Kinda Funny Gamescast: Video Game Podcast - We Played Indiana Jones and the Great Circle - Kinda Funny Gamescast
Episode Date: October 29, 2024Thanks For The Support! Time Stamps - - Start - Housekeeping - Indiana Jones Great Circle Preview - Ads - Puzzles - Superchats Learn more about your ad choices. Visit megaphone.fm/adchoi...ces
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What's up everybody? Welcome to the Kind of Funny Games cast for Tuesday, October 29th, 2024.
I'm one of your host, Greg Miller, alongside the best voice in the business, Paris Lily.
What is up, everybody? How are you doing?
I'm excellent. I'm happy to be here. I feel like I haven't been content with Paris in a while.
So it feels good to get back in here and see him. Absolutely. All right. Great. I love you, Paris.
Love you, too. All right. Yeah.
of course next to him.
He's Forbes 30 under 30,
AKA New York Game Awards
nominated, aka Perry Poppy.
It's the one.
It's the only blessing at Ae Oye Jr.
Good day, Greg.
I'm always happy when you wear this jacket.
Thank you.
I appreciate it.
This jacket doesn't get me.
Why this jacket is particularly?
I feel like this is one of the,
well, first time I see the king up on the corner,
I think it's your logo.
And I'm always, I'm like,
but in general, it's just a nice jacket
that you don't wear.
as much.
Do I even have a logo?
Yeah,
from when like we did the intro things.
Oh,
yeah, yeah, yeah.
Oh, man.
That would be awesome on a shirt.
No,
this is just my Tekken jacket,
which I'm wearing because it is cold.
A Tekken, thank you.
Yes, it is cold to the office currently.
It is cold today.
I don't like that, yeah, one bit.
And of course,
he's Forbes 30 under 30.
A.K.A.
The second best baby blues in San Francisco,
a.k.a.
The number one fan of Hans Zimmer.
It's Tim Getty's.
It's true.
My favorite thing about Bless is maybe two,
three years ago, you told me that anytime you wear a bomber jacket, you always zip your
little pocket halfway down. And I thought he was fucking. Tim didn't believe me. I did not believe
him. And ever since, he always has. And I'm like, I'm convinced you're doing it just to prove me wrong.
I had always, let me tell you, I forgot we had that conversation. I, yeah, with bomber jackets,
because they always have the zipper on the arm. I always just have it half a way. I love it.
I think that's so cool that you have such a decision with bomber jackets. I respect the hell out of it.
Thank you. And you commit to it. But why, why the half zip on the little guy?
I don't know. I mean, the zipper is there.
It just looks right to me to be halfway.
Sure.
Like, do you usually have a zip all the way up or all the way down?
All the way up?
All the way up.
That's boring.
Yeah.
Like, I don't know.
When you walk around with your backpack, do you walk around with that with another zipper?
Well, because I keep, halfway open.
No, because I keep things in my backpack.
I'm not putting anything in the armhole.
What am I going to put in the armhole?
Some coins?
Yeah.
Maybe cell phone is a big enough for a cell phone?
Fucking lacquated in there.
I don't wear a bomber jacket is that often.
You put your sigs in there.
I'm not cool enough to smoke six.
Yeah.
Yeah, I want to get cooler, but not that way
Your AirPods in there. Oh, you use the PlayStation
earbuds. Yeah, yeah, it's all it'll be like a big, that's a giant
bulky ass case.
Yeah, I don't know what I'm putting in here.
Do you yourself and think about that?
The fucking PlayStation Portal can't use
Bluetooth headphones. Greg, I think about it almost every night.
Dumb fucking decision. It's so freaking annoying, man.
Like, what it's actually incredibly upsetting.
PlayStation's just can't get out of their own way.
You know what I mean? They did their whole Playlink thing.
Oh, it's going to be better. And I'm like, I don't know that it's better.
I'll just say, I still have the thing.
where my playing link disconnects is randomly.
Like both my headphones at work, at home,
like no matter where I'm at,
it just doesn't work half the time.
Then I go on Google and I can't find anybody else
that has this problem.
Like, what's going on here?
Yeah, it's push the update.
You gotta figure it out, man.
I still like my headset a lot, though.
I mean, I love my headset.
Yeah, no, quality products,
I just feel like we need to be able to have Bluetooth
on a product like the portal.
It has to be open, man.
I just has to.
I digress.
We're not here to talk about PlayStation Portal.
We're here to talk about the one,
the only Troy.
Baker and his performance in Indiana Jones in the Great Circle because these three fine gentlemen
have all played it. But before we talk about that, I'll remind you that this is the Kind of Funny
Games cast. Each and every week down, a variety of platforms, we run you through the biggest
topics in gaming, be they reviews, previews, spoiler cast, you name it, live on YouTube.com slash
kind of funny games, Twitch.tv.tv.tvity slash Kind of Funny Games and podcast services around
the globe. You might say, what's the point of watching live? Well, maybe you see us start the show,
have no sound. Everybody panic a little bit
and then get it off the ground. You wouldn't see that
later, hopefully knock on wood. You wouldn't hear
that on your podcast services. And of course, with
YouTube super chats, you can be part of the show
to ask these fine gentlemen.
Any questions you have about Indiana Jones
as we go? Maybe make it just about the game
rather than just the IP in general. You know,
did you know that in the movie this, they don't care?
They don't care. They don't care.
Paris, how much, are you a big Indiana Jones guy
just in general, the IP? No, I am. I am.
Like I grew up with Indy, so I was big into this.
Okay, good.
I'm excited to hear more about that.
Like I said, Super Chat to be part of the show.
And like I didn't say, but you should know,
we of course are a small business.
Tiny Paris over blessings.
I thought I saw it.
But I looked back and it was gone.
Roger, you're killing it in there.
Don't worry, Raj.
I saw you put your head in your hands.
We all knew when Kevin made the most selfish decision ever to leave and have a baby.
There'd be problems.
That couldn't go off this morning.
you couldn't get in the office?
Oh yeah, I saw these slacks, whatever.
I punched the code, and they're like,
your code doesn't work anymore.
And I was like, that's a very specific thing to say.
Like, what do you mean?
The code doesn't work anymore.
That's when you get the slack for me.
I'm like, we've had to make some cuts.
It's a tough day for the kind of funny industries.
I digress, though.
We are a small 11-person business.
Keeping the lights and mics on.
Of course, we need a lot if you picked up that kind of funny membership.
10 bucks gets you all of our shows ad-free.
The ability to watch our afternoon podcast,
live is you record them.
And of course, your daily dose of me.
series we call Greg Way. Of course, like I said, we're all about live talk shows. You've already
gotten, of course, on Kind of Funny Games Daily, Bungy breaking its silence on marathon and the breaking
news that Firewalk Studios has been shut down by PlayStation. We all saw it coming by that
sucks. Yeah. Stupid live service games. I'm sure we're going to talk at length about that as we
go on throughout the weeks. Today's a special occasion. There is no afternoon stream, but you can
go check out the new Kind of Funny Podcast on YouTube.com slash Kind of Funny Games and Podcasts
around the globe. I swear, no one is upset by it.
If you're a kind of funny member, you can get today's Greg way about how I journaled 50 hours
of Dragon Age the Veil Guard. Like, actually, the nuts and bolts. The question came in of like,
how do you journal a video game? And I talk about that. Next week, obviously, we'll do a whole
game's cast, spoiler cast, and gamescast walk through my journal where I'll talk through it.
Real quick, I just want to say speaking on the KF podcast and like you joking about, uh, no one's
upset about it. Yeah. Like, obviously there are people upset about it. But shout out to the
fact that we've done this now many, many years. We've had a lot of difficult conversations.
We've had a lot of easy conversations when it comes to politics and things that might rub people
the wrong way. I am utterly shocked at how few negative comments there are relative to how
there used to be. I feel like over the years we've just done a better and better job of
cultivating the type of audience that we want to be a part of and that we see ourselves as.
So it was very heartwarming to look at the comments this morning and see what felt like to me a
vast improvement in
positivity versus negativity.
And I get it's all the way it's going to be there.
You're never going to completely solve the problem.
But it did make me feel good of like, oh, wow,
we're making progress.
Hell yeah, Tim. Hell yeah. Hell yeah. Bless.
Yeah. Get fucking height, bless.
Yeah.
Oh, my God, Reverend. There's an energy I like already.
Thank you to our Patreon, producer, Carl Jacobs, and Delaney Twining.
Today we're about to you by New World of Tournament and Phasmophobia.
be able to tell you about that later. For now, let's begin the show with what is and forever
will be the topic of the show. Tots, Tots, Tots, Tots, Tots, Tats, Tots, Tats, Tats, Tats. You have
actually gotten hands-on sticks with Indiana Jones and the Great Circle. Of course,
coming out December 6th, 2024, developed by machine games, published by Bethesda, Xbox,
you know, the whole thing. Paris, as a peddler of positivity, I want to start with you. You know,
since as long as I've known you,
we've talked about Xbox.
We've talked about games.
You, of course, ran the Xcast around here.
You were the engine that kept it going.
We've talked at length about Xbox exclusives,
what they need, what they don't need,
why is this happening?
What are your impressions at the top right now?
Just elevator pitch of what did you think
after playing Indiana Jones in the Great Circle?
I think this is a game that Xbox definitely needed
in their portfolio.
I think what machine games was able to do with this IP was they literally captured
what made Indiana Jones, Indiana Jones.
Just the nostalgia of it, the dialogue, the comedy that's in there.
Obviously, from a gameplay standpoint, I thought the puzzle elements in there, the melee
combat, they got a lot of it right.
That was probably the biggest takeaway that I took from my few hours.
a hands on time. And I'll say this one thing before I hand it over. And you mentioned it already.
Troy Baker. That was Harrison Ford. At no point while I was playing, did I even think, oh, no,
this is a good imitation of Harrison Ford as Indiana Jones. It was like, that was Indiana Jones.
That was Harrison Ford. He adds so much to my playtime just by the performance that he was able to give.
Like I said, it felt like Indiana Jones.
It was uncanny his performance that he had in it.
So, yeah, I came away very impressed.
Okay.
Blessing, what about you?
Yeah, I think this was an interesting one to go into
because for me, the biggest thing that this preview needed to do was tell me exactly
what this game is really, right?
Like going into this, it's funny looking back over the years of this game being promoted
and talked about.
And, you know, for me going into it, I'm a big fan of machine games.
I'm a big fan of their Wolfenstein titles.
And when they announced Indiana Jones, some of the discussions we had were like,
is this game going to be third person?
It's going to be first person, all this stuff, right?
And I was always like, oh, it's going to be first person.
It's machine games.
They make first person shooters.
This is going to be like a follow up to Wolfenstein.
And getting our hands on it, I was very taken aback by how much it is not Wolfenstein.
It is not a first person action shooter by any means.
After doing this preview, there's a lot to dig into here.
But one of the things I got to reflect on after my time, thinking back on it is,
realizing that, oh, no, this isn't, it is, again, it's not a
Wolfenstein type of game. It is an immersive sim style of game.
Wow. It is a dishonored. It is a thief. It is a
slow pace. You are taking your time, you're stealthing through.
So are you're like crouching behind crates the entire time and moving through
the wall vents? Yeah. It is not fast pace whatsoever, which I think is going to
color a lot of how people view this game and take this game. Now,
Well, coming out of the preview, for me, I think everything that Parris is talking about is apt as far as this game as in Indiana Jones experience, right?
I think there's two things to talk about.
I think there's the Indiana Jones experience side of this game and then the gameplay side of this game.
I think the Indiana Jones side of this game is so strong.
I think Troy Baker is a very strong Indiana Jones.
His performance is awesome to Paris's point.
That is Harrison Ford.
Like it is so crazy how it feels so true to Ford.
And I think that goes for the side characters as well, and I think that goes for the world.
The world feels believably Indiana Jones.
The humor is there.
Even there's something about the cinematography that's there as well.
And even the music, there's so much of the presentation that feels so strongly reflective of what Indiana Jones is.
As far as the gameplay side of it, I think that's where this conversation gets really interesting and both good and bad ways.
Because for me, there is a half of this demo that I enjoyed, and there's a half of this demo.
that I did not enjoy.
Why are you shaking your head already?
I can't believe.
If I close my eyes,
Bless is just speaking my words.
Literally everything he's saying
is just so how I feel.
Well, here, take the baton.
Yeah, like, um,
the,
there's,
this demo was very clearly split into two halves.
We played for just shy of two hours,
I would say.
Total.
Uh,
total.
Yeah.
And,
uh,
the,
the,
the first half is,
uh,
the opening of the game.
And it's a lot more,
uh,
you're in a smaller,
smaller location.
you're going through the Vatican
and the game actually opens
in the museum you get a lot of the kind of like
the Indiana Jones setup and then you
have to play through the section of the Vatican and then
you play through this
this dropping the Vatican in there is this much more
open space and when you're
in the open space
when you're in the Vatican I was having
a great time I was like
oh they did it this game
everything you all said this feels like Indiana
Jones Troy Baker's performance is fantastic
and the
the humor and everything you expect from Indy is there.
I think one thing I definitely want to shout out is you can kind of pick up
anything and use it as a weapon.
And there's an inherent comedy to that that worked every single time.
You can just pick up random bottles.
You pick up a wrench.
You pick up a broomstick.
And it really just felt like anything around you you could pick up and either use it as a
distraction or use it as a weapon.
And it really resulted in just funny scenarios of it just looking goofy,
which feels very authentic to the Indiana general.
movies.
But also, you have a gun, but you don't feel like you're supposed to use it.
I was going to say, how many bullets do you have, right?
Indiana Jones gun is always like a last resort.
Got to a point later when we talk about more gameplay stuff I'll get into, but like I
felt like I was able to shoot as much as I want.
And when I just went balls to the wall and then it didn't feel like Indiana Jones anymore.
But there's something about it that they present this game that doesn't make you want to
play that way.
It does feel like, hey, last resort, you can do this.
But yeah, just picking random things up and throwing them around.
like that I feel like does add to the immersive sim type thing as well.
Yeah.
But the humor and all of it adding up.
When we get to the more open section, that's where I'm with Bless where it's going to be
interesting talking about the gameplay of this.
Like it is not where I think it needs to be.
And it's not horrible by any means, but I feel like it's a bit messy.
It lacks a point in moment to moment gameplay where there's a couple times where I'm like,
all right, I get where we are and I get why I'm doing these things.
but it's a little too slow.
The melee combat in an open space wasn't working for me
and the immersive simness starts to break
when it feels so authentic and cinematic,
but I pull out my gun and nobody reacts to it.
Paris, you have your hand up.
What's going on with you?
Yeah, so we went to two separate events,
so I don't know who the rep was when you were at the San Francisco event.
I went to the one in L.A.,
so the design director from Machine Games was at the L.A. event.
And probably the one main complaint that I did have about
the game is what you're talking about with the open world in the Egypt section where I went to
go do one part of the game and because I didn't get a certain item ahead of time, I couldn't do it.
And there was nothing indicating that for me.
So I didn't know because again, you're free to go wherever you want.
So that kind of left me stumped.
And then one of the reps I was like, oh, you need this thing.
So then I went back and got and I was able to proceed.
So I do agree this is where people are going to need more time with the.
game and see other sections of the game where I did feel that the open world of Egypt was a little
messy. So hold on. Let me throw a time out right here. Just so as somebody who didn't play
and didn't see it, I have a better rap run. So the first part is the opening of the game. You're
playing in the Vatican. It's small or whatever. So it goes from actually college. You're at the college.
So there's three parts of it. You start off in Marshall College. You say Purdue.
Oh, Missouri. No, you start off in Marshall College. That part isn't long. It's probably maybe like 20 minutes
Max area in Marshall College.
We then jumped into the Vatican, which is the more linear area of the game.
And then I would say, I'll say maybe that was like 40 minutes and then maybe the last
hour was spent in Giza in Egypt.
And that was the open section of the game where you have a set of objectives to find
these relics and then bring him back.
And let me just start off just talking about the opening of this.
Because it was pretty damn awesome.
Like when you're in this college, this is it that we're seeing right here.
You're in this college and it feels so cinematic and so authentically, Indiana
Jones and everything that you would want from this
with the way that like Marshall College
like it's in the Indiana Jones movie font like location font
it feels great and even the gameplay of kind of what you're doing
they're introducing you to the controls here and
something happens in the a bunch of artifacts fall down
from a exhibit essentially
in this museum and you need to pick them up and put them
back in their places and you know it's very simple stuff
it is just like learning to use the controls but I feel like it really
worked within the world and the dialogue that was happening during it. I was like, oh,
okay, cool. Like this, this is what I would want from an Indiana Jones game. They're taking this
very seriously. And then this whole bit happens. And then we get the title hit of Indiana Jones of the
Great Circle. And I don't know if I've ever been more let down by a title. Oh, no, bad title card.
It just was like, oh, man, like, I liked everything leading up to it. But there was just something
where it just didn't feel right to me. Like, Paris and blessed, like, do you agree with what I'm
saying. But see, I disagree on that a little bit because I felt that was very true to Indiana Jones.
Fair. And I do think that that is something that might come up a lot, is that this is very Indiana
Jones for better and for worse. And I think when you're making a game in a post-uncharted world,
a game in a series inspired by the Indiana Jones movie, but very much a video game. And what we think
of as modern cinematic video games at this point, not even modern.
but there is that touchstone,
and I think that that puts this game
in a very complicated spot
because there are some things that feel slow,
there's some things that feel messy,
and that's by design,
but I don't know that that's going to work
for the majority of people.
And that to me is an example of like,
sure, it might be authentic to how the movies did it,
but I expect a little bit more from this
where we've had some amazing title card hits in games
in recent years,
and I kind of look forward to that.
So maybe that won't be that important to some other people,
but it definitely left like a okay
here we go talking about the
Vatican section a bit right because that was the first
big section that's where you moved to after the title card
yeah um what's the setup
you're just looking for the McGuffin here
I guess I don't remember what the setup was
you remember? Is there smoke for the new
oh the big guy the Tony Todd
yeah yeah yeah there's a clue that
lead you to the now say hey I'm trying to figure out
where he's going yeah thank you
uh so yeah basically McGuffin
is what it comes down to you
Traditionally, Indiana Jones, right?
You were doing the hopping and chasing the thing to get to the thing to get the next thing.
Yeah, going through my notes, one of the notes I write, wrote early on during the previews
that Indiana feels aggressively human, which I think is actually a good thing.
What do you mean by that?
You mean, like, he's, he's, he's fragile.
Yeah, like he, especially early on in the game, we'll get to Giza again later.
Giza seems like they dropped us off early or later on in the game where he's a bit more
upgraded.
But in Vatican, right, very early on, I was the thing where I was the thing where I was,
where I was getting one shot, I got killed by a dog.
The dogs are fucking scary, man.
Another note I wrote down here is this is a pick up and hide bodies to avoid detection
ass game.
Okay.
Where, you know, you get in.
Back to dishonored.
Back to dishonored, right?
Back to like those style of games.
You get in, I took out a guard and they're like, you can pick up this guard and put
them somewhere to keep them from getting detected.
Sure, sure, sure, sure.
You know, did that.
And it was like, oh, snap, all right, I'm being a bit more meticulous than I thought I was
going to be playing this game.
Early on, there was like a little room I found that right here actually where I found a book
and the book allows me to get upgrades.
Yeah, and I believe this one is the one where it's called, yeah, punch out one.
That one lets you earn back stamina after knocking someone out.
One of the things that really impressed me with this level as well is like there are multiple
paths, multiple like, you know, different ways to go.
I died quite a bit.
And once I died, I was like, you know what?
Let me take this other path.
And it was really cool to see like, okay, I can climb this room.
I can find a key.
I can unlock this door.
And that'll take me down, you know, different ways to get to the same place.
Yeah.
Even within the more linearly designed levels, it seems like there are a lot of like places to find secrets or pockets of places where it's like, oh, I might find a little side adventure here.
And that stuff I thought was really neat.
There's a lot of vertical design in the game too, which I think on one hand leads to a bit more like, oh man, okay, it feels a bit more dynamic to explore the level.
on the other hand, I missed so many paths.
Like, I'm trying to find the main path where I'm like, where the fuck am I supposed to go?
And then I look up and I'm like, oh, I'm probably supposed to whip my whip up there and then climb up.
Correct.
Then we'll.
Yeah, which then leads to these segments where you have that transition from first person to third person, right?
Like when you're climbing, you transition to the third person, which I think is a bit awkward.
It's not like the worst thing in the world, but it's one of those things where, you know, we've seen in the in the trailers.
We've seen it in like the, you know, pre-relele.
release footage and for some reason doing it in action always took me out of it. Um, but like,
I don't know. That was one of the things that I noticed, but going through, right? Like,
you know, having these areas where it is, I'm going to slowly walk through, get into places
where there's enemies, be like, all right, am I going to just try and sneak past or am I going
to pick up a violin and smash somebody in the back of the head? That stuff I thought was pretty
cool and pretty fun. And I, I, again, I like how human Indiana feels. It feels. It feels.
like Indiana in the movies.
In the chat, Lob Cahawk asked what I'm thinking here.
He's basing it, or they're basing it off of the trailers they've seen before.
Does the combat feel slow?
That was one of the things we said from demos.
And even watching it here where it's throw the bottle, run over there, dukes up, one punch.
The dude, like, does it feel good?
I do not think it does.
You don't think it does?
No, I think that it feels like, it feels the way that it looks.
And I think that's the best way to explain it where it's functional and it does work.
But to Blessings Point, Indy is very fragile, but I also feel like the enemies are too.
Like, I feel like I was just running through and it felt like I, at least in this section,
I had no problem just running through and punching people and then they would die.
And like, I could just keep running around.
Like I didn't feel incentivized to stealth as much as I expected to.
Okay.
Because the AI felt kind of on the dumb side.
But that's, we were early on in the game and we're not powered up here yet.
So it is a balance.
I do think that playing through the game,
like naturally and getting the abilities being taught the game, I think might ramp it up in a way that
feels a bit more satisfying to me. But yeah, I was, that was the thing that I was like, oh, well,
at least that's going to be fun. And I'm like, I personally didn't find too much fun in the,
the melee combat itself. Sorry, Paris. I cut you off. Yeah, Paris, what do you think? No, no, no.
And I'm just, we'll add right to what Tim is saying along the lines with the AI. That was another thing that
I was talking to the design director about where like specifically in that Vatican area, area where I was
thinking, oh, I could be stealthy, but then I got spotted and then, you know, the guy would come
looking for me, but then he would just go right back to his routine. It's kind of that classic
video game trope that we've seen in so many other games where the AI will only be interested in
you for the limited amount of time. And then it'd go right back to not caring at all. There wasn't like
big alarms being set off and a bunch of, you know, other enemies were coming into the area. So
that was something that, you know, I mentioned to him and, you know, he didn't disagree with it.
So it does make me wonder, does that difficulty scale up as we get into other areas of the game?
I don't know.
They didn't indicate that at all.
But that would probably be another thing.
And then along the lines of the melee combat, I just felt it was more meticulous.
I didn't, it wasn't that it disliked it, but it was more slow and methodical to do it.
kind of the trick that I was doing was I used the whip, stun them, and then I would go into, you know, punching and doing all those things.
So I don't know if that's something that, again, will scale up and become more difficult as you get to more enemies later in the game.
But early on, that was just a simple way to kind of get past people.
Yeah, I think I tend to agree with like the meticulous aspect of it.
I also get the vibe that like if you're getting into a lot of combat in this game, I don't know if you're playing the game right.
Like it seems like the kind of game where you want to avoid that kind of thing.
You're picking, you're picking up bottles and like throwing them to distract people and like they need them a different way.
Yes, to slink around.
And like, again, if you sneak up behind somebody, which in the Vatican was doing, in the Vatican, I was doing a lot.
Right.
Like, they are usually in those rooms something to pick up to where you can hit somebody on the back of the head and knock them out.
And it seems like that's the route they want you to go as opposed to getting into the fist fights.
There are definitely some parts where you kind of have to get into fist fights with a few people.
and yeah it doesn't I don't think it felt the best but I it also didn't feel like it was the focus of the game
and to that point there is always something to pick up and that stuff I do think was fun to hit people with so it's like yeah there are ways to play the game
avoiding the fist fighting for the most part at least from what we experienced so I get that it's just doing it itself it's like
this is a very specific thing but it was one of the notes that I had like the the melee and the punches I wanted to feel like in Halo when you
melee with like the assault rifle,
but it feels like when you're mailing with the rocket launcher
and like Paris, do you know what I'm talking about?
Where it's just like, it's just a little slower.
Like the mailing with the AR feels so crunchy and good.
And this to me just was like
even just like the punching felt slow.
You hitting the button to it, hitting them and like the reactions to it all.
Mushy's a word I want to use.
Yeah, I can see that. I can see that for sure.
One of the other things I want to shout out again
while talking about the Vatican area
where like random optional things
that was just come across.
You know, I went into a room
and I found a map that,
I found a note that then led to,
like, I think of my map getting circled.
It was like an optional mystery.
I believe, I forget the word.
It was like, I think the word mystery just popped up.
It was something along those lines just popped up
of like, oh, you found a thing
and you could go chase it if you want to.
I thought that was cool.
And even on the main line of that level,
I got stuck for a little bit
because I was like, oh, one,
I just kept running into people and being like,
ah, fuck, here we go.
Got to go.
It was a fucking dog.
the dog's going to kill me in one hit.
All right, here we go.
But there also wasn't as clear of a path.
Like, you have a map that is tactile, which I think, I like, a lot of the things in
this game feel tactile in a way where they're like, hey, we want you to role play being
this character.
You're Indiana Jones.
So I'm holding my map.
And I'm looking through.
And I'm like, I know where I need to go because there's the waypoint that's, like,
indicating where I need to go, but how do I get there?
And when I finally discovered, like, you know, looking at the map, it seems like there's
a path.
but I would get to where, like, I would get down that path,
and then there's just like a wall that's blocking me,
and I'm like, what is going on?
And then I realized, I looked to the left and right,
and I saw paintings on both sides.
And I was like, I bet you if I interact with these.
And so I turned both the paintings upside down,
and then it unlocked like a secret to the wall.
And I was like, that's fucking cool.
Pretty cool.
That's fucking cool.
Honestly, major shout out to me.
I love how physical it feels.
And I think that the map and the journal in this game are incredible.
I think that they nailed what they were.
going for of the Indiana Jones experience, but also having it be a fun video game.
The map is a physical map that you bring up in front of you and it kind of takes up like more
than two thirds of your screen.
But what I liked about it is you can walk around and keep it up and your icon, your player icon on
the map actually moves around with you.
That's always so great.
And it's just like that's how these things should be.
Like I can't off the top of my head think of a game that's done it this way.
And I really liked the implementation.
And it felt like him using the map didn't feel like, oh, I'm pulling up a, uh, you
user interface. It was like you're using an actual map, which is very cool. And the journal,
we've seen this done a million times of like, oh, you, you figure out a secret and then it
circles something in the journal and then you can refer to it later. But like, I don't really
find myself referring to it all that often in games. I look more just like the checklist of like,
this is the thing I need or whatever. That's the stuff you forget about and you come back
13 hours into the game. Like, oh, okay. Yeah. There's seven pages of general notes.
Exactly. And then I think about like even like how uncharted does it, where it is just more like
lore of the world or history and all that stuff.
You're not actually using it for like gameplay.
Uh,
means better fucking respect golden abyss.
All right.
I was on that plane holding it up, scrubbing the screen.
I was making rubbins.
Shout to the Vita.
But, uh, I do feel like, uh, especially in the open world area of this game, like the way
that your, your journal kind of keeps track of the clues and hints you find and
little map sections and little things.
I was like, oh, I actually feel like that's going to be tied into the gameplay in a way
that feels satisfying and still ties into this feeling physical and feeling like Indiana Jones.
Hell yeah. I want to talk more about it. I want to talk more about puzzles because the chat was there.
I want to talk about fun and I want to talk about where it all went wrong in Giza.
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PC. Let's do it and see. There it is. I just don't like it. I don't like it. I don't like the half Zip.
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Cooler all of a sudden
Okay
Wait a little bit like I look cooler all of a sudden
I'm like man I kind of respect
Bless you mentioned the spinning
The spinning paintings
One of the chat questions had been
Are there puzzles and how are they
Is this
Does this count as an example of a puzzle
Are their main mission puzzles
Does you have to do stuff like Indiana Jones
Of moving the things
And spinning the light and the torches
I don't know what the hell he's doing out there
Yeah I mean this is like
One of the ones I encountered
but like I don't think I encountered that many.
I guess in Giza,
there were some like navigational puzzles that we encountered, right?
Because once we got to Giza,
which is the spot in Egypt,
which was like the open area we got to explore,
you get an objective that is basically,
hey, go find the number of other objectives, right?
Let's say they're relics and bring them back.
And with that, you get to explore.
And in finding those relics,
you run into things that are like,
hey, like use a torch to light some branches on fire to then unlock a pass to then go to the other thing, right?
Or one of the ones was, oh man, Roger's right on it.
Yeah.
Harrison knows.
Yeah.
How many times do you die here?
Oh, like five?
Yeah.
Yeah.
I died here so much.
Three deaths.
What was complicated?
Combersome control.
Just a little clunk in where using the, the whip.
And it was a little frustrating because it's a very cool puzzle.
It's a very cool design.
It's this specific part where Indies climbing and you have to like, you know, swing to the other side.
I would always fuck up the, oh man, I thought I was going to fall there.
I would always fuck up the height of like where I need to be on this rope to like jump and then land.
And so I fucked that up probably like three or four times.
But this is another, that was an example I was actually I was about to give, right?
Of like you go in here, you find the rope or you don't find the rope.
You see the door on the other side that's locked.
You realize that the lever you need to hit is under you.
And so you hit your whip on the like thing to attach to you.
you swing, you then like slide down, turn around, boom, jump off, hit the switch, and then
come back, right? Like, navigational stuff like that, um, I found. And like, I think they're
hit or miss, right? Some of them are like the painting thing where it kind of came out of nowhere
for me. So I was like, oh, damn, all right, that's pretty cool. And then these ones, it really
was like each of the tombs or whatever like you run into. It's like they have a puzzle. That's,
all right? How do you get to the other side of the thing usually? Paris, walk me into what's going
on in Giza.
All right.
Because I understand,
Vatican,
I understand
Marshall College.
So this part of the
demo,
you're looking for relics
in an open world,
but then are there
side missions to pick up?
Are there going to be
a lot of these?
Go off.
Yeah.
So there's definitely
side things that you can do,
which I'll bring again,
like I was talking about,
the thing that I didn't know
I needed for a certain part
of the game.
There's nothing driving you
towards those.
You have to kind of just
organically find them as you explore like in the town or whatever while you're walking around
the open world and then you'll get like little little side things that you can do and you can go
out and explore and find those and there are some some small puzzles that you're doing there and nothing
overly complicated but there is a main objective that you have to do in there and that's kind of
what blessing was just talking about right now when you're you're essentially inside a pyramid
at that point so you're going to encounter various things in there to get to that objective and
then that'll get you to what was the end of end of our demo playing that um how and why you're in
geiza we don't really know because they skip you ahead to that point so there was nothing specific saying
hey this is why we're going to geiza you're kind of just dropped into there there's some Nazis
running around you know you'll fight them there's some you know some mpc that you'll talk to things
like that but um this is it's not a true open world i think we should be clear on that it is more
an open space open zone with certain yes open zone that's the best way to say it it's not overly
huge or anything like that either um but like i said there's things that you can do in there and you can find
while you're there looks pretty and i keep going back to this and i and i hope you know they are
getting this feedback and maybe there's something they can do to update it before the game officially
comes out i i think they need to be a little more clear on on some of the objective like the mandatory
things that you'll need because I did waste a little bit of time where I'm like, why can't I
get up past this part? Why am I dying? And they're like, oh, I'll just say it. Oh, you need the lighter.
A lighter. I didn't know I needed that. And then you have to go and go find the lighter. And then
you're able to get past that point. So little things like that. But it was, it was okay. And I'll
just say this while I'm talking along the lines of the puzzles. I thought they were decent.
I wish there was a little more difficulty with the puzzles that we had in there.
I thought I was able to figure them out pretty quickly.
And I'm hoping, again, that scales up as you get later into the game where you really get
some head scratches in there.
And one last thing, because we, Blessing touched on it, but we didn't really dive into it
too much.
The books is how you upgrade indie.
But the way that you get those books is adventure points and to the point of,
going off the beaten path and really exploring every nook and cranny you'll take that you know you'll get like a camera icon there's
pictures of things that you'll take that adds to your research you know letters things that you'll find that add to those adventure points
and as you collect those points that's how you're able to get these books to then upgrade indie so I think the game is almost
encouraging you to go out and explore because by the time you get to the end of the game you're going to want to have indie as upgraded as you possibly can and if you're just trying to run through it by the time you get you to
in the end game, you know, there's probably going to be some perks or things that are
enhancements that you're just simply not going to have because you won't have the adventure
points. And some of those are really cool. Like some of the, I want to hear all about the different
of the books. The one question I want to pull that I think is part of this is Josh on YouTube
says, Tim, I'm tossing to you. Is there a skill tree? Um, it's less skill tree. It's more,
there's, there's books with abilities that you can kind of turn on or off. So it's like,
if I remember correctly, it's, it's not like, uh, the ability to just keep branching off
in a traditional skill tree way.
It's more like,
hey, you have X amount of points,
like let's say three points,
and this book cost one,
this book cost two,
so you can use those two.
You can like change the combinations.
Like one might cost all three or whatever.
Right.
And whatever,
something like that.
The numbers might be wrong there,
but that's the idea.
I get the gist of it.
So I can change them on the fly if I want to.
And one of them that they focused on a lot that was really,
really cool is called and very,
very,
very Indiana Jones.
It's called Lucky Hat,
which essentially functions as like a Phoenix Down,
down where if you die, you get to come back.
But if you, if you die, you lose your hat, you kind of follow the floor and, you know,
the screen turns gray or whatever.
And you have a limited amount of time to turn the camera, find your hat and reach it,
put it back on.
You get one more chance, just like the movies.
So that was really cool to have.
To Paris's point, you go around, you have your camera at all times.
You can kind of like, you're prompted to take a picture of things, like a little like white icon
will come up. And if you take pictures, you get the adventure points. Another thing is
around the world, you'll solve mini puzzles, not the bigger ones. Bless was talking about
that get you medicine. You go to different side quests and they give you medicine that you can take
back to the pharmacist. I don't know.
Is that great? Yeah. Tak it to CVS. And he's the one that will, you give him medicine. He
helps the people and in return he gives you books to then learn the different skills got it and
that was another thing that they kind of threw us into and i was a little confused by because um to
what paris was talking about about it not being exactly clear what the goals are sometimes or what
the objectives are or how the movie or the game can be so cinematic and so movie like that i feel
like they try to avoid having too much HUD elements and having too much do this do this okay which works
in some ways, but I think for the type of game it is, sometimes leave some questions about
like how equal the objectives are. For example, doing one of the, what felt like the side quest,
NPCs were saying, hey, I need this. And I said, okay. And I went and did it and helped me out of here.
And I helped him out, whatever. And then I got medicine. And I was like, oh, that guy was asking me for
medicine. And I brought it to him. And it was what I'm calling the pharmacist? And he just kind of took it.
And I was like, what's going on? And I had to like ask the demos. I was like, what? I
did what happened like oh medicine is just a currency and like granted we were thrown way into
the game you're way deep into that so playing through the game i'm sure that would have been very clear
and whatever but the way they presented it even in this it just felt like a side quest and that
medicine had equal importance as a relic that we were getting and there's something about that
that i was like huh it just feels a little bit off um and again i do i do think that the way we
demoed this game didn't do it so much of a service yeah um i i i i just feel it so much of a service yeah um
I feel like it, to me at least, I was like, oh, I'm kind of seeing a lot of the creases that I'm not liking here.
And the camera stuff, I think is a good example of that of you're pretty often prompted to pull your camera up and like take a picture of an artifact or a pyramid or the sphinx or whatever.
But getting the angle that they want you to get is always just a little more cumbersome that I wanted to do.
That was one of the things that immediately upon arriving in Giza was bug me because I got there, right?
And one of the first things you need to do is take a picture of a blue tent.
And I get to the spot where you had to take the picture.
And I keep taking the picture and it's not registering.
I hate that.
And I'm like what's going on?
And I had it perfectly framed, right?
It wasn't like it was, it wasn't like I was perfectly framed if I do say so and so.
Hold on.
By my old standards.
Can you bring back up what you just brought where you just had?
Because I think this shows an example of it.
Where he pulls the camera up and then you need to kind of get it within this like
So this icon up there is telling me any of the camera.
So yeah, the icon up there.
Yeah.
Pull it out.
Then he's moving around.
Yeah.
You see that?
Yeah,
the cross stairs pop in.
Like that here,
it's a little bit more like clearly
you're looking at this,
but there's times where we're like in a bizarre
and there's like a group of people.
And you're supposed to take a picture of them.
And like having the right angle
to get this prompt to come up,
that's what blessed to say.
Yeah.
And like for me taking picture of the tent,
right?
Apparently I was just too zoomed in.
Even though I had the entire tent in frame,
I just had to zoom out a lot more.
For some reason,
get like the entire area around it too.
But yeah, that was like, to Tim's point about like the taking pictures, it can be a bit
finicky.
And for me, that was the one where I was like immediately, I was like, oh, what's going on here?
Mr. Lilly?
Well, ironically enough, that scene that you were just showing, that's where I was getting stuck
because I didn't have the lighter because you'll get to that area and you just see the hole.
And I'm like, do I try to go down this hole?
And I kept trying to, you know, scale it down and I would die.
But you needed the lighter to light the lamp and then you keep going, you know, the other way.
And there was nothing that was indicating there wasn't like a friendly audio cute.
And there was nothing to say, hey, you're missing something.
You need something in this area.
So I was kind of stuck where I'm like, okay, I'm here.
The game's allowing me to get here.
Why can't I proceed?
My favorite was looking over at Tim's screen.
I think Tim looked over at mine and was like, oh, dude, I'm stuck in the same thing.
Yeah.
We were both in the same place.
Both just stuck trying to figure out what to do.
And it was like a lighter thing.
They ended up solving it.
Yeah.
somebody in the chat, their name just went by.
Remember, you can super chat at YouTube.com slash kind of funny games to be part of the show.
But they're saying it's an adventure game.
Like, it's not supposed to be telling you exactly what to do.
And I think to that extent, like, I agree.
I'm coming up very, very negatively on this game.
And that's because I, Tim Getty's, for what I would be looking for from an Indiana Jones game,
I am not really getting it from this.
And I'm coming out of this demo, maybe jumping ahead of it, maybe I should say this later
of the podcast, but like, I'm no longer sure I want to play through this.
this game. Oh, wow. And that's interesting. That to me is like a bummer because I was really rooting for
this game. And again, not as the biggest Indiana Jones fan, but just as a fan of these type of games
traditionally. However, it is a more adventure game. It is more of a slower, methodical and stuff.
That's going to be for a lot of people. Like, I think Nick Scarpino might really vibe with this game
because you get to just roleplay indie and it does a very cinematic great job of that. So I do think
this game is for people. And so to the point of it being like an old school adventure game,
it definitely is in a lot of ways. And I think that that's going to work for people. I just think
that there's also a lot of elements that it presents itself, not like that. It presents itself more
like a first person adventure game. And I think that some of those elements don't really work
as well with that adventure concept. Like an example is, Paris is saying that the Giza section is open
zone. And it very much is. It's big, but it's not too big. However,
it was big enough to be annoying
to have to run from one place to another
place where I knew where I was going.
There is a really cool fast travel system
where there's street signs and if you
have been to a place already and you see the street
sign for it, it's one of those street signs that's like one pole with like
10 different arrows. You know what I mean?
Like going what way? So it's like you can just go to that
and it'll fast travel you and that was very nice.
But in between that stuff, there was like
multiple sections where I'm just like, I'm huffing it.
You know? And like a lot of the VO stuff, while the performance is great,
I feel like I heard some of the same lines of dialogue over and over and over.
Like I heard poor thing, he fell like a leaf 300 times.
And when you're running and just kind of trying to deal with this, like some of that stuff gets a little bit grading.
So I think that while it is functioning, it seems like well as an adventure game and those people are going to like that.
I think there are enough elements that people might still go, even though I like this, I don't like that.
That's my thing.
Like I like a lot of what the game is setting up to be.
Like I like so many of the concepts explored as far as it being.
a we want you to role play as Indiana Jones.
Like they give you all those tools and I think they do a good job at stripping down like,
hey, it's not action, it's not whatever.
It is going to be you looking at your map, looking at like your objectives, solving puzzles,
going to a thing being like, oh, what am I missing?
And then coming back after you have a lighter to then solve the thing.
So many of those elements are there for more of the adventure experience.
But I'm more with Tim as far as I think after this demo, I also don't feel like I need to play
this game when it comes out.
And for me, it's more so I think even.
though it is leaning into being the adventure thing,
I think there are still elements of it that still hold it back, right?
Like one of the notes I wrote here is, like,
and this is after a while of being in Giza,
is, man, I'm not loving the big open area.
Doesn't seem as exciting and lively.
Traversal is sluggish.
The objective of finding these slabs isn't exciting,
exciting me.
I think the game is better with linear curated areas.
And again, going back to the area we're in before Giza, right, the Vatican,
when you're in that curated zone,
when you're in that linear zone,
there's something about it that feels a bit more tolerable as far as like the moment to moment.
It feels like there's always something that is grabbing your attention or always an objective that is pulling you forward.
Being in the open area, I just didn't like exploring it.
Linguished.
Yeah.
Like it felt, I think there was parts of it that felt kind of boring as far as just like looking around and everything kind of looking a bit samey.
You have guards that are around that don't like you when they see you.
And they do the hitman thing of, hey, if you find the costume that's hidden in this area or the disguise that's hidden,
in this area where you can disguise as one of the guards,
not as many people will recognize you,
but still some will recognize you,
and they don't tell you which ones will recognize you,
which hitman doesn't do. Hitman tells you which ones recognize you.
That got a little bit tedious.
The, yeah, like walking around just didn't feel
as great, right? Like, there's something about
there's something about the area
where it, like, it didn't feel
as lively, it didn't feel as engaging
as I thought it would have coming into Giza.
Okay. Paris.
Oh, oh, Paris has had.
Here we go. Money hat literally.
Actually, if I could chime in on what both Tim and Blessing said, I slightly, I don't
slightly. I disagree with what they're saying. But I also think, and I'm glad you brought up Nick,
I don't think indie is going to land for everyone. And I know I feel like maybe I've
talked more about the things that I didn't like about the game more so.
than what I did like about it.
But I think part of the problem with this preview is it was disjointed.
Because to Blessings Point, from going through the college right into the Vatican,
that was so freaking good.
I really liked all of that.
And I almost feel like skipping us so far ahead into Giza, it kind of threw everything off for me.
And again, this is a hope we'll obviously see when we get the final game that the game's going to teach us.
more of the mechanics and the navigation of how to explore these worlds by the time you
would get to a big set piece like Giza whereas we just got thrown into it and it just
felt off and the person in the chat saying that yeah it's an adventure game you
shouldn't have no one should be holding your hand I completely agree on that but
there's basic design elements to the UI that should at least give you a clue and
kind of lead you in the direction of where you need to go and not necessarily just
spell it out for you. And I thought that was missing in a lot of the Giza stuff that we saw.
I would say another positive. The visuals were fantastic. We obviously played on PC.
It had all the bells and whistles. So it looked fantastic with all that. So I don't, I didn't get to
see the Xbox series X version. So I don't know what it looked like on Xbox. But visually it looks.
Beautiful. Yeah. Yeah. So I mean, it looks great to me. Like I said, the gameplay is not going to be
for everyone. But I would say that people that have played a Wolfenstein game that understands
understand machines game, how they handle first person single player, you're going to get a lot of
that here. And I thought it was fine. It's not going to be fast and action pace. I think the big thing
that people need to understand about Indiana Jones in the Great Circle, this is not uncharted.
And I know that's going to be a lot of the comparisons. This is not an uncharted game.
They're not looking to make an uncharted clone. So if you go in, expect it.
that, you're going to be disappointed. I can tell you that right now. But if you're a fan of Indiana
Jones, if you understand what the movies are, and again, we talk about already the nostalgia of it,
the comedy of it, the dialogue, everything that Indiana Jones brings to the table, you're going to be
a fan of this. And I am a fan of that. I literally grew up with Indiana Jones. So this was right in
my wheelhouse for that. There's still TBD with some of the nitpicks that I've had that we've talked
about that they still need to iron out and we'll see how it plays as a complete game.
But I saw enough here that I want to play it when it comes out in December. Absolutely.
I don't feel put off by it. And I think Greg, myself, you and Mike, when we talked about
during Gamescom, this is probably a 7.58 type of game. And that's okay for what it is. This is not
going to reinvent the wheel at all. But I think if you're an Indiana Jones fan, you're going to dig this.
and I think people that aren't familiar with Indiana Jones,
you might want to set your expectations on certain things
because like I said before,
this is not going to be a modern uncharted game.
It's just simply not going to be.
I think I tend to agree with pretty much everything you said, right?
I see this as a 7.5-8 type of game.
And I think for me, the way things are going to sway
is how many of those areas are like the open area of Giza
and not like the linear area of the Vatican, right?
Because I think like I don't know if I want them to,
I guess I would like an Indiana Jones game that is a copy of Uncharted,
but obviously that's not what this game is.
And I think that's fine.
I think that's good.
For me, it's just the fact that like when you get to that open area,
so many of the cracks in the design peer through to me.
It's not like what the game is that bothers me.
For me, it's more so how the mechanics you have translate to being in an open area.
Like, for me, I'm with you guys as far as I think the game looks good.
But even in Giza, after being there for an hour,
looking around, like I stopped liking even
like looking around in the area. Like there's something
about that part of the game that fell apart
for me. And maybe that's one of the few
of those types of areas there are in the game. But
yeah, like, I don't know. For me, it just didn't
come through as far as
the Indiana Jones experience. Like it felt more tedious, meticulous, and fun.
What I think is interesting is being an
outsider to all this. I was getting
ready to ask a question about scores.
And of course, reiterate, it's a two hour long
preview. There's lots of time before December.
There's a lot of game, a lot of tutorial, all this
to do. The way I
will be, off of this preview,
I will be pleasantly surprised if
this gets to be an eight. Because the way
I think you guys are talking about it and then
the what it's presenting as, I would
say, again, not having touched it,
don't get me wrong. I say that looks like a, in what you're saying,
six, five or seven. No.
No. Okay. That's the thing
is like this, and we're
talking about a preview that we played
then it was a disjointed preview, which I
feel like is always tough for these games, especially
when it's early on and throwing you late from more tight to open.
Like there's a lot of differences there.
I think that even with what I didn't like about this game and the things not coming together,
I can't see this being now that I played it.
I can't see it being lower than a seven.
Like I do think that there's a good game here.
That there's a good game here.
I just think that what I expect from Indiana Jones and from machine games and from this stuff,
I feel like that is a little bit of a letdown.
but that's again just my opinion on this but of course I do this is all just opinion I think that
there's a good game here and I think that people enjoy it I do think there's going to be people that
that are looking for something specific that this is going to give them exactly that as
somebody who loves something specific what you guys have said is very intriguing and interesting
to me I was already in I like Indiana Jones but when it was well you're going to be more uncharted
stealthing around doing this having multiple paths having to figure out how to fight but not fight
kind of thing. That all does it for me.
But when I watch the footage
and I hear you describe it, I'm like, will that do it
for me for eight hours, 12 hours,
15? I don't know if anybody asked or have we
got a word of how long this is tracking
or what they're shooting for. That's where
it gets a little wishy-wash where I could see
over time what you're talking about, bless the
seams of these mechanics, right?
Showing and being annoying and hearing the same
dialogue and being taken out of the experience that way.
Wait and see.
And just real quick, Kyle Vesson says,
it sounds like a game that requires you to actually use
your brain so I'm all for it. I like uncharted but does most of the thinking for you. I haven't
seen that. Like the puzzles, just because they don't tell you what you do, it's not so much to use your
brain. It's more just walk around the area and click things a bit more. Like it's not like in,
at least for the puzzles we did, like there was one that I ended up not solving because there was a,
uh, I went into a tent and there was like a car with a, um, a locked box on it. And I needed to get
in the locked box. And it had, it was a four digit key code to get in. And I was like, I,
checked my notes. I'm like, well, I didn't find those four
numbers somewhere, so fuck this.
I don't want to waste my demo time doing this.
Of course. I do it later. And I brought it up to Bless.
And he was like, oh, it was just like the code was
like in someone's fucking pocket like right
next to the car or whatever. And I'm just like,
all right. Like that's what we're talking about. It's not use your brain.
It's just like, oh man, it's a thinking man's puzzle.
It's literally just like interact with more stuff.
Sure. And that's just my experience with what we did here.
Let's piggyback off that. We have a super chat from Docs the Fox.
like mocks as a fox from varsity blues remember that
oh I remember we don't talk about that movie enough
with the lack of stealth games in the market
will indie scratch my dishonored itch
I'm pretty pumped for this title
I don't know yeah I agree with Paris
I love dishonored and again that's why
I think this is such an interesting conversation
as far as what this game is what it's trying to be
and then yeah like looking around
at the other games that are in that same sphere
because I'm a dishonor person I'm a dais ex person
I never played thief I've always wanted to but like
I saw somebody online compare this to
the thief, all on that same umbrella of
immersive sim,
you know, stealthy action
game, right? And
like, I think
if you are a dishonored fan that also really
loves Indiana Jones, then I think
maybe. But if you're looking for just another,
yeah, if you love
dishonor or DASX or whatever and are looking for another
immersive sim, I don't know if that's
going to do it for you, right?
Like, I think Indiana Jones, the thing that makes Indiana
Jones in the Great Circle unique
is the fact that they take
that gameplay style and I think in every
moment ask the question, how do we make this
Indiana Jones-esque? And so like
Exactly. Yeah. And so it's not like you're doing
the thing where, yeah, you don't have an upgrade tree that
is making, that's going to make you go more action
over stealth, right, or anything like that. It is
all right, how are you going to figure, use your
whip to figure out this puzzle? How are you going to
okay, you got to find the item to then
go over here and then like burn some leaves
so you can continue the path, right? It is you being
Indiana Jones. Based on what
I, sorry, just
because just in this whole
conversation about what kind of game is this. We also have to remember this is a licensed IP. This is a
franchise, right? This is coming from the movies and the books and all the other things that they have
Indiana Jones related. So you can't do something that is drastically different than what Indiana
Jones would normally do. And I think to what Blessing was just talking about, that's how the gameplay
and the style has been crafted. As you're playing it, you may love the gameplay. You may not like it.
But I think everyone would agree this is something Indiana Jones would do.
This is how he would fight.
This is how he would sparingly use his gun.
This is how he would use his brain to, you know, research and all these things.
So that's, you have to take that into account as well.
And that's why I said before, I think people that are fans of Indiana Jones and, you know,
old man here.
So, you know, like I said, I grew up with it.
I totally get it.
I'm fine with it.
But someone that's younger, like again,
know my son my son is like indiana jones he he doesn't know indiana jones he doesn't care about
that so he might go play play it and is expecting like we keep talking about an uncharted or
dishonored type of game and he's quite honest you're just not going to get that experience with this
paris while you're here i'll stick with uh you uh j splits on writes in for super chat and says any
dope set pieces i okay okay and that too uncharted yeah no no and tim and blessing help me out on this
this had to have been Giza,
but I remember there was a section
where I'm using the whip
where you kind of,
it was almost like a puzzle in a way
where it was you had to scale up
and use the whip to traverse across this thing,
but I felt like it was more of an open,
grassy area.
Am I losing my mind on that?
So what's funny about this,
at least talking to bless
and now hearing even what you're saying,
the Egypt section was big enough
and we had such limited time,
especially in the open space,
that I think that we all,
did after the initial bit
pretty different things.
Because,
bless didn't,
but Paris,
did you end up going down
and having to turn on generators
to get an elevator going?
No.
Okay,
yeah,
so you must have went to a different area
than I did.
But yeah,
that,
I didn't get to any set piece,
but that did feel like
it had a bit more like,
all right,
cool.
In the next set of like objectives
of open up,
you have to get like three generators
in different rooms
to get this elevator going.
And there were moments in that
that felt a little,
little bit bad there we go that felt a little bit more set piecey but i did nothing but not like
nothing in our preview felt like anything i would call a set piece okay uh i think we might be down
playing how big egypt the geese area is because yeah like hearing parents talk about hearing
tim talk about it and like even running around right like how it is for me and the reason one of the
reasons while i was like man after an hour i still feel like it looks uh it bit same and i stopped liking
how much it looked is because i think i spent most of the time just outside
in the desert area running around
and like doing the different objectives out there.
And I was kind of like, man, I almost
wish this was smaller so I can get to shit faster.
But yeah, when I hear Tim talk about this generator
thing, right? And I hear parents talk about what he's doing.
I was like, damn, like,
it seems like there might be a lot more here than
what we know. And again, I want to know how much of that is in the game.
And just again, like some positives I do want
to throw in this. I wouldn't call him set pieces,
but that the, this game is
very cinematic. And when it works,
it's like, oh, this is very impressive.
Like, getting the generators done,
each of the rooms and setups for it were puzzle rooms with enemies that I felt
didn't just feel like the generic video game fodder of like all right I got to get to the
other side of the room how am I going to sneak around it felt like characters in a movie
were there and it felt like a scene from a movie that I was living out which is such a subtle
distinction but it felt authentic because of the dialogue between the NPCs the paths of what
they were doing why what they were even doing an example I'll give
is like there was two people trying to pick up a box
and they were standing in water and they're like,
hey, like, it's really dangerous for us to be in this water
when there's generators around us or whatever.
And you're next to the generator and you could turn it on,
just fry them.
Yeah, and I did.
And they fry the way that they,
that it all happened.
It felt so Indiana Jones and it felt like this bespoke moment,
even though clearly it was scripted.
But like, I think the balance between scripted things,
camera angles,
the way the shadows in this game are awesome
and the amount of times you see your silhouette with the hat on things is just like.
Remind you your indie.
Yeah, it reminds you for a first person game.
Like these little things do add up to like, all right, the presentation's there.
Okay.
One, another super chat here came from, Roger's on it.
Yeah.
From Ryan, Ryan Superchats and said, I can't stand this shirt sleeve physics.
And that did speak to me in that the footage we saw there of the lighter.
It looks like he's in some kind of pirate shirt.
It was like a billowing sleeve that was bouncing all around.
I didn't see it.
Just an observer.
who didn't play it.
I don't know what the shirt deal was there.
But yeah,
and that clip from a while back
with the lighter that we were talking about
on the puzzle.
He had a weird shirt physics that I agree.
Yeah,
what's this all about?
Oh.
Oh, yeah.
What is this?
Oh,
that looks like he's in a weird.
Yeah, yeah, yeah.
I mean,
it looks like my son Benjamin
in my,
in my shirt.
But again,
it looks like a sand.
I mean,
the physics looks fine,
though.
There's that eff and hole
I kept falling down.
Final Superchat comes from Trevor
who says,
growing up with Indiana Jones
and the last crusade
being a top 10 movie
for me, I think I'm going to absolutely
love this game. So yeah.
Paris, that seems in line with what you're talking about as a fan.
Yeah, and that's kind of the point because
this is canon to the indie
universe and this slots right in
before Last Crusade, if I'm not mistaken,
and it feels right.
It does. So I'm definitely
looking forward to playing more.
Yeah, I think that's right. Like I said,
I think that there's a good chance Nick
vibes with this because it is so authentic.
And they are really putting the love
and care into making sure that it's treating those
fans right. Is it going to treat the fans of
machine games right? I think that's the different question.
Yeah, yeah, yeah. Yeah, I'm looking forward to.
Everything you guys said, I totally have set my
expectations accordingly, I think, but that
honestly, I think saying like, oh, it's more
stealth, it's more dishonored, it's more immersive sim
is more exciting to me than, oh, they're
trying to do uncharted and they're doing a seven out
a ten job at that. I'd rather them do something interesting
and see how it pans out. And of course,
that's me as a fan talking.
Me as a competitor in the kind of funny fantasy draft,
I hope this game eats shit because I hope to stop Tim.
I need to stop Tim. I know you do. Yeah, I know.
Of course, Tim, has 122 points right now with Indiana Jones and Mario and Luigi still on the board.
Myself, Greg Miller, the current leader, right?
I have 136 points on the board, and I only have Marvel rivals left.
Where am I at?
Coming down to the wire.
Yeah, where am I at?
Roger Pecorny?
Roger Pecorny, you are not doing well.
You have 48 points, and you're betting it all on Minna the Hollower and Locomotive.
Yeah, those are coming out for sure, for sure.
Meanwhile, yeah, Blessings team has 118 points, and the only horse left
the race is the rise of the golden idol.
No, I'm sorry, that's bad.
That's that's Barrett has 118.
He was a terrifying one.
He has rise of the golden idol,
which still keeps him in spitting distance,
but we'll see.
Blessing you have 102 points.
You have flight sim left.
Oh, yeah, that's good.
And Dragon Quest remake.
It should be good, yeah.
Yeah.
I mean, yeah.
You don't think Dragon Quest.
I think they're both going to do well.
Microsoft flight simulator.
That's going to get above 90 on Metacritic for sure.
Yeah, that's going to be high.
Yeah.
We'll see what it gets you then, okay?
I mean, listen, Indiana Jones, that's not going to do good for you.
That's, Tim.
Oh, fuck.
That's not going to be for you.
Marvel rivals is what I need to figure out.
We'll find out in December.
Just like we'll find out what the final review of Indiana Jones in the Great Circle will be.
You can bet your Indiana Jones hat.
We'll be covering here on YouTube.com slash Kind of Funny Games on the Games cast for a review.
But of course, you have to wait until December.
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