The Ringer-Verse - Nintendo Directs, 'Marvel's Wolverine,' and 'The Blood of Dawnwalker' Reactions | Button Mash
Episode Date: September 10, 2026Ben, Matt James, and Polygon's Giovanni Colantonio unsheathe their adamantium takes as they tackle the week's biggest gaming stories. First, they break down Nintendo's back-to-back Directs and analyze... both what was shown and what wasn't: the new look, hybrid gameplay, and November release date of the 'Ocarina of Time' remake; the exciting announcements and continued absences of some of the company's flagship franchises; the Switch 2's upcoming slate; Nintendo's leak problems, and more. Then they give their spoiler-free reviews of Insomniac's much-anticipated Wolverine adventure and explain the game's prerelease controversies and lukewarm reception. Finally, they share their spoiler-free reviews of the 'Witcher'-esque vampire action RPG 'The Blood of Dawnwalker' and assess where it ranks among the best vampire video games. (0:00) Intro(2:03) Nintendo Directs(35:08) 'Marvel's Wolverine' first thoughts(1:04:03) 'The Blood of Dawnwalker' reviews(1:40:47) Outro Host: Ben LindberghGuests: Matt James and Giovanni ColantonioProducer: Devon RenaldoAdditional Production Support: Arjuna Ramgopowell Learn more about your ad choices. Visit podcastchoices.com/adchoices
Transcript
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into the Ringerverse, your nexus feed for all things fandom.
I am Ben Lindberg, senior editor for The Ringer and your host here at Buttonmash,
where we will not be revealing all the Disney locations in Kingdom Hearts 4,
even if Valve already did.
I will be revealing our guests for today.
Ringer Deputy Art Lead Matt James Howlett.
Hello, Matt.
Hello, Ben.
Happy to be here again.
As Gene Gray says to Logan, we'll see you around James.
We always do.
And rejoining us for this episode is one of our favorite outside games media members,
Polygonzone Giovanni Cohen-Colonio.
Hello, Gio.
Hey, thank you.
Thank you so much.
For a second, I thought you were mispronouncing my last name.
And then I picked up on it.
And I was like, I see what you did there.
That's beautiful.
Well, we have much to discuss, including Cohen of Blood of Don Walker fame.
But first up, we had two, count them, two Nintendo directs this week,
the rare Nintendo
Double D
on Tuesday
a 40th anniversary
Zelda Direct
in which we
got a good look
at the
Ocarina of Time
remake on Wednesday
a broader
September direct
about all manner
of upcoming games
but we will also
be sharing our
spoiler-free reviews
of two
AAA $70
games that are
already out
both of which
feature resilient
tortured protagonists
with a flair
for detective work
Marvel's Wolverine
and the blood
of Don Walker.
And also, since we had double directs,
why not double button meshes?
The Ringiverse is a family,
much like TeamX.
Not too much like TeamX.
That would be bad.
And I will be back tomorrow
with the rest of that family,
the Midnight Boys,
in a midnight mash crossover event
to dive a little deeper
into Wolverine
and find out what Van Jomey
and Steve thought of the game.
So let's go straight to Nintendo
and then Wolverine and then Don Walker.
We did our button mash
40th anniversary Zelda episode months ago, but take your time, Nintendo. It is still the 40th anniversary
year. If you were hoping to hear about a brand new Zelda game, I'm sorry, if you were expecting
a trailer for the movie that's coming out in seven months or so, no dice. But if you wanted to see
some more of the new old game that we now know is coming out in less than two months, I've got good
news because Nintendo has finally fully lifted the lid on the Akarina remake.
We got to see it all.
We got the Aegeanuma demo.
And people have opinions about the appearance of this game.
Geo, what's your opinion?
I get why there is like a strong feeling about it, right?
Because obviously just people love Akrona.
It's widely considered one of the greatest of all time, right?
I consider it like one of the greatest games of all time.
And I think it's always jarring.
Bold, bold of you there.
I know.
I know. It's like saying the Beatles are your favorite band.
It's like, yeah, okay, cool.
Yeah. Cool opinion.
Going out on the limb there.
Yeah. But, you know, like, I get it, right?
Like, there's always going to be strong opinions when you feel really, really close to
material like this. And you feel like a connection to this artwork that is so entwined
with the game.
So I think, like, a lot of people, I did have a similar reaction at first where you see this
art. It is, you know, it looks realistic at first glance.
right, and it just kind of, you saw like the same joke over and over, right?
People were like, Nintendo hired this fan.
Oh, it's Unreal Engine, you know, and everyone was just making the same like can joke immediately.
But the more I sat with it and the more I looked at it, I think people were oversimplifying a little bit, like what this, what this art direction looks like.
And I think that's not to say that anyone's wrong or anyone is right.
I actually think there's really, really valid cases to make about the art looking great and the art looking bad.
And I think there's like a good reason that you would have wide opinions on that.
But I think where I stand now is I just want to see it in motion.
I want to like actually see it in the context of the game, see how it feels in the vibe of the game.
I actually really love the environmental work.
Going back through that trailer, looking at some of the environments, like they look like they're out of a storybook, right?
It's just like the lighting is so warm.
And I don't know, it just they said it in the direct, but like we wanted it to feel nostalgic.
and it kind of does, right?
It has that, like, fairy tale, like, reading a book as a kid feeling to it,
and I think that's wonderful.
The character models, a little weirder.
And I think this is where it kind of, like, makes sense that people would feel mixed.
Because the character models, like, kind of have a doll-like look, which I think is really
cool, but I don't think it's really what the environments are doing.
Like, if this whole game had a doll aesthetic, I think I'd be like, oh, yeah, that's awesome.
But I do kind of feel like there's a clash between, like, the really great environments
and these like uncanny weird dolls.
And I almost just wish they'd gone all in on the doll thing.
That's kind of where I stay on right now.
Yeah, people are speculating that maybe it's Miyamoto's love for Japanese marionette figures,
that that was an influence here.
And I could see that.
I get what you're saying that that Link maybe looks fine in isolation,
but also looks a little out of place in the surroundings.
Because I agree that I do like the environments.
The great deco tree looks amazing.
and super atmospheric.
And, you know, I guess it has sort of a fable-ish, mossy kind of look.
There's something slightly non-Nintendo about it, which is maybe what people are responding to.
But I wish I had a hotter take because I do feel that it largely looks great.
And maybe it is just whenever the design of something familiar changes,
anytime you change the UI of a website or whatever, people are pissed because things look different.
things are in a different place
and then you get used to it
and suddenly you love it
and you wonder why it wasn't always like that.
I really think saying that it looks great
is the hot take.
Yeah, it feels like it, right?
But like Ben, what you're saying,
remember when they brought Spider-Man
to the PS5 from the PS4
and they changed Peter Parker's face in it?
And the internet exploded and disgust
that they would change his face.
And, you know, everyone got used to it.
I thought you were going to bring up
when they shrink the face.
puddles because that went to an even larger outcry, but you can put puddle gate aside for a second.
But change is hard, man.
Like people need time to adjust to things.
And I think that like a lot of people having trouble with the look of this game, I get it because environmentally, this is a level of kind of like, I don't want to say realism, but maybe detail that Nintendo typically hasn't.
shown in its AAA games.
I mean, we'll talk about the new
Kirby game that was
announced, but that Kirby game looks
like what you'd expect a Kirby
game from Nintendo to look like.
And we're seeing that, like, a day
after seeing these incredibly
detailed Ocarina of Time
remake environments, and you'd be
hard pressed to believe it was the
same company
putting out those two games
if you didn't know any better.
And I think that's going to, I think we're
at the point where Nintendo, for the first time,
has the capability of delivering environments like this.
And it won't be the last time.
But it is going to be a tough adjustment for people to kind of view that level of detail
as something Nintendo-like,
which I think will be increasingly easier and easier over time.
That's what I was getting at when I was saying that it's sort of on Nintendo.
It's like Link's tunic is too detailed.
You know, there's too much texture there because...
People handing on that hat, man.
Yeah, you're accustomed to Nintendo.
Kind of like pulling back on the detail a bit and going with a more stylized look because, at least in recent generations, the Nintendo console has never been the fastest processor and the prettiest graphics.
And so they compensate with a distinctive design.
And here it does feel a little bit like, okay, we have more horsepower here, at least PS4 caliber horsepower.
and maybe we're running wild with that a little bit.
I think the feedback that maybe the characters or particularly Link looks a little plastic or shiny.
Maybe that is what people are picking up on when they're saying,
oh, it looks like an Unreal Engine fan remake or something.
I get what they're saying.
Part of that, I think, is that some of the screenshots were when he was wet and it was raining.
And so he was especially glistening.
But there is something.
Somebody drive that boy off.
Honestly.
Yes.
There is something to that.
But I think when we get our hands on it and when we acclimate to it,
I think people will probably be impressed by it.
I think so too.
I'd be surprised.
And I'll say like this is the exact same thing that happened with Star Fox this year.
Right.
Like that was another game that people felt very strongly about the art style for Star Fox.
They revealed that.
And then I think same reaction.
Immediately people were like, this looks awful.
Oh my God.
It's so jarring.
And then, you know, people sat with it and we're like, well,
this kind of is fully realizing Nintendo's like old puppets that they use to advertise this game, right?
And like, you can see them using the tech to be like, hey, what if we fully realize some of these ideas where we were working with like real crafts and things like that?
And we can do that now.
And I think you see that in Akrona as well where like, again, like this this doll like look and the shininess and the plasticinesness of the faces and whatnot, I think probably is in some way like an old Nintendo vision that they wanted to accomplish on some of these games, right?
And now, like, I mean, even super, like the old Super Smash Brothers games, like, they're action figures, right?
They're literally like little plastic toys.
So I think it is very Nintendo in a lot of ways.
But I agree.
It's just going to be a period of adjustment to be like they can just do that with high fidelity now instead of, you know, really a couple of polygons.
So yeah.
Yeah, it's as if the infamous 2000 space world demo of Link fighting Ganendorf in a what was at the time hyper-realistic style that got everyone excited.
for that design and then led to the initial backlash to the Wind Waker, which now everyone agrees,
oh, this was wonderful and it aged incredibly well. But it's as if we're in an alternate history
where the GameCube or whatever was capable of this kind of realism. And so it's almost like
a Twilight Princess approach to Ocarina, which again, it's just sort of strange. It takes a little
getting used to, but I think on the whole will pay off. And, you know, we're talking about
the visuals and leading with that because that's what we can see and we have not actually played
the thing. However, we did watch it being played and that is perhaps just as revealing because
we didn't really know the nature of this thing. There was a lot of speculation about will this
be a beat for beat remake? Will it be a modernization? Will it be Ocarina Meets Breath of the Wild in some way?
And on this podcast, we assumed that it would be pretty faithful to the original. And it is,
but it looks like a bit of a hybrid, somewhere in between,
in that they have updated it to an extent.
And they have added some modern trappings and quality of life improvements.
Modern trappings like jumping.
Yes.
I know.
It's, you know, if you wanted to say that Nintendo has lost some of its original nature,
some of its spark and creativity, I guess you could focus on Aluma bragging about how there's a jump button now.
and also you can fully rotate the camera around you.
You know, it's 2026, but I get it because obviously.
I like that part.
They were like explaining like,
you couldn't do that because there was only one control stick.
Who's followed that, Nintendo?
Who's falling as that?
It's also like the first thing they talked about.
I went back and looked at that video and it was like,
they were like, here's the game.
Look at the camera.
It's like, wow, this is like the most important thing
that they had to communicate off of that.
Yes, and there was a little nod to,
we know that this is not unusual.
now. But obviously, we're going back to 1998 here. And if you're a purist and you say,
do not tamper with maybe the greatest game of all time, it should be exactly the way it was.
And you should be stuck with the camera getting in weird places. And Link should only be able to
jump if you move him toward a gap. Then maybe you'd be upset about that. But I think that will be
welcome because I went back and played Majora's mask recently for that game's anniversary.
And by the way, I'm already bracing myself for if we get the Majora's mask remake in this engine, what that would look like and the weirdness of the many masks in that game.
It was creepy enough at the time.
In fact, maybe it was creepier with N64 era graphics than it would be with more modern hyper-realistic graphics.
But who knows?
Yeah.
Anyway, it was jarring to have to go back to the days of Z-targeting and just not being able to look at things that I wanted to look at.
And we may remember, obviously, what Akrona was like to play back then,
but probably the majority of people who will be playing this will not.
And so it is actually important to say, hey, this is new.
And also, Nintendo is not remaking this solely or even primarily for us,
for people who have played this game before and just want to revisit it.
They want to introduce this game to a new generation of players who never went back
and played the original.
And yes, obviously, there's tie-ins with,
movie ambitions and theme parks and all the rest of it, because Nintendo is not just a video game
making company anymore, even if it still is primarily. But this is about expanding the tent.
And that will be really interesting to me, I think, because you look back at the sales figures
for these classic Zelda games, and they paled in comparison to Breath of the Wild, which was
the big breakout for that franchise in terms of mass appeal and then Tears of the Kingdom to a lesser
extent. And so probably a lot of the many more millions of people who played Breath of the Wild
will now say, oh, okay, I'm going to go back and play Akrona in this game. Maybe I've never played
it, but I've heard that it's incredible. And you could imagine them being a bit disappointed,
potentially, by the smaller scope and the linearity. And so they did sort of take care to set
expectations in this direct for that audience to say, hey, this is not Breath of the Wild.
exactly. This is more of a traditional Zelda adventure with a fresh veneer.
This is the thing that I'm really curious about because Ocarina, like one thing I love about it is that it is like the foundation, right?
I always talk about it as like in literature you have your foundational texts from like which all stories form, right?
Like the Canterbury Tales or something, right? And like Aquarina is like the canterbury tales of like 3D adventure games.
So much of what it does is the foundation that every single game.
has copied since. And if you're remaking it one to one, which I think is the right move,
you know, I think like, you don't want to mess with it too too much. I think there's a case
to be made of like, well, why remake it all then? I think that's fair. But like, you know,
I get wanting to do the respect for remake, you are just going to have stuff in this game
that is like, this is every game. Right? Like, this is just what every single adventure,
3D adventure game feels like. And I'm really curious to see how that like breath of the wild
audience going back to that game that's very, very traditional. And like, I don't know.
are they going to respond to it?
Are they going to be like, this is kind of boring?
Like, what's the big deal about this?
And I think the one advantage that it has, and I was reminded of this when I was saying this
to a colleague, is that like, don't forget, though, that Aquinas storytelling, like,
is surprisingly very good, like a really well-directed and put-together game.
And if they are bumping that up, that might make up for it a little bit.
Yeah, it's a little like when we talked about the Halo remake on this podcast.
And we're like, well, this is good.
It's still Halo, but that hits differently than it did.
25 years ago and so many games built on that foundation that if you didn't play it at the time,
well, maybe you had to be there to understand just how groundbreaking it was, but it's still
timeless and incredible design that holds up. And that's certainly true of Ocarina. And also,
I want there to be a continued home for dungeon-based, more linear and finally crafted Zelda games,
along with the open world evolution, which is maybe the original vision of the franchise coming to
fruition. So I hope that this does hit and that it is good. And it's interesting to see some of the
things that they kept consistent. For example, they have maintained the loading screens when you go to
different areas, which presumably they could have done away with because that's the way it was.
But then they're also adding an objective screen and a tapestry that shows you what you've accomplished
in your adventure. So it is a little old, a little new. And one nod, I think, to the Breath of the Wild era
of the franchise is that we get our big look at Hyru Field, which everyone who plays this game in
1998 remembers being breastaking.
Oh, my gosh.
Yes.
It's huge.
And then you go back and you play it and you realize that, wait, actually, this was kind of small
and pretty empty by modern standards.
But this game seems to have something that I don't think the original did, which is just
this big sort of, ah, this jaw-dropping moment when you go to Hyrofield and you get almost a breath
of the wild great plateau type like pull away to all here's this great scope even if the actual
field is not bigger than it was in the 90s they're they're sort of you know presenting it as if
it's the the breath of the wild huge open world map so again does that then make people disappointed
when they realize that actually this has pretty tight boundaries we will see but hopefully they'll
appreciate it for what it is and we now know when it's coming out November
5th, which is, of course, a mere two weeks pre-GTA-6.
And this is not a shock to me.
I think we kind of had an inkling that this was Nintendo's big holiday season game and that
there are only so many weeks on the calendar and that it had to be pretty close to
GTA-6.
And Nintendo's never afraid to do its own thing.
And GTA-6 is not on Switch 2.
And one would imagine that the two-week buffer plus the lack of overlap in the audience,
that makes sense to me.
I don't think that this is going to cannibalize the audience or anything.
Christopher Dring labeled this video games Barbenheimer,
the Ocarina remake into GTA6.
Maybe it will be.
I don't know.
I think it's distinct enough audiences that having them go two weeks apart is perfectly fine.
Although that was the one week in this many months long stretch leading up to GTA
when we did not have a button mash episode scheduled.
Now we do.
So no weeks off here at Mesh forever.
But that's fine.
We enjoy podcasting.
And also, if you want to pick up a 40th anniversary edition Switch 2, well, you can't because it's sold out everywhere.
But it will be restocked at some point.
So that's, I guess, one commonality with GTA6 is that companies are viewing these games as system sellers.
And Nintendo is obviously trying to cash in with the Zelda Edition Switch 2 and controllers
and the GTA6 themed controllers
have gone on sale and are already sold out.
So these are cultural events.
GTA6, more so, obviously,
than a remake of any game, however great.
But these are the kind of games that can break through
and that can maybe convince you to pick up a system
if you haven't yet.
It's such a smart bit of counter-programming from Nintendo
because, like, you know,
you know that it's like switch owners
who just own a switch two are going to be like
seeing GTA come out and be like, we don't have that.
Like, crap, maybe we should go by a PlayStation to play Gtta 6.
And they're like, no, no, don't worry.
We've got the ultimate weapon.
The weapon to surpass Metal Gear.
It's the Ocary Dutch Time remake.
Like, what a power play.
Yeah.
People are hyped, including Sam Altman, who tweeted that this is the best news in a long time
and that he will be unavailable for the two days after this game comes out,
which seems like good news, because if he takes a couple of
couple days off, then that's two days he's not spending on making a new model that may kill us all
or just rip off existing games and make people declare that traditional game development is dead.
Shout out to GPT6 Astra. So yeah. Now, what we did not get at the September direct was probably
as big news as what we did get, but we will talk about both. So people were hyped because September
directs are traditionally a time for big announcements and unveilings. And there was a lot of leaking
going on and a lot of reports about big name sequels in the works. And given the expectations,
perhaps this was something of a disappointment, there was a ton of news, a ton of games on display
and endless sizzle reel. Every game that ever came out for any other system is being ported to
Switch 2 or just stealth dropped on Switch 2 and there's DLC for everything and there's remakes and
remasters.
But in terms of new announcements, very thin on the ground here.
So we got two big ones, basically, two new Nintendo announcements, one of which, if you
are clued into the rumors and reporting, you were already aware of.
We are getting Metroid Ravenous on January 28th.
And we are getting Kirby and the world beyond spring 2027.
And it's interesting because as a lot of people have pointed out,
the concepts for these Metroid and Kirby games seem sort of reversed in that Samis is consuming her foes.
And Kirby is exploring an unfamiliar world.
At the very least, we got so many Truman show memes out of the World Beyond trailer when it turns out that there is a world beyond.
It starts very traditional.
It looks like we're in a happy go lucky.
Kirby adventure. And then it turns out that there's a hole in the world and there's another
world beyond that that we will be exploring. So the big thing hanging over all of this is
where is everything else? Where is 3D Mario, et cetera? And we can get into that. But thoughts
on Metroid and Kirby, Gio. I'm psyched out of my mind for both of them. First of all, I think that
like the, you know, when the Metroid Prime 4 kind of like cycle was starting up and people were like
starting to get a little like, I don't know about this one. I hope this game's not a huge disappointment.
It was like, it kind of is fine if it is because we have the 2D Metroid series now, which is like
filling the role of Metroid. Like, you know, Metro Prime 4 isn't the only Metroid game anymore.
And I'm really glad that they are continuing to trust Mercury Steam with the series. I think they did
a phenomenal job with Metroid dread. I mean, I really, really do. I thought that game was fantastic.
And I think people forget that like that was like a game of the year nominee, the year came
out. That wasn't just like, oh, cool Nintendo game, but like, it got a lot of critical praise,
you know, like on the award circuit, which was, which was surprising. It's the bestselling game
in the series. And when you were on to talk about Metro Prime 4, we talked about how Metroid
has sort of an outsized profile among long-time hardcore gamers, but hasn't really been a big
mainstream hit. And you would think that one of the Metroid Prime games would have been the standard
bear for the series. But no, it's Metroid dread. As far as I know, Metroid Prime 4, last I checked,
still had not sold a million copies.
So that continues the slump.
But because this appears to be a sequel to Dred,
that is, I guess, the best bid that Metroid has for mainstream attention.
Yeah.
And then similarly, I really do think Kirby, like Kirby and the Forgotten Land,
I hope it's Land World, land, probably land.
Kirby and the Forgotten Land is fantastic.
Yeah, this one's land.
Got it.
Yeah.
Just pick one.
Just pick one.
That game was fantastic in 2022.
And I think in a year that wasn't, like, dominated by Eldon Ring, like, because it came
right after Eldon Ring.
It was, like, the first, like, major release after it.
I think we probably would have been talking about that even more and still did talk about
it a lot.
Excited for the direction they're going in.
I trust that team a lot.
I think it's more interesting than the kind of, like, 2D games that had stalled out before
Forgotten Land.
You know, we had Kirby Star Allies 2019, which I think was kind of like, what more can you
do with Kirby, you know?
It feels like this concept is done.
And it's great to see them figure out of a way.
to escalate forgotten world a little bit.
Like, it doesn't look like the same game.
And I think that's exciting.
The thing that I thought, though, coming out of this direct,
which the direct itself, whoa, what a boring, good thing to watch.
But it's surprising how much, like,
Nintendo has put together, like, a killer 2027 so far,
and, like, you don't realize it where it's, like, Metroid.
That is a, that is a sequel to, like, a, again,
a Game of the Year competing game.
Kirby, also kind of a sequel to,
to like one of Nintendo's best reviewed critical games of the Switch era.
Xenoblade Genesis.
Again, Xenoplaid 3, game of the year nominated game that was like big on the, big on
the circuit.
Like that's a big deal.
And then Pokemon, which, you know, who knows, right?
Like these games are a wild card, but like is going to be huge, undoubtedly, right?
That's going to be like probably the best-selling Switch game by this time next year.
So, hopefully, I don't know when it's coming out.
So, like, just those four games alone, that's like a pretty important.
impressive lineup. And when I see people be like, oh, there's no
Smash Brothers, there's no Mario. It's like, do they
need it? Like, we are not living in
an era anymore where Nintendo lives and dies
off of, like, having a mainline Mario
game and a mainline Zelda game on a console.
I just, like, think this direct
kind of, like, put that picture into perspective
where it's like, Nintendo is not
like a two-trick pony anymore. They have
several levers that they can pull
that are, that are, you know,
huge in that same way. And they're
not in the business of giving us
like huge lead times on titles anymore.
either.
You know, like, we're on a need-to-know basis with Nintendo.
And we need to know about a new game, they'll tell us.
But, you know, they're not going to give us, like, a teaser trailer of this new 3D
Mario game, like, a year and a half before it comes out.
Like, they're very regimented now in the way that they reveal and release games.
Yeah.
Or either they'll tell us or the Brazilian Games rating board will tell us because that's how we found
out about Metroid Ravenness.
And, you know, we found out because we're reading gaming news constantly.
Most people were not aware of the fact that the Brazilian games rating board inadvertently linked the game's name and rating months ago.
But Nintendo has had a bit of a loose lips problem lately.
And, you know, some of the thunder has been stolen from the Ocarina reveal from the Star Fox remake.
Again, many people are unaware of these things.
And it's not as if they landed with a thud.
Like, Akarina has been huge.
You look at the view counts and the concurrent viewers of the direct and the trailer views and all the rest of it.
It's pretty much second only to GTA6 in terms of the hype that it seems to have generated.
So maybe it ultimately doesn't matter.
But you know it's got to be pissing off Nintendo to no end because they like to be so secretive.
And suddenly it seems as if they have sprung several leaks.
And that's maybe why this direct seems slightly disappointing to some.
even though what you're saying is true, Gio, and I've loved a lot of Switch 2 games, and I love Bonanza and many other games, I think a lot of people are impatient for the flagship games and franchises.
And it has been a really long time since Mario Odyssey.
And it's pretty long, even into the Switch 2 is not that old lifecycle to not get a 3D Mario game or even a hint of one.
And so because there were rumors flying from some quote unquote reputable leakers that there's a new smash in development, that there's a new Star Fox adventures, a new 3D Mario and Mario, and producer Devon, I know is devastated that we did not get the Nintendo's sequel reveal, which was rumored as well.
All of these things may stay still very well be in development.
and some of the leaks were, hey, Nintendo's working on this,
not Nintendo's going to unveil this week,
which in a way, I mean, I could be a Nintendo leaker
or pretend to be one, right?
You heard it here.
Ben Lindbergh of Buttonmash says Nintendo is working on a 3D Mario.
I'm pretty confident that that call will be vindicated eventually.
But, but yeah, I mean, they are holding out on us,
and it is a little at a step with what they've done historically.
even with some Zelda games get announced or tease years and years in advance.
Personally, I don't necessarily need to know for certain that a game exists many years before we can play it or find out anything else about it.
It's not as if we have a shortage of other good games to play.
But you could say that the Switch 2 has kind of been depending on the JV squad a little bit when it comes to, you know, it's Metroid, it's Splatoon, it's Donkey Kong,
it's a tear down from the true heavy hitters.
But that only maybe makes you more optimistic,
at least if you're in the Switch 2 ecosystem,
because, hey, all that stuff is still to come.
I mean, we don't typically get more than one mainline 3D Mario
in a console generation anyway,
other than I guess Galaxy 2.
So, okay, we're backloading it a little this time.
So what, right?
That just means maybe the supply of first-party Nintendo bangers
won't peter out the way that it,
it sometimes has.
And Switch 2 sold like hot cakes out of the gate.
And then obviously that slowed because so many people bought it immediately and then tariffs
and all the rest of it.
But then you'll maybe get a second wind when the 3D Mario does come along or the
really ultimate smash sequel comes along.
So that would be the glass hatful interpretation.
Yeah.
The only thing I was surprised about because I agree, like they just don't tease stuff that
early anymore.
You know, they used to.
And it backfired so many times that I think they backed off it.
Like, Metroid Prime 4, the infamous example of that, it's like, we're going to do the logo reveal.
And then it was like, whoops.
Whoops, we have to restart development on the whole game.
Sorry, everybody.
We goof this one up.
Sorry, we got to put a big empty desert in this and play motorcycle around it.
Get right back.
But, like, the thing I was surprised about is I did think we would get a little bit more of, like, hey, here are some of the, like, interstitial games coming in 2027.
like these are our tent pulls, whatever, only because this is the first direct that happened
after the price of the Switch 2 bumped up, right?
Like, it's more expensive now.
And you would think that this would be a direct to be like, hey, don't worry.
Like, all of these big games are in development, you know, even if you just reveal one,
like right?
Like Animal Crossing is happening at some point.
Well, here's Tom Nook's face, right?
And I was a little bit surprised about that.
But I also think that, like, in Nintendo,
those mind, I kind of wonder if the other stuff they showed in this direct, they thought was
filling that role, which was ports, right? It was being like, Final Fantasy Revelation is coming,
you know, persona 4 is coming. I almost wonder if that was the strategy of like, this is the system
cellar stuff like, buy this instead of a PlayStation. I think, I think you're totally right.
And like, there's an avalanche of ports hitting Switch 2 right now. And they have to kind of,
you know, be good partners with all of the people porting their games and promote all of these ports
that, you know, if you're a console gamer that has a PS5 or an Xbox, like, you know, this isn't
all that exciting to you necessarily. But if you only have Switch 2, like a lot of this stuff
is pretty exciting. And once I think we get deeper into next year, there will be less of an
avalanche of ports. People will have had enough time to figure out the Switch 2.
architecture and all the sweet sauce to get these ports looking good,
like all the Capcom ports have been looking.
And then I think we'll start to see more of Nintendo's
kind of what they have to offer in the future in these directs
once these ports are out of the way.
Yeah, it's a little less exciting than it was during the original Switch generation
where everything from the Wii U got ported,
and it was as if those games were new because no one had a Wii U.
And so too many people had a switch or a PS4 or whatever for these games to be new to people.
And so for us, it might be yon.
I played this years ago or at least had the opportunity to play it years ago.
But for people who just had a switch and just have a switch too, hey, okay, you just got access to a whole generation of great games.
So that's exciting.
So we kind of knew what was coming.
We kind of still know what's coming.
We just don't know when and how exactly.
But everything is proceeding as we have foreseen to some extent.
And hey, there's a new Fire Enblem game coming out next week.
That'll probably be big, too.
And both these games look promising.
You know, Samus is maybe a tad too talkative for my taste in this trailer.
But I didn't mind what she was.
Yeah.
I didn't mind what she was saying.
You know, it wasn't other M Samus.
This was more of a well-defined Samus with an edge, which I guess is slightly reassuring.
And, you know, we're getting new.
Castlevania and New Metroid
in the span of three months.
Both franchises 40 years young,
so Metroidvania fans are feasting these days.
So a lot to look forward to.
And we still don't know what the light sexual content
consists of in Metroid.
I didn't catch that.
Yeah.
I mean, according to the Brazilian Games rating board,
my source for all gaming information.
It's bore.
It's the boar.
It's all the boar in the game.
It might be.
Yeah.
I bet to mention, by the way, the huge innovation, of course, in the Akarina remake is that you can now hum into the Switch 2's microphone to use the Akrona.
Also Nintendo's selling an Akrona remake themed Okina, but you can use her Switch 2 and just hum into it.
So being able to carry a tune is now a competitive advantage in Akirina.
Sorry to anyone who has trouble with that.
but a lot to look forward to and also a lot to play right now.
And we should talk about a couple games that came out this week and also last week.
First, Marvel's Wolverine, the headliner, developed by Insomniac, published by Sony.
Sony may have broken up with Hideo Kojima, who's taking his talents and his unseen for some time games to Xbox, which, by the way, I wonder how all the,
laid off folks and people at downsized studios feel seeing Asha Sharma brag about bringing on
Fizint and Kojima in addition to OD.
Hope the game is good.
That's all I'll say.
It makes me sort of scared that Sony was willing to part ways with Kojima.
They must have had a reason for that.
Well, he wouldn't make it a live service game.
Maybe that was why.
Yeah.
It is funny because, you know, everyone's like piling on Sony for so many reasons.
and this is just added to the pile, and it's like, oh, another blow to the reputation of Sony.
Meanwhile, Xbox is speaking of companies whose reputations are...
They should add a question mark to the end of the...
Smoking craters.
Yeah, rock in a hard place.
Anyway, best of luck to...
First, we capitalized all the letters in Xbox, and now we're adding a question mark to the end of it.
Yeah.
I know you're not the biggest Kojima fan in the world, Matt, but if and when we see Fizant, we will discuss it on button mash.
But Sony does still have Insomniac, which has been the golden goose.
It has been the best purchase of the many studio acquisitions that Sony made
for what seems to be a bargain basement price in retrospect.
Insomniac keeps churning out hits, but will that streak end with Wolverine?
Sales-wise, probably not.
But critical reputation-wise, maybe we have one such critic on this very podcast,
Giovanni Colantonio, who reviewed Markner,
Marvel's Wolverine for Polygon, and shortly before we hopped on the mic, published a review with the provocative title, which you may or may not have actually written yourself.
Marvel's Wolverine is the biggest disappointment of the PS5 era.
Now, that is actually a pretty bold claim, but the metacritic rating as we speak is 78-ish, which, by insomniac standards, that is quite low.
I guess that would be the lowest rated insomniac game in a decade since Song of the Deep.
And this is a much more anticipated pricey game than Song of the Deep, obviously.
So this is about as big budget and AAA as a game gets this side of GTA6.
We have all played it.
We have all finished it.
We will not get deep into story spoilers.
We will have a subsequent podcast episode is voted solely to this game.
But, Gio, give us your capsule.
review beyond the headline.
Oh, boy.
This is one of those games where I would love to have been a fly on the wall to find out
what was the conversation behind the scenes of what this game is going to look like.
My issue with it is maybe not what is going to be a lot of people's issue with it because
I think a lot of people are going to complain about like, oh, it's so linear and like it's such
an old school.
Go broke.
That was your review.
Am I right?
Yeah, that's what I said.
Yeah.
Yeah.
That's what it was.
It was like, mystique?
A woman?
But I think there are going to be people who kind of feel that it's antiquated, this like linear action game thing that it's doing, this very straightforward game.
That part of it I like.
Like I wish that games were like 15 hours story driven games max a lot of the time, right?
Like I like a really focused game that just like gives you its ideas and has you play with them until they're done, right?
It doesn't like do them over and over and over again.
That part's fine.
The part that is, I think, like, weird to me is that it just feels like they were more interested in making a god of war game than making a Wolverine game.
Like, the story of this game to me is like in just the same as like so many of Sony's first party games where it's like, you have this guy.
He's really angry and violent and he feels pretty bad about it.
And this game is a deep look into him feeling bad and sad about who he is.
And, like, he has trauma and we're going to unpack his trauma.
And, like, I am all for, like, nuanced, like, smart, emotional storytelling in games.
I think that's great.
The problem is that, like, if all of your games are about guy who kills people and you're just like, you just, that's the only thing you're going to make games about.
The only thing you're going to do in games is kill people really brutally.
and you want to tell really mature stories,
it's just going to be the same story every time
because you're going to have your player reckon with like,
what am I doing?
Like Ghost of Yotai does it.
Saros kind of did it earlier this year, right?
Like, this guy's a jerk, you know?
Like, we have to reckon with the fact this guy's a jerk.
God of War does it.
It's just monotonous.
And I think seeing it in a Wolverine game
with like these bright colors and this comic book characters
and like this silliness.
And then to have it just kind of be like
also melodramatic and ridiculous in that sense. It just stands out, I think, in a way that it
doesn't in other Sony games. It borders on self-parody at times, that aspect of it. There are
good things about it. I think the combat does, is like fun. It's shallow. It's very shallow. It's
too shallow to even like support a game that is 15 hours, you know? But like, you know, their ideas
isn't it? It's got some sick, satisfying action and gore and all that stuff. And I'm down with that.
I just think narratively, it's very confused and trying way too hard to be taken seriously,
to be a first-party Sony game that deals with these big themes. And I think that the X-Men and
mutants of it all suffers for it. I just feel like that aspect is so boring and underplayed.
And I don't know, it just doesn't come together for me. It's really strange and it's hard to put my
finger on exactly where it goes wrong.
But I'm curious.
Have you all, did you all get a chance to play it?
We did.
We finished it.
And Matt, I suspect you're somewhat higher on it than Gio.
Well, I tend to be higher than everyone on everything.
But I don't disagree with anything that Gio just said, especially like, I think that the,
for me, the narrative at the end of the game, when all of a sudden done, the narrative doesn't
really land the plane for me.
In addition to it being kind of like a, you know, well-trodden tropes that, that, you know, you just talked about, I also think that just like it doesn't really come together at the end, which is a bummer because I feel like some of these performances are really good.
But I do think that my main obstacle in recommending this is simply the price tag of $70.
because I think if you paid $30, $40 for this
and you're a Wolverine fan, you're a Marvel fan,
I think you're going to have a fun time with this.
Like, the combat feels good.
And would I want to play this combat for 40 hours of a game?
Like, no, absolutely not.
Is the skill tree, like, not even really that much of a skill tree,
but kind of like you can choose one of four things to unlock at a time?
Yes.
And regardless, I'm going to spam the square buttons, no matter how many abilities I unlock.
So, you know, the word that you said that I keep coming back to is shallow.
It is a shallow experience.
But I'd be lying if I said, like, I didn't have fun with the combat.
It was, I liked seeing the characters.
I loved unlocking new suits, even though there were, I want to talk about this.
Because in Spider-Man, like, you can throw on any spider suit at any time, be like,
Hell yeah.
In Wolverine, there are sections where you're, like,
walking around, like, a realistic setting in public,
and you're like, oh, I got to take this suit off.
This looks ridiculous.
I got to put it on some, like, real close.
Because you can unlock a couple costumes that are animated Wolverine from,
from the cartoon and from Marvel token.
And they look awesome.
Yeah.
But it completely breaks my immersion in any sort of serious cutscene with Gene Gray.
It's like wearing, like, some of the.
these more spandexy ones when you're walking around Tokyo.
Like, you can't even wear like a brightly colored, like,
sweatshirt in Tokyo without feeling like you're sticking out.
Or nearly naked Wolverine with wires hanging off him everywhere.
And meanwhile, I'm having a heart to heart with jeans.
But I would, you know, so whenever you got into like,
oh, this is just a bad guy era with bad guys.
This is like a city.
I'd be like, now it's time to break out the ridiculous Wolverine suit because this feels.
Anyway.
Yes.
Yes.
That's just an example of, like, how some of the things don't really connect in this game tonally, right?
But, like, I do think, I still do think that Wolverine fans are going to have a fun time with this.
And I think that, like, on an insomniac scale, is this a disappointment?
Like, yeah, I think it is.
But at the same time, like, it's still a game that I had had a fun time with.
Yeah.
Yeah.
I know what you mean because I also had the impulse.
to put on a costume just the more 90s and neon the better.
But then that totally clashed with the narrative and the storytelling because they don't really
lean into just the silly aspect of mutants and Wolverine and all the rest of it.
It is pretty gritty and grounded for the most part.
But yeah, I'm largely in alignment with both of you.
I might split the difference.
I would say, first of all, as far as the length, Matt, you somehow finish this game
and 100% of it or came close in 10 hours.
11.
And when you told me that, I was like,
oh, okay, short game for a short king.
And then I was like, well, it took me 16,
which was about what it took you, Gio.
Somehow you speed ran this thing.
And I always am slower with game play through time.
So I don't know what happened.
I really don't know.
But there were times when I was kind of wishing it was a 10 hour game.
I must have just been caught in a rage.
When I was in an hour 16 and fighting the umpteenth.
wave of reapers that was indistinguishable from previous reapers or sentinels. So I think the only
quibble I would have with the headline of your piece, Gio, about how disappointing it was,
is that I think it was more or less exactly what I was expecting. So maybe I had pre-lowered my
expectations just based on the footage we had seen and everything that had been revealed. And
it was interesting. You wrote a good piece about this for Polygon that there was this toxic,
of pre-release griping about Wolverine.
And it was taking flack from all different directions,
some more legitimate than others.
And so, yes, you had your usual kind of grifting and grievance
and culture war and sweet baby and woke
and characters aren't hot enough, you know,
that sort of nonsense.
Don't forget the face is weird,
which is the same discourse we've been dealing with this week.
Yeah, I mean, look, these are virtual characters.
I had to break it to you.
people, but there is a little inevitably uncanny valley happening here. But there was that strain of
attack, which I tend to discount. And then there were people who were kind of jumping on the footage
that Insomniac had released or what had been shown at states a play or whatever, making it look like
what it is, which is a very familiar, linear action game with a lot of the hallmarks of an era
of AAA prestige gritty games that now feels somewhat dated.
And a lot of that was based on here's a gif with an animation I didn't like,
which, okay, you're leaping to conclusions.
But having played the whole game, not entirely off base either,
because there's not an original bone in the body of this game.
I mean, that's the sad reality here.
And so if you go in expecting what it is and are content with that, then you'll have a good time.
And I often did, you know, there were times where the combat was just viscerally satisfying.
There were things I liked about the characterization of Wolverine and the Logan Gene Gray relationship.
And we can get into more of that with the Midnight Boys and the whole Marvel aspect of things.
But a lot of that I enjoyed.
And of course, it's insomniac.
So it's perfectly polished to a sheen.
In fact, literally, there are mirrors everywhere, which is quite a flex.
It's like mirror-mogging every game that somehow just like hides your reflection because it's too hard to render.
Here, there is a mirror everywhere.
There is a shiny, reflective ray-traced surface everywhere, especially playing on PS5, bro, not to brag.
Congratulations again.
Yeah, it worked beautiful.
And yet it had this just, okay, this looks cutting edge.
and then the game under the hood feels like the most traditional version of this game
that you have played 15 times before.
It does.
And that comes down to the combat, which it feels very rote.
And, you know, I kind of, the violence just, it wore off on me.
I didn't even notice when I was impaling people with my claws because a lot of that, like,
when we saw the first footage, it was like, wow, we were really focusing on the blood and the gore
and the impalments and everything.
that quickly just diminishing returns and you get desensitized to that and you're not even noticing because there's so much going on.
But it is just kind of an old-fashioned brawler for better and worse.
And it is very linear and it is pretty repetitive in its level design and its enemy variety or lack thereof.
And all of those sort of like award bait, prestigey aspirations that we're so familiar with from this generation of games and just,
all the very video gamey elements where, yes, you have the conflicted protagonist and you're going to like literally punch your bad memories away and then also wallow in them and they're going to make you sort of sad.
And like there's a physical manifestation of your inner turmoil.
It's just very on the nose, you know, the way that that's presented.
And then like lots of other stuff just in terms of, I don't know, like the trails.
that you track people by scent or whatever.
You know, it's just like all the kind of, as you said,
it's almost to the point of self-parity, Gio,
where it's just like, boy, it feels like it's a Marvel Wolverine re-skin
of several other games that you've played before.
And it's just, what if we put uncharted and God of War in a blender
and mashed it up and, hey, here's Wolverine.
And lots of like scripted events that are very clearly scripted,
scripted so that you're running through a scene where it's supposed to be like,
whoa,
everything's happening around you,
but you're so highly aware of how precisely choreographed it is
and how this explosion is supposed to happen when you get to this point.
And then there's a lot of the heavy tips and hinting,
which maybe you can turn some of that off,
but lots of, you know,
why not press this?
Then you're getting that prompt for the 10th time in the game.
Or like QTE sequences,
which are very forgiving.
I like pressed the wrong button.
routinely and just kept going.
It's okay.
You can hit RT instead of LT.
It's basically the game.
Same difference.
Smashable experience points,
crates and,
you know,
just like a lot of that stuff.
I got so many crates,
Ben,
that I did too.
I ran out of things to
spend the currency on
two hours before I finished the game.
Me too.
I reached max level
and unlocked everything
and then just kept a leveling
and not getting anything
for it,
which was weird.
But also,
So, yeah, like it has a pretty simplistic skill tree.
And ultimately, I did just sort of mash and spam the same combos.
And, you know, it's not that challenging a game on the default difficulty level, at least.
So there's just a lot there where I felt like, yeah, I'm getting exactly what I thought I would get.
And maybe it's on me that I was expecting more.
And maybe this would have hit harder a decade ago.
And now it just feels like, ah, the time passed.
for this game to really get the reception that Insomnia was hoping for.
It does feel like a little left in the past, as you guys have been saying.
Like it does, there are elements of it that do feel like a PS4 or even PS2 game at times.
And I think that like, you know, in the game, there are these several different forms of the game, right?
You have the stealth section.
You have the beat-em-up section.
You even have like, I guess this is a rooftop chase section, right?
And none of them are really outstanding on their own,
but you are like going into a challenge
where you're like supposed to traverse this surreal setting
in a certain amount of time.
And you're like, why is this in the Wolverine game?
Right?
And like that's like that's not like, yeah.
It's just like a series of different kinds of video game
gameplay things tethered together.
Similar in some ways.
to like, I recently played Resonance
a Plagetail Legacy, and that's
a game that has several forms
of gameplay, and none of which
are particularly strong,
but they're at least, you know,
paced well.
You know, and I feel like Wolverine is
kind of trying to do the same thing. Like, they
know that the combat
isn't all that deep,
I think, so they figured they would
mix up the... It just
doesn't quite work. It doesn't
gel in in in any way that that either strengthens all of those different elements or makes one
of them you know interesting enough to to hang your hat on yeah it almost feels like the game
insomniac would have made between like sunset overdrive and spider-man you know what I mean like
it almost feels like oh we're coming off of that game like we learned a lot about kind of like
movement and like action and attitude and like you know now we're going to try to
make something a little more like cinematic. And then that gets built out into like a really polished
open world Spider-Man game that like is, it dials up on the fluidity. Like it, it almost just feels
like out of the timeline in the weird way. I will, the one thing I will, like, I think Matt is
totally right about though. You know, when you say like, it's still a fun time. And I do think that like
one thing insomniac still does really well. And I think maybe that's what you're responding to is like,
on a pure game feel level, I think like insomniac just knows how to make a game that feels like,
nice, right? That feels crisp. Like the action, even though it is shallow and repetitive and I just hit square and all this stuff, like, it also feels satisfying to like hit the pounce button to like slam into an enemy from afar and then like you just can work that into a combo really quick. They're doing this like momentum based combat that I think is really interesting where you're trying to like build your rage bar. So you kind of want to continue pressing the attack and just keep moving and moving and moving so you can spend that rage. And it just makes the game feel really fast and brutal in a way that just,
Again, on a pure game feel level, I think is really strong.
And that's where that studio shines.
And there are also just these moments where, like, you know,
there's this mission early on where you're in this, like, model city.
And there's all these small, like, empty houses.
And you can just, like, tear through things, right?
You're, like, shaving the siding off of walls and things like that.
And that part of the game, when it's doing that, I think is, like, great, right?
And when you really feel like, I'm a dude with knives for hands,
who's also an animal, you know?
That stuff is really, really strong.
And so I definitely see where, like, if,
If you want to come to it for that, you know, and you want that kind of will-free experience,
I do think it gets that part right.
I think where people will ultimately differ is on stories, on, you know, maybe the pacing of it,
all these little like fine details that don't come together that I think are going to be
make or break for people.
Yeah.
Looks great, runs great, has that first party PS5 exclusive haptic feedback implementation in the dual sense,
which I always enjoy and does really bring it home.
But there is then that discordance, as you noted, Gio, between the gameplay and the story and the conflict because there are these scenes where Logan goes feral and he kills a lot of bad guys.
And then he's like, he wakes up from the trance and it's like, what have I done?
And it's like, dude, where have you been?
We've been doing that in every single scene and every single set piece in the game.
We have left a trail of bodies behind us.
What makes these particular bodies different than any other bodies, right?
But, you know, that's something I guess you get used to in video games, at least violent video games.
But there is always going to be that ludonarrative dissonance to unearth a phrase that we might have used in the era when there were more games like this.
But I do think that ultimately it is just like incredible cutting edge tech in service of a pretty dated structure.
And if you're okay with that going in and just want to have a fun time.
butt mashing and seeing some good Logan storytelling,
then you may well be satisfied.
But it never quite transcends that, sadly.
And I feel like a traitor to my cause kind of,
because as you were saying to you,
like I want to support the idea that it's okay
to make linear games and games that are not super long.
It's not as if they did a suicide squad,
killed the Justice League with this game or something.
Like, you know, I appreciate that it.
It's a single player self-contained adventure, and I want companies to make more of those.
And so I'm kind of wondering, well, am I saying that an open world game inherently has a higher ceiling?
Or am I just saying that this game, I mean, literally a higher ceiling if you're webs swinging from skyscrapers, right?
But the other thing is that, like, were they constrained by who Wolverine is as a character and just what the systems and verbs and mechanics would inevitably be?
if you want to be true to that character?
Because it feels kind of obligatory.
It's like, well, Sony has Insomniac.
Insomniac has a Marvel license.
Hence, we have Marvel's Wolverine.
And yeah, like a Wolverine game is going to be bloody and violent and a brawler and
close up combat.
That's who Wolverine is.
What else could it be really?
But it's also sort of inherently more simplistic than, say, Spider-Man, where you have
ranged attacks and you have close-up combat and you have web-based attacks and you're
much more agile.
and mobile.
There's just greater possibility, I think, with that character than with Logan.
So it's like, it wouldn't really have made sense for this to be an open world game like Spider-Man.
I feel like this fits the character.
And talking about tortured characters with trauma, it's Wolverine.
So like, yeah, guys got some baggage to work through.
That's who he is.
It would be weird.
Otherwise, it's just the way that they present it, I guess.
I'm not sitting here saying, I wish that they had done it like this exactly.
I don't know that I'm smart enough to say I could do a better job with Wolverine Ben,
insomniac than literally insomniac.
But something about it just maybe it feels like a Wolverine game just is kind of coded
for an earlier generation of gaming.
It's possible.
I mean, but Ben, I don't think you'd need to worry about that like linear game versus,
you know, open world narrative because we have already.
this year, like two potential game of the year candidates
that do have a very linear structure,
like 007 First Light and Resident Evil Requiem,
those are fairly linear games that are pretty successful.
And especially when you look at First Light,
there are parallels to draw between Wolverine
in that there are different types of gameplay in that game,
and it is a very linear story-based experience.
And I think that that game is,
is pretty much more successful than Wolverine in doing that.
So I'm not too worried about the form of linear games versus open world in 2026.
You're right.
Yeah.
And there were aspects of First Light that felt under Bake 2, like the driving sequences,
which similarly in Wolverine are pretty rudimentary.
You know, you're on a motorcycle occasionally more or less on rails.
But I think you said in your review, like there are hints of, oh, maybe this could have been
a bit more expansive or inventive.
Maybe you could have leaned more into the detecting and tracking and spy aspect of
because Wolverine has been anything and everything over the life of that character.
And so maybe it could have been other incarnations of Wolverine that lent themselves
to other styles of gameplay, but then maybe it would have felt even more of a mashup of
too many things that wouldn't all quite come together.
The one thing that is frustrating to me about the linearity, and maybe this
is just an inherent limitation of the linearity, or maybe it was about the level design.
But because the whole gimmick of the game is Wolverine is unstoppable, you can't kill him.
He will tear through anyone and everyone.
And yet, there are so many invisible barriers or very visible barriers in the game because it's just like he will transcend any wave of enemies you put in his way.
But also, oh, this is outside of the mission area.
I can't go that way.
I don't want to push through these 15 people.
Yeah, there are a couple cars parked blocking this street, so I guess we can't go that way, which also felt like a little bit retrograde.
It's not bushes.
It's not shrubbery, I guess, blocking our path, but it is more or less.
And maybe there was a more elegant way to push us down a path without just like somehow I'm stymied by this not very high wall for whatever reason.
even though I can clamber up anything else.
So that was semi-frustrating.
Also, speaking of the costumes, lots of great costumes.
Also, lots of different claws you can unlock.
And I got to say, I cannot tell the claws apart.
I mean, barely in the menu, it's like, okay, this one is made of bone and this one is reflective and this one is more curved or whatever.
I can't tell the difference when I'm slicing people up.
It's either bone or it's metal or it's old.
It's a little shinier than another one that, you know, sorry to impugn the work of whatever graphic artists that Insomniac spent years of their life coming up with different.
They look great.
When you're in the menu.
Yeah, but in gameplay, pretty indistinguishable.
I think they're solely, solely exist for photo mode.
Like, I truly think they were like, yeah, yeah, look great in photo mode.
And they probably do.
They'll give them that.
But yeah, in the gameplay, I'm like, I can't see.
It's the same thing with like the Star Wars Jedi games.
like they let you like customize the lightsaber and like, oh, you're hilt and like, oh,
this little detail on it.
And it's like, I can't see that ever.
Yeah.
I always feel the same way.
Yeah.
Okay.
Well, there is much more to say about this game.
And I will say it along with the Midnight Boys very soon when we're back with another
episode and we'll dive a little deeper into the Logan lore and the insomniac Marvel tie-ins and
the shared universe that they are sort of tentatively constructing, not that there's
a lot of connective tissue here between Wolverine and other Marvel Insomniac games.
But, you know, we'll see.
I'm sure there will be updates.
There will be DLC.
There will be patches.
I got an update that downloaded and then I googled Wolverine Patch.
Turns out that that leads to a lot of results that do not pertain to the downloads that got added to my console.
As you know, if you play Marvel's Wolverine and Patch maybe makes an appearance, we will see.
So, you know, we're a bit down on it, I guess, given just the pedigree of the studio and the expectations and the money that obviously was poured into this thing. And it clearly is a labor of love. Like these people care about Marvel and Wolverine and tried to make the best possible version of this game that they could. It just feels a little bit like it is out of the past, much like Wolverine himself. So perhaps that's appropriate. But wouldn't be surprised if at least some of the Midnight Boys disagree.
I do want to talk about a game that came out last week that we couldn't cover then because we didn't get pre-release codes for this one, but we've spent a ton of time in it since.
The Blood of Don Walker, which is an action RPG from Rebel Wolves and published by Bandai Namco for Windows, PS5, and Xbox.
We made up for lost time.
Somehow Matt played, like, how many hours of this game did you play in an incredibly compressed period?
You played like 36 hours in a three-day span.
That's like almost every waking hour.
It turns out that that was my Steam counter.
Oh, that was your Steam count.
And I had left the game idling for, you know what it's like that.
Oh, okay.
So at the time, it was only like 22 hours.
Okay.
So we're up to 36 now, I think.
Okay.
All right.
So you got there eventually.
And I have technically rolled credits.
Yes.
But I would not say that I have finished this game at this point.
No.
And when might you ever say that?
It might take several play-throughs possibly to say that you've finished this game.
But it is worthy of the investment of time.
So Rebel Wolves, this is a studio with a lot of Witcher 3 legacy, of course.
So we will very soon be able to play a remastered Witcher 3,
or you can play this game, which has a lot of the creators of the Witcher 3 working on it.
and obviously has a lot of Witcher 3 DNA,
but also does its own thing.
And this is a vampire game.
And these are not sexy vampires.
These are not Twilight vampires.
These are old, ugly, scary vampires called rockier.
These are dried up old world emperor Palpatine post unlimited power vampires.
Think the baron from what we do in the shadows or Daciana from interview with
the vampire season two.
And this, it has a kind of kingdom come deliverance to setting, sort of medieval European setting, extremely atmospheric, somewhat scary.
In fact, as a gaming coward, I was initially quite worried that I might not have the stomach for this game.
But it's not ultimately too terrifying to to play.
But I really like this game and really admire and respect this game.
and maybe it is the contrast playing this back to back with Wolverine.
Obviously, they are very different games.
But this feels like a game that obviously is inspired by a lot of earlier games
and has a lot in common with them,
but also does some things that feel really original and boundary breaking.
And I want to credit that.
And Geo, you wrote about that and how this does sort of shake up the open world model.
So what did you mean by that?
Yes. So the thing that I really love about this game is actually the thing that, like, apparently people hate about it, which is, I can't fathom. Like, I live in a different universe as people sometimes. But this game has a timer. And what that means is that, you know, you have a, you have 30 days in game days to, to take on the final boss and save your family. That's like the premise of this game. Your family's been kidnapped by this evil vampire named Brenciss, which is a very funny name for an evil villain.
Yes, amazing names in this game.
It's not quite Brad, you know.
Yeah.
They should call them Brad.
I had that same thought, though.
It's like, does anyone remember the Josh Hartnett vampire movie from like 20 years ago, 30 days of night?
It's sort of the same premise in a sense.
Literally, you get past the prologue in this game, and I'm not really giving much away here because this is the premise.
And a menu screen comes up.
I took a picture of it, and it just says, time is limited.
You have 30 days and nights to save your family before the Brinces's coronation.
It is up to you which quests and activities to complete before confronting Brancis choose wisely.
And this is going to be, I think, a fun speed runner game where people do the Breath of the Wild.
I'm just skipping straight to the final boss and beating this thing immediately.
You have to be good in order to do that, which I was not, to be clear.
but a ton of flexibility, a ton of customizability in terms of how you approach this thing
within the constraints of here's how much time you have.
Yeah.
So the time system basically works where like every time you do a quest or like there are a couple
of other things that trigger it, like gaining a new ability, you have to like take time
to learn it.
You take a chunk of time.
And every day is split up into day and night, right?
And like you only have a certain amount of time.
And that means that you can't do everything in one play through.
Like it gets rid of this open world problem with the checklist of like, I have to do everything in this game.
Oh my God.
I'm so exhausted, but I like feel a compulsion to do this because you literally can't.
And sometimes you go and do a thing that's like a dumb like, go help this guy find sticks.
And then he's like, thanks for doing that.
And you get like nothing for it.
And you're like, why did I waste the day doing this?
What am I?
My family is kidnapped by vampires.
And I helped this guy pick up sticks.
He gave me an egg.
Like, why did you do that?
And I.
I love that aspect of the game.
Like, I really, really love it because, like, again,
so many open world games are so like,
we just want you to play forever.
And we want you to feel a compulsion to do the checklist,
like the Ubisoft thing, right?
Like, anytime I play a Ubisoft game,
I end up doing the checklist.
And I don't, even when I don't like the game.
Let's call it the Crimson Desert thing now, please.
Yeah, please.
The Crimson Desert thing, I did not do a lot of the checklist in that game
because I did not want to play it more personally.
But, you know, like Ubisoft,
I remember the division when I played that when it came out.
hated it. I didn't like it at all. I have 100% of the game because like the checklist is just
really convenient. And the whole time I was like, why am I doing this? I hate all of this.
And this game gets around that in such a smart way where it's like, no, be more thoughtful
about what you're doing. Like there's a looming threat in this game, you know? And I think about
Breath of the Wild. It's a game that I love. But I talk to so many people who are like, I've never
beaten it. I just like got to the end. I could have beaten Gannon. And I was like, I'm going to go do
more quests. I'm not ready to be done with it. And this game does not allow you to do that.
It wants you to feel a tension of like there is a real threat in this world. You have to take care
of this thing. It's not like you can just walk around and like goof around for the whole time.
And to me, that's fantastic. And I wish more games did this. I wish more games like, you know,
actually added that friction and made you feel like, no, man, like there are stakes to this thing.
And like you are wasting your time if you are doing things. And like, since,
then people have modded it out and been like, oh my God, I need to make the timer longer.
Let's get rid of the timer altogether.
And it's like, I just think you're missing what's cool about the game if you do that.
Like it's like taking jumping out of Mario.
Like the jump is Mario.
It's not the same game without it.
And I think the timer is this game.
And it's what makes it really special to me.
Absolutely.
And just to clarify for people who might not be familiar, the time thing is not literal time.
It's not a ticking clock, right?
It is like a resource.
It does literally have a ticking clock.
sound constantly.
It does make me anxious.
But you decide, okay, I'm going to spend one unit of time on this activity or three units
of time on this activity.
So because when I heard, you know, that there was like a time limit on saving your family,
I was like, that sounds horrible.
Yeah.
But as you said, like the way they're doing this is really fantastic.
And I did have that experience that you described, not with Breath of the Wild, but with,
but with Kingdom Come Deliverance too, where I was like, I don't want to leave.
this world and I have no particular
or like Dragon's Dogman to sort of
too right like the the friction
is what makes it worthwhile
I think yeah to a degree
it's different if it's a different kind of friction
but certainly that that friction
is what makes it
interesting and I just
I'm someone who
when I play an open world game
and this is why I get fatigued with it
I do want to do absolutely everything
on the map like I
am such a
compulsive completionist when it comes to that.
And having that restriction on me,
I am right now like five days away
from the 30-day limit in this game.
And I have done like everything
I could possibly do, I feel like
I've been really economical with what I've been doing.
And I think I probably have
maybe 75% of the map
uncovered and I don't have
time to go explore
the rest of it because I'm
focused now on
on shoring up
things before the big battle
comes and it
feels like a completely
unique experience to have to kind of
manage all of this and you're right Gio
it really is like
the heart of the game
and it's so successful
in
doing this unique thing
And I can't stop thinking about this game.
I am so eager to finish it.
And it drives you towards like really wanting to see that end because you've been building towards it.
Every decision you've been making has been building towards this.
It's really fantastic.
Yes.
And I am the first person to hate a timer and to bounce off a game because of a timer.
Give me Jet Set Radio Future over Jet Set Radio the original.
I just want to grind around and see the city and enjoy the music.
But this game, it works for me.
And I bounced off Majora's mask when I played it as a kid.
And that moon looming over my head, it was just, it was too much for me.
And I couldn't stand the three-day cycle.
And then you go back now and you realize, well, wait, you can slow down time and it's
actually pretty forgiving and it's fine.
But back then, it really just made me anxious.
And so I thought the same thing coming in here.
And one thing that's important to point out is that time doesn't pass when you're just exploring.
So you can just wander around at your leisure and see the world.
It's when you trigger a quest of some sort, then you have to make that calculation.
You're never charged time units without being warned about it.
Yes. You always know what you're getting into.
And then you have to make that calculation of, is this worth my two units of time of the aid or whatever that are allotted to me during the
day here. It's a little like Star Wars Zero Company in the sense that there is a temporal aspect to it and
you can miss missions if you choose other missions and just run out of time. But it revolves much more
around the time mechanic. And ultimately, I think you don't really have to rush. I mean, 30 days is
enough for you to really experience the game and feel like you saw a lot of it, far from all
of it at least and have a satisfying experience. So you don't really have to stress about,
oh, am I going to get to the end of the 30 days and not take on Brinsis and it's just game over
or whatever. But I think that aspect is really important. If you stripped that out of it
entirely, as some popular PC mods do, I just, I think you would lose a lot. And so I would
encourage people not to do that, not that you have a choice on console. And just so much of it just
feels really inventive. Like a lot of it is just the story and the writing and the voice work.
That's carrying a lot of the load here. I'm just, I'm really into this setting. It's super
atmospheric. The characters are all super distinctive and just will imprint themselves on your mind.
I love a lot of that. And that is really what's what's carrying me forward. But then also little
things like, okay, you have a day night cycle. That's not new. But this is.
a real divide between day and night because you are more or less, you're the titular Don Walker,
you're human during the day, your vampire at night, more or less. And so you have an entirely
different skill set in the day and in the night and you heal different ways and you have different
outfits and you can set presets to minimize some of the hassle of going from day to night
and that transformation. And people in the world react differently to you depending on whether
you see them as a human or a vampire and you react differently to them.
And so a lot of that is like, oh, maybe I should have done this quest during the day.
That didn't turn out so well at night.
And so I think there's a ton of replay value here.
Just you could play it completely differently and you could take a totally different path and pace through the game.
And the choices matter.
The choices matter.
Yeah.
And so you feel like, okay, this was one particular play through.
I kind of need to play this game again to understand the breadth of what is on offer here.
So that's all impressive.
And also, I love little things like when you're in vampire mode, there's this shadow step ability,
which is like a little light teleporting.
So you can just sort of night crawler teleporting.
Yeah.
It's like you don't shout bat like Laslo in what we do in the shadows.
I guess here it would be wolf, but it's sort of the same.
and now I'm going to miss the shadow step ability
whenever I have to climb a ledge in another game
instead of just teleporting to the top of it
or just like you can shadow step to a wall or a ceiling
and suddenly you're walking on the wall or the ceiling.
And that's just a cool little gimmick.
It's just it makes it feel different when you transform
and it's just you feel like you actually have new
and different abilities and the game plays differently.
And I just find that a lot of that,
even though there's obviously a lot of Witcher in this game,
it really does set it apart as a standalone entity,
though obviously Rebel Wolves is hoping that this will spawn a franchise of its own.
It also has like a little bit of that Elder Scrolls jank that I've like come to love and be like,
I really like when a game is like a little bit mechanical and busted sometimes.
There was like a really good mission I did where I was like sneaking into like a prison or something.
And like I like got to the top and I was like, you know,
shadow stepping in. And then I just like couldn't see that there wasn't a floor and just like plummeted
through this building as a vampire, like through the floor, like into the middle of the prison.
And there was like a guard there. And the guard just like all these NPCs just have like their
pre-can lines. And he just like turned his back to me, you know, and just like a very mechanical
Skyrim Way and was like, I don't give a shit about anything. And I was like, it was just so, so funny.
And like when I first started playing it, like the first hour of the game, I was like, oh, this is a disaster.
Oh my God.
And then like that charm really like came in and I was like,
this is like this feels like a kind of like old school like elder girl's-y
kind of hands are endearing.
That guy who goes, I don't like your face.
Yeah.
When you're just walking through the town like, all right, bro.
It's the very beginning of the game.
Your like dad is like making a soup at the stove.
And if you go up and talk to him, he just goes,
everything's gone to shit or something like that.
It's so funny.
Yeah.
I thought I had killed my mom.
because I mixed a potion wrong with like two dashes of whatever it was instead of three.
And I felt really bad about it.
And then I read that evidently it doesn't actually make a difference whether you mix that formula correctly or not.
So I was feeling all this guilt that I didn't need to.
But a lot of choices do have consequences.
And it does feel like it's not full on kingdom come deliverance too where like to make a healing potion,
you're getting out the mortar and pestle and you're mixing it yourself laboriously.
it's not that sort of simulation experience,
but there is an aspect of that.
And I know what you mean by just that kind of unintentional humor.
It's like there's this dramatic moment early on
where I go to my house and it's abandoned
and my family is missing and it's like,
where is everyone?
And there are three sausages there for some reason.
And I was just like, I guess I'll pick up three sausages.
Why not?
Maybe those will come in handy later.
The only thing I own now, three sausages.
The three sausages will remind me of my missing three siblings.
And there's like lots of little things that, you know, I played on PS5.
I gather that there have been some performance and stability issues on PC in particular.
So you may or may not have accounted that.
There have already been patches and hot fixes.
So that's probably on the end.
Some of the interface stuff is a little, it could be streamlined more.
I mean, you know, there's a lot of dialogue and it's all voiced impressively.
But sometimes I do kind of just want to skip to the next line.
and you have to do a double button press to do that.
It's like, I guess they don't want to.
To, like, bring up the option to skip it.
Right.
But that option will, like, if you don't press that B a second time,
that option kind of like fades away after two seconds.
It goes away very quickly.
And then you have to do the double press again.
Yeah.
So.
Yeah.
And like the map and the menu,
I do wish you could just kind of open up the map without going through the menu
and selecting the map because you will be looking at the,
the map a lot. So some of the interface stuff could maybe be better or like I keep finding that as I'm
sprinting around the world, the text that pops up when I pass an item, it always appears like as I
have run by. And so it's like, what was that? Oh, wait. It was like too low in the screen and now it's
already behind me. And so now I have to go back and see what it was. Little things like that.
And the landscape looks good, but the facial animations are are kind of Bethesda-ish.
So that leaves a little bit to be desired, certainly, too.
But, you know, otherwise.
There's all these little nitpicks.
Like, also, like, when you are on a wall walking up and they have to turn a corner,
and you can end up, like, walking, like, parallel to the ground and then have to, like, drop
and from like a foot
and then the character has to like reorient itself
within a foot to be standing
on the ground again and just like doesn't
it's a little, it's definitely there is
some jank there and there are
things all over the game that are
a little janky
and I yeah I think that
you know you've mentioned Bethesda
and like that that kind of stuff just
I guess it's I think we just
have nostalgia for that
that Skyrim
jank you know
Yeah, you know, I think so many companies like try to really like take out the the technical.
I don't know, like I really like when a game kind of feels like a program, you know, and you can feel like, oh, you can see how they like designed these things on paths to move and like, you know, you see these canned lines that like there's just something fun about seeing that craft.
And sometimes that gets lost when it's like, oh, no, we want everything to be very immersive.
We don't want anything to feel like off or out of.
place we don't want you to feel the mechanism of the game. And I, and I get that and that works for
like story-driven games. But in an RPG like this or like a Bethesda game especially,
like, I really do kind of want to feel the hand of the creator sometimes, you know, and be like,
oh, I can see how they have put these, like, this world together. And it's like fun to see it.
This like emergent chaos happen from these systems kind of like budding up against one
another. Like I kind of think that the bugs are a feature in the elder scrolls. Like that's what
kind of makes those games fun to me.
Yeah.
And I feel that a little bit here, just like a little bit.
But the bones of the game have to be good because Starfield was Jankey too, but also
Starfield was just ultimately pretty boring.
And because you couldn't feel the hand of the creator and so much you get to the fifth
play through, you really start to get to Starfield's core.
I'm sure.
Yeah.
I just have to play the latest version of it and it will fulfill Todd Howard's vision.
But no, it's like because so much of that game was procedurally generated, it lacked that
personally tailored touch. And so it was harder to forgive the jank. This game, because it gets us
on board in so many other ways, we're willing to make allowances for that or even find it endearing.
And there's a lot from a production standpoint that is impressive, like the voice acting, like the
writing, like the score, which is excellent also and just really helps with creating this
sort of spooky atmosphere that really worked for me. And, you know, one other thing we could talk
about because you will be doing a lot of it is the combat in this game. And I will say that I found it
fairly unintuitive at first, and there is certainly a steep learning curve because a lot of it is,
okay, yes, it is ultimately at heart parrying and swinging or raking with your claws if you're in
vampire mode and you have the witchcraft human abilities versus the vampirism abilities. But mostly it is
kind of parry dodge attack. But the rink.
here is that you get a visual indication of which direction the attack is coming from,
and then you're supposed to counter your block. You have an omni block so you can just block
anything, but it really saps your stamina. And so you're supposed to anticipate which
direction the attack is coming from, counter that, and then be able to respond immediately.
And I had a very hard time with that at first, just because it's, you know, there's a lot going on.
and the icon is not big or very visible.
And I just, it was hard for me to keep track of when this is coming from this direction.
That means I have to press the stick in this direction when I swing.
When it clicks, I think eventually it can click.
And then it's very fulfilling almost in a kingdom come or for honor sort of way.
It's like arcade mode kingdom come deliverance to.
Yeah.
Right.
Yeah.
So, yeah, it does feel a little more like you have a hand in the combat.
but at first, and for a considerable amount of time, I would say,
I found it pretty off-putting.
And there's a lot of combat and also a common complaint we've had in a lot of games recently
is repetitive enemies.
You will be fighting so many wolves.
So, yeah, they really need to fuck off.
It took me way too long to realize that you can escape a fight.
And it's super, they don't want you to do it.
But you can hit like the Y button to like disengage combat.
But then you still can't, like, run at full speed while things are still tracking you.
And there's, there are issues with, like, the targeting sometimes.
The targeting is not good.
Yeah.
It's another thing I meant to mention about Wolverine.
You know, you have that sort of standard walk-and-talk Sony game model.
By the way, this is, I think, also the lowest rated on Metacritic Sony first-party game of this generation, too.
But you have that, which was, like, cool at first because it was like, oh, storytelling in my video game.
But now it's just like, it feels heavy-handed.
It's just like, I can't walk fast now because you want me to look around and interact with the scenery or whatever.
And it's like literally pointing you in a direction where you don't want to go sometimes.
And it feels super directed like that.
And God forbid there's a fence in the middle of your fight.
I know.
Don Walker's not like that.
There's a lot of freedom and latitude afford to you.
But sometimes it is, it's kind of the opposite of Wolverine in that.
It's not as polished as Wolverine, but the possibility space is so much more vast than what Wolverine offers.
It was funny to play this off of Onomusha, where I was like dialing in the parries.
And I got to playing Dawn Walker and I was like, oh, y'all are not ready for this Onemusha parry lifestyle.
Oh, yeah.
Played Wolverine after Otamusha, like going from demanding parrying to, I can press this button in the general vicinity.
of when this attack comes in, it'll be fine.
I felt like I was playing on super ultra-easy mode after Onabusha.
Yeah, to quickly just say, to extrapolate on one thing that you said earlier, Ben,
yeah, this game, the combat, probably better if you're not very near-sighted.
Like, I just can't see, I just can't see the icon very well.
Yeah, like, I really, really have to be, like, sitting pretty close up to it.
And maybe that's, maybe that just means I need my glasses prescription topped off a little
bit. I think maybe they're a little too weak. But I can't see that. What are you talking about?
Yeah. Or just, hey, that should be patchable. And maybe it already is just make the text bigger,
a common complaint too. But yeah. And look, it really, it works for me. And if you're also,
if you're worried about half the game being at night and is it going to be too dark or something,
it's not that dark. Thematically, it's dark. But visually, it's not. It looks like a movie that's
shot day for night. It's not like big walk dark.
Exactly. I was going to say, it's not big walk where you need to carry a lantern around or a big glowing ball. You can see perfectly fine, which, you know, it doesn't seem like nighttime, particularly all the time. But I actually had trouble at first remembering like, wait, am I in vampire mode? Is it nighttime? Because it doesn't seem that dark. Is it cloudy today? Right. Exactly. But ultimately, I think that's a wise choice because you, you know, near sighted or not, you don't want to be just sort of stumbling around because you can't see five feet in front of you for much of this game.
So yeah, look, I'm more of a main quest guy, I think, than I'll get around to beating it someday.
Obviously, it's an open world game.
You always want to take some time to stop and smell the roses.
But I do always beat a game, at least a game that I like.
Like, I don't feel like I have gotten the full experience unless I get to the end of the plot.
And so this suits me because the plot is great and propulsive.
And it does push you to focus on the main quest because there is at least a little bit
of time pressure.
So I really appreciate it.
And I could imagine the blood of Don Walker too perfecting this model and maybe like being
elevated to, oh, this is like game of the year instead of.
I mean, this might be some people's game of the year.
I, you know, I don't know that it will be Ollie Welsh, your colleague, Gio, who has been
on this podcast with you, just wrote about how it's maybe kind of a weak game of the year field
still pre-GTA just in terms of the type of game that traditionally wins.
And I think this game could have been that kind of contender.
And for me, maybe it is.
But there are enough nitpicks that you could probably knock it down a peg or two.
And maybe it won't be as prominent in that conversation.
But it probably should be for just how well it innovates on that familiar model in contrast
to Marvel's Wolverine.
Holly Welsh redeemed, by the way.
I feel like when you said that, first of all,
I think he got misinterpreted a little bit.
I think people were thinking that he said,
like, there's no game of the years.
You know, he's like obviously talking about the critical field.
Redeemed from Marvel's Wolverine, a game that again,
people thought was going to be like a game of the year lock and like, you know,
another one that landed a little bit soft.
He's, he's right.
Yeah.
Yeah.
It almost felt like maybe they felt the weight of those expectations or played it a little too
safe.
Like, okay, we're insomniac.
We have to have a game of the year contender.
And here's what past game of the year contenders in this mold have.
looked like. So let's just paint by numbers, repeat that formula and it will work, but it doesn't
work as well anymore. Last thing I'll say about the blood of Don Walker, can I just stand up for
Brancis for a second here? Will anyone defend Brinsis, the villain and nemesis of that game
that you devote your entire time to taking down? I feel like Brinces had a point at the beginning
of the game where he's like...
In kidnapping a family to steal their blood?
Not that specifically, but he was provoked at that point.
Okay?
Like, if they had just accepted his rule, then he wouldn't have had to kidnap anyone.
I'm just saying, no, but like, literally, he actually says this.
And when I'm using the same justification as the blood-sucking villain, maybe that's a bad sign.
But he's like, he's like, wait, you guys have it good.
What's so bad?
Because initially, I was kind of confused because it's like,
everyone feels like they're they're laboring under the yoke of vacuric vampiric occupation.
And it's like, well, wait, what's so bad about this actually?
Like, you have to go to Mass.
Okay, as someone who was brought up Catholic and brought to Mass every week, usually against my will.
Okay, that seems somewhat onerous, especially if they drink your blood at the Mass,
which is not what happened when I went to Mass.
When I went to Mass, we drank someone else's blood.
at least figuratively or literally depends what sect of Catholicism you subscribe to, I guess,
or Christianity.
But in this game, it's like the vampires come in.
They heal everyone's illnesses.
Plague, gone.
Everyone's fine.
There's no war.
There's no conflict.
Great healthcare system.
The only downside is that every so often you have to kill your mom.
They're going to try to kill your mom because she's a little weak, maybe a little leafy.
If they have to call the herd from time to time, I mean, sacrifices must be made.
Right?
I mean, her blood was basically like water.
So, you know, what was Brent is supposed to do?
But the point is everyone's like, oh, you know, I got to donate a little plasma here.
Is that so bad, given all the perks and the upsides?
Ask what you can do for your country, right?
I was on princess's side, at least initially.
I'm like, look, look at all he's brought to this town.
I mean, I heard the last guy was even worse.
You know, like, you don't want to be a blood donor.
And so we're going for a violent revolution here that's going to get everyone killed in your town sacked because you couldn't stand to go to mass every so often and make a little, just a little sip from time to time.
There's this great short story you're going to love.
I think it'll be a real blueprint you can use to building your perfect society.
It's called The Lottery by Shirley Jackson, and I think you'll really like the ideas that they put forth in that one.
Just saying, Brances made some good points, some pretty persuasive points, but, you know, didn't stop me from trying to take it down.
It's just, I'm just saying.
Honestly, I know we're joking about this, but like, it is a really strong point of the game that, like, the villain is not just like, oh, the big bad vampire, right?
Yes.
There is depth there.
There are things to agree with him about.
There are definitely things to disagree with him about as well.
And I also appreciated that there are times in the game where they kind of fill his backstory a bit for you and kind of humanize him to a degree.
And it would have been so easy to just have a big bad vampire that you have to get rid of.
He may look a little scary.
He may have claws.
So all the protagonists have claws of the games.
we're talking about today.
So that's not so bad.
Beauty goes deeper.
Look below the scary surface and look to the soft, cuddly, brencis inside.
He's just been misunderstood all this time.
By the way, we all really like this game.
Where would we put it in the pantheon of vampire video games?
Because sometimes we do kind of a cursory top five when we talk about a genre that we haven't
really discussed in depth before.
And this, it almost feels to me like when we talked about.
about Assassin's Creed and Blacks Flag Resynced and talked about pirate games and how
they're actually fewer great ones than you might expect.
I think you could probably say the same about vampire games, especially in recent years.
Like a lot of them do date back quite a ways.
So I don't know.
I mean, to me, this is definitely in my, my five and probably pretty high on the list.
Yeah, this has got top three.
It's got to be top three.
The one I'll give a shout out to, because I think there are obvious ones that people would
point to you where it's like,
Vampire the Masquerade.
Vampire with a Y.
That came from a couple years back.
That was kind of neat.
One that I will shout out that I thought was really, really strong last year, actually.
There's this indie game called Cabernet as a vampire game.
Really great.
That's in my top three right alongside this.
I'll give the shout out to that one.
But yeah, I mean, I think this is it the best vampire game?
I mean, Symphony of the Night.
Well, yeah.
That's top five would be all Castlevania.
Yeah.
So certainly not vampire survivors.
Well, I was going to say, I mean, look, that's a fun addictive game, but is it a truly
great vampire game?
There's no vampires and vampire survivors.
That's the joke.
Yeah.
I mean, you probably have to put this like right behind Redfall, you know?
Oh my gosh.
Yeah.
Honestly, though.
You know, legacy of Kane, Soul Reaver.
I mean, we're going back away.
It is a vampire game.
But I also think that it's not.
like the most vampiry vampire game in the sense that like there are like basic things about
being a vampire that like it like it's a little weird for a vampire game to not have some sort
of stealth attack out of the shadows to people you know like there there isn't that like like like
you can just at nighttime when you're a vampire you can just walk around the town and someone
it'll be like, oh, but like you can just walk by them and it's fine.
Yeah, like, don't judge a book by its cover.
You definitely could have games that are more about being a vampire because this game is about
family and obligation and freedom.
And the vampire thing isn't really the main focus of it.
So, yeah, it's not fully leaning into like that, that brooding.
like Dracula kind of, you know?
Yeah.
You know what I'm saying?
Yeah, I do.
Or blood rain, I guess, in more of the action mold again going back a bit.
Or speaking of Skyrim, the Skyrim, the Skyrim, Don Guard, DLC.
Don Guard, not Don Walker, but you can certainly get your vampire on in Skyrim as well.
So, I mean, yeah, with the exception of, I guess, vampire with a Y, which is, that's been a while, too.
these these are games that date back quite a ways so yeah yeah vin helsing yeah there we go that
that one was probably good maybe maybe we'll get up do you guys think that there's um do you think
there's a woman named don walker who's having a really weird month right now god i i've been
making this joke in my head since i played it absolutely just like why is why didn't think i suck
blood what's happening yeah well this may be the best vampire game of all
time and hey,
Castlevania is about to be back.
So maybe we're getting a vampire resurgence because we haven't had enough vampires
in popular culture over the past decade or so.
That's what we've all been saying.
Okay, this has been good fun.
We have covered a ton of ground.
Always happy to talk to you both.
Thanks so much for coming on and Geo, good luck with your mentions and weathering anyone
who comes at you and criticizes the Wolverine take.
though, I get the sense that you have read the room and people will, if anything, be holding you up as a standard bear.
Yeah, people don't seem to be disagreeing too much so far, but we'll see when the game comes out.
Yes. I will say, like, there's a lot about the basic mutant X-Men framework that still resonates today and that you could map onto current events in interesting ways, even if the game, I know, I know.
the game definitely does not go out of its way to draw those parallels explicitly.
But if you want to read that subtext into it, of course, X-Men has always represented
that, right, to various minority groups and oppressed groups over the years.
I'm sure we will get into that more next time with the Midnight, boys.
But for now, thanks as always to Devin Rinaldo for producing this podcast, to Arjuna,
Ramgo-Pal for green lighting, not just once a week button mash, but twice a week button mash.
We're just trying to keep up with the rush.
You can, of course, contact us at ringerverse gaming at gmail.com.
But Nash will be back in but a day.
And until then, I condemn you to the light.
