Triple Click - Blue Prince Really Is That Good
Episode Date: April 10, 2025Blue Prince is the best-reviewed game of 2025 so far... but does it live up to the hype? Yes, yes it does. Jason, Maddy, and Kirk talk about the game's unique genre-blending design, the appeal of the ...puzzles, the story hidden underneath it all, and much, much more. Plus: a very special announcement!One More Thing:Kirk: Slough House Books 5-8 (Mick Harron)Maddy: Inside Out 1 + 2Jason: Switch 2 + tariffsLINKS:Kirk’s essay about about Blue Prince and repetition: https://kirkhamilton.substack.com/p/theme-and-theme-and-variationsBlue Prince music excerpts by Trigg & GussetTriple Click LIVE in Portland, July 11: https://albertarosetheatre.com/event/triple-click-live/alberta-rose-theatre/portland-oregon/Support Triple Click: http://maximumfun.org/joinBuy Triple Click Merch: https://maxfunstore.com/search?q=triple+click&options%5Bprefix%5D=lastJoin the Triple Click Discord: http://discord.gg/tripleclickpodTriple Click Ethics Policy: https://maximumfun.org/triple-click-ethics-policy/ Happy MaxFunDrive! Right now is the best time to start a membership to support your favorite shows. Learn more and join at https://maximumfun.org/jointripleclick 🚀 SUPPORT TRIPLE CLICK:Join Maximum Fun | Buy TC Merch💬 JOIN THE TRIPLE CLICK DISCORD🎮 Triple Click Ethics Policy📱 SOCIALS | @tripleclickpodInstagram | YouTube | TikTok | Twitch
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Any air worthy of the Sinclair legacy should have no trouble uncovering the 46th room at Mount Holly within a timely manner.
But we're going to stick around a while.
Welcome to Triple Click, where we bring the games to you.
This week we talk about blueprints.
That's blue P-R-I-N-C-E, the P-R-R-Light game set in a mansion where each room is never in the same place twice.
We live in this mansion now.
I'm Maddie Myers.
I'm Jason Shrier.
And I'm Kirk Hamilton, and I don't know about you, but I can't wait to find.
find room 46.
I think there might be more to it than that.
I think you're a liar.
You've found it already.
You're right.
I was kind of pretending to be a version of myself from a couple of weeks ago.
Yeah, I don't even care about room 46 anymore.
There's just so much else I want to know at this point.
You've elevated your consciousness beyond the quest for 46.
I've evolved.
I care about chess pieces now.
That's my new thing that I'm into.
Interesting.
Well, what are we even talking about?
I mean, our listeners know that it's Blueprints at this point.
But before we really get the chance to dive into Blueprints, which clearly we've wanted
to do for weeks now, I got to say, I got to just say Maxim Fun, it's our network.
It's our podcast network that we're on.
And we love it.
And if you want to support our show and get a monthly bonus episode in so doing, then you
could go to Maximumfund.org slash join.
And for five bucks a month, you could get that monthly app from us this month.
we are going to record a beans cast, a spoiler-filled beans cast where we talk about Severance
season two, season one and two, because I don't think we've ever spilled the beans on Severance
season one. So we're going to spill the beans across the board on a really cool, cerebral
show about the workplace, just the corporate workplace and what it's like in the modern day.
But there's a ton of other episodes in there. If you become a member, you'll find monthly ones
going all the way back to the inception of Triple Click at Max Fun. So highly recommended. We really make
it worth your while. And we appreciate all of you who support the show. It's why we don't have ads.
And we're grateful for all of you. And you know what else is cool? Kirk, why don't you tell us
something else cool that is going to happen? Okay. I have a very exciting announcement,
something we've been setting up for a little while that we can finally tell everyone about.
Triple Click is going to be performing live on stage in Portland, Oregon this summer.
Yay.
It's very exciting.
I am psyched.
We've been talking about doing a show in my hometown of Portland for quite a while now.
We're finally going to do it.
The show will be on Friday, July 11th at the Alberta Rose Theater.
It's super exciting.
I love this venue.
It's a place that I've been to many great shows.
You know, it's a really killer Portland venue.
a lovely space. It's where they do the next waltz. I just saw Vijay Iyer play there. There's all kinds of cool shows. And now we're going to be one of them.
Aw. So the show is Friday, July 11th, like I said, the doors are at seven. The show is at eight. It's going to be super cool. It'll be kind of a super-sized live show. We've got a bunch of exciting ideas. There's going to be some musical surprises.
Songs will be played. So, oh, yeah, we have access to a lot of, a lot of things we don't always have access to when we do live shows. So it's a lot of, it's a lot of things we don't always have access to when we do live shows. So it's. It's a lot of, so it's
It's going to be a ton of fun.
We're still planning some stuff out, but we're very, very excited, and we hope that some
of you can come.
So yeah, there are tickets for sale now.
If you pre-order tickets, that's great just because that kind of tells us how many people are coming.
It makes it just a lot easier for us to plan stuff for the show, and of course, it guarantees
that you'll get in.
So pre-order a ticket if you are at all interested, if you want to come see us live, I think
you're going to have a really good time.
I am incredibly excited to finally play Portland.
for tickets is down in the show notes.
Come see us live.
I'm very excited about this.
Our first PNW show.
We're really just going across the United States, slowly but surely.
Where will we go next?
Popular demand.
It has been widely requested by a lot of people.
I feel like if you live in Seattle, you just have to come and come to this one.
Because you never know and we'll be back.
Exactly.
So anywhere in Pacific Northwest, you should just come to this one.
Drive on over, fly over, bus over.
This is our PNW show for the most.
I would love us to do a lot of shows in my backyard because it's very fun for me to do shows right here.
So please come to the show and buy a ticket.
Show us how popular we are there.
And then that would tell us some data that we could interpret.
For sure.
Jason, what game are we talking about today?
Well, I channel my inner Kirk and I wrote a little intro.
So I'm going to read this.
Whoa. Okay.
Today we are talking about the video game Blueprint says in a son of a king who is,
colored blue, not as in the plans you use to build a house. And if that homonym impressed you,
this game is going to knock your skull out. Blueprints is the debut game from director Tonda Ross,
formerly an ad maker and his small team at Dog You Bomb. That you play as Simon P. Jones,
a 14-year-old boy who is summoned to a mysterious mansion and told that he will inherit it
on one condition if he can reach room 46. The catch is that there are only
45 rooms, and they're never in the same place.
Every day, you must map out the mansion, carefully placing kitchens and parlors and lavatories
as you try to reach room 46 without getting stuck.
As you go, you'll learn more about Simon's family and their secrets by checking out books
from the library, scrutinizing photos with a magnifying glass, and learning that blue memos
are always true, but red memos are always false, or are they?
You'll solve logic puzzles, open garage doors, pump water,
do some math and learn that the world of blueprints isn't quite what it seems.
For the last month, I've done very little but play, think about, and talk about blueprints.
It has become one of my favorite games of all time.
Let's get into it by starting with some impressions.
And let's try to keep them brief because we have a lot to discuss.
Kirk, why don't you start us off?
Sure, I will keep them brief.
So I've played about 60 hours of this game.
I am on day 70.
I am obsessed with it.
I think it is brilliant.
I agree with you.
It's one of the best games I've ever played.
I've just been totally enraptured by it for the past month.
My God, it's so good.
It's so good.
I wrote about it.
I wrote a freaking long video game essay about it for my newsletter this week.
That's how good this game.
It made your fingers start working again.
That's how good it is.
It is rare.
So I have a newsletter.
Listeners might not know this.
I have a newsletter.
You should go check it out.
Maybe we'll link it in show notes.
But I mostly write about music.
It's like music links and stuff.
But I wanted to write about this game.
I was like, this game deserves some real consideration.
So I wrote about it.
I'm sure I'll talk about some of those ideas here.
But man, I mean, yeah, we'll get into it.
It's an unbelievable accomplishment.
Maddie, what are your thoughts?
Quick impressions.
Yeah, I'm about 30 hours in day 55.
I had my first dream about blueprints last night.
I am now dreaming about the game in the sense that I was exploring the mansion in the dream and making discoveries in the dream.
And when I woke up, I was annoyed that none of that progress was real or mattered.
So I also have entered whatever vortex we've all decided to exist in now where this is all that I think about.
I just want to talk about blueprints all the time.
And it's great.
And here we are.
I don't know.
We're all in it now.
We're all having a great time. We're inside the manor. We all live in Mount Holly Manor. Here we are.
All right. So before we go any further, I want to explain a little bit about what this game actually is because I've seen a lot of confusion out there. I think a lot of reviewers and podcasts have kind of struggled to articulate it because it's a tough game to describe. It kind of it blends genres. I described it on Blue Sky a little bit as kind of outer wilds meets slay the spire, but I don't really think that's a good way of encapsulating.
It's gone home.
I mean, it's got a little gone home.
So let me kind of give a brief description for people who aren't really sure what to make of this thing.
So the way blueprints works is it unfolds on multiple layers.
On one layer, it's kind of a rogue-like strategy game where you enter this mansion and you see doors.
And every door allows you to draft a new room that will then position it on the grid of this mansion's map.
And those rooms that you get to choose from,
get to choose from three every time you reach a new door, and those are kind of randomly generated,
hence the rogue-like nature of it, and hence where a lot of the addiction comes in. And those rooms
can be anything from, a lot of them are just kind of generic manner rooms. You might have a
bedroom. You might have a billiard room. You might have a parlor. You might have a kitchen. You
might have a lavatory. And once you draft that room, you can go into it. And inside of that room is
where the second layer of the game unfolds. Because inside of that room, you might have a lot of
room is where the gone home of it all plays into it. And that's where you poke around, you look for
things you can examine. Maybe you'll find a clue on a bulletin board. Maybe you'll find a book
nestled away on a corner table. And in those clues, you'll find some sort of either a piece of
lore or a hint at something else or a clue. And you move through this world very quickly. So by
the first half hour, you'll have drafted maybe a dozen, maybe 20 rooms or something like that.
And that's when you'll start to see the pieces kind of connect because you might find that in, let's say, you draft a billiard room.
And then on the wall of the billiard room, there's this dart game and you see a bunch of colors on it.
And you try to interact with it.
And you're just like, what is this?
I have no idea what's going on.
And then maybe a few rooms later, you'll draft something else that gives you a little bit of a clue as to what that means.
And then you think, oh, okay, I should go back there and check that out.
And then things start to get more and more complicated as you kind of unpeeled.
the layers of the onion that is this game, and you start to think, you start to really, you start to
keep a running list of goals in the back of your mind or on a notebook, which is highly recommended
while playing this game. And you might think, oh, if I combine this room with that room, what will that
lead to? Or, oh, I just learned this key piece of information. I should apply it to that room,
but I haven't drafted it on this run. Okay, I'll do it all tomorrow. Because every subsequent day,
the manner resets and you get a chance to do it all over again and draft new rooms and make new
connections and solve new puzzles. Some of the puzzles are small and simple. Some of them are very
big and complicated. And the game is really brilliant and the reason it's so addictive is because
it's brilliant at making you, giving you so many different tantalizing breadcrumbs of like
things to experiment with and try out and check out and solutions to discover and
puzzles to solve on a grander scale. A lot of them are escape room style puzzles, which I think is
an important part of this all. So it's like gone home with like actual gameplay is how you might
describe the rooms themselves. And yeah, I mean, hopefully that helps capture what the game
actually is, but there's still even more layers because it's also hiding a massive story and
lore and all sorts of cool mysteries that you really, you start to get into the more and more you play.
Yeah, I think that's a good summary.
Yeah, it's cool how like tabletop like it is, I would say.
It almost feels like a board game where you're like laying down each of the rooms of a mansion on a board.
And that's a huge piece of it.
But then that is interlinked with the fact that you are 3D walking around and first person in the mansion as well.
you're interacting with this map with essentially tiles that represent each room just as often as you're
interacting gone home style in first person with the mansion picking up letters and, you know,
opening drawers and finding safes with codes that you need to figure out in order to open them and
all that good video game stuff.
Specifically, it's betrayal at House on the Hill is the board game where you're laying out the rooms.
And it really looks and kind of feels like that.
It does.
Yeah.
Yeah.
If anybody listening has heard of that game or played that game,
It's very similar to that.
It has a very satisfying feel.
So, like, that kind of combined with an escape room vibe, plus the rogue-like elements.
I would say the main thing I was super into and relieved about puzzle game-wise is that something
like a code or a password is the same across every run.
And so that's where the roguelike part of the game comes in, where you accrue a piece of knowledge,
say, like, you're like, okay, that's, like, the key to this lock.
I'm going to use that next run or next time because maybe I don't have enough steps to get back there right now, but I know where that is.
And that piece of knowledge is going to remain true for every successive run.
And that just is awesome.
Like, because the entire mansion resets each day, but there are certain parts of the mansion that you're like, well, this is always true.
So you always kind of feel like you're advancing and actually learning more about it each day.
Yeah, that's an important point is that like knowledge is what.
you're gaining. So in a lot of roguelikes, you're kind of like gaining skill or like gaining new
unlocking progression. In this, a lot of it, there's some permanent unlocks. I would call it a
rogue light. Because so much of it is permanent and so much of it is kind of like fixed. But yes,
the rogue like part of it all, the reason to do it is to learn more things. And in fact, I think the
best tip that people should have when they're starting to play this game is that almost always
you should draft a room that you've never seen before
because you will learn something new from it.
Yeah, just keep drafting.
I mean, I feel like that was the key piece of information
that I needed from friends and coworkers when I was starting
was because I was like, I don't understand the point of this
in the first few days.
Like, I'm just drafting rooms
and I don't feel like I'm getting anywhere.
But eventually you're like, oh, I have so many rooms
that I actually do understand the strategy of it
and I'm starting to put together what's going on.
One thing I think this game is remarkably good at is teaching you how to play it.
The tutorialization in this game is exceptional.
I've never seen anything like it.
The tip you just gave, Jason, is a fantastic tip.
I think we were talking and you mentioned it to me and I was like, okay, that's a good thing to keep in mind.
And then was glad several times that I decided to draft a room that wouldn't have been the best for my current run just because it was new.
And then pretty shortly after that, I found a book in the game about drafting.
And the first thing it said was always draft new rooms.
quotes from people about their approach to gems and currencies and what they try to prioritize.
And then the more you play, the more you find there are several volumes of these books that
are just outright tutorials.
They're telling you how to play and even revealing secrets.
And then there are a variety of mechanics like that that I'll let players discover.
But they're really cool and they're explicitly giving you guidance within the game.
And I think that's an important thing to say about this game.
This is not like Animal Well, which I've seen a lot of people.
say, especially I think, Jason, hearing that you played, you know, up to the credits in 16 hours and then played another 100 hours.
140 hours is my current play.
Yeah.
Let's be clear.
So I got credits in 20 hours and I'm at 60 and I'm still going strong.
There's a ton I'm discovering.
People hear that and they think, oh, is this an animal well thing where reviewers had this experience that no one else will have?
Because they played it early and they were all in a Discord together crowdsourcing these crazy puzzles.
And I would say no.
and it's important to anyone worried about that.
This game very much is not that.
I have gotten essentially no tips at all in the 60 hours that I've played,
and I've made a ton of progress.
I got to Room 46.
I'm way beyond that.
I'm doing all kinds of crazy stuff.
I've actually stumbled into some really amazing things that I know,
Jason, it took you a long time to actually figure out where I lucked into them.
You can just play this game, and it will reveal itself to you,
and I think that's a very important thing to say about it.
I'm not like some puzzle game genius.
I don't actually go that hard on games like this.
But I have 600 and something screenshots that I'm in the process of organizing into a series of folders
so that I can know which ones are books and which ones are, you know, things I'm trying to keep track of and which ones are puzzles.
I've got notes.
I write my notes on my computer.
I just have like thousands of words of notes that I've been keeping track of because I've been so drawn in and I've been so empowered to solve everything for myself.
Yeah.
So it's a puzzle game, but it's not really.
the puzzles themselves are not really where the challenge lies.
There is a little bit of math, and if you struggle with kind of basic math, then you might
have a hard time with that.
But I would say that it's really more of an observational game, and you're rewarded for paying
close attention, and the game teaches you that.
You're right about the tutorialization, because the game teaches you that pretty quickly.
One of the key items you can get, you can get all these different items as you move
through the house that you can use to interact with the world in different ways, like a hammer
or a shovel.
One of the key ones is a magnifying glass, and that is one of the most useful, especially in the early game, because it allows you to zoom in on these books and photos and pieces of text that you're finding throughout the manner and learn more information from them.
For example, you might see a photo and see like a little bit of text that is like really smudged and hard to read.
And then you take a magnifying glass to it.
And oh, now you can read it.
Oh, hey, it says something interesting here.
or you notice like some faint marks on a map or in the corner of a piece of paper and you're like,
oh, I should take the magnifying glass to this and you discover something interesting.
And by the way, one of the things that makes it so addictive and just kind of makes you,
gives you that one more turn feeling of like the best rogue likes or the best kind of strategy games
is that kind of feeling of, oh, I haven't checked that yet.
oh, I want to do one more run so I can see if I can grab the magnifying glass and then go to
the dark room because I want to check out that photo. But wait, I haven't gotten the utility closet
that'll let me light up the dark room. So I have to do it next run. And that's one of the
reasons that it can get so just brainwormed into you is because you just have that one more
turn feeling over and over again. But yeah, it really, even when you get to the deeper, deeper
levels. I mean, there's some word puzzles in there that I think could get really, really difficult,
not until end, end game. So don't worry about that stuff. But like, for the most part,
careful observation and just kind of like trying to unravel homonyms and logic puzzles and stuff like
that, a lot of that is, it's not super difficult. Like, I think most people will be able to get
pretty far in this game on their own. And maybe they can get a little bit of guidance or a little bit of
kind of nudges from friends, but like there's no ARG required. There's no super brain like binary that
you need to pull off. So in that sense, it's not like animal well, which I think the third layer,
the kind of deepest layer that came required people to work together to solve it. This is a lot more
self-contained. Yeah, that's what I'm saying. Yeah. I would agree, but I also will say that solving the puzzles
with a friend or two is extraordinarily fun as well. It's not mandatory in the animal well way.
where the game is designed for that in the end-end game.
And you have to do it.
This is just classic puzzle game style.
Like the math puzzle, there's sort of like one specific math puzzle that we're all
talking around.
And the other puzzles aren't as math-centric.
And I just could, well, for now.
Don't make assumptions.
Fine.
There's one specific one in the early game.
And I couldn't figure it out.
And so I asked my wife who's better at that kind of puzzle than I am.
And she had so much fun solving it with me.
And it keeps getting more complex as the game goes on.
And so anytime it would do that, I would like pull her in and be like, hey, like, let's keep trying to solve this puzzle together.
And that was super, super fun.
And I think if you just have somebody around in your life who's also playing this game, like it's been really fun at work to just talk with coworkers about what stage each of us are on.
And then one of us might discover an item that you need to unlock a place.
and one of us has only found the place but not the item.
And watching those two people, like, interact with each other is really fun because they're both like, okay, like, I know that I need this other thing.
Can you give me a really oblique hint so that I'm in the right direction?
Which I think is one of the more fun experiences of a puzzle game is like figuring out the right kinds of oblique hints that you can give with your friends or just outright co-op playing the game together the way Dina and I have been for that puzzle.
just to have a good time.
Like, I think that's a really great way to play this game.
And I recommend that, too, especially if you're somebody who's just like, I don't know if I could figure it out all my own.
I don't, I will speak for myself.
I'm not sure I could.
No, right.
I think that's an important thing to point out.
And that, you know, the puzzle that we're talking about this math puzzle, to be clear, it's one of the small types of puzzles.
There are puzzles that just take place within a room.
And you can solve it.
And if you solve it, you get like a key or a gem or something.
And you want to solve it because it gets harder each time and it's satisfying to solve.
it and it helps you out. And it's also like useful to have keys and gems. It will always benefit you.
But we're not, it's not like one of the bigger puzzles. It's a small thing. And yeah, those are
very fun to solve with people. There are some that are sort of image-based associative puzzles.
And I was staying with Emily's folks this past week and I just was playing on Steam Deck and I would
just show them the picture. And I'd be like, okay, what? What do you think this is? Like when you
just look at this, just unfocus your mind, kind of tell me what you think. Because I was just trying to
like work my way through.
what the solution could be.
And that was another puzzle that was just one room.
And I didn't solve them all at once.
And I kind of kept redrafting that room multiple times.
And then I found eventually that I solved it.
And that I think, while this is a game of observation and that the observations are things
that you can kind of just make, like each one is not that complex, it is a game of vast
complexity.
And I think that is worth pointing out that, you know, the actual scope of the, you
game is massive and there are so many connections you can make. I would say it's a game of observation
and association. You observe and then you make associations between different things and you start to
realize how they're connected with one another. And that's very rewarding. There are even puzzles that are
structured, that are built on that. This clearly seems to be a way that Tandaras and whoever else,
if anybody else helped design these puzzles, the way that he thinks is in terms of one thing and another
thing and connecting between them. And what's so fabulous about this game is that it is this vast
constellation of things as you play more and more and uncover them. And the thrill of the game is
drawing these connections. That's why you have to take notes. And I do think, I mean, the notes are
such an essential part of this game. I just read through my notes. I just flipped through my
screenshots just on my phone. When we were traveling, I was just looking through them,
rereading books, rereading old letters. A big part of this game is that repetition.
And this is actually what I wrote about.
I think the repetition is so central to this game in a way that even goes beyond Outer Wild.
It's another puzzle-type game with a lot of repetition or inscription, another game with rogue-like elements, like with random elements and repetition.
This game, the repetition is so crucial for the pacing and for how pleasant and ultimately relaxing it is to play.
Let me tell a funny story.
So when you start this game, there's an antechamber at the top of the map, right?
You've got this 9x5 grid and there's the anti-chamber.
And you can tell after your first run, okay, I got to get to the antechamber.
And that's really when you're kind of in strategy mode, as you said, Jason.
It's kind of the strategy of how can I make my steps last until I get to the ante chamber.
And for a while, I was really in that mode.
And I would start getting kind of close, like on my fifth or sixth run.
I'd have a kind of good one.
And then I'd run out of gas or hit a locked door.
And I was so frustrated.
And then finally, I stayed up really late on this run.
And it was going so well.
And I'm like, oh, man, I think I'm maybe finally going to get there.
And I'm going to get the antechamber open.
I'm going to be able to get in, and I'm counting my steps.
I'm looking at the map thinking, I have to backtrack and go here and open this door and then make it up.
And I'm like, I don't know.
It's going to be really close.
And I go and I go.
And I find myself standing outside of the hallway, the room before the antechamber with one step left.
And I walk into the hallway.
My step goes to zero.
I keep moving as the screen begins to fade and enter the antechamber and get a reset screen.
I have to start over.
So at the time, I was super bummed and then thrilled.
I found it actually kind of delightful.
Oh, this is such an ultimate gamer moment.
I fell one step short of this goal that I had.
Now that I've played so much more,
I understand how each of those goals actually fits into the broader context of the game,
and I've come to find it so relaxing.
I think as I talk to people when they're early on,
they're a little more anxious.
They make more assumptions about being stuck.
They feel a little more set on solving one,
thing or achieving one goal. And the more you play through that repetition, the rhythm of the game
kind of, you start to see the broader rhythms of it and just relax into this vast unfolding
story that's so pleasurable and fascinating. You see the Matrix. Yeah, Kirk, I think you would have
been even more frustrated. I think I would have been equally delighted, right? In the end, I would have been
like, oh, okay. You would have been like, oh, God, oh, no. Yeah, I want to jump on
what you said about observations and making connections, because I think that's a very big part of
this game, not just in terms of solving the puzzles, but also in terms of piecing the story together,
because the story itself requires a lot of archaeology, and there is a, like I mentioned
before, a hefty story in this game that for me has made it all worthwhile and is really
the kind of the hidden, the secret sauce that makes this game work.
And especially compared to a lot of other kind of mist-like games.
or Metroid Brainias that are trying to do this sort of thing.
I don't think any of them have a story quite like this.
Outer Wilds has an awesome story, but it's not quite like this.
And Mist had a cool story too, and that always helped it.
Again, not quite like this.
This feels...
Yeah, but I'm just saying, having a story in a game like this is such a benefit to me,
where I'm like, this is motivating me.
Yeah, and so with this, I mean, it just feels...
It's literary in a way that a lot of those games are not.
It feels like Tanda Ross, the director, writer, designer,
has kind of hidden a fan of...
novel in here. And it's just such a treat to uncover it and find all of the threads and
kind of generations that it spans. It's really sprawling and amazing. The connections thing,
yeah, I think is a really good way of putting it because making those connections is such a delight
and gets your synapses going. And a lot of times, I think it's a type of game where you're
rewarded by just not like trying to slam your head against the wall and solve a puzzle.
right away. There are a lot of times where you might get to a door and be like, how the hell do I open this thing?
Like, this is not like any door I've seen before in the game, and it would behoove you to just forget about it for a little while and just keep going elsewhere, because it'll be clear when you can actually open that door and maybe you'll unlock it by following some other path.
So there's a lot of moments like that and a lot of moments where you'll make a connection later. God, there was one, whenever we, if we wind up doing a spoiler cast about this game, there is one moment.
towards the very, very end, like very deep in the game that I just wish I could scream about with
the world because it is one of the coolest, like, connections that I've ever made in a
video game ever. But I'll sit on that for now. But one thing I will say is that as you go,
you'll get less and less, like the earliest hours of this game are probably the most frustrating,
that period that Kirk described. And then as you start to make those connections, it really is
quite rewarding. One of the thing I'll say is that even though my hour count can seem intimidating,
and Kirk, you were also intimidating when I told you I'd spent 140 hours on this game.
A lot of that was me just experimenting and slamming my head against the wall to try things
because nobody else in the world, other than like three or four of us who were like,
had gotten further than anybody else and we're just talking about it in a Discord.
Nobody else in the world had gotten that far. I think for most people when you play this game,
you won't have that experience.
And if you need guidance, as we kind of did at different points,
you will be able to ask a friend or ask the internet or ask Reddit for like a little
nudge to help you through certain moments.
Because there are some moments later in the game where I like definitely needed guidance
to figure out what to do next.
That was usually the part.
Like usually when you know you have an idea of what to do, you can kind of piece it
together.
But trying to figure that out can sometimes be a challenge.
Can I just shout out the writing a little bit?
more or like a little bit more in detail because I am incredibly impressed by the writing in this
game. The narrative is one thing and the narrative is exceptional, this broader narrative you're
talking about. But the moment to moment writing, you're reading so many newspaper articles,
letters from so many different characters. There are children's books in this game that are
convincing children's books. They could basically be children's books from the 1980s. There is
so much wonderful art. I think that the, the aesthetics of this game are,
exceptional and the way that the art and the writing mixed together, the handwriting, the way that each person's handwriting tells a story, it's just incredibly, incredibly impressive.
They could have gotten away with having pretty good story, like pretty good writing in any of these written examples, and instead they're exceptional.
And that really goes across the board.
The art in this game, I think, is wonderful.
There's so many great examples of art.
The soundtrack is fantastic.
It's by this Dutch jazz duo called, what are they called, Trigg and Gusset?
who I am now listening to.
It's a bass clarinetist and a keyboard player.
It's really bass clarinet heavy.
Base clarinet is basically the instrument of this whole game.
It doesn't sound like any game I've ever played before.
And it's beautiful, especially at these key moments when the soundtrack kind of deploys.
And this bass clarinet just carries you forward.
And it's so cool.
The game doesn't set a foot wrong, and it is incredibly impressive to me.
It's so funny.
I saw a review.
I was reading some of the reviews.
It's the highest reviewed game of the year so far.
by the way.
I was reading one review and thought of you, Kirk,
because it was like one of the negatives,
like the minus column was like the music isn't good
or like the music is repetitive or something like that.
Yeah, I was so shocked.
I was so shocked.
There's no accounting for taste.
That's bizarre.
Yeah, the writing is incredible.
Tadolos is really good at writing all these different characters
and making them sound distinct.
He also does this brilliant technique
of having a lot of the,
letters and correspondence in the game be written in people's handwriting and doing different
handwritings for different people. And sometimes you might notice kind of matching handwritings
here and there and do your put on your Hercules Perot hat and realize that like, oh, this
character is actually this character. Whatever, man. Hey, hey, this is America, Kirk. Come on. That's true. That's
true. Freedom Prize, baby. It is really the kind of quintessential detective game.
archaeologist game, whatever you want to call it, where you're just making leaps of deduction
and finding things and digging into things. And yes, the writing being stellar, I think kind of
is what really ties in. That combined with the story is really what just kind of makes the whole thing
hum. It's the engine that just drives the whole experience and makes it feel special. One of the
thing I'll also say is that, like, I think that it can be easy for a game like this, a puzzle game
like this, a Metroid-Berania, so to speak, to feel frustrating when you've hit a dead end and you
don't feel like there's anywhere you can go from there.
This game is really, really good about creating multiple hints to each possible problem
and just doling them throughout the game.
Like, sprawling throughout the game are kind of sprinkled throughout the game are these hints
for everything.
So every single puzzle in the game, chances are like, or let's say 95% of the puzzles in the game,
there are solutions or at least clues for it in multiple places.
So you aren't just required to have the one pixel hunting, like find the one letter that will lead you down this one thing.
No, there are multiple places to the point where like later in the game, past the point where it will be useful.
But like there's this funny moment where like an entire puzzle might get just kind of spelled out for you later in the game.
I'll be a little vague here.
But like, and you'll be like, oh, okay.
Like I knew this already.
Like why is this here?
This is very silly.
But it's just like just in case, in case you didn't figure out that one.
Like the game very much wants you.
It's a game that doesn't want you to be.
It's kind of, man, I enjoyed the witness,
but the witness felt like a game that really wanted you to not solve it in some ways
or wanted you to be like FU.
Right, like philosophically.
It wanted you to be stuck.
Yeah.
It wanted you to be stuck.
This is a game that wants you to have an amazing time.
Like it wants you to be, it wants to guide you.
It wants to help you out.
It wants to help you answer all of these, all of these questions and solve all of these mysteries.
Although I will say the place where I'm at right now,
I'm still trying to figure out if there is more to find in the game.
And that's kind of a surreal experience where you don't even know if there's more to uncover.
You feel like there must be, but you don't even know where to start, which is kind of an interesting experience.
Maybe there are no worlds left to conquer for you.
That would be sad for you.
I will say I think maybe the one downside, and it's something that I think might already be changing about the game,
is that there are random elements to the game.
And that's part of any rogue light or rogue like game.
And sometimes I had runs where I'm like, I have an amazing set of items and I'm just
drafting the stupidest possible rooms.
And I just have like this couple of specific rooms that I could go in any particular
direction puzzle-wise if I happen to draft them or they're not in the right spot.
Like some rooms need to connect to other rooms or it's beneficial to you if they're close to
certain things.
And I don't know if this is something.
that's being updated, but I wouldn't be surprised if some of the RNG of the game is getting
a little bit massaged because there were also moments when I was playing where I felt like
I just so happened to get lucky in a good way, where I was like, oh, like, I'm just finding all the
right items for this moment that I need them. But like, who knows? I could also just be describing
luck. I just had deja vu. Was there a game that we talked about a couple of years ago where you're like,
I think the RNG is getting massaged.
Probably, yeah.
I mean, we talk about puzzle games a lot on this show.
It is true.
I don't think the RNG has gotten massage.
I think what you'll find, Maddie, as you play a little bit more, is that there are more
ways to manipulate the RNG than you might have realized in the house.
Oh, well, of course.
Yeah.
And the more I play, the more I find either items or circumstances that allow me to have some
type of leg up.
And I think when you're in like days 20 to 35 or so, that's like when you're probably going to really feel it, or at least when I did, where you're like, I'm far enough in the game that I really like it and I understand it well enough to be frustrated by what I can't quite draft or discover yet. And I know what I want, but I can't get there. And then eventually you reach like cerebral monk mode like Kirk is describing where you're like, all things are possible. I'm seeing at the matrix.
and I'm cool.
My tip for you, Maddie, would be, well, there are few tips.
Get one of the drafting guides because that'll help you kind of conceptualize the best way to lay out the map.
But also there's a room that's pretty easily available from the get-go called the Baudoir, which is, am I mispronouncing that?
Boudoir, whatever, man.
A lot of French words in here that are teaching Jason about.
It's a bow bow-doyer.
The true final puzzle of Lucre is pronouncing the French words correct.
And if you get the boudoir.
The bidet.
That's a different room.
There are two dice in it that you can use to rerall your three of rooms.
Those are like secretly the most powerful items in the game.
Well, yeah. So one of the kind of ways to avoid frustration is to get those and just save them for when you're at a point where like, well, we're like you only have dead ends and you can't go any further unless you get a new set of potential rooms to draft.
But yeah, you'll find that to be kind of less relevant the more you play.
But yeah, I can definitely see how you would hit a sticking point.
My actually, my vote for the one real flaw of this game is that there's no way to suspend it mid-run.
You have to just give up.
So if you have to suddenly stop playing because your kids need you or something, you have to give up mid-run, which that to me has been...
This is a big benefit of the Steam Deck version?
Yeah, you can just put it down.
Runs really well on Steam Deck, right, guys?
Yeah, it does.
It does get a warning.
that the text is small and it is, but usually, I mean, you can highlight items in game,
even without the magnifying glass and see them pretty well, but when you're looking at the
map screen, it's pretty tiny at various points.
Yes, I played a ton of this on Steam Deck, and I also played a bunch on PC, and I do have
to say the text-sized thing is real. It's not the biggest deal in the world, but there are times
where I really wish the thing I'm magnifying, this very complex, whatever formulation written
in a tiny little place, I just wish it was a little bigger and a little clearer.
And my screenshots from Steam Deck are just lower resolution, and I wish they were higher
res.
So it is a thing, but yes, generally fantastic on Steam Deck.
And it's wonderful that you can just suspend the Steam Deck and then come back to it.
Yeah, that is a big perk.
Yeah, but it looks so nice on the PC on the big screen and my 2K resolution.
Yeah, and there is something about the game that kind of feels handheld friendly, too,
because it's so board game-y.
Like, it's not to say that it isn't amazing on a big screen, but I have really liked being
able to play it on the deck and just take it with me everywhere and think about it all the time.
My way of playing, and I don't know if this will be fitting for everybody, but my way of playing
has been to, so I'm playing on PC with a controller and I am taking photos of everything, every document,
every photo, every important piece of information with my phone. And the reason that it's useful
on my phone is because then I can very easily just reference it while I'm playing by just
pulling up my phone and going through the screens. Oh yeah, I have it synced via Google Drive
to my phone. So I do the same thing, but it takes a couple extra steps. Also, one of the cool things
that you can do in this game is you can kind of make connections about things or like really play
the game when you're not actually playing it. So sometimes while I was like in the thick of it a few
weeks ago, I would just be like, okay, I'm done after a 10 hour marathon session. Now I'm going to
go to the bathroom and just sit on the toilet and just like look through the photos I took and I would
make connections in my head that way. And sometimes I would have to be like, oh, got to go pull up
another run. Sorry, time to it's past midnight.
Grinset mindset. You're not going to sleep tonight.
You're not going to sleep tonight. Exactly.
You're always playing it.
Exactly. No, a really wonderful thing about this game is its relationship to time.
The way that you repeat over and over again is so central to how you play.
But unlike Outer Wilds, which is on a timer, there's no timer.
You can just stand in a room forever, just staring at whatever you're looking at.
And as a result, you also can't just rush around it and access everything
all at once, which means that my screenshots frequently have information that I can't access in game
while I'm playing the game. There may be a book that I can't get from the library that I want
to reference, and I don't want to wait for the library to get it in, but fortunately, I Xerox
the book when I was in the library last time, and I've been carrying around the Xeroxes
with me, and then I go look at them, and then sometimes I realize, oh, man, this is kind of a bad Xerox.
I need to go get it again because I magnify the wrong part or whatever. But that feeling of
sort of multiple vectors of information that I'm accessing simultaneously across different timeframes
is so special and unusual. It's a big part of this game for me.
So what do we think? Could a 14-year-old really solve all these puzzles? Is Simon a genius?
Like, what is going on there? He's got some pretty smart ancestors. He sure does. He sure does.
He's actually, he's almost 16 in my game. So.
Okay. Yeah, because so much time has gone by.
I'm on day 300.
And it's actually, the funniest part of this game is that Simon's dad has allowed him just to be by himself in this manner for 300 days.
I know. It's like he's ash ketchup or something.
Eating nothing but oranges and bananas for 300 days.
He's eating like a delicious pot pie for dinner every day.
He's getting a porterhouse steak from time to time.
It's not like he's never eating.
The food in this game is actually very specific and delicious looking.
It's not like Monster Hunter food
It's not super over the top
It's very restrained
But I want to eat every piece of food in this game
It is good
The salted banana
Number one thing in the game
Every time I salt a banana
I'm like I bet that's pretty good
It's probably kind of good
Yeah salting an apple
Why not?
I don't know
It'll probably taste stronger
It is good stuff
I feel like we need to talk more about this game
Maybe I'll do
Maybe I'll just do another episode next week
Where we talk more about it
We'll see I can talk about it forever
There's so so much to say
Because especially once people have started playing it and we can get a little more specific about the early puzzles and what you do and whatnot.
One more thing I'll say when you roll credits, you will find yourself with like a whole lot of leads and background information.
And I think a lot of people will be intimidated at the sound of like, oh my God, there's so many hours.
You do so much after you roll credits.
I think it's possible to like roll credits and be like, okay, that's it.
I'm done.
But chances are by the time you roll credits will be so hooked by this game and its mysteries that.
you'll want to keep discovering things and finding more.
And that is a very cool feeling that very few games evoke.
And it's important.
It's important to underline that the game becomes more and more relaxing the more you play it.
It doesn't actually feel stressful and overwhelming.
I find it to be a very calming experience now.
And I think that is actually, that's part of what you're talking about, Jason,
is that you roll credits, you make some big discoveries,
you make some big, you know, you get your adrenaline going,
you're really excited to have achieved some things.
And then it just becomes more and more fun discoveries, and it's kind of just relaxing where any given day, who cares? I'm on day 70. I've seen everything. I mean, I haven't seen everything. There's some very exciting stuff I'm sure that I haven't seen. But I've seen so much. I feel so in control. I have a lot of permanent upgrades. Like you were saying earlier, I have the ability to manipulate the floor plan. It's just so fun and chill. I just love playing it now. So I don't want to stop. And you don't have to for quite a while. This is a meeting game.
This is all we're playing for the rest of the year.
I hope everyone's cool with that.
At least for the next little while.
140 hours.
Like I said, it's to throw in Bellatro on my Steam play.
I think it might be number two.
Number one is still Final Fantasy 14, which I have like 200 plus hours.
Oh, beat Eldon Ring.
That's impressive.
Yeah, it's about to beat Alden Ring, I believe.
I have to double check.
It would be pretty hard for it to beat Eldon Ring for me.
I think I had like 300 hours in that.
But we'll see.
I don't know.
I'll check back.
And then we're going to take a break and then we'll be back with one more thing.
Doctor Game Show is a podcast where we play games submitted by listeners with callers from all around the world.
And this is a game to get you to listen.
Name three reasons to listen to Dr. Game Show.
Kyla and Lunar from Freedom, Maine.
Dishes folding the laundry, doing cat grooming.
Okay.
Thank you.
Great.
Oh, things you could do while listening.
Yeah.
I love that the reason.
I'm like, why do you listen to this show?
And Lunar's like dishes.
Fantastic.
Manolo.
Number one is that it will inspire you.
You're going to be like, oh, I could do that.
That's all we have time for, but you'll just have to find after game show on maximum fun to find out for yourself.
And we are back.
I'm going to go first because this is less of me, one more thing and more just something we should quickly follow up on,
which is that since we recorded last week's episode,
in which I said, I cannot see Nintendo changing the price of the Switch 2.
Nintendo has announced that they are suspending pre-orders of the Switch 2
are indefinitely delaying them because of the tariff situation that is happening in the United States right now.
Nintendo didn't say this, but some context here is that during the first Trump administration,
in part because of Trump's trade war against China, Nintendo moved Switch production to Vietnam.
and Trump unexpectedly issued a 46% tariff on Vietnam,
which will, of course, affect the Switch 2.
And so we don't know what's going to happen.
We don't know if Nintendo is going to hike the price.
We don't know.
I mean, anything can happen in the Trump administration day to day.
So, like, even we're recording this on Tuesday.
By the time this goes live, things can be totally different.
But as of right now, we are in this kind of, I don't know, like a purgatory period
where there are no pre-orders available for Switch 2,
and we don't know if Nintendo is going to suddenly come out and be like,
hey, we can't sell this for $450 anymore.
We have to hike up the price because of the Trump tariffs.
So there's a follow-up on what's been going on with the newest gaming console.
Yeah, this is pretty wild.
I'm kind of glad I didn't manage to make a prediction about this
because I don't think I could have predicted how stupid this was going to be.
I think my original version of my prediction was the tariffs won't impact the switch to because I just kind of was like, no, no one would be so stupid as to do something like that.
But that wasn't, that was a prediction that you just like killed, right?
And we didn't even air that part.
Yeah, it's not in there.
Because I did get a couple posts from people being like, oh, Maddie, what happened with your prediction?
Because I think people just forgot that we asked that one and they just remembered that I had one related to this.
But, God, I never could have predicted how stupid this reality is going to turn out to be.
I know, I know.
It just keeps happening.
Here we are.
Here we are.
Yeah.
Anyway, that's the latest update.
I guess we'll discuss more when there is something to discuss.
Yeah, when we know more.
Yeah.
Maddie, what's your one more thing?
So I found out that my beautiful wife hasn't seen a whole lot of really good Pixar movies.
So we've just been watching a lot of Pixar movies, and it's her first time.
And that's been so fun because a lot of them are extremely good.
I put Inside Out 1 and 2 down here, but I just wanted to note that we also just watched Toy Story 1 and 2.
These are all good films.
If anyone listening has somehow managed to avoid watching any of these, you should watch them.
But out of all of them, I just want to recommend Inside Out the first.
I really liked it.
the new time around, the most recent time around, I thought it was pretty great. And the second one's
fine. I just think the first one is actually like a pretty cogent commentary on the way people's
brains work and the fact that you need to have some sadness in your life in order to move through
grief and process it. And it's just interesting to me when the writers at Pixar come up with
some shockingly adult existential commentary to make in kids' movies. So I don't know. I recommend it.
If you're an adult out there and you're just like,
I've never really seen any of these.
That one's pretty good.
Inside Out, the first one.
I never watched the,
so the second one's pretty good.
I never watched the second one.
It's all right.
I think it's hard to beat the first one.
They like add more little characters inside of the head of the main girl and Inside Out too,
and they're fun.
And they kind of try to do the same thing again.
But I think it's hard to recapture that central premise in a way that still makes sense.
Has that spark.
Man, Inside Out One also has the most brutal,
cry I think I've ever had watching a Pixar movie. That was rough, man. That whole
Bing-Bong sequence. Yeah, I cried again watching it this time. Yeah. Get out of here.
I just pass forward to that if I rewatch that movie. But it's good. It is good. It's a little,
it's pretty manipulative, but it is. It does also have that Pixar thing where you're like,
are you guys just manipulating me? Like the first 10 minutes of up or whatever.
Where you're just like, I can't even, I can't deal with this. What are you, what's going on over there?
Are you trying to kill me?
Please stop.
But yeah, it's pretty good.
Yeah, Up was that.
Every Pixar movie has something like that.
I mean...
I'm more a mix-on-up these days.
I don't think...
I don't love us.
I just recently saw something referencing the Ratatoui, like, critic Egon
moment.
Yeah.
That is like so...
You mean Bradbirds just giving a monologue in the middle of his own movie about movie critics?
It is, yeah.
It's a little bit.
I appreciate it.
the sentiment of what they're trying to say, but also, like, it's pretty, pretty mockish.
Yeah, I don't, I see, that's part of why I'm like, I don't recommend all of them. Like, some of them, I think, are cloying and are, like,
and are, like, do kind of, you see the, the strings being pulled by a rat behind your head, as it were.
Yeah. I agree, ratatooie is great. But, like, I do think some of them are better than others. And it's been kind of fun to, like, go back and revisit them as an adult and be, like, which of these actually hold up?
and are fun to watch in which of them are just kind of silly.
You know what movie holds up because I've now seen it four dozen times?
In Canto.
In Canto?
Yeah, pretty good.
It still holds up in this house.
Yeah, yeah, that's pretty good.
I say that unironically.
I mean, every moment of that movie.
No, I know. I think it's a good film.
There's no bad moments of that movie.
It's just a fantastic.
Banger tracks.
Music is amazing.
Yeah.
Oh, yeah.
And my kids are truly obsessed in a way they've never, like, this is the only movie they want to watch.
They don't want to watch anything else.
And Canto is like they're frozen, I think, for a lot of
kids it was frozen you know yeah you know but the music is so much better and in a
conto than frozen oh i'm just saying that like they're for a whole generation of kids or
subgeneration frozen was the movie that they just watched over and over and over yeah yeah it's true
i think the advantage incanto has for my kids is that there's no like violence or action or like
they really like it because it's just a story about people and it's all character drama and that's
like as stressful as it ever really gets yeah exactly exactly um the thing they used to
to ask to fast forward
when like the grandma
is yelling at the main character
and stuff like that.
Kirk, what's your one more thing?
So my one more thing are some books I've been reading
that I've mentioned a few times
recently actually, but I wanted to just
make them a one more thing. And that is
the Slawhouse books by McHaron, which I am still
reading. I made these my one more thing
a few months ago or maybe
longer, where I was reading the
books along with the TV
show Slow Horses, which airs
on Apple TV Plus. And I
had started watching the show and really, really liked it. It's a fantastic show. Gary Oldman
is sort of the performance to write home about, but really everyone on it is fantastic. It's this
great British spy show, very dryly funny, but also just good spy stuff. Started watching that and
then found the first book, which is called Slow Horses by McHeron, in my dad's bookshelf when we
were cleaning out my parents' house. And I was like, a little like, oh, well, my dad read this,
and I didn't even know he'd read this, and it was sort of sad that I never got to talk to him about.
it. So I took the book with me and then read it and really liked that. So this is, I'm
recapping a story I've already given on one more thing where I basically then read the first four
books in this series, which correspond to the first four seasons of the TV show. And then the
question at the time was, am I going to keep reading these books now that I've run out of TV
seasons? Am I going to get ahead of the TV show? And the answer has been, yes, I have kept reading
them. I have read, let's see, I have read London Rurals, Joe Country Slauhaus, which was a good one,
and I'm currently reading bad actors.
And the more you read these books, the more you get kind of embroiled in Heron's own lingo.
He has all this jargon for, you know, people who are working for the service.
And Joe Country is one of them in London rules versus Moscow rules.
I have no idea if any of this stuff is real.
If anyone who's ever worked for the security services reads these books,
and it's like, what is he talking about, Joe country?
Because like a Joe is a spy.
They'll be like, oh, you can't leave a Joe out in the cold.
And they always talk about your Joe.
That's kind of a thing.
I don't know if that's a real term, but in the universe of this book, it is very convincing.
This book presents a very convincing spy imaginary.
And I've really enjoyed reading the next four books.
I think now that I don't know what's going to happen, I'm more struck by the structure.
And I think that is something that McHaron does very interestingly, and is probably the big banner item on these books.
He writes in a cross-cutting style where each of these books takes place over the course of probably
a day or two, maybe three. But they're almost all
real-time stories that just begin in the action, usually with
some mysterious event that then gets explained later. And then they just begin
cutting. And there are all these main characters,
the members of Slough House, of the sort of slow horses,
are all the main characters. To explain this to anyone who hasn't watched the show,
the premise is that in MI5, there's kind of a house for fuck-ups.
It's like an assignment that you get if you make some mistake, you leave a
classified document on the train, or you have a drug problem that could be used against you,
or you're a gambling addict, whatever. Each of the characters has some kind of a major
disaster or problem hanging over them, and if that happens, you get assigned to Slough House,
which is known among the service as just, this is the shit posting. You will never leave.
You cannot get back to Regents Park. You will never return to the service. You will just sit in this
house and like write down like a huge list of everyone who's ever checked out a weird book and
not returned it and you'll just do pointless busy crap for the rest of your life until you
quit the whole point is to try to get you to quit and this guy Jackson lamb who is this it's like
lumen uh except it has a little bit of that like workplace it's definitely a bit of a workplace
comedy everyone there is well there's a variety of characters there and i've become very fond of all of
them and actually greatly miss some of them because this series is uncommonly willing to kill off main
characters. People get killed right and left. And it's actually a very effective way to do that.
But anyway, so we're cutting between all these different characters, you know, that we've gotten to
know over the years and some that are new. You know, there's Diana Tavenner, who's like the
now head of MI5, and she's this kind of cutthroat spy lady. And then there's Jackson Lamb,
who's the head of Slauhaus, who's this dishevelled monster of a human being, a horrible dude who's
also maybe, just maybe secretly fond of the spies that work for him at Slauhaus, or at least
not willing to let them be killed all the time.
Anyways, so you get to know all these characters
and you're just slamming back and forth between them.
And Heron is relentless about cliffhangers
and making you know someone die,
but you don't know who died,
and kind of pulling you along.
So the books become incredibly propulsive.
Stephen King's style.
Even more so.
To the point where recently there was a major character,
death, or maybe not a death,
there was this kind of cliffhanger at the end of a book
that just left me kind of gaspy,
for air. I was really shocked by it and didn't know what to do. And then started reading the next book. And of course, this fucking dude, this writer is like not going to tell me forever whether that character lived or died. And I finally just looked it up because I was like, okay, I hate this. I just want to know just if this character is dead or not. I looked it up and then continued reading and was glad that I looked it up. So anyways, these books are super fun. They're really, really funny. He's actually a really a tremendous writer. He has a real command of sort of,
imagery. He loves to use the imagery of London to sort of channel a certain energy or another one. He's a very evocative scene setter. He writes hilarious dialogue. His characters are all very funny and acerbic. So I am still loving these books. And yeah, I'm having a great time reading post-show, even though I will never not picture Gary Oldman as Jackson Lamb. He's so perfect that I just picture him. But that's fine because it's perfect casting.
Sounds good. Yeah, these sound really good. They're great. I want to check them out. Why don't I have infinite time to just read?
Well, you can just watch the show, too.
The show's very good.
I mean, anyone could just watch the show, and it's fantastic.
Or you can just play Blueprints.
I know.
That's the main thing I'm doing right now.
It's hard now that there's blueprints.
It's true.
I'm reading books in a library.
It's just inside of the difference.
Yeah, man, I just sat down the other night and read a whole book in blueprints, and it was long.
And I was like, this is a good book.
I'm just going to read it.
There's some books in there.
Good times.
Oh, boy.
Oh, God.
All right.
That is it for this week's episode.
Go and book your travel to Port.
Portland right now.
Yeah.
And come see us in a few months.
Yeah.
July 11th.
It's going to be super fun.
Tickets are in the show notes.
And otherwise, we'll see y'all next week.
Yep.
See you both next week.
Bye.
Triple Click is produced by Jason Schreier, Maddie Myers, and me, Kirk Hamilton.
I edit and mix the show and also wrote our theme music.
Our show art is by Tom DJ.
Some of the games and products we talked about on this episode may have been sent to us for
free for review consideration.
You can find a link to our ethics policy in the show.
No. Triple-click is a proud member of the Maximum Fun podcast network, and if you like our show,
we hope you'll consider supporting us by becoming a member at Maximumfund.org slash join.
Find us on Twitter at triple-clickpods, send email the triple-click at maximum fun.org and find a link
to our Discord in the show notes. Thanks for listening. See you next time.
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