is.
It's so, oh, my God.
It is so bizarre.
We have a super chat here from Phil the trucker who says,
Tim's big day back and they poop on his 8.5, buy the wrong,
OLED, and launch a welcome back, Craig.
Yeah, actually, Tim, we secretly love this game.
We just wanted a shit on you.
Love you guys.
Welcome back Tim.
Melo fellow asked, did you all play in Japanese VO or English?
I think we all played in English.
I should have Japanese VEO.
That's cool.
I guess a comp game, yeah.
Don't look at this game and think,
oh, I should put on Japanese VO, you know.
Spilling the beans.
out to Beads Got Games with $20.
Super Chat. Thank you for your generosity.
He says, Pragmatic Rockson was well worth
well worth the weight. It reminded me why I love
video games. Capcom is on one hell of
a run right now. And as I'm playing this
Beads Got Games, all I can think
about is, what if we
hear me out, Capcom.
This isn't going where you think it's going.
Capcom and everybody in the
gaming landscape, what if
we convince Capcom to
turn exopimal
into a campaign story
video game. I like this guy. Because Capcom's
been on a hell of a run and exo primal,
you know, a game that it's gone, right,
but it had cool dinosaurs and robots.
And it was like, there's something here.
Let's just make this a single player game.
You guys are killing it right now
with RE, with Pragmodo, which I'm definitely really
enjoying. I can't wait to be. Give us dinosaurs.
My thing is, exo primal. With this run,
the Capcom's on, please
don't fuck up Oni Musia.
Like, please. Oh, they're not going to. They're not going to.
They're not going to. I mean, I will say when we did that,
the threesome demo there
where we did R.E.9.
Explain that.
And,
Omisha. I do think
Anni Musha was the weakest one.
Really?
Those demos.
Yeah.
Actually, I don't disagree with it.
But it's also, I think a stiff competition
because, like, I think the demo portion
of Pragmatia shows off really well.
Resumel Reclamation Revenue Reclamation.
I think coming off of Pragata,
like, I think Alawish is fine.
I mean, I think this is the four.
And like, I don't mean that as of being mean to
pragmata.
I mean that in, like,
damn, this is a new IP.
This is a $60, $10 to 12 hour video game.
Like, this feels like what the floor should be for Capcom single player,
which is a good thing because it has like an 86 on Metacritic.
Yeah.
Which to double back, right?
Like, you know, I want to say my 6.5 out of 10 isn't me saying, don't check out this game,
don't play this game.
I hope y'all show up for this because I would play Pragmatit too.
I think a lot of the issues that I have with this would probably be fixed in a sequel.
Like more budget maybe more.
you know, space to be like, all right, what worked?
How do we level it up even more?
Like, I think Pragmatto, for me, is almost there in a lot of ways.
Just isn't fully there.
A brown spot with a $5 super chat.
Possibly the most important super chat we've gotten so far today.
Says day two of asking for the two towers interview with Blessing and Joey with no future spoilers, Nick.
That's the other reason I got the 4K TV.
Oh, man.
Andy texted me.
It was like, I might have a Blu-ray for you.
I got them 4K Blu-ray's, the remastered one.
Not the second 4K box set
or not the first one, the second one,
with the better color grading,
full accented editions as well.
And he'll watch it all on his B series.
I'm on the Costco website right now.
Trying to write his wrong.
Yeah, for that,
I will say,
I hear you.
I am back at work for the first time.
I'm on shows back to back to back to back.
So I haven't caught up with anybody
about schedules or anything.
So I don't want to speak out of turn.
I will say it will happen.
It will happen.
Nick's not here right now.
Oh, yeah.
Nick's on vacation.
So we're in a kind of a tough spot a little bit, but you will get two towers.
Wow.
Wow.
You'll get return to the king.
Confirmation.
I want to say sooner than later, but I need to look at the calendar and see what's
happening and all this stuff.
But you're committing me to six hours of movies.
Well, that's the thing.
Well, I'm going to watch them.
Yeah.
Yeah.
Yeah.
Okay.
Okay.
As long as long as you all in.
Six hours are doing.
And also I'm here to confirm that we will not be doing airbud too.
We will not.
We didn't hit the 12K, everybody.
I'm so sorry, everybody.
Damn.
Tim adding shows?
Before we start to wrap up in the Super Chats,
I do want to say there's one thing I hate about this game.
Oh.
Like really, really, really, it bothered me from beginning to end.
You, like most video games, there is a scan button.
Where you can hit something and it goes and like, you know,
just like highlights where things are.
It is the busiest scan.
I don't know where I'm looking at.
Of all time.
It's like, it highlights the items.
I'm like, thank you.
That's what I want.
It also just adds fucking gerbils and grimmets or whatever.
all over the screen.
There's just like yellow lines everywhere.
Oh, so it's like the, it's like the Arkham City like detective vision, but ramped up to even like
11.
It's just nuts.
That shit's noisy as well.
It's just so noisy.
And like, because you're in the space station, it's like, there's already a lot of lines and
a lot of stuff that you're looking at.
And it just becomes too much.
Um, I think one of the upgrades is to be able to see unlockables in the world.
Yeah.
Yes.
Yeah.
That's what makes it busy.
Yeah.
It doesn't, because it doesn't do the thing.
that I thought it was going to do
which was like, oh, you see through the wall.
It's like, no, here's the fucking icon.
Like, here's like the full on waypoint to the thing.
That's way too much.
Shout out to Cabin, the little robot
who's basically just like a big PC tower
with a screen on his face and little legs and arms.
Every once in a while, like, if you just idle there,
he'll do a Mega Man pixel art from like, from the NES games.
I've seen some Easter eggs in this game.
But it's not just, it's not just Mega Man.
It's you as Hugh and your suit as Mega Man.
in that sprite.
And it's just him like doing their little run cycle
and then a little jump in.
You hear like the sound effects.
This is what I need.
Oh shit.
I needed more fucked up shit to happen in this game.
Specifically the cabin though.
Like in the shelter?
I don't want to spoil what does or doesn't happen.
But like we don't get fucked up enough.
Oh man.
Okay, gotcha.
Tim's like what's wrong with you?
Tim gave you the same face that when you told him you got a B-serious.
You wanted me to feel something like.
Put cabin in danger.
But cabin in danger, man.
Cabot was too safe.
That's a little.
Uh, thank you do.
Hayter John, Chase D
the Juan Cababs
Kevin T. for your super chats as well
Kevin T says, yes sir, I told my wife that Tim was
coming back this week and she accidentally
and genuinely said, welcome back, Tom Sketty.
Need a, need her to share.
That's amazing.
Tom Sketty.
Thank you everybody for your super chats.
Thank you everybody for your interest in our review.
Did I? Yeah, there's one from
Hayter John that says, Blessing, you look fantastic.
Oh.
Damn.
Plus, he made that one off.
Damn.
Wait, did you make that up?
No, he did.
No, it was Hater John.
Oh, wow.
Hater John, nice.
Yeah.
Thank you, Hater John.
I appreciate it.
What about us, listeners?
I looked in the mirror this morning.
I was like, I look real good today.
Hell yeah.
I look real good.
Hell yeah.
Time ago, shit on this game.
Yeah.
I was like, I'm put on the necklace so I can shit on this video game.
Dressing up for my funeral.
Everybody, thank you so much for watching and listening to our review of Pragata.
Let us know what you know.
Oh, let us know what do you think of the Godgmal?
What do you know?
What do you know about Hugh Williams?
What do you know about Pragmata and the 8-year-old Hugh Williams in the comments below?
We appreciate you.
Stick around for Game Showdown next.
Yeah.
And then after that, party mode.
The finale to Stars of the Bank.
Finaleigh to Stars of the Bank and then we're returning to Pico Park after that.
Oh, my God.
Go to the park, baby.
Oh, my goodness.
Everybody stick around for that.
We will see you all next time.
Take care of yourself.
Take care of each other gamers.
