Retronauts - 551: Retro Indies at BitSummit ’23
Episode Date: August 7, 2023Jeremy Parish and Diamond Feit emerge blinking into the Kyoto sunlight to discuss the most intriguing, the most entertaining, and above all the most authentically retro indie games they experienced on...ly moments before at BitSummit 2023. Retronauts is made possible by listener support through Patreon! Support the show to enjoy ad-free early access, better audio quality, and great exclusive content. Learn more at http://www.patreon.com/retronauts
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Hey, everyone, it's Jeremy. And before we start this episode, I just wanted to let you know that Retronauts is taking over from sea to shining sea.
That's right. This coming weekend, we're going to be in Long Island Garden City, New York for Long Island Retro Gaming Expo, Cradle of Aviation Museum.
A whole bunch of us are going to be talking about a whole bunch of different things during the show.
So check it out if you happen to be in the Long Island area, the New York tri-state region, or whatever they call.
it. Come and see us. Then the weekend of August 26th, I believe, will be in Hartford, Connecticut,
not too far from New York, at Retro World Expo. That'll be myself and Nadia and Diamond.
And then, the weekend after that, because I'm a lunatic, I'm going to hop on an airplane and go to
Seattle and present a panel at Pax West about the history of baseball 2000 with its Game Boy programmer,
Robert Champagne, and also the creator of a really cool device that allows 16 Gameboys to link
together by the name of Alex Bear.
Bob will also be there for a cameo, maybe not on the panel, but at some point.
Perhaps at the meetup after the panel, where you can bring your own Game Boy Color,
Game Boy Pocket, or Game Boy Advance, or Game Boy Advance SP, and attempt to join us in setting a world record
as we try to link 16 copies of baseball 2,000 for Game Boy together for a competitive head-to-head session.
In theory, it's possible, and people have gotten it up to like 14 or 15.
Will this be the time that we manage to make magic happen?
Maybe, maybe not.
Come out and try to be part of the experience.
And if nothing else, you can see an interesting panel about the history and creation of the game.
That's August 11th in Long Island.
August 26th, then Hartford, and September 1st, I think, in Seattle.
A lot of chances to see people talk about old games.
Anyway, come see us, and I will let you get back to the podcast now.
Hey, folks, Jeremy here.
Before this episode kicks off, just a quick word of warning.
the audio quality here is not amazing.
That's because Diamond and I
recorded this very improvisationally
at Bitsummit, finding
whatever spaces we could in order to record.
It wasn't an ideal setup,
but the two of us wanted to
record our thoughts where they were still fresh
and share our perspectives on
retro games and retro game-facing titles
that we saw at Bitsummit this year.
This week in Retronauts, we have seen the future
and it looks really old.
Hi, everyone, welcome to a very special and very noisy episode of Retronauts.
I am Jeremy Parrish, and I am live and a live and a live at a live at a live at a
Bitsum at 2023. It's a post-mortem episode, and I'm here with...
Hello, everybody. This is Diamond Fight. I'd like to remind you that both Jeremy and I are here
in Japan's ancient capital, which means we are both Hayon Kyo aliens. Thank you. That's been
your public service announcement for the day. That is correct. We are here in Kyoto,
and the Bitsummit for the year is complete, and we saw a lot of games that look very old,
but they are not. They are new. There might have been a few old games in there. I don't know.
I saw quite a few games that were remasters of old games, spiritual successors to old games.
Games made by people who just said, you know what, I like that old game, I'm going to make it myself.
And God bless those people because we need more of them.
I agree.
So this episode is just us sitting on the street outside of BitSummit because they kicked us out
and wouldn't let us use the meeting rooms as a studio now that the show is over.
but you can enjoy the authentic sounds
of people walking around and talking
strange cars driving by
and of course cicadas
so many cicadas
the cicadas are here to help drive home
how incredibly hot it is here
and how much the two of us are sweating
as we sit in the shade at the end of the day
talking about video games
I guess I mean we're really thankful
it is late in the afternoon
so we do the sun
sun has gone down
quite a bit. The shadows are long.
So we have
some relief. That's true. It's certainly not
2 p.m. anymore, but
wow, today was a scorcher.
It was, and I'm glad
that Bitsummit takes place inside because I could
not enjoy video games in this kind of weather.
But inside, the
air-conditioned, dark, cool
hall, it was good times.
Oh, yeah. But yeah, I saw a lot of things that
just I immediately grasped.
I feel, I feel
I immediately grasped what the
creators had in mind.
Like, you know,
people talk all the time about games
that influence them, and sometimes
they're kind of circumspect about it.
They kind of dance around it,
especially here where, in Japan
where I think the culture is not to
pull people
who are not part of your group,
or aren't part of the conversation, into the conversation.
So I think there's just a bit of respect.
It's not like people saying, oh, I don't
want to talk about my influences. It's more like,
oh, well, you know, the people who influence
me may not know about this, and I don't want them to feel like I'm ripping them off
or, you know, drawing attention to them in an unwanted way.
Sure.
But you can still look at these games and be like, oh, this person really liked
Undertale, or this person really liked every British, UK, uh, microcomputer game ever made.
Yeah.
I definitely, I heard the words, I heard the words Chips Challenge at Bits Summit today.
Did you?
Spoken aloud.
So I know, was it, hopefully somewhere Stu was, big green,
on his face. Was it spoken in
English or Japanese? No, in English.
The guy was just saying, oh, yeah. He rattled off
a bunch of influences and he said the words Chips Challenge.
Like, whoa, I know one person
who will enjoy that. Yes.
I think there's more than one
person, actually, but yes. I know one person.
For sure. Okay, there you go.
Yes, absolutely. It's a shame Stuart wasn't here,
but he's in Prague instead drinking beer where it's
probably not as hot. Yeah, well,
I'm kind of jealous because he's probably looking at all
those Mission Impossible filming locations.
Right? You know, he's got embassies, he's got
restaurants, he's...
Okay, no, that aquarium restaurant doesn't really exist.
And it's not because they blew it up.
This is a total sidebar, but...
Mission Impossible came out, the first Mission Impossible, the movie,
came out a few weeks after I came back from my first international trip ever,
which was to Prague.
Wow.
And so I was like, whoa, I know all these places.
And wow, I've been in that square where that restaurant is located.
and that giant aquarium restaurant did not exist.
I would have remembered that.
That place is nothing like you see in the movie.
But everything else was accurate.
You know, I had a similar experience with Dark Night,
the Dark Night, because they have a whole sequence in Hong Kong.
Okay.
And 2008 was the first year I ever went to Hong Kong.
Okay.
So I went to see that movie,
and all of a sudden Batman's in Hong Kong.
I was like, hey, I've been to Hong Kong.
Hey, I was on that pedestrian bridge.
But, of course, I'm not really, I can't use expert opinions,
but at least I was.
I was super excited to see Batman go where I went.
And I just felt that much closer to Batman.
And what more...
Who doesn't want to feel that's closer to me?
What else can we ask for in life?
Yeah, actually we just rewatched the last Mission Impossible to be fallout in preparation for the new one.
And, you know, we saw that back when it first came out, but we just got back from London, my wife and I.
And a big part of the movie takes place in London.
So we were like, oh, there's that. We were just there.
Oh, is that the tape modern?
Yep, that's the tape modern, et cetera, et cetera.
It's always fun.
That's one of my favorite things about being a world travelers.
Like, when you see places you've been, you have suddenly this element of recognition
and an understanding of what's happening that you would be lacking otherwise.
It can be a curse, though.
Let's be honest.
Sometimes if you know a place and you've seen it before or if you've lived there
and then you watch a movie or say, play a video game, you can immediately react to it.
I can tell you, I saw a game here.
One of the games we saw today, not today, but at the show was a game called Seen Investigators.
And it was a very interesting kind of a murder mystery game in that you're in an apartment and you need to deduce several things.
You need to figure out straight up who died.
Usually these things are like, here's a scene of a murder, figure out how it happened.
No, no, no.
This was like literally who's been in this apartment, who's someone's cousin, who sat at this table, who died?
You think the police would have that information on hand, but no.
They need you to answer all these questions.
Of course.
Because you're a scene investigator.
As I invested, you know, as I go around the apartment, I'm picking up birthday cards, I'm picking up someone's wallet, I'm looking at their ID, I picked up an envelope with an address, and it says the Bronx, New York, and I had a zip code.
Oh.
And I looked, and I was like, I talked to the representative, not developer, but a representative speaking English.
I was like, hey, do you mind if I'm a pedant? He's like, go right ahead. It's like, that is not a Bronx zip code.
At least you were, you know, you were fair about it. Do you mind if I be a pedant?
So I respect that.
Little things, you know, little things like that can, you know, jab you in the side.
Yeah, yeah, for sure.
But maybe, just maybe today I saved some future person who's playing scene investigators.
They'll play it someday in the future and they'll, oh, there's the Bronx, and there's a correct Bronx of code.
And now I can enjoy the rest of this video game.
Yeah.
No, it's like, you know, having lived in San Francisco for a decade, when I watch a bullet, I'm like,
this chase does not make geographical sense.
It's cool, but they certainly sacrifice.
like an actual sense of moving through the city.
And what's with all these green beetles all over the play?
Exactly.
Anyway, none of this has anything to do with the games we saw at BitSummit
that have a retro tinge to them,
and that's really what we're here to talk about.
So I'm not going to ask you what your game of the show was
because then I would have to make a choice for a game of the show,
and I can't do that.
So instead, let me just ask,
what's the first thing that comes to mind when I say,
what did you see?
Well, which game?
I would probably start with the
Sunsov booth. That was one of the first places I visited.
Unfortunately, while they had a standee
for the recently announced Clock Tower Remaster,
I really hope they would have the game. They don't have,
they had no Clockmaster. They had no Clockmaster for me to enjoy it.
That's a shame. But they did have...
They did have Anime Jennifer Connolly, though.
Yeah. And they also had
Heberake 2
Yeah, so that's a gimmick in the US
Or is that Utoat Euphoria
I think it's a separate series
Because it's like
Heberleke I think is a Super Nintendo
Or Super Famicom game
That spawned a bunch of other
No, the original was on Famicom
Oh, Famicom, okay
That one was Euphoria now that I think about it, yeah
But it spawned this whole series
of puzzle platformers
All with different subtitles
So there was no
Hebrosecate 2, as far as I can tell.
Until today.
And, you know, they haven't made a Heber Recki game in like two decades.
But somehow they're...
Now is the time they're going to make two.
And I was just instantly captivated, you know?
Yeah, all right, so we are doing this podcast in a different setting.
Due to equipment failure and street noise.
and heat.
So now there's a cafe noise instead.
You're just getting the full live retrofauts experience.
Please enjoy.
Anyway, so happy out of key two.
Yeah, which is, you know, part of this long-running
and yet also long-dormant puzzle platformer series.
And it's funny, even though there's been so many Hebreke games over the years,
now just two.
They've gone to number two.
They've counted to two.
and I'll just say
aesthetically it's really lovely
I really you know I think it had a sort of
Yoshi's Woolly World
you know Kirby's epic yarn kind of feel
I think the characters were a little more cartoony
like they stood out but the backgrounds
and you know solid the quote solid elements
in the levels. They didn't go all in the way
that Goodfield's games do
and that's okay
that's fine it has a distinct look
They had a cool little felt and cotton ball diorama in the actual booth, which was great to see.
It was like, you know, one of those diorama Famicom game covers come to one.
But what is Haverey game for those who do not know, which is probably most Americans because it ever came to the U.S.?
Yeah, I mean, I barely know what Havriq is.
I'm sure I played one of the earlier games, you know, back of the emulation days because it just, it's kind of a weird game that stands out, especially if you look at it and, you know, it has.
because he and ba are basically the same character but with a little notation on it so it just looks funny in japanese
and it just sounds funny when you say it out loud and i don't know if it might even mean something funny
i'll be honest my japanese is not just enough here but in my heart i want to say maybe it means something
about like getting drunk but i don't that could be fan fiction that could be japanese fan fiction
but at least in hebracket too you're this little guy and you you pick up things and you throw him a little
and I got into a boss battle
where the boss could pick up my thing
and throw it back at me.
So we were engaged in, you know,
a deadly game of one-upsmanship, maybe.
That was a very Wario-Land boss feel, too.
You know, like the basketball around it.
Or maybe Link's Awakening.
You know, Link's Awakening had those bosses
that would sort of throw things at you
and you throw it back at them.
But, yeah, we're just kind of a really cute,
very charming.
Don't know where it's going.
Don't know what's going.
But the fact that Hebrekitu exists at all is just kind of one of those, you know, puts a smile on your face, you know?
I agree.
Hebroket too.
And I noticed that Sunsoft is also still all in on Shanghai.
Yeah.
Which, that has an interesting history because they didn't create Shanghai.
It was an American named Brody Lockhart who created it for Activision, I want to say.
and
I believe Sunsoft
licensed it in Japan for arcades
and they just kind of ran with it
like it's just been a thing in their library
and sometimes you know
like a Shanghai game will show up on
arcade archives on Switch or PS4
but yeah it's just
you know making matches with Mahjong titles
yeah but that's the funny thing
because you know to most Americans
if you say Mahjong they're probably going to
of Shanghai because it's a game based around Mahjong tiles.
But of course, here in Japan,
Mahjong is a game you play with the Mahjong tiles.
So you can't release a game here called Mahjong,
otherwise we'll think you talk about the other game.
Right.
So in that way, Shanghai is kind of the perfect cover.
You know, it's like, oh, this isn't, you know,
what do you mean Mahjong?
It's Shanghai.
You match tiles.
Yeah, but they're still making those.
It's called Shanghai Legend is the new one.
And I like that they have this big display
of giant Mahjong tiles.
piled out. Oh, they look, they looked so good, yeah.
Big plastic tiles. I mean, I wanted
to eat them. I couldn't explain this.
These don't. They look delicious.
They kind of, I mean, if they look like anything
food-wise, it was fondant and do not eat.
Is it cake? No, it's Shanghai.
Oh, no.
But no, I had fun with that one, too, because
I don't know if this is
groundbreaking or not, but the version
they were showing actually
has co-op play.
So, um,
I was there early on the first day, so it was just me and the staff, basically.
But a very nice lady as part of the staff joined the game with me,
and we were both matching tiles and taking them away.
And, you know, we ran into a dead end, as you do.
But I couldn't have but think, oh, this is fun.
It's a fun way to share time with people.
And, you know, as she put it to me, it's like, oh, this way you can play with someone who's not very good at the game.
Which was a funny thing to say to me because, like, I don't know how you can be bad at Shanghai.
I mean, you can be better at it.
But how bad can you be at matching tiles?
Well, you have to understand a strategy for shame.
Okay.
There are certain moves you want to make and certain moves that you should not make.
And the way, you know, like every tile arrangement has different choke points.
So anytime you have a bunch of, like, a really long line of tiles, you run the risk,
because you can only match tiles on the edge of a stack.
Yeah.
Like a tier of the stack.
and you run the risk of getting to a point where you have tiles in a long line
and they're nested in a way that you can't make matches,
the tiles you need are all in there,
but they're blocked off by one another.
The match for one tile is a tile set is blocked off by a match for a different tile set.
And you have to learn to kind of see those and avoid those and strategize to
like not just make the most obvious
magics. So yes, you can actually be bad
at Shanghai. Like just refusing
to learn how that works.
So
I can sort of what is what you should say. It's like the Super Mario
Galaxy.
It is funny though. You mentioned the
layouts. That was a good point because the game gave you a wide
choice of layouts.
And I remember I picked one that looked just like a space invader.
Okay. Which is not a son's up property, but...
It's not? Yeah. But I guess those shapes don't belong
to anybody. So...
They belong to Taito.
I mean, the exact shapes, but you know what I mean.
They have an invader-like shape.
The reference, okay, got it.
And I called it an invader shape, and the lady laughed, so she, they know.
Sunsuff knows.
Anyway, yeah, it's a real interesting mix of games of Sunsoft group of game concepts in the case of Clock Tower,
which is not actually happened.
Yeah, it's cool to see them back.
I mentioned this in the previous attempt of recording.
got cut off. But Sunsoft is under new management, and their current president is just someone
who's determined to... He sees the value in Sunsoft's properties. Like, you know, a lot of
games that people associate with Sunsoft with things like Batman. Yes. But they're not all
licensed, and he recognizes that, you know, things like Iki and Shanghai and Clock Tower.
and Peretti and gimmick all have value
and that there's people who remember them fondly
and also the core properties, the core concepts
are strong enough that they can create a new generation of fans.
So it's great to see it.
Well, I think it would have done very well with the Blaster Master Zero series,
which Integrates Made.
And actually, I just played the first Blaster Master Zero
just recently this summer on a whim
and had a good time with that.
It's really well-made, yeah.
But speaking of Indicreates.
Oh, I didn't get to play their games because you have to have a ticket,
and I was like, I'm not standing in this line.
That's too bad.
Well, let me tell you, IndyCreates showed up this year,
and they had two games.
Well, I saw the one.
Nope, they had two.
It was interesting because they're both, you know,
Indecreates games, but they're all very different.
One of them, I believe, had already been announced a few months ago.
It was a licensed property.
It was Blaze in the Deep Blue.
Blaze in the Deep Blue.
Again, also, complicating matters is that both these games have totally different titles in Japanese and English.
So the giant signs are one thing, but if you look up online, they're a different thing.
But Blaze in the Deep Blue, it's some sort of licensed property.
And that's very much more of a traditional Metroid-Vani-style thing.
It seemed very Metroid-Bani.
But it seemed like also your powers were other people.
Yeah, like your only attack seemed to be summoning, like, a giant creature that did, like, one big strike.
Right.
But also, there was...
So you run around as a girl.
And one of her attacks was to take another girl and cause her to spin, like, a disc, and, like, roll that at enemies and cause them to explode.
Yeah, there was also...
There was also a character-switching mechanic, which I don't think...
I don't think I got to use it
But there was definitely, on the control list
It was like switch characters, switch characters
Which reminded me of the
Released earlier this year
The Grim Guardians
Is it?
Okay, there's Grim Guardians and there's Gal Guardians
And I keep forgetting which was the first title
And which was the second title
Because they changed the name out of
Some sort of copyright conflict
Oh right, yeah, yeah
Whatever it's called
I had fun with that game too
And that was also very much a swap characters game
But yeah, this was
You know, obviously with the name
it seems like you're underwater a lot, or at least you're in like a cave that's very wet.
And I fought one of those big, what do you call it, like lampfish, lanternfishes with the big dangly thing in front.
And had some pretty straightforward attack patterns, and it was very much about, oh, just hit it a lot and don't get hit by its, you know, blast.
And occasionally it would suck a giant rock into its mouth and then mash the rock up, which hurt it, but also spit rocks at you.
so it was kind of a weird match of attrition
Okay
Yeah, but in terms of like style
It's very much the indie creates, you know
Wow, I just totally blanked on
The series
The blue
Azure Strucker Gunbolt, that's it?
Yes, Gunbolt. The Gunbolt series.
Azure is blue, so I'm correct there.
Yeah, it's got that kind of visual style,
lush animation,
Ray pixel art.
Mm-hmm.
What was the other one?
The other one, which I believe the English title, is Umbrol Strike or Umbrel Claw.
That is not a good title in English.
It's very straight.
I mean, the Japanese one of the thing is more of a play-on-words, but they're going for something a little more basic in English.
And what I thought was very...
Is that really basic?
I guess Umbrel.
It's better than Japanese, you know?
But what I thought was really interesting about that game is you're playing a cat.
Okay.
Possibly the spirit of a cat, but you're definitely a cat.
And as a cat, you're basically defenseless.
You have a dodge move, but you can't really hurt anything.
So you can survive by dodging, but if you don't survive by dodging, well, you die.
Okay.
But then, big anime explosion, lots of kanji on the screen, because cats have nine lives.
Uh, first.
So the gimmick of this game is, if you die, you use.
up one of your lives and the game very much counts these down in a very animated style
and every time you die you come back and you're stronger so you're initially you have
nothing you have no offense you only have dodging when you come back a little bit you have like
a sort of projectile it's not very it's not very strong it has a cool down but you can you
can throw a projectile you come back again you've got a claw attack you come
back a day you come back again you've got you know i think a double jump um and it's a one hit
kill situation by the way so it's not you know you you don't really have a lot of you know
leeway to make errors so even though it was a very short demo i ended up losing a bunch of lives
and then i became like a sort of catman like anthropomorphic sort of badass like all of a sudden i
was running and jumping and, like, slashing.
So, you know, the enemies suddenly became trivial, at least most enemies.
So I think that's a really interesting way to build a game.
You know, it reminds me of the recent, what they call the reverse Metroidvania.
I want to say it's unleashed, uninvited.
Oh, I'm sorry, the name escapes right now, but it's on PC, it's definitely on Switch.
The gimmick of that game was it's a Metroidvania, but as you,
fight the bosses, all
the other enemies and bosses grow
a little bit stronger. So they get
powers, but you don't. And
in this umbral claw game
you start with nothing
and
if you lose one of your limited lives,
you get stronger, but of course
if you lose too many lives, the game's going to end.
There also seem to be story implications
for that because you as a cat,
you were
living with the memories of, you know,
your owner, you know, a little girl,
who you loved and you love the girl
and the girl loved you.
Joe and Arbuckle.
Yeah. And I got the feeling that
the more you die,
the less you can recall the girl
and you start losing memories,
but you gain strength.
So,
just all around the board,
really interesting game. And of course,
because Indy creates, looks great,
plays great. Even when you're a powerless
cat, it's kind of like, what's going on here?
I want to see more of this. So,
you know, the ice anime game,
I'm sure that's going to be a lot of fun to play.
I'm sure that's going to work out.
Hopefully it's not too horny.
You know, into Creates, I'm sorry.
Sometimes they're a little too horny for their own good.
But at least the cat game, I don't think it's going to be horny.
I can only pray.
It is not horny for cats.
Well, I mean, if you turn into a cat man,
then it's probably going to be mentally horny.
If you turn it horny, if you turn into a cat girl,
all bets were off the table.
Yeah.
But, I mean, that's the internet now.
The internet is just cat girl fever, you know?
I mean, the other hand,
I've got,
I've got
I'm just
shab-d-sibbered
and I'm
standing
tears,
tears,
cannot,
without,
no,
no,
no,
make
make-s-
because
if it's
this
this,
this
And you know, this is
this is
I'm from,
you know, God
God bless it.
So,
you know, like the least
So, going to like the least one
anything imaginable. There was a game called
Last Command. Oh.
That caught my eye. I don't know if you got to check it out. I did. I played
that one. So there's a little card
that they hand out when you walk by and they say
snake cross bullet
hell. But I don't
think that's really true. It's not like a Don Maku
you know, Battle Garaga type game.
It's actually very heavily inspired by
Undertale. It's black and white.
You know, white on black.
And it basically
kind of takes the concept of the
the RPG battles that are shooters
and Undertale and says
what if that were snake?
So you're playing like the Nokia Snake game
and you're moving around the field
collecting objects
and your snake gets longer
and at first it doesn't seem like it's
you know there's much going on
you like collect a bunch of
collect a bunch of objects like data
you're in a computer
and it causes you to like
finish the stage but after a while
enemies start showing up
and these are like you know you're just
You're an abstract little snake blob, but these enemies are very well-rendered and large.
So, like, the first one is the Iron Guard knife.
And he's, like, a dude on a horse with a lance, and he takes up, like, you know, a sixth of the screen.
Yeah, big.
And so you have to avoid him while grabbing the data points around the screen.
But as you start doing that, he's shooting these lances across the screen.
And this is where it starts to look like undertale, because the lance.
because the lances are these red projectiles
that speak across the screen. So you have
to use your little snake to avoid the lances,
kind of maneuver between
them. And as you collect the data
points, you eventually build up enough to
launch an attack against the night.
And he has a health meter. And every
time you launch an attack, it knocks down a chunk
on the health meter. But
the demo, like at the end, shows
a bunch of previews of future bosses.
Yeah. It gets pretty...
It looks pretty high intensity.
but it's definitely
Yeah, it's a really interesting approach
for Snake. Anyway, I don't want
to take all the oxenade out of this conversation.
No, it's... What do you think?
I really liked it. I thought
the colors were great. The fact that, yeah, most of the
information you're seeing is black and white or shades
of off-white, but then the enemies are
launching these big attacks at you that are very
sort of red and pink, so
they stand out even more. It gives you good
visual hints. I like that you have a little
dash attack.
so you get to you know it aids you in dodging of course but also that's how you hurt the boss
in that you have to collect the data points which makes you stronger and then you fire the data
points at the boss's heart and once you you wound it enough it becomes vulnerable and then you
have to dash into it and hit it and all this is timed it's not too tight but like you have to do
things and get get them in and hit your thing and then move away because you know as the fight goes on
the boss gets more and more aggressive.
You know, I think at first the boss just sort of sits there and maybe throw something at you.
But by the end, the boss is crisscross across the screen and throwing lances and shooting little bullets that explode in the smaller bullets.
So it definitely seems that the game is going to get harder as it goes along.
You know, even each counter is going to get harder and harder as it goes along.
So I thought it was really cool.
And as I recall, I spoke to someone at the boot there.
It's a game, it's made in Taiwan.
And I think it might actually be out already.
Okay.
But they were probably showing off either a new localization,
or maybe it's coming to a console soon,
but I think there's a version that's already out there.
So if you heard this game and it sounds good,
look it up. I think you probably play some version of it already.
It's called Last Command. Last Command.
Last Command. Not Blast Command, last command,
as in the end of commands.
Yes, there we go. No more commands for you.
Speaking of commands and black and white,
a game that caught my eye, one that you actually played,
And I just looked at it and was like, wow, that's interesting, was Al-Golimath.
Oh, yeah.
The AI programming dungeon crawler game.
It's basically, the premise strikes me as, what if you made wizardry, but you did it as Mega
Man Battleship Challenge.
So you'd have a party, and you basically program them kind of like the gambit system
in Final Kind of say 12 a little bit, but as a dungeon crawler, and you basically just, like,
from what I can tell you, just let your party go into the dungeon
and operate under programming
and see how far they can get.
And it's almost roguelike in that sense, I think,
and that you're not necessarily going to win
the first time you go out there.
But it's just about seeing how you can optimize your team.
I don't know, that was my impression.
Yeah.
But you can actually speak more to it
because you are confident enough in your Japanese
to actually play it.
Whereas this was just like very, very good.
very dense programming instructions.
I didn't even want to try.
Well, the demo did have English.
Oh, did it?
It did. I blew it.
But I spoke to the guy,
I spoke the man in Japanese and about the game,
and he was displaying me that in the demo version,
it was very straightforward, just like,
you program the characters,
you put them in the dungeon,
they go in the dungeon until they die,
then they come back out, and you start again.
But each fight, you defeat monsters,
and when you defeat a monster,
you get some kind of programming node from them.
Okay.
so when you start off
all your party has the most basic
simple of start
random attack
random target that's it's like Final Fantasy
5 when you start out as the freelancer
you've got fight and run
basically
but then you beat some monsters
and all of a sudden you have a
you have a heel command
so you can give that to the
you know the healer in your party
and it's but it's a nice
it's like it's a conditional statement
you're like if one of my allies
has less than 50% health
I will heal them
if not I will attack
so the more you progress in the game
the more nodes you get the more
options you get
also if you add a node to a character
even if it's not hooked up to anything
if you just put it on the character
that raises their stats
so there's always value in getting more nodes
and assigning them to your characters
so it's like junctioning magic in Final Fantasy 8
I'm going to describe this game entirely
in terms of other RPG it's great
But these are all things I like
So I'm excited
I believe he said that in the proper game
It will be about
Making choices and deciding
How far in the dungeon do you want to go
Do you want to risk keep going or do you want to turn around?
Because when I played it
The first floor was pretty easy
Just very small enemies in my party
You know just attacking randomly and which win
And I should also say there is a fast forward button
Which is very useful because you can't do anything in the battle
So you might as well just fast forward
if you're not surprised by the outcome.
But when it got to the second floor,
I fought against these much larger monsters,
and they, you know, they wipe me out.
But when I went back and I had healing powers,
I beat those monsters and I think made it one more floor,
but then got worn down by another monster.
But by that point, I had acquired so many more powers.
Now I had healing powers.
I had a mage that could buff my attacks of other characters.
I think I had a guard attack.
So each time I played, I was getting further and further and further.
So I think it's a really interesting use.
You know, I feel like AI is kind of a buzzword right now,
but this is definitely, you know, this is AI for good
because you are the programmer.
You are programming a computer to go through dungeons,
which is like, yes, I mean, freelance dungeoners do need to make a living,
but I feel like shouldn't we have computers do the jobs we don't really want to do?
Like, if there are goblins in a dungeon out there,
shouldn't we send the computers down there first
before we send down someone who's...
Yeah.
So I'm really interested in Al-Gol...
Even though it's kind of hard to say it on Al-Gometh, Al-Gurum.
I guess...
Al-Gor...
I think it's going to be a portmanteau of algorithm and GOLM.
I believe that's what they're going for.
Because in my experience in Japan,
they use Golem for a lot of just general automaton uses.
Like this year...
Here's Big Hit, Tears the Kingdom.
All those robots you meet, in English they're called constructs.
In Japanese, they're called golems.
Well, you know, it's part of the great Jewish tradition here in Japan.
There are definitely Jews in Japan.
There's got to, you know, I'm not the only one.
No, it does seem really interesting.
Okay, so those are some black and white games.
Let's talk about something that's extremely not black and white.
I don't know if you played this.
Moons of Darsallian.
Dersalun?
a game that looks like
it really wants to be an Amiga game.
The creator of this game
was like, let's create the most British game
we can possibly imagine.
And so it is a game
like it has the Amiga aesthetic.
It's so, so painfully Amiga.
And it plays like a mashup
of all these different British games.
Exile, like, I don't know if you've ever played Exile.
I just recently kind of
dicked around with it for my Metroidvania Work series.
and it's this like exploratory game
when you go to another planet
and just wander around
and try to find your way around
it's got that kind of vibe to it
you're on another planet
and it's very kind of open
but each area is broken
into a stage and has goals
and the goal at least in the first stage
in the demo is very livings-like
in that you have to lead
other explorers to an exit
to a base safely
and along the way
you acquire a gun
that allows you to create platforms
So you have to create branches
and paths and things like that
that the other explorers can run along
but you have limited ammo for this gun
so you have to kind of ration it
and use it wisely. At the same time
it also has like a jetpack solar jetman
field because you do pick up a jet pack
and you can fly but it's got an
overheat mechanic and limited fuel
and it's kind of turrican-ish
because you can shoot in all directions
and
you just have like free aim
it just feels like they said let's
let's umika it up let's make the most British thing ever
and it's it's very interesting
and it's extremely hard
and I feel like it's deliberately hard
in the way that they design the controls
because there's a jump button that's on a very
it's like an unintuitive trigger
but shoulder trigger for jumping
but you can also use it to grab onto ledges and stuff
but then to fly the jetpack you
press up on the controller so it's uh i thought the controls were pretty unintuitive but i feel like
that's deliberate i don't know that i love it but just the overall package is extremely like it's a love
letter to eight and sixteen bit micro computer games from the uk and i feel like it's calling out to
stewart to review it so you miss that it was right next to gun dog the it's like a
visual novel in space, very snatcherish.
It's got the look of a PC-88, PC-98 game, except it's using a Game Boy color palette,
which is a weird mash-up.
But, yeah, it's very, like, very authentic to that era of game, like the late 80s.
It's, you know, got the late Shoa era, anime designs.
And, in fact, the guy I was talking to at the booth was talking about how the creators
originally had one or two characters
who looked more like
late 90s
anime characters
and fans were like
you know everything about this
is just authentic
it's perfect
it really captures the look
of you know
PC908-0-1 adventures
except these two characters
so they
re-drew some of the characters
to look more authentically
you know just less angular
they've got softer
poopier hair
the bigger rounder eyes
just like in that late 80s style
so anyway
those are
were both kind of right next to each other
in a space, and they both got my eye
because they're very much
love letters, like I said, to
totally different styles of games
from the same sort of era.
That's cool. I'm sorry I missed that
on Gun Dog. That sounds like it'll be very excited.
You don't actually play as a dog. What?
I know, right? It's some sort of
riff on Gundam.
Oh, okay. Yeah.
I thought it was going to be like an action game
where you play a dog and a meck.
And it wasn't about that.
But it still looks pretty good.
And it's sort of like, let's make a fake PC-9801 game.
Hmm.
Well, I'll ask you, did you, by chance, see Shino Nome?
I didn't. I saw a sign for it, but I did not stop.
Yeah, they had a very big banner, very nice colorful banner.
This is a game that caught my eye before the show, so the idea that I would play it at the show was very appealing to me.
It's available in early access right now, and I will probably pick it up after the show
because I really enjoy the demo.
Okay.
So I feel like
they definitely took some inspiration
from Sheer and the Wanderer
in that it's rogue-like,
it's overhead.
So you are,
I'm guessing, some sort of medium
and you're exploring an old Japanese house.
So very Kyoto already.
And you walk in room to room,
you have a limited inventory.
You can only pick up so much and so many things.
You have a stamina counter. It's going down all the time.
Not too quickly, but you can't dark.
The room, it's roguelike, so the room layouts are going to change.
And the goal, as far as I can tell, is just to make it out.
Okay.
But there are going to be some yokai.
There are some monsters in there.
And there seem to be a variety of creatures.
Some of them were very small.
Some were kind of harmless.
Some are just sort of chasing around.
Others are very aggressive.
and you can use your tools to sort of deal with them as best you can.
I know I had a gun that's a very prudent kind of flitlock kind of gun.
But of course, very limited ammunition.
I had some spikes that I could drop on the floor that, of course, they don't go anywhere.
But if you can lure the monsters onto them, then they take damage and maybe they die from the spikes.
Okay.
There was a candle to illuminate dark spaces.
There were bags of ammo.
There were food you pick up.
So, you know, you can replenish your health, you can replenish your stamina.
And it's just a really, you know, tense, but not too intense, sort of push and pull.
As you're exploring the space, you're trying to find your way, but you're also got to, you've got to manage what you pick up.
You've got to put things, you can put things down again.
You might double back.
If you light a fire, you can use that against the monsters.
You know, if you think about traditional, traditional Japanese house, they might have a big fire pit in the room.
And also the entire thing is made out of bamboo.
in the Tommy mats
Very flammable
Right
But if you have an open flame like that
And you can
You get a monster
Also, as I'm the point
The rooms are independent of each other
But the monsters can chase you from a room
And the monsters can also hear you
In other rooms
So this being a show floor demo
I really couldn't hear the audio very well
But I know the description said
If you listen carefully
You can hear monsters in other rooms
So you can tell
Even without opening a door
You can hear if someone's next to the room
Kind of a Hunt the Wumpus situation.
Yeah, a little bit.
So it's like Luigi's Mansion meets Sharon the Wanderer meets Paki and Rocky
with the Hunt the Wampus in there.
Am I oversimplifying here?
I feel like we should probably just say Legend of Zelda 1
because it is, the rooms are very much Zelda-like
and that each, most rooms have, you know, cardinal exits.
But again, once the doors are open, the doors are open.
There are warps.
Eventually, I found a map, and that helped a lot sort of orient myself
try and find the exit. I found a key at some point
to unlock a door
but, you know, I believe I cleared it in about 12 minutes
and at the time this was the first day
they said they were handing out towels to the first 30 people who beat the demo
and they told me I was number four
and this was not early in the day so I felt pretty proud of myself
I don't know. I did I got a free towel
congratulations so you know collusion
sorry about that in retrospect but still
it's fine as long as we're not paying you for this
not at all bad news
we're doing this episode for free
my friend
I uh yeah
I liked the way it looked
I liked the way it played
I had fun with it
I feel like
I can only imagine
how much more complicated it gets
there's probably gonna be more you know
more floors
bigger monsters
you know
dark spaces
maybe something with lingering effects on it
you know
I only saw a few different monsters
but they all had different abilities
different habits
there was a little like
fire creature
Think about the candles who chase you
with Super Mario Bros. 3. They don't
want to do anything, but they pursue you nonstop.
But if you lure them
onto a candle or a lantern,
they illuminate the room for you.
And they stop moving because they're burning something.
They found their purpose.
Yeah. So I just thought that was really
clever. You know, because at first
I tried to hit them and the fire didn't
really care about my weapons, but all of a sudden
I could use it and
that opened up a world to me.
So, yeah.
Yeah, Shino-Nome.
Kind of hard to remember, but very intriguing, early access right now.
Check that out.
Yeah, that is.
So a game that I think we both played and probably both enjoyed was called Good Old Days.
Yes.
Which, I mean, if there was anything at the show that was targeted to Jeremy Parrish,
there was Good Old Days, which is very clearly a riff on the Goonies for NES and the Goonies 2.
It's, like, mechanically, it plays much more like Goonies 1, where you have bombs.
you can drop and there's skull doors you open up.
Yep, yeah.
And, like, the story is absolutely riffing on the Goonies
to the point where it might be legally actionable.
I don't know.
But...
I know the little boy...
But structurally, it's not quite Goonies, too,
because it doesn't have the front back
and it doesn't have the adventure scenes,
but it's Goonies, one,
but in a big, open-ended world
that's kind of puzzle-like.
I know the, you know, at the opener,
you play this little boy in their house,
and, you know, they're...
debt collector is there to get money.
And as a way of intimidating, they say,
oh, we captured your friends, right?
All your friends, the nuggies.
And I was like, oh, wow.
They literally just took guineas and reversed the G-in-the-end.
Yep.
And you're playing in the city your base in is Orostia.
Yeah.
Not Astoria.
Right.
Yeah.
So they could probably find a little more subtle way to do that.
But yes, the deck collector is actually a really interesting element
because even though it's an open-ended game-ish, it's timed,
and your task is to clear, you know, misadventures of Trondon,
you have to clear a debt.
Yeah.
So you have to collect $50,000, which, you know, that's a lot to ask of a little kid.
Yeah.
But you have to collect $50,000 and take it back to the house
and give it to the debt collector by 8 p.m. that night,
it starts at 10 in the morning.
And the time doesn't seem to count down, like, real time,
but it also isn't, like, super.
fast so I would guess you probably need to complete the day or two or three hours but that that doesn't add an
interesting element of tension to it um that whole you know kind of warrior landish how much money can
you get with a time element to it which is something different right and dying also gives you a time
penalty yes so there's that element too knocks five minutes off I think yeah not not too huge but
definitely I'm sure it's going to add up it's what it kills yeah
Yeah, and there are a lot of traps where the first time you come across them, you're like,
how would I know that was there?
Like, there's, you know, floors that break away.
Yeah.
And you can tell because there's a little bit of a texture, but if you don't know to look for it,
it's very solid.
Yeah.
So you're just going to fall to your death and, you know, lose five minutes right there.
The respawning seemed pretty generous, though.
They didn't, like, put you way back and made you, like, you know, do a whole level again.
But, no, no, no.
But Mikey is less, uh, he has fewer,
defensive options than not Mikey has fewer
defensive options than the actual Mikey.
He can drop bombs and have a timer.
You can actually interact with them a little bit.
You can push them around, but
you can't kick. You can't do the karate kick.
So if you want to blow up a bat or a mouse or whatever,
you've got to time your bomb and do it carefully.
So it's challenging and tricky.
But you're finding you're like blowing open saves
that have the, you know, what I'd really scull on it.
and collecting either money in there or keys,
and you have to use keys, silver and gold keys,
to open into doors.
And there's a lot of things that I, you know, encountered,
and I was like, I don't know what this does.
There's a phone booth.
Yeah, that was mysterious.
Yeah, it says, this isn't used, like, a normal phone booth,
but it doesn't explain what it is.
But then if you look at the map, the legend on the map, the subscreen,
like, marks out where the locations of the phone booths are.
So maybe those are like
Work portals or something
Awesome, well, yeah
I thought it was interesting
The localization was clearly work in progress
I know when I spoke to developers
One of them was very proud
Like, oh, I speak some English
Like, okay, great
And, you know, the text in the game was
Some of it was a little awkward
Some of it was kind of spot on
And I definitely got to chuckle out of the opening
When the deck collector, you know, threatens the kid
And the kid just says, don't
My dad, yes
He just dropped an out
bomb. I was like, oh, okay.
That's not very Richard Donner
like with you.
I also thought it was funny that the deck collector looked like one of the
Blues Brothers.
At first, I assumed the deck collector was also
the gangsters, but no, the
gangsters looked totally different. So, they're really
defeated. They went for original character design of those guys.
The boss of the gangsters looks like
Ma Fratelli. Yes. She looks like Anne Ramsey.
But then the rest are really weird. There's like
a dude who kind of looks like Dr. Fred
from Maniac Mansion.
And he's in like a hovering wheelchair.
or something
uh
it's yeah it was really bizarre
like they're
they're a motley collection
that's for sure
but none of them both like
cipher from the Matrix
laughs
ha ha ha
ha
Yeah, anyway, I thought that looked pretty appealing. I would like to play more of it. I do love me some goonies. I do love me some legally distinct guineas as well.
someone's, again, someone's got to make it, right?
Yes, but these do not mention anything about jet packs to them.
I'll be so many.
I think we have time to maybe talk about two or three more.
Okay.
You mentioned Everdeep Aurora.
I didn't get to play that, but it looks really good, very Steamworld dig, like.
Yes.
But with a kind of a, like the structure of it.
Okay, first it has a really great 8-bit micro look to it.
Yes.
Very limited color palette, more colors, but not Game Boy style.
It just has the look of,
I don't know, what system would that be?
Not quite spectrum, because it doesn't have the color clash.
Candy, maybe?
Yeah, I mean, it's kind of like one of those plus situations.
Like, it looks like an old computer, but you can tell it has too many colors on the screen it wants to be an old computer.
But, like...
That's like VGA minus.
Resolution-wise, it looks like that, you know, and a lot of the characters are sort of single color to themselves.
Right.
And you get them...
Yeah, yeah, yeah.
So it has a distinct look, and then the level structures,
It reminded me in a lot of ways
It's got the Steamworld dig thing that you're digging
But it kind of reminded me of Warrior Land 2
And 3
Where if you sometimes press against places
It's like, oh, I've just revealed this entire space
Now I can collect treasures
Yeah, it's an interesting game that
You starts off and you're like evacuating something
And then you're hiding on the ground
Because of some calamity
And the goal I think is to find your mother
so you meet a lot of characters while you're exploring on the ground
and so it seems like this is going to be a very heavy narrative element
because there really wasn't any combat that I could see
it's more about digging and exploring because when you dig
you know thank God these people play The Simpsons they know you can dig up
and left and right so if you find yourself in trouble
you can sort of selectively dig different angles
and sort of make yourself make steps for yourself
the drill has a limited amount of battery life
but there's you know
charging stations scattered throughout the underworld
so you can if you find a spot you can go back there
and refresh your energy
I met a lot of people who are looking for things
you know oh I'm looking for a flower
I'm looking for you know a hat or something
so a lot of these characters were much larger than me
which I think is a good
you know storytelling
almost like environmental storytelling it really helps you
feel like a kid when you meet these
creatures that are much larger than you and they're not just evil they're just bigger like they're the
adults and you're a kid so I thought that was really intriguing I'm kind of curious how it works
because if I feel like any game where you can alter the environment and potentially dig yourself
into a hole literally like what happens if you trap yourself in a hole is there like a reset button
is there a you know where there's a safe points that I didn't find out you know no you can um there's a frog
We were a little frog buddy
Frobert or something like that
I don't think I meant the frog
Yeah I didn't get to play
I myself because people were like
crowding it
And there was just no space
But I watched someone and he had the
ability to
Call his little frog buddy
And the frog would work him back up to the service
Oh
To the last campfire that he visited
Okay
So that's
That seems to be out of that one's
Again it's very steamworld dig
Like
They'll see we'll dig, and when you get stuck, you can blow it back to the surface, and you can dig in all directions,
and it's much more focused around digging, then combat, you're collecting things, but it has a feel all its own, for sure.
Yeah, I can't but wonder if there might be some Spelunky there, too.
I know Spalunkey did pretty well here, and, you know, especially the idea of digging into a cavern,
opening up a much larger space.
I don't know if it's roguelike.
I didn't talk to developers about that aspect of it, so I don't know how much of it is scripted.
and how much of it is, you know, open to interpretation,
but it seemed the kind of game you could definitely get lost in,
but, like, in a good way, not like in an angry way.
Right.
Like getting lost in someone's eyes.
Oh, very romantic.
Wasn't it? Yeah, that's a bit summit for you.
Let's see.
There's two more games I want to talk about, Akura and Castle in the Darkness, too.
Is there anything else that you want to mention?
One second, one second.
Okay, yeah, I got one more.
There was a game I picked out before the show
I've been started.
You know, I'm a simple person.
I look up the games before the show starts,
and usually there's one game that catches my eyes,
like, oh, that's the best name game of the show.
And this year, that name was Death the Guitar.
Oh, yes, I saw that.
and it's a really interesting platformer.
I want to call it a mascus platformer,
but maybe that's because I suck at it.
No, that's another one I didn't get to play,
but I watched people playing it,
and I gave up on the prospect of playing it
because they just kept dying,
doing the same thing over and over and over again,
and they just would not give up.
But they also wouldn't get me better,
so I was like, all right, I can't play this.
But really fun,
premise, you are a guitar, you're a guitar out for revenge, and your only weapon is music,
but your music is fatal. So you can run your guitar, can run around, you can jump, and you can
strum, which creates a sort of mini-area effect, and, you know, we'll basically kill anything
that's near you. But as you run around and jump and, you know, kill these of the, I don't
know what you're killing, something. It's like other people playing music.
There's, like, a DJ who launches missiles at you,
and there's just, like, dudes running around in hoodies
and listening to headphones who, like, shoot lasers at you.
But, like, everyone looks a little weird,
so I don't know if these are actually supposed to be humans
or, you know, elves or something, but, you know,
the basics, you know, the game sort of ramps up very slowly
in that, you know, lets you run around things.
If you strum your Tarnix, an amp, it will launch you into a certain direction,
you can bounce on certain things,
you can launch yourself through glass and break the glass.
If you strung on certain
the surfaces, it will sort of resonate
through the surface and kill anything on the surface.
You can send charges and do like cords
and then move platforms around the levels.
And what happens pretty soon is
the bad guys pick up guns.
And when the enemies have guns,
they do not hesitate.
They are shoot first, ask questions, never types.
So you've got to move really fast.
You've got a strum, you got to dash around.
I mean, the goodness is your character can move very quickly.
Yes.
So you definitely have the advantage in a lot of situations.
But the enemies shoot fast.
They don't miss unless you are also very fast.
Those DJ things are infuriated because they launch homing missiles.
Yep.
Like six at a time.
Yep.
And if you, you can kill the DJ, but that doesn't stop the missiles, or at least the set.
They won't launch anymore, but if they've already launched them,
you have to now just run away and hope that you don't...
And of course, everything's when it killed.
So, if you die, you start the room over,
and the game certainly knows where it's bread is buttered
in that it gives you a score that tells you how long it takes
to beat these levels and how many times you died.
And then it ranks you.
So I do think they are going for a, you know,
a Super Meat Boy kind of thing with that aspect of it.
Maybe even a Celeste, although it doesn't really play a Celeste,
but still, it definitely,
it knows you're going to die a lot.
So it's not just me,
but I do feel like I was
much worse of the game
that I would have liked,
because I was really excited about the name.
It's definitely cool.
No regrets.
I'm certainly intrigued about to try it again, maybe.
But, yeah,
certainly one of those challenging action platformers,
not a leisurely, you know,
guitar-killing platformer.
Yeah.
So speaking of massacons,
and difficult
platformers. One last game to talk
about that we played is Castle in the
Darkness 2. This wasn't actually
on the show floor, but we got a
private demo, and
if you like Castle in the Darkness,
you'll like this one. Yeah.
I feel like this one is basically
super inspired by East 3.
Like, I just
recently played East 3,
and immediately
I looked at
the cave
with the tiers of wooden platforms
and the enemies you're attacking
and the speed with which you attack
and it just seems very East 3 like
and also it's extremely hard
the bosses can kill you in like
five seconds just like East 3
my first takeaway
was I was impressed by how much
more agile the hero is
now like a lot of things have changed since the
first game you're
I would say your default movement speed is
basically a
a healthy jog
you can
you know you've got your
your slash is a decent range
you can jump and slash
you can level up now by killing
enemies so there's that you get that advantage of it
you mentioned ease to me
my first thought was order of eclasia
in that
early on
the initial monsters you fight even though they're very small
monsters they take a couple hits
so you're kind of like oh man I guess I'm really really
week. But within a few minutes, I was already dealing much more damage to them because I
leveled up. And so I started feeling, I started feeling stronger right away. And there also,
and there also was kind of a world map thing going on. That reminded me of Oroplasia and that
you had, even though it's definitely a Mediterranean sensation, like, you'll see ledges you can't
reach, you'll see platforms you can't, you know, quite get to. So definitely there'll be some
backtracking, and the developer told me that you would definitely be revisiting areas
again later on and everything is interconnected.
There is still a world map where you'll leave an area and you'll go to a map screen and
then go to the next area.
So the levels are not as tiny as Ordovaclaesia, but definitely there's some hints there.
Interesting.
Okay.
Yeah, anyway, that seems good.
I'm looking forward to playing it.
Yeah, very excited.
It will actually hit consoles, which is nice.
So, yeah, I think that one's still a week.
ways away. Oh, yeah. Like, I
was very fortunate
to have the developer show me
you know, like bits and pieces of the game
throughout because the second
boss is unbelievably brutal. Did you
fight the second boss? The bat?
Like the kind of gargola thing? Yeah. Yeah,
yeah, yeah. The one that moves just like
Sloggera from Casalina.
Yeah, yeah. Yeah. Yeah.
What do I know that from? And, yeah,
it's Slogra. Yeah, it's, I would
say the game is very interesting aesthetically
in that it looks a lot closer to
16 bit at first, but then
some monsters like that boss
have a lot more animation to them
and, like, when you first see the boss, it kind of
turns its head around and looks at you, and I
audibly sort of was shocked.
I was like, ooh! Like, that was, it was a lot
of animation. It wasn't just a simple sort of, you know,
frame swap, you know?
But
yeah, the Garga boss
was quite challenging, but I must say
it wasn't challenging in the sense that, oh,
geez, this is going to be impossible.
I just felt like, in a
demo setting
I've seen enough
but like each time I was fighting it
I was definitely dealing damage to it
I got a little better each time
I was struggling a little bit with the hitboxes
but
I you know the developer showed me
you know a little some moves and you know
because he makes the game of course
he handled them a little better but it showed me
that I had the right idea sometimes I just wasn't quite
hitting it in the right spot like if you don't
quite hit its head
directly and maybe you just hit its wing
you're not going to score a hit.
So it looks like you're just missing.
And I thought, oh, is it invincible?
No, no.
I just, I wasn't hitting the right spot.
So obviously, the game is very much work in progress.
So they're, you know, they're going to be fine-tuning this stuff, you know, for months, if not years.
But looks great, felt great.
I think really exciting, you know, to revisit Castle's Darkness after so long.
My personal favorite thing is that there's a map now.
It's definitely a map.
That was my number one complaint last time, that there was no.
map this one definitely has a map and it's dynamic and it shows where you are and shows nearby
save points so that's going to be a real boom to you know searching around and and finding things
he told me that even though i got to that what was basically the end of that first level he said you
missed a lot of secrets it's like okay i missed a lot of secrets he wasn't taunting me i think he just
he legitimately wanted me to know that i had more to find
And finally, on the show floor,
Diamond had a brief on-the-spot interview with York Tittle,
whose bona fides should speak for themselves in the following interview segment.
Hi everybody, Diamond Fight here, at the recent Bit Summit indie game festival in Kyoto, Japan,
I ran into a celebrity in the bathroom.
I don't know that he considered himself a celebrity.
so he was very surprised
when I said
Excuse me
Aren't you
York Tiddle?
To which he immediately answered
What's your name?
Anyway
Call it a meat cute
Call it a accidental happenstance
But I was very excited to meet
Yorg Tittle
Because of my enthusiasm
For Illbleed
You may have heard me
Discuss Illbleed
On the podcast before
I wrote about it
for this week in retro, but it's a 2001 survival horror game
that's unlike anything else.
And one reason it's unlike anything else
is that it features
Yorg Tittle playing a character named Yorg
modeled after himself.
Why is this?
Why would a Japanese video game
add the likeness and name
of a relative stranger from another country?
This is exactly why I had to speak
to Yorg Tittle about his
unique place in video game history.
Also, given the nature of ill bleed,
I figured any opportunity to talk to anyone
involved in the production of that game
was worth talking to.
In my opinion,
York's story, while brief, did not disappoint.
I help you forgive the background noise.
We were in the middle of the show floor,
and you can hear music from your show.
York's C-Smash VSR, a VR squash game based on Cosmic Smash for the Dreamcast.
York showed me a signed copy of said Dreamcast game.
He was very excited to have a signature on his copy.
I hope you enjoy the interview.
Speaking here to Yorg Tittle in BitSummit in front of a C-Smash VRS demo,
a VR version of Cosmic Smash from the Dreamcast.
And we were to talk about Illbleed.
So if you could please tell me the story about how you ended up in Illbleed as a guy named York.
Hello.
Yes.
So I, back in 1998, 99 or something like that, I don't remember exactly.
was writing for the official Dreamcast magazine in the U.S.
And there was a trailer, a teaser for a game called Illbleed,
that had been leaks on the internet.
And it had the famous words in it,
you will shit with fear.
You'll vomit with excitement.
Right, right, right.
Oh, you'll shit with fear.
That's where it was.
You will, it was something like that.
I'm pretty sure shit with fear.
It was shit with you, vomiting, excitement.
You're puke with pleasure.
Yes.
Yes, that's beautiful. Very classy introduction to it, it was.
And I was just intrigued by the madness of it.
And I got in touch with the creator who was so flattered that I had made contact with him from the U.S.
And his name was Nishigaki, Shina Nishigaki.
Yes.
And he was a lovely man.
Yeah.
And I said, well, I would love to do an article about Il Bled for the official Dreamcast magazine.
And I convinced my editor-in-chief, Simon Cox, who was a dear friend of mine now,
to let me write an article about it,
which then turned out to be a cover feature,
a six-page article, I think it was,
and with beautiful art,
and we turned the whole sort of article
into this, you know,
B-movie sort of thing.
It was really gorgeous.
And it got the attention of a publisher in the U.S.,
and he managed to get a publishing deal in the U.S.
Because the game had been dropped by Sega in Japan as well.
It was supposed to be published by Sega,
it wasn't in the end.
Because that was another game that came out, 2001, when the Dreamcast was already...
Yes, that's right.
And so he was very grateful for that.
And he came over to New York, and we went to, like, random steak houses.
Nishigaki's Island before he sadly passed away.
Yeah.
He actually opened his own steak restaurant as well in Japan.
Wow.
He was a massive steak of Fisunato.
Okay.
So with him, I discovered places like Smith and the Volenski and other things that would never afford if I, you know...
Because I was a student, essentially.
Yeah.
and
yeah
and he was so grateful
at some point
he surprised me
he surprised me
he said
like I
we have put a character
in your name
called York
as Baker
I'm like
why Baker
because you're like
a detective
because you found
us
and then you also
found us a publisher
and it's Baker Street
so that was
the logic behind that
which was lovely
and then I saw my face
and was literally
my face in the game
and he says
like this is creepy
and weird
and so I
Maybe the first ever, like, Avatar human in a game?
I mean, maybe Nishikasad even invented the Metaverse, for God's sake.
But there I was an ill-bleed, a game that I had difficulty even in playing.
It was so random.
It is a very strange game to play.
I have no idea how to play it.
I still, to this day, I'm a terrible ill-bleed player.
But the atmosphere is fascinating.
The acting, of course, is absolutely awful.
I'm partly responsible for that because I was on the key.
cast, and it was the weirdest recording session.
It was in San Diego.
Lanny Manella was directing the voiceover sessions,
and she was doing, like, 20 different voices for it,
including all of the boys and things.
It was weird, but it was very nice,
but it was at a time when, I guess,
games weren't supposed to have actors for each individual role,
and then some people would just, like, do everything.
Yeah, there was that tradition period where, you know, you had some games would cast everybody for everything,
and other games where it's like they'd have one person who they met in an office somewhere.
You're like, oh, you speak English, here.
You can play three characters, right?
I remember the African-American character in the game being played by a white dude,
and I was very uncomfortable about that in the meeting session.
I said, can you find a black actor?
Especially his performance was so bad.
He's just like, all right, bro.
all right bro here i am the big black character
and you're like what the what the hell is this even
allowed you know whatever um so so there's a lot of weirdness
but uh that's how i came to ill blade that's how illby came into my life
and i loved it i loved it passionately um
and loved nishigaki san very very very passionately he was just a
fucking great guy and the fact that he just suddenly disappeared
yeah is uh it's one of the great tragedies
really because he was
he was a visionary
I mean
he was like
you know swearing and a bunch of other
Japanese creators weird
and incongruous
and sometimes not
necessarily commercially sound
but he had
ideas that to this day
we see we gradually
start trickling into games
you know and he just didn't quite
pull him together in a way that made sense
to people unless they knew how to connect those dots
but those ideas were fucking precious
and I understand why that game has such a long tail
and such a slow long tail
and people finding it and realizing
wow this was a work of art
absolutely I mean and you know
while there's definitely some influences have come around again
like there really is nothing else like I'll bleed
you just can't no one else is making a game out there
where you're hunting for traps with a VR headset,
but there's monsters, but you're inside an amusement park,
but maybe you're going to die for real.
And, you know, the chapter you're in particular
is also one of the weirdest chapters in the whole game,
which is saying something.
Like, it's behind the scenes of the deadly amusement park,
but it's also like a game.
Yes.
But you also knew that I wanted to be an actor.
So, because I was studying at NYU,
I was studying acting so you thought it was fascinating and that's why you wanted to give me my break
within this Hollywood thing like inspired story and I'm like it's okay but um oh man I don't know it was
it was such a unique thing because we barely communicated with each other in the same language right
but we had the soul connection um it was just it was so good to hang out with the man I miss them
Are you from New York, then?
No, I'm from, I was born in Belgium.
Okay.
And, yeah, and I'm half German, half Polish, born in Brussels.
Yeah, and I studied at NYU.
Okay.
And that's where we met.
And yes, and so, yeah, I was in New York at the time.
And then I moved to Los Angeles, and then I moved to London, and I'm in London.
Okay.
Well, I was kind of curious.
So you wrote about El Bled, and he had this sort of preview.
So what state was it in versus how it ended up, finally?
Because I know they changed some things around,
and obviously they added a character with you.
So, like, do you know how much...
It changed a lot.
Yeah.
When I wrote the preview, I'd only seen videos.
Oh, okay.
And I had conversations with Ishigaki-san,
and he was essentially still making shit up as he went.
Yeah.
And I loved that.
I was like, wow.
It's like, to me, it felt like he was making jazz.
Yeah.
you know he was riffing
and I could totally
because I have a pretty good bullshit detector
I could see it he was coming up with stuff
as he was telling me about the game
he was come up with ideas as he was telling me about it
and then he would drift off
and make clearly make mental notes
for like yeah I sure I should do that
and then he would come back to me
and it's like I love this
like because I you know
with this lot of games that were always the same
goddamn things or it's always the same mechanics
and whatever and he was just riffing
and yeah so it's one massive improvisation in a way
yeah he was a great dude
all right well thank you for sharing your story about that
and about Nishigaki who you know
you know the more I read about the more I wish I could have you know
met him talk to him and I know he would have loved an event like this
where everyone is out here just doing whatever they can
you know I know there was a tribute yesterday to Kenjino who passed away 10 years ago
but I feel like Ishigaki, excuse me,
Nishigaki would be in the same camp, I think.
Absolutely, they are in the same camp.
They're sort of, not forgotten,
because we haven't forgotten about them,
but they're definitely, they have more light shine in them,
and so the more people like yourself do it, the better,
because he belongs in the history,
gaming history, and it made your way.
I agree.
Well, thank you for your time.
Thank you so much, thank you.
And that
And that wraps it up for this episode of Retronauts.
Thanks for listening.
Hope you enjoyed it despite the noise.
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I'm going to be able to be.
I'm not going to be.
And so,
and I'm going to
be.
I'm going to
be.
And so,
but,
but,
I'm a
I'm a,
and I'm,
I'm going to be able to be.