Kinda Funny Gamescast: Video Game Podcast - We Played The Blood of Dawnwalker, Orbitals! - Kinda Funny Gamescast
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What's up everybody? Welcome to the Kind of Funny Games cast for Tuesday, July 7th,
2026. I'm one of your host Greg Miller alongside the best voice in the business, Paris Lily.
Hello, Greg. Hello, Paris. Great shirt today. Yes. Rocking that Obsidian shirt. That's what I like to see.
Happy to have you here. Of course, you were a pillar of the Xcast here. Kind of funny before you became our
of all trades. What was your reaction
to the last two days of Xbox
News, Paris? Oh, man.
You know, I was on vacation,
so I wasn't available to be with you guys yesterday.
But I did tune in for a little bit.
I thought you did a fantastic job, by the way.
And I echoed, yeah.
And I echoed a lot of what you
said. I mean,
it sucks. It just sucks.
We knew it was coming.
Unfortunately,
it had to happen, especially when
we're finding out that there was 14,
layers of management to make a decision.
So they're trimming the fat.
They're doing what they got to do.
Look, thank God, double-fine ninja theory, compulsion,
and Undead Labs are going to live on.
Obviously, Arcane is still a little bit TBD on them.
Hopefully that gets resolved.
If we get blade and all that goes through,
they're going to focus on the games that they think are going to make money.
I mean, I think it's as simple as saying that at this point.
I know something that we've talked about a lot
and you guys touch on a little bit is
I still go back to the fact that
there's not a standout fallout game.
I think that symbolizes everything
that was not being managed correctly.
How can you have this hit TV show
and not have the foresight
that's going into season three by the way
and you're nowhere close to having a standalone fallout game.
You got fallout 76 going.
What's that layoffs over there too?
And I love 76, but great.
But that's not what people want to stand out fallout.
lug. And I love 76, but that's just a different animal altogether. But, um, look, it's going to
get worse before it gets better. Obviously, all these layoffs suck. People that we know and we care
about were affected by this. So I hate seeing that. Um, Sotty and Adela needs more money though. Isn't
that right, Nitro rifle from Twitch.com. Hey, Greg. Hey, Andy. How are you? Hey, man. Anybody
yelled at you on the road today? Apparently, I had my music on. I was listening to Rush.
so mad at me.
I was listening to Rush, jamming out.
I rolled down the window and I just go, hey!
And you didn't even for a second react.
All the cars did, the dogs did, Jen did.
People on the street were like, what the fuck is happening?
It wasn't until I just kind of like happened to turn to my right.
And I thought you just look at it.
I thought too.
There's nothing.
Yeah, yeah, yeah.
You made me look like the April's fools out there.
Yeah.
That's what you got to be doing.
Get the energy up.
I like that.
My energy is up, everybody.
Because if you didn't know, I've been excited.
about the blood of the
Dawn Walker for quite some time. No.
No. The blood of
Dawn Walker. Yeah, there it is. I hate
the fucking name of this game.
For the longest time I was calling it
the Dawn of Blood Walker. Yeah, I did that too.
The Dawn of the Blood Walker.
It's like, no, the Dawn
No, the blood of Dawn Walker.
Yeah. Not of the.
What I got to do is I know his name's
Cohen, the main character of this game. Now from now on,
his name is Dawn. Don Walker.
All right. That's how I want to do it.
Not only are we talking.
about the blood of Don Walker
today. We're talking about orbitals, so it's a
jam-packed games cast with no times
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every weekday, we come together to talk about the biggest topics
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If you're watching live, be part of the show
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here. We love obsidian here. Our hearts are
but everybody laid off.
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Remember, we couldn't do this
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So thank you,
Carl Jacobs,
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For now,
let's begin the show
with what is
and forever will be.
Topic of the show.
Chats,
sign of a smirk.
The name is Dawn.
Dawn Walker
and Seven Sovereign,
the dawn of blood rain.
It's just there's too much.
Walk of the Don Blutter.
The name,
of course is the blood of Dawn Walker.
The blood of Don Walker is an open world, dark fantasy action RPG set in 14th century
Europe. You play as Cohen, human by day and vampire by night, fighting to save your family
in a story shaped by your actions and the secrets you uncover. Developer Rebel Wolves
who are a brand new studio, but of course, comprised of a whole bunch of people from the Witcher,
or from CD Project Red, Witcher 3, Witcher 2, a whole bunch of different witcher pedigree,
cyberpunk. You talk about it. They were over there. Published by Bandai Namco.
Coming September 2nd, of course, price at $69.99.
I have been juiced for this game.
To the point that this is what, after seeing it, again, at SGF.
You were sad you couldn't go.
Well, don't even start it with that yet.
Seeing it at SGF and the thing is what then made me go, you know what?
I'm going back to Vampire the Masquerade Bloodlines too.
Just because I wanted to be a vampire.
Yeah.
I just wanted to be sucking out there in the streets.
I didn't know you felt that way.
You know, I didn't either.
I discovered something about myself that I'm into vampires.
I like it.
in a way, or I've had this underlying current.
And maybe it's been cooking around this game
because of the idea of Witcher 3,
but you're the monster. I like it. Yeah, yeah, yeah.
Anyways, went and played that. Then, yeah,
the preview event came around. I couldn't go.
So, of course, we sent Globetrot and Headshot
and 3-point shoot route to Andy Cortez.
Luckily, Paris is down there all the time.
Game Informer came, boom,
you bet I sat and read that cover store immediately.
Today I get to work, IGN's previews there.
Boom. I'm like, what do you have to tell me, Matt
Perstlow? Read the entire thing.
I have not talked to you, though, about it, Andy.
I've not talked to you, though, about it, Paris.
Andy.
I've been talking a lot of shit,
but not shit.
I've been talking a lot of gusto about this game.
Of like, I'm on this double A kick.
I don't need giant AAA games.
I just want to go be a vampire and a cool game.
This game has seemed to look like that.
As I told you, IGN first running a whole bunch of stuff.
They put up some footage of,
I think one of the missions you all played,
the prologue stuff and the blood of Dawn Walker.
Got it.
Subred it was like,
this looks like shit.
They showed this.
It didn't dampen my excitement at all.
Andy, I'll start with you, Paris.
I'm going to come to you the same question.
Is the blood of Dawn Walker good so far?
Greg Miller, I have unfortunate news.
I have very sad news to bring everybody.
But there's yet another game in September
that you're going to need to mark that calendar down
and get ready for this shit.
I got the goosebumps.
I was,
I was stunned by this.
Stunt!
I didn't really know what to think about it going in.
You hear CD Project Red,
you get that pedigree thrown out there,
former devs, former writer,
former, you know, artists and things like that.
And it gets you a little bit excited,
but I just wasn't quite sure.
We've heard that tale many a time.
We play the game from the former devs of this and that.
You know, sometimes it's a whatever game.
You know, I just, I wasn't quite sure about what this,
I wasn't quite sure about this game
going into it. I was really excited about that initial cinematic trailer
and after
two and a half-ish hours, close to three hours
maybe, I guess, with this game
I could not stop thinking about it.
I haven't really stopped thinking about it,
especially hot off the heels of Witcher
and playing that for my first time ever.
It is
going into it, I thought to myself,
okay, you don't got to give me
the Witcher in terms of storytelling and all that stuff.
I will accept a facsimile of it.
I will accept a, you know,
Witcher 3.1.
Give me just something that,
give me consequences and choices and characters that matter to me.
And give me somebody that I hate for the first five hours
because of how they treat me and then eventually start to love them.
Then you want to fuck them.
And then you want to fuck them as well.
Yeah, of course.
And dude, I was really blown away with my experience of this game.
And like was so stoked to talk to everybody after at the little like kind of happy hour or whatever.
You know, they serve you dinner there.
And I.
Seems like payola.
Seems like they're kind of paying you off.
Can we trust these previews?
Can we trust them?
They gave you a drink.
I had potatoes and a Coke zero.
Can you trust me?
as a journalist.
I was so stoked to talk to everybody after the event
to see all the different permutations
of what happened in their versions
because not everybody got to experience
all the same side quest because of how the game is formatted.
This cutscenes are awesome.
The writing is so fucking superb so far.
I am like so over the moon with this game so far
and I'm, it scares me
because I don't want to get my hopes too hot.
Yeah, yeah, yeah, yeah, yeah.
Like, for this to be the prolog and to go,
God damn, I want to play
this right now.
I'm very, very juiced about this game.
Hell yeah. Okay.
It's the real deal.
Paris, of course, Andy's come to The Witcher as of late.
He's been streaming. He was streaming it obviously went through his whole thing.
He did all the DLCs.
I know you've been a CD Project Red fan forever.
I mean, you're in the cyberpunk chair right now.
When I think of that, I remember you coming out of the cyberpunk demo.
I remember you talking to me about The Witcher.
How is the blood of Dawn Walker living up to the hype for you?
Well, I mean, that's probably the first thing that stands out to me is you see the Witcher DNA all over this game 100%.
But what I think the prologue did is the storytelling at the very beginning, they make you care about these characters.
You want to save your family.
You're going to come out of that prolog and go, oh, shit, I got 30 days to save my family.
That was probably the biggest thing that I took out of this.
Other than that, I mean, I mean, I think the best comparison I can give this is obviously the Witcher inspiration.
Blade because you're the Dawn Walker, you're like the day walker, you know, the day and night thing between being human and vampire at night.
But also interview with the vampire.
Okay.
If you've ever saw that movie, Red Dan Rice Books or whatever, there's a lot of that in there, too.
There's definitely some Lestat vibes.
Lestat, I should say, vibes that are coming in there for me anyways.
But I thought the storytelling was really good.
I think what Andy alluded to as far as the choices that you'll make and the,
the consequences of your choices, both good and bad.
You might think you're making a good choice and it will end very poorly.
And this is just the prolog.
I mean, like I said, it was about four hours that we got about hands on with.
They had to pry the controller out of my hands at the end.
I got through the entire prolog and I was a little bit into the actual open world part
of it as well.
Brinsis, who is kind of the main antagonist of this, the villain of the game.
you will not like him early on for various reasons.
I don't want to spoil it.
But I think a cool thing about this,
if you even think about like Zelda,
you would like Breath of the Wild,
you technically could take him out
at the very beginning of the game.
Yeah,
that's what I was reading Game Informer,
right,
where they're talking about the entire run through here
and interviewing the devs and the fact that,
listen,
like you can go through and get as powerful as you want,
but you have one goal
and you can go up and fight that guy
at any time to try to save your family.
Yeah, yeah, exactly.
You'll fail if you do.
Of course.
Like we all would, like most of us,
not these games done quick folks,
but like most of us would go up there and do it.
Yeah.
But something I won't spoil because I don't think it's public knowledge.
You know,
you have the 30 day clock to save your family.
And the way time works in the game is depending on kind of the quest
that you do to side quest and main stuff,
that'll advance time and obviously add up to the 30 days.
I do know what happens if you fail.
And I'm not going to say it.
So I think people,
People will look look forward to that.
But I love what I got to play.
Let me jump in there because again, I think we are talking as two guys who have played it,
one guy who's read a lot about it and seen a lot of stuff.
Of course, as I read you the little description in the top,
we're talking about a third person action RPG.
We're out there.
We're doing the thing.
We kind of touched on it.
Andy Cohen is the main character.
And by day, human being by night vampire.
Yes.
How does that work?
So each half of the day,
is segmented and split up into eight different time slots.
Okay.
And I love that it's not a running timer.
It is done kind of similarly to,
I know people have mentioned,
donut persona is there as an example of what I experience
with my time with metaphor, re-fantasia,
where it's like, oh, that mission will take up
this much amount of time or whatever.
And it's very clear, it tells you that.
Yeah.
So anytime you are accepting a quest,
you will see this one is only one block of time
and maybe it's a really minor thing.
Maybe it's just helping out somebody who's near a lake
and they want to catch a frog.
I don't know.
I'm just making the bullshit up.
But there might be a really story important one
that's, you know, five or four slots or whatever.
And you have to kind of weigh like what's more important to me.
Maybe that thing is way more important.
But I care about this person's minor mission a bit more
because I just like that character more.
And he sort of like weigh those options.
Now, when we did ask them about how,
how much of this game can you actually achieve?
And they said, you can do about 80% of all of the missions in one playthrough.
You don't have to worry too much about a whole lot being lost to time and being lost
like, damn, I guess I'm missing out on that side quest.
I guess that guy's not going to get his, you know, dumplings from that one farm or
whatever.
But there will be, yeah, they mentioned you have about 80% of the game can be completed in
that first play-through.
Okay.
So during the daytime, you are Cohen.
You grew up a swordsman.
You are very skilled with a blade, and you are primarily a melee type of character.
You can wield a blade or a hammer or some other, like a club or some other blunt object.
But you're really good with, like, just wielding a weapon.
And as you progress and go through the game, you will also unlock powers for Cohen, a very kind of like sorcery,
type powers that I'm super stoked about because they really want to make playing as Cohen as cool as it
is to play Cohen the vampire. That was my thought of like, I want to be the vampire, so I'm going to
save missions for nighttime. Right. So they really, they understand and I assume felt that imbalance while
playing it. So they wanted to make Cohen feel as cool to play as well. So you have a lot of cool
sorcery moves and things like that. And that at nighttime, once you go into full Cohen vampire mode,
you um
and by the way
the way that it all
the way that it goes down
is some of the coolest shit
uh it was in the gaming form article
which is an amazing article
but it's just
it's such a sick fucking moment
for you do not know
why you're feeling the way you are
this is all you thought bad dream
who knows it's just you're feeling a some sort of way
right now yeah
and you're helping a dude
who's just been hurt in a situation
and the guy's looking in you
and you're trying to help him
with another friend of yours
and the guy's looking at you
and he's like
get away from me
I know what you are
and Cohen's like what the fuck you
what do you mean
what are? What are you talking about?
I'm trying to help you up
he's like I know what you are
get away from me you monster
you know he's like really really scared of you
and you're like what the fuck
and then a dialogue option pops up
and there's three options
like a lot of these situations have
and one of the options is like
help him up
the other option is like
hey fuck you I'm not you know
the other option is like
all right well you know
you're going to die anyway
and as you're hovering on these three choices,
one of the dialogue options starts vibrating
and then changes to give in to the hunger.
And then it goes away.
And then it goes away and it switches back.
And the third option, same thing,
vibrates, given to the hunger.
And you're seeing Cohen go to the like,
oh my God, what the fuck's happening in me right now?
I can see weird dialogue choices.
And then the dialogue choices eventually go back,
but they, if you misclick them at the wrong time,
you will give it to the hunger.
Oh, fuck.
But I did wait for them to go back to just be like,
I don't know what you're talking.
talking about bro. It is just like it's playing with so many cool elements like that of just like
gameplay interactivity that yeah I was like oh this is so sick and then everything happening story wise
is just so damn cool but at nighttime as the vampire uh Paris what exactly are we doing and
vampire time and what sort of powers will be wielding so that I want to touch on the hunger thing
and and I doesn't want to dive into the combat and the vampire stuff so at night when you are
Coen the vampire. If you don't, if you don't feed and you give into the hunger, if there's a like an
important NPC, you can't resist. You will feed on him and you'll you'll kill him. You got to make
sure you're fed. And that will ruin an entire quest line for you. So there's no special NPCs that are
invulnerable. If you're if you're feeding into the hunger and you're around an NPC and you engage
with them, you'll feed on them. You'll kill them. I think that's a cool thing too.
So you need to actually think before you talk to certain people, you know, when you are the vampire.
But look at that meter.
There's a lot of, there's a lot of, if you got scared by that and turned out the podcast, he said,
oh, God, I don't want a game with dire consequences like that.
There's plenty of wildlife to feed on around the world.
And you suck on them.
It's called like the voracious sucker.
I don't know.
But you essentially eat their blood.
And like, obviously, if you eat a rat, that's not going to give you as much blood as a big ass deer would give you.
Sure, sure, sure.
But there's a lot of wildlife to feed on.
So you could keep that meteor up as long as you wanted without really any cool down.
But if you do happen to forget, like I'll never forget this one time I was in Dark Souls 1 in my playthrough.
I got poison and it's the slowest poison of all time.
And I just forgotten that I was poisoned 20 minutes ago.
Yay.
And I'm just kind of standing around in my playthrough and eventually I see chat freaking out.
And then my characters just dies.
I was like, oh, you got to keep, be aware of it.
You have ADHD.
She take them meds.
Be aware of it.
Yeah.
Oh, yeah, yeah, for sure.
But to your point, Andy, about when you are an actual vampire, so you'll be able to embrace more melee combat that way because you'll have your claws.
And that's something we need to talk about more as far as the combat works.
But you'll also be able to get vampiric powers.
Like the way that you'll be able to traverse through the world, like you need to get up to a ledge.
You can literally transport yourself up.
Stamina is a huge part of everything that you do when it comes to combat.
I'll get into that in just a second.
The main thing with being Cohen the vampire is that's going to allow you to do things that the human can't do as far as being able to traverse certain areas.
Like I said, the melee combat.
You'll be able to upgrade your vampiric powers at the same time.
So the difference is there'll be quests that you can both do as a human and as a vampire, but you'll be able to approach them different ways.
So going into the combat side of this, which I think,
I focus on, I'm curious what you did, Andy, is they have the directional combat because a lot of people complain about the Witcher combat, right?
That was probably one thing that I was curious to see how they were going to try and fix in this.
So there's a lot of pairing and things like this with the directional combat.
And stamina, like I said, is a big key to that.
So if you embrace the directional combat, you use less stamina.
If you go with the traditional button mashing combat, you'll use way more stamina.
So it's in a way going to make it easier to have combat, but it's more difficult to master, if that makes sense.
I thought I was starting to get the hang of it by the end of the play session.
So you're going to be able to pull off a lot of cool shit because when you have these NPCs in these games, they don't just stand around and fight you one-on-one.
If there's like three or four of them around, they'll all bum risk you at the same time.
So you're going to have to be very on your your toes as far as using that directional combat and knowing when to Perry.
block do all that and pull off the various combos.
So you do that both as a vampire with like I said,
your claw abilities, but when you're a human as Cohen,
you have a sword. So you're able to do it that way as well.
Sounds like you're going to add something to that name.
Well, I want to follow up on that and come to you,
Perry Poppy.
Yeah.
It says about that because I think in all the things I've read,
that's my one hesitation is that in King Come Deliverance to, right?
Like the, hey, if he's going high and left, you got to come.
And I was like, oh, man, like that's a lot.
I don't know if I love that amount of it.
I know from reading previews on this that it is, if you want, there is just a block button that's neutral.
It just costs you more stamina.
For you, Andy, is this combat, where does it fall on the scale of complexity?
Is it something that's just going to be as you play it?
It'll make more sense.
And I'm reading it.
I feel like, oh, that's the deep end kind of thing.
Once I got the hang of it, it's all I wanted to do because I also just the feedback of all of it is so good feeling.
like the sound feedback of getting those perfect paris.
So it's definitely a lot faster than something like King Come Deliverance too.
It's not as like slow.
Yeah.
But I do think that these are very telegraphed as well.
During the interview, Adam Piot, who's one of the environment artists, mentioned like, yes, we know that this could be daunting combat for a lot of people.
But like you just mentioned, Greg, if you don't want to participate in the directional blocking or the direction of,
attacking you don't have to
because it might just take you a bit longer
and who knows what will happen with like
accessibility or approachability or whatever
but he mentioned you know
he enjoyed challenging combat
through a lot of Souls games and stuff
and it is excited for this to be a new thing
but eventually is able to take it to another level
where the animations are so telegraphed
with what directions they're coming from
that you will eventually, if you want to,
be able to play it without the notifier on.
Without that UI thing,
because that's how used to the combat you've gotten
and you're so good at knowing
like this swipe is coming from the top
and this is going to be an upper cut sort of swing or whatever.
But again, for people who feel like maybe that's a little bit too much,
I don't think you have to worry
because the standard combat is going to be there for you as well,
just carry or whatever.
It just uses more stamina.
Yeah, I did find it very,
once I got the hang of it,
I wasn't having issues
knowing or deciphering
where the combat was coming from.
Like the arrow and everything
in front of you all read really well to me,
surprisingly. I was worried about,
you know, are these arrows too small?
Like, should there be a bigger notifier?
I got the hang of it really, really quickly.
And I think that if people
give it a shot and start to feel that skill
and get excited about,
like, oh shit, what am I capable of?
I'm able to do these directional blocks and stuff.
I think that's a very exciting proposition for people who maybe at least give it a shot,
I would say.
Like, don't just write it off completely if you think that it might be too complicated.
Because I think it's really satisfying once you get the hang of it.
And when you feel like you are pulling off these moves and these paris perfectly,
it's instant gratification.
You feel awesome as a player.
Okay.
And one other thing to add to that, you will be able to get weapons and gear in the game
that you can add stats to
to basically kind of balance
some of that stuff out that you're doing as well.
Not to mention your skill tree
as you start to advance in that.
You'll be able to pull off different,
you know, attack types, defense types,
things like that.
So like it incites me to get into the actual open world
and into the full meat of the game
and just see what the different combinations
that you're going to be able to pull off
with some of the stuff you'll find in the world.
What were they talking about in these interviews
and just presentations in terms of stick with me
because it's not a cut and dry one?
but game length.
So we have 30 days to save the family,
which in video games, whatever.
But in this game,
there's all these segments of time.
You can see 80% of the game.
Like, are they making a shorter one
than what you'd expect from like The Witcher 3
so we can run multiple times through it
and make different choices?
Or is it still going to be gigantic?
Do we know?
The feeling that I got Paris
was that this is not going to be
a 50 to 70-hour experience.
The feeling that I got
was like, not only do we hope that you play this multiple times, I would assume 30 minimum,
you know, 30 issue, you know, around there.
I got the feeling that they want you to, they want you to play this multiple times,
not only for the different choices and, because you're not only choosing to take on
certain missions and choosing to not do certain missions, you're making choices within
those missions.
You are making choices whether to kill that thing or whether to let that person live,
or whatever, like, there are permutations
within the things that you are either choosing
or not deciding to do.
And then, really quickly,
the, um,
the, um,
all of the,
the sort of build variety that they wanted,
that they also want to have that integrated into the replayability aspect.
Sure, sure.
Where there's a lot of different ways to kind of build your character,
you know,
have fun with that in addition to all the other choices that you could do differently
this time around.
Yeah, to jump back,
I, I'm not just reading.
I would like,
guys' take on this, right? One of the things I thought was interesting out of IGN's preview that
went up today from Matt was this was him playing what he had seen for an IGN first before of
the hands-off demo. So he specifically went out of his way to do everything different. I wanted
to read this paragraph, right? I'm coming in after he talks about what he did in one of the main
quests here, but not, no spoilers, don't worry. Completing the task has a significant impact on the
prologue. It doesn't exactly branch the narrative, but the resulting events in my demo are notably different
to what I witnessed in the hands-off portion.
It's all too significant to spoil here,
but it seems like Rebel Wolves has found a way
to change the story's stakes
and Cohen's emotional connection to them
without having to totally rewrite
the blood of Don Walker's core plot.
I suspect some players will perceive this
as a bit of narrative trickery
that makes no genuine impact.
I'll reserve such a judgment until I see
how the outcome of the quest ripples through the whole campaign,
but for now, I feel pretty positive
about how the consequences of your actions are handled here.
we talked at the top of this Paris
about how you came out of this prolog
and you're ready to ride or die for the family
is that based on the decisions you made
and how they interacted or where is that coming from you
and your connection to this?
Yeah, I think it actually does
because it was funny like Andy was mentioning afterwards
we kind of had like the mixer thing
where we're all talking about
our different experiences.
Hey, I got to keep it chilling, right?
when are they giving you a blooded don't walk your chair, Paris?
Tell me.
But no, to the point, I know there was a choice that I made that a lot of other people
didn't.
I was like, huh.
Yeah.
Interesting.
Because, you know, it led me down a certain path where they went down another path
without spoiling anything.
There's a little trip that you can take with some kids, you know, and is it your sister?
I think it's your sister or whatever in these kids.
And I did it.
And other people.
didn't and they had a completely different result and this is just in the prolog so I was like
oh interesting so yeah to the point I definitely think they've found a way to have these branching
paths of decisions that that will kind of affect you emotionally I guess because like I said
I'm like I got to save my family when all this ended because I'm like these dudes are assholes
screw you you're not doing this I'm saving my family so yeah I yeah it seems like I said just in
the prologue they did a really good job with that
Yeah, I ended up meeting a, on that mission that you're just mentioning Paris,
meeting an NPC who had some really cool, nice things to say to me.
And I was like, I fuck, I fuck with you.
I like you.
Yeah.
You know.
And it's, it's clear that all your crew is like, damn, I guess, I guess they aren't so bad.
You know, that faction of people.
Yeah, yeah, the people who are the oppressors.
and then I had to give
into the hunger
later on
without my choice
and
I like that feels bad
like
I've always been to the mind
that you don't need to
would I love it yes
but you don't need to completely change
the outcome
of the game situations
I think that's really impressive
on a game development level
I also understand why
game developers
try not to do that because that adds so much more budget and time and we don't have resources and blah, blah, blah, right?
But for me, it's, if you're making decisions along the way that impact how you roleplay as a character or how you,
if those decisions you're making along the way impact how you feel about what's happening,
then that's the core of what matters to me.
Like if I'm, if an NPC dies in the end that I didn't give a shit about that I didn't give a shit about that I
I hated because they were an asshole.
I feel better about that if I'm mean to them the whole way
than as opposed to like if the game forced me to be nice or something like that.
So like those little micro decisions are still mattering to me.
Yeah, yeah, yeah.
But reading the Game of Former article, you know, I did notice that there was,
there is a moment that seems like it's inevitable that that thing happens regardless
of what you do in the prologue.
But I'm still okay with that.
There's a lot of other things.
It's how you get there.
Yeah, it's about how you get there, but there's also a lot of other moments that I will experience that other people won't in their playthrus, either whether by choice or whether, you know, depending on whether you decided to kill that person and let them live.
Like, there's a lot of micro things like that still that will affect your experience with this game that are super exciting to me.
I can't wait.
Like, this sounds awesome.
I guess my question would be, even at looking at the footage barrier, it's been pulling up.
Paris and I want to go to you too Andy of course
is this where does this fall
in 2026 as open world action RPG
does it feel janky
double a you know what I mean? Does it
is it beautiful like where are we at in terms of
visuals animations and all that obviously
Rebel Wolves a pedigree but you know
they're on their own now how's that feeling right now
Paris are looking I guess more importantly I mean
I mean for me it's running in Unreal 5
and you know we played on PC
builds look pretty good to me
Yeah, I didn't have any complaints visually or jang-I mean, you know,
it's still previews to some of the MPC animations as far as the talking parts
are still a little, little off, but those can be tweaked, obviously,
by the time we get to the final build.
But I thought overall it seemed fine to me.
Yeah, I'm on the, I feel exactly the same.
I think it looked really damn good, like just from an image quality perspective,
it looked amazing.
The characters look so damn well-rendered.
Yeah.
And then, yeah, to echo what Paris mentioned, yes, there will be moments where an NPC says something and the camera lingers on them for longer than it needed to and it's kind of awkward.
And the person says like, welcome to open world RPGs.
You can't do that, Cohen.
And the camera just stays there for a little bit.
You're like, okay, is it?
Oh, okay.
And all those things can be ironed out.
But the, yeah, I think that like it still feels high quality for sure.
I will say in the combat camera felt like, you know, not all the way there and hopefully a bit, there's a bit more that gets developed there.
But there are moments where, you know, I ended up fighting some sort of bad guy villain in the swamps at night.
And the enemy kept on teleporting behind me.
And I would slowly like turn around.
And then he's like, oh, you're looking at me now.
cool now now I'm ready to attack you
which is nice
but it felt kind of like
cheap shoted yeah I kind of wanted the movement of feel
a little bit smoother there but it it was
nothing that made me
I wasn't repulsed by it in any way
I came I came away from this being very
positive about the combat
if you would have told me it's directional based I would have been like
ooh that seems kind of tough to pull
off in a in a
faster paced third person action
game like this
the magic powers you have at night
as the vampire really cool
like Paris mentioned that teleportation,
which very similar to like the blink option
when you blink in like death loop
or in dishonored or something like that.
You could look at a cliff and kind of teleport up there.
The plane shift is where you sort of walk up the walls.
And then you have the, gosh, I'm blinking on the other.
Oh, you have your Witcher vision.
You have your...
Yeah, a lot of detective stuff.
You have your vampire, Witcher Vision,
which is like, it was...
I mean, it was perfect.
I didn't have any trouble
getting used to that
because it was just...
I'm so used to L3 or L2 in any way,
and you go into that sort of like vampire mode
and you sort of...
What objects are...
Oh, that thing...
Looking footprints and stuff like that,
like you're all...
It has...
It has so much witcher DNA in there
and all that stuff felt really natural.
It didn't feel like derivative or bad in any way.
Like, I wasn't using the Witcher vision
going like,
I kind of wish you did something else here.
I was like, this feels natural.
This is kind of what this RPG is asking for.
Okay, good, good, good.
Awesome.
I think just along those lines as we wrap it up,
like I know Andy is brand new into the Witcher stuff
and he's been loving it.
So it was cool with him and I just face-to-face
going to talk about that Witcher stuff
because I'm super excited for the new DLC
that's going to come out.
But anyone that's been playing the Witcher 3,
you're just going to fall right into this, I think.
Yeah.
And I think there's a very strong story here.
And there's enough difference,
especially with Cohen being human in the day and then Vampire Night that the gameplay is mixed up just enough that you're not like, oh, they're just copying the Witcher.
It's like, no, the Witcher is kind of the foundation of what they're building off of, but then they're doing something different with it at the same time.
And it feels fresh.
It feels like, yeah, I want to play this.
I want to see how the story plays out.
I want to see if I can save my family.
I want to see what happens if I don't save my family.
You know what I mean?
I want to do all that stuff.
So I'm very excited for this.
I think kind of going back to some of you were saying before Greg when I think, well, first of all, remember, I did draft this.
I called it. You did? I think I'm such a curse like when blessing did GTA where he's like, if it comes out, I'm excited to came out. I'm not mad. I lose the points. If this is as good as I want it to be and I'm sunk on a fantasy critic by it, no problem. Not that I was even in competition. Thanks for nothing, Valve.
September, September is a monster man. And it's funny. This game kind of kicks it off because I think it's what September 3rd.
second, second.
Yeah.
And then Oni Moosh is like right behind it.
It's just crazy.
But yeah, this is going to be something I think a lot of open world RPG fans are really going to love.
And if you're a Witcher fan, you should already be sold.
My hope is they push it forward.
I think what gets me most excited about it was in that interview with them, the, it was Patrick Falcowski, who is a senior quest designer and was mentioning, you know, when they asked, I believe.
leave you was asked what are kind of like the core pillars of this game right and they're like well
we love the we love the 30 day time slot thing we love the of course daytime and nighttime
adventuring as two different you know well not you're the same character but it's two different ways
of kind of interacting with the world and doing combat um but he mentioned the thing that got me
most excited is that he mentioned what really holds us all together and what we're most excited about
is the narrative and the story that we are telling
and the things that happen in this story
are kind of like what holds it all together
and why they are,
why he was the most excited for people to get their hands on this.
And like, if you have a game that feels good to play,
I think there's a lot of games I feel awesome to play,
but telling a narrative and writing is like
usually in short supply in the industry I feel like
and I'm just so stoked to kind of,
of experience what this narrative is and what story it's telling.
I got a couple chats from the super chats for you, some questions.
Let's jump into Professor White T.
Paris, I'll start with you, Andy.
I want your opinion.
After I finished Digimon, I was going to jump into Witcher 3.
Should I wait and play Dawn Walker instead?
Paris Lily.
No, you play to Witcher 3.
And play all the expansions.
Do you feel like you would burn out if you jumped into Witcher 3 now and then you got to
Donorri?
Ah, it's too much open world.
Honestly, you probably would.
Actually, that would be a lot.
But yeah, don't pass up to Witcher 3.
It's great.
Don't ever pass up to the Witcher 3.
But also, you know, support new IP.
Witcher 3 has sold seven quadrillion copies.
If you've waited this long for Witcher 3,
why not wait a little bit longer?
Let it be your forever game like it was going to be for me
when I was like, I'll play that one day,
but I said that about nine years ago.
Fair enough.
And then Jeremy Games says,
blocking sounds like for honor is it similar
does any of it do any of us have enough for oh the directional stuff i mean it's it's
it's not as intense i mean i think they're doing it to to kind of make you think but i don't
think it's as intense as four honor no you have a dash two and things like that yeah yeah
okay fair enough uh i can't wait for the blood of don walker september 2nd is coming up quickly
and again i'm just saying band dynamic
come move it up. Who cares?
Why not? Put it out in August.
You got some day. Push it up. Let's go. Let's get you.
If you put out a less polished version of it, I'll be like, you know what?
It's okay. I'll let it slide.
I'll let it slide because it's not September. Yeah.
Believe it or not, everybody, that is just halfway through the show.
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Here we are finally talking about you playing orbitals.
This is something you played at Summer Game Fest.
This is kind of a time warp.
I am still sunburned because we're recording this,
but I had the really bad sunburns of future, Tim.
I hope you're looking a little bit better.
Bless, you play orbitals.
Greg, you played orbitals.
Andy, I just love talking to you.
Hey, man, I'm here, dude.
Are you excited to hear them talk about OBLS?
Of course.
I am very, very excited.
I mean, we're talking about a haze-like with that art style.
Yeah.
Amazing.
Come on.
Nintendo Switch 2 exclusive, which was quite the surprise for us,
as like we all realized that that was the case a couple months ago,
even more months ago now, as I say this.
But is it good?
Greg.
Tim, I'm happy to report that so far Orbels lives up to the hype.
Wow.
Like I think it's rare, you know, that you see a game with so much style,
so much.
and you're like, okay, is it going to stick the landing?
Now, granted, this is a preview, so let's not get too far ahead of ourselves.
What was the preview?
It was basically the opening of the game, I assume they didn't say as much,
but it would definitely appear to be that way.
It was, you know, starting with a flashback of these two little children, right?
And then what happens to them, then 15 years later going into it.
This is pulled, not this part, but the other part right before that was pulled right from our demo.
And meeting some people in their world on a little space station, you know,
working out, helping out the space station,
then getting into your ship and going off and then
going to one of these riffs that we'll talk about,
I'm sure, in terms of the maybe in the storyline.
But for me, you know, you look at this,
you're like, okay, cool, it looks like an anime.
It's a haze-like,
like we're talking about, of course, pulling from so many
great games like it takes to.
What are we going to get into when we get in and kick
the tires? And real inventive stuff,
real fun stuff.
The biggest bummer I had about this is that
Nintendo's SGF, this is pulled from SGF coverage,
even though it's a month later, everybody.
How you do in July?
I hope it's so alive.
And if I'm not, Andy, you have my permission to use this preview still.
Okay.
Don't do the thing while, maybe we shouldn't do it because he died.
Like, no, do it.
And then when we come back, you know what I want you to do?
Take my ashes and do like the...
Oh, like LeBron James.
Yeah, yeah, yeah, yeah.
I'll be wearing my Spurs championship.
Yeah, we definitely came back.
Right now in the series, you're up.
Three years, you definitely came back.
Anyways, though, no, I thought it was impressed to do.
see it and then like is it going to control well yes is it going to be seen interesting yes my
biggest knock was this is s jf and nintendo had us in if you remember tim like that what was the
coffee shop a couple years ago and it was just booths on booths on booth and so there was so much
chatter there wasn't there weren't headphones hooked up for this one oh i hate those sound bar but
it was like i couldn't get the story i couldn't engage i got to play with russ which was cool
russ and me did our play through of this uh but from the very jump like you restart the demo tim and like
all the logos start coming up and they're like in the CRT anime logo.
And I was like, oh, it's got it. It's got it.
It's got style.
Yes.
I think the style is where this thing excels.
You know, the main thing that you can compare it to as far as what the game is,
obviously, is the Hayslight games.
It is a Hayslite, as we like to call it.
So you look at it takes two or you look at split fiction as the latest one.
And that's the comparison.
And I think if I was to weigh these games against each other,
I think there's something about the snappiness of Hayslight.
they've been doing this for a while now.
And so they are dialed in when they're making that kind of game that I might not get as strongly from this in the limited 20 minutes that we've played.
But I think in terms of the presentation, I can't believe how good this game looks.
So the demo we played starts off with a cutscene getting you into the world.
It's so funny because when we're doing our demo, we're like, okay, we have 20 minutes.
It is a time thing.
And so like I think at the last minute you see a pop up of this thing.
Two minutes remaining.
Like this thing is about to shut off.
And I think because of that, I felt.
the length of the cut scene even more
where I'm sitting there and I'm like, okay, we haven't started playing yet.
Okay, we haven't started playing yet.
But then like, it started kicking in from you of like, oh, I'm just watching an anime now.
Like, I can't believe how much cinematic we're getting here to kick this thing off.
And it felt like I was watching a Saturday morning cartoon, both in how well the art style is rendered,
how good, just the authenticity of a throwback retro anime.
This is authentically being, right?
This feels like it's very much of the era, which is impressive.
and then when you get into the gameplay, that immersion is not broken.
The art style continues to sing, it continues to shine.
Mechanically, I think they start you off in a very fun, interesting place, right?
You have your jump, you have your dash.
It feels the way that you would expect one of these games to feel.
One of the things that I was playing with Danny Peña of Gamer Tag Radio.
One of the things that he kept pointing out is like, I got ahead of him and I kept going.
And he's like, oh, wow, you're all the way up there.
Like, you're way ahead of me in the level.
And you had that level of separation of I can keep going until until it feels tethered.
I didn't feel like I was in a small instance.
Inevitably, you'll hit a wall where it's like,
okay, we need both of us to lock this next thing.
One of y'all.
No, no, no.
He's like all the way back here.
Basically what happened at one point where me and Russ were trying to get it,
I'd gotten into the gunner seat of the ship we were going to set off in,
and Russ was then going to be the pilot, but he'd got to be turned around,
so he was just running the other direction while I chill in the gunner seat.
And there's stuff like that where you can be off doing it.
Tim, you'll be happy.
First off, you and me, we got to reunite, get the back together.
I can't wait to play.
You think this is going to be the one?
Yeah.
When we did the other one, we were fine.
I feel like you didn't really like it that much.
I mean, I thought, Dan, you know, let me come on.
Split fiction's got some problems narratively or whatever.
This seems like I'm in a cartoon, which I appreciate and like, and I'm all for trying again, Tim.
Yeah, I'm not trying.
This is the world I want to be in.
Yeah, what's the likability with the characters?
Are we getting cute little back and forwards?
Is that it's a writing humorous or?
From the captions I was reading, yes.
Again, I can't talk to you about performances.
I can't really talk to you about flow for how it was set up.
Yeah.
There was interaction between them.
Again, their brother, sister, right?
It is the relationship I understand.
I put the description in there, Tim.
Is the mom blue or the dead?
I don't want to get into who's blue, all right?
I don't see color like that.
Don't worry about it.
Sorry, ask me you that again.
Are they brothers and sisters?
I've given you the description.
Two inseparable explorers.
Not mentioning anything about their relationship familiarly.
Okay, great.
Thank you.
That was a really good word, Tim.
Delivered well.
Delivered with confidence.
Delivered with confidence.
He was running the guy.
Yeah.
I think for me,
yeah,
I think if we're talking
about the wanting to be
in this world thing,
yeah, for me,
it was the charm of the world.
More so than even the story
or narrative,
I'm sure we'll get there
where I'm locked into what's happening.
But honestly,
in the first 20 minutes that we're playing here,
there's nothing that happened narratively
where I'm like,
oh, snap, we're off.
Like, it's more so,
hey, let's settle into this world.
You are playing as these space explorers.
You're maintaining this ship
and you're getting,
you know,
you're getting acquainted with
kind of how these mechanics go.
And so one of the first things they show you, I think, in a major way, as far as puzzle and mechanics, is there are these kind of like big gun type things that you can pick up.
Yeah, one of the ones that I think either, the one I picked up was kind of a grappling hook sort of thing.
And then I think Danny Peña picked up, it was either a flamethrower or a laser.
I think there's a, there's a little combination of all three I use, but it was very much like, it's not, it's not chance of, oh, you're the flamethrower person, you're the grappling hook person.
It was very much.
all right here are these items which one do you want to pick up and so i got there first i was like oh i'm gonna pick up the grappling hook
Danny picked up the other one.
And of course, like you're expecting these games, we get to a puzzle that's very much,
all right, I use the grappling hook to hold a thing open.
He uses the flamethrone thing to bust open to like take down a thing or melt a thing.
And then we got to a point where it's, oh, we got to switch up weapons now.
And so he's good or items, I should say.
He goes back, gets the laser so we can do a different thing.
And I'm still using the grappling hook.
And we're solving these fun puzzles.
One of the puzzles I really liked, this is actually separate from the items we're using.
We are both at a terminal.
It was like one of the last steps.
in order to get the ship going.
We're both at a terminal,
and we both have separate buttons
that we need to press.
I have like a purple button.
He has an orange one,
and me and him had to hit the combination
that's on screen,
and so it's like,
orange, orange, blue, orange.
And so it's like, okay,
orange, orange,
and then they throw in like the swap arrows,
so you swap buttons,
and then they throw in one
where you hit it and it changes the colors.
And so this is when me and Russ were like,
oh, okay, hold on, hold on,
talk it out.
You do that, okay.
Everybody shut the fuck up.
Stop talking.
Yeah, exactly.
Really fun escalation there.
And I'm like, I'm hoping that we can keep up the pace in that.
So far the pace feels right as far as, all right, get you to the next thing, get you the next
platforming thing, get you in the next puzzle.
The way that you'd expect in a haze-like.
And again, like to compare it, I think to split fiction where I was, I didn't hate it,
but I didn't enjoy as much as I enjoyed it takes two.
I think what I liked so much about its takes to and didn't like so much about split fiction
was the unified feel of it.
And so for this from the start of the game, I mean, starting the game and having the
screen and be like, oh, this is where we are, where we're living in this anime world.
I vibe with that, right?
Especially with this whole, the cutscene in the beginning showing what looks to be like a traumatic
event that makes them separated off into their group and do their whole thing.
I'm like, I like the idea of how we're setting those up where we're going, let alone building
to the rift that they talk about it in the other little bullet point right of explorer beyond
the storm wall, probably a ship through the perilous asteroid fields and discover
miscarriage of banded stations filled with a variety of puzzles and dangers that only two explorers can
overcome together as you navigate uncharted seas close close color collaboration is vital remember you
and only you can save your home by working together how was the performance any concerns there no no
no i think again i think the art styles it would be masking so many issues if there were any but i don't
even know if there are i think it just looks so good and having that like warbly you know i'm looking at a
CRT cartoon works so well for it and one thing i do want to call out that i didn't expect when we were
running around the station to begin with,
immediately ran past a punching bag
and a little prompt went over there
and like you can do the thing where we like to do
in split fiction, right, of sit there and like
okay, I set the record of, I said the record of,
I said I did 400 taps and like I can beat that,
you know, go back and forth, little stuff like that.
Didn't do anything for the overall story
whatsoever, but was just them competing
with each other. Bless, you mentioned that you could just
kind of pick up whatever turret device
that was in the game to do whatever
mechanics. One thing I love about
it takes two and split
fiction is that
anytime you're in one of these
little gaming scenarios
you might be
thinking oh what they're doing is more fun
than what I'm doing
my task is like not as
fun as what my partner is doing
but then it feels like it would immediately
be flipped like I feel like there was such a good
balance of we're both getting
really fun stuff
yeah we're both getting fun stuff we're rarely
tasked with like you rarely
have one person constantly getting the more
laborious kind of like monotonous tasks
Um, the one thing here was like with yeah, how was the balance like here?
Like what was one person was getting whatever?
Well, no.
I mean, it felt like you're very much in control of what you want to do.
There was one point where there was little fires around the station and Russ ran around
with the tether that he would, and then open up these like garbage shoots and the fire
would come out and then I would spray the water in there.
Okay.
But it wasn't that similar like in split fiction where it's like, oh, you're assigned that
weapon.
It was we ran to the wall where the weapons were.
Gotcha.
Okay.
And like, it could pick up one.
And the next time we did it, I grabbed the tether.
The best thing is I think they did that on purpose too where, yeah, like the next puzzle
required one, one different weapon.
And so I went back, put back the tether and then picked up the other thing.
And then we needed the tether again.
And then it was Danny that had to go back because I still needed the thing I had.
So it felt like they were deliberately rotating the weapon so that both of us got to experience.
That's cool.
There was one bit I saw in there, Baird, if you can kind of look through.
It's a 2D side scrolling section where it seems to be like there's a really zoomed out.
Really zoomed out.
It's like there's like a rolling ball on the bottom
and then there's like air things pushing up
and like balls kind of
floating in the air that the characters have to dodge
and it looks like they have some sort of like
anti-vacuum.
A pusher. A blow.
I did see it. Okay. Yeah. It's gone from suck to blow.
The person floating is constantly rolling.
Yeah. What is that person doing?
We didn't get that. Oh. This is it.
These are just trailers. Did you all experience
any because like just seemingly from what I just saw
that seems like one person's really doing gameplay. The other person's kind of just a long
for the ride for that segment.
The best I could think I would be at the end there
where I was in the gunner seat, wait, you know,
and Russ is flying me out.
But even that I wasn't bored, it was, it's over so fast.
That was, yeah, same thing for me.
One thing I want to shout out there, though,
but yeah, is, yeah, we get the spaceship going,
and then it is one person's flying the ship,
the other person's in the gunner seat.
As I'm flying the ship, I'm, like,
getting close to our objective.
And just out of, like, wanting to mess around,
I see a prompt that's like,
the control scene was at, like, the bottom right.
One of the buttons was like, get out your seat or something like that.
And I hold it and I get out the seat.
And now I'm back in the ship.
Meanwhile, Danny is still seeing like the space.
He's seeing space.
Like he's in the gunner seat.
He's out in space.
Meanwhile, I'm like running around the ship.
And I'm like, this is kind of crazy.
The fact that they have this available.
I can run around in this different space.
Meanwhile, he's out here.
Like, it felt very cool that they were able to pull that off.
Okay.
So it sounded good.
We all saw this and we're like, we're in love with it.
It looks amazing visually.
and like what a cool idea and like we love these type of games.
Do you think that this has the, I know you only played 20 minutes,
but does it have the potential to sit next to the Hayslight games,
potentially above?
Wait and see, but yeah, I think it has the sauce there.
I think the charm is really going to elevate it.
Gameplay-wise, I think they're nailing the pace of it.
I want to see how many ideas they can generate.
For me, that's the thing with it takes to,
and even split fiction is that those games have so many ideas
and they're not afraid to go crazy places with the ideas.
You know what I mean?
Like you're playing split fiction and at a certain point,
it's like, oh, I'm a pig, like flying around the world using my farts.
That is such a crazy, wacky thing.
And it takes two does the same thing where it's like,
all of a sudden I'm playing a fighting game out of nowhere.
I don't get the impression that this game is going to go as creative and wacky with it.
But I guess we see from the trailers, right?
Like, they're doing a lot of different stuff there.
So mechanically, they can continue to bring it while also giving me a story
that is rounded well in this anime world.
and what they're doing here, I think
that'll be the main thing, right? Like, can't
you give us a story that's more solid than those two?
Potentially, I think that's what would push it
above. You know what I mean? Again,
not having ingested any of the
story just based on conditions there, market
conditions. The gameplay definitely
stood up and I, you know, the
I enjoyed how it felt like
one continuous thing.
It felt like I was playing one continuous level
rather than different vignettes
as we do so much from Hayslights, right?
Hazelikes.
and so that's great
and so if the story can hold up
and if I can actually care about this
and if you and me are playing in the demo
or the you know streaming lab Tim
and hanging on what's going to happen next
and interest in where we go I think that's super
compelling. I know you guys were very
early in it. So do you think it was
the first 20 minutes of the game that you play? I do.
The way it definitely seems like it gives the whole
intro of here's how it went and then
boom now you're off onto the races of your
first thing with some stuff going wrong on the space station.
So obviously kind of early
for you guys to know this but
do you get the vibes that mechanically it's going to be a challenging game or is it kind of just
fairly simple situations that you're in?
I don't think he's asking for Gia.
Yeah.
No, I wasn't, but I was,
I was,
I was trying to insult Gia.
No,
she can't do this.
No,
I remember him telling me how the,
yeah,
I remember him telling us about the,
was it a take?
It was it takes two.
Yeah,
the boss she couldn't handle it.
I don't,
yeah,
no,
I don't get the impression that this will be a challenging game whatsoever.
Like,
like, it felt very simple in the things that you're doing.
Because split fiction, like, not like it was difficult, but I do feel like it kind of would ramp up.
There were some parts that I'm like, this is mechanically challenging you.
I mean, the part that I mentioned before where it's me and Danny Pena hitting the buttons and trying to line up the things,
that did take a second of like, all right, pause, let's lock in for a second.
And so I could see if you're trying to play with somebody who's a non-gamer, I could possibly see that being kind of a stopper.
But I never got the impression of like overall, this is going to be more of a difficult game.
If you're somebody who struggles with the concept of right stick moves camera and
Oh yeah running and jumping and dashing yeah
Yeah, what was the feel like when because I'm looking at that we do get that nice the jump and dash which I is fairly
Standard and kind of 3D platformery type I think it felt standard like it felt like I mean I wouldn't say it felt any that much different
It felt how it should yeah felt how it should it didn't feel one way or the other in terms of being
Or remarkable it just felt like you see what you're seeing is what you're getting which frankly based on everything
we've seen from this game is exactly what I wanted.
Yeah. So when are we going to be able to
play this, Greg? This summer.
This summer. See, if you noticed in the notes I wrote for your
thing, right, what did I write? This summer. As of
now, we're filming a day before the June 9th
direct. So hey, Nintendo
Direct, maybe that's where they actually announced
a date for this, which would make sense because
it's a Nintendo Switch exclusive and also
we didn't see it in the
summer game fest. Yeah, when I was
talking to the representatives there, I was like, so when's it
coming out again? The summer and I'm like, oh man,
summer sure is here.
Yeah, I could be great if there was a thing coming up there.
Nintendo's making a lot of announcements.
That would be great.
Hopefully, yeah, by the time this post, my weird thought is I wonder if this is release date or if this is the day before.
Oh, or if you're embargo to it until they're going to do that.
Maybe it's a shadow drop on this day.
I don't know.
Well, you say no, but like, why is the embargo for this a month after Greg played it?
But I feel like you would know more.
I guess if, yeah, I guess since we're doing this in a weird time warp way, that would make sense of why the embargo is so far ahead.
Yeah.
Yeah.
I'm going to say two weeks after this.
Yeah.
I'm going to say two weeks after that feels good, though.
I'd say the day before.
What day is today?
What days today?
Today's July 8th.
Today's July 8th.
I do believe, right?
June 8th.
No, but I'm not going to be like.
No.
Okay.
I'm scrolling.
I'm scrolling.
I'm scrolling.
I'm suing.
I'm suing.
July 7th.
July 7th.
Okay.
Yeah.
Either you're dropping a big overview trailer or this this thing is about to be out.
Yeah.
Wow.
Exciting times.
Everybody.
Any final thoughts on orbitals?
Can't wait to play it.
Yeah, lived up exactly to my expectations.
Fantastic.
Love to hear that.
Back to you, future Tim.
Probably.
You're not working in this day.
And we're back looking at those sweet summer children
who had no idea what would happen
between the recording of that and now.
It's funny, a little inside baseball for you, of course,
when it was like, oh, Orbil's in this episode.
I wanted to be able to say,
so I couldn't remember who was on this.
I had no idea who talked about.
I knew I was one of them,
and I remember that I enjoyed it,
but I couldn't remember what I said.
Of course, I can't hear,
but I saw the chat reacting.
I think we say in that how we don't know
the release date, of course,
now we do September 3rd.
Tyler's new groove asked,
I'm sorry, if I miss this,
is it coming to Switch 1.
It is Switch 2 exclusive.
3,99, September 3rd,
the release date for orbitals.
Cannot wait for that one.
Of course, sorry to see Andy's Spurs
Destroy.
Let's get some super chats
that came in that weren't about
Don of the Blood Walker.
No blood of the Dawn Walker.
Don Walker.
My name's Dawn.
Don Walker.
I should be able to remember it because Poe's mom is named Dawn.
So it should be easier for me to remember now, Don Walker.
Science Dog official piggybacked off me talking about how I'm into vampires right now and said Twilight in review when.
There's been a lot of talk about that.
I think he came up on something else where Blessing said he'd be in it too.
We will get Twilight in review at some point.
Do not worry.
You will get it.
and it will be fun.
And the other one that wasn't
Don Walker related.
AK dot 98 says,
it's my one year stream anniversary,
dropping some love for kind of funny
and the best friends
for the inspiration and support.
I wouldn't be here without y'all.
Congratulations on one year of streaming,
AK.
9.8.
Everybody get over there and support
AK.98.
That name sounds familiar,
but I couldn't tell you why, Barrett.
No idea.
Aeson.
Never heard of them.
Oh.
I remember it was like pinned to our Twitch channel for a long time
Well me and Andy were just rocking
Of course, AKa.98 is in fact Aeson
Who is a producer on the kind of funny album that we did of course
Octopus can't stop us
You can pick it up at kind of funny.com slash store
Congratulations Aeson on your stream reversory
And for making an amazing album
We love hanging out with you
We couldn't do without you everybody.
Remember pick up a kind of funny membership
Patreon.com.com slash kind of funny
Patreon.com slash kind of funny YouTube.com slash
kind of funny games.
Apple, Spotify.
Of course, you'd get everything we do add free, your daily dose of me, and of course, good karma.
Right now, of course, we're all about live talk shows, as you know, so we are not done.
We are about to roll into the kind of funny podcast.
But if you're watching this later or listening later, you'll pick up the kind of funny podcast somewhere else.
Wherever you got this, you could get that.
And then, of course, remember, there's a stream for video games after all of that.
Tomorrow, more games cast, more games daily, X, Y, and Z.
But for now, until next time, it's been our pleasure to serve you.
I'm shaking your hand.
