Triple Click - The Séance of Blake Manor Is A Delightful Detective Game
Episode Date: November 6, 2025Jason, Maddy, and Kirk are all playing The Séance of Blake Manor, a new detective game about a spooky manor full of — OOOOOOOOHHHHH — Kirk, stop it. They talk about the game's unique time mechani...c, how it plays with deduction, and of course, lots of spooky ghosts.One More Thing:Kirk: “ChatGPT Made Me Delusional” by Eddy Burback (YouTube)Maddy: The Master (2012)Jason: Strange JigsawsLINKS:Support Triple Click: http://maximumfun.org/joinBuy Some 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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Last week was Halloween, which means that this is the best week of the year, the week where you get to steal all your kids candy.
Welcome to Triple Click, where we bring the games and candy to you.
This week we are talking about the seance of Blake Manor, a spooky detective game where you fight against evil demons and also time.
I'm Jason Schreier.
I'm Kirk Hamilton.
And I'm Maddie Myers.
Hello.
Hello.
Hello.
Hello, hello, my friends.
Welcome back to another episode of triple cuck, triple Puck.
Triple X click.
I keep telling you to stop calling a triple cuck and you just keep calling it that everywhere.
God, I keep forgetting.
Hey, if you want to remember the name of our podcast, you should become a member and help us make this show possible by going to maximum fun.
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Click, Jason, click.
We just need some more supporters, guys.
He'll get it.
Yeah, just a couple more.
That's our pledge drive.
I'll get the name right.
You,
not only do you get to help make the show possible,
you also get our monthly bonus episodes,
which include lots of cool things,
including the one we just did,
where we talk about indie game,
the movie, the 2012 documentary
that is absolutely fascinating to revisit today.
We talk about the games that were featured in it and the people that were featured in it,
including Phil Fish and Fez and Super Meat Boy, the two guys behind that and Jonathan Blow's
braid.
Really fascinating topic and movie.
Time Capsule.
Yeah, that just went up.
This was a really fun conversation.
It was a great combo.
Good.
Yeah, agreed.
And yeah, so go to Maximoffod.org.
Join become a member today.
And also, we got a bunch of merch.
We just revamped our merch store that people should know about.
We got some cool new stuff.
We got hoodies.
In fact, look, guys, I'm wearing my hoodie right now.
Triple-Ghitty.
I don't know.
I've said this before, but I don't know if it's like, is it passe for, like, the host of
podcasts to wear their own hoodie?
No.
I don't know.
I would say no.
I would say it's the coolest possible thing you could do.
Right.
In the 90s, it was not cool to wear the band's t-shirt to the concert.
I think that now that everyone has a personal brand of merch.
It's very different and you just wear your own merch and it doesn't matter.
Well, but Kirk, what if the band is wearing their own T-Cuitary?
That's the parallel here.
Right.
That is less cool.
Yeah, exactly.
Well, but if we were doing triple-click live, I don't think you would be wearing that hoodie.
No, I don't think so either.
But, yeah, I wear it around the house occasionally in the grocery store.
If you out there.
And wear it for me and Maddie.
Yeah.
If you see me at the grocery store wearing a triple-cler c hoodie, feel free to say, hey, Jason.
The main way to recognize them.
That's passe.
Actually a good way to recognize a podcaster because you don't know what we look like, but you will know if you see our shirt.
Well, no, because after we revamped the store, there will be so many triple-cloth cookies floating around.
It'll be impossible to know.
But it's how you recognize another listener in the wild or maybe one of us.
That's true.
That's true.
I want, all right, if you out there have recognized another listener in the wild and then fall in love with them and become married, email us at triple-clicking at maximum fun.org.
I would love to feature the story of the two people who just saw each other wearing triple click gear and fell in love.
I want to feature that story.
Or it could happen to you.
Like if you're single and you're listening to this and you're like, I'm sick of the apps,
why aren't you just buying a triple click shirt?
Because that's going to solve all of your problems.
You'll know you have a lot in common, a lot of compatibility.
Yep.
If you're into the same gaming podcast.
I mean, yeah.
At least you would know that the other person is not like.
capital G gamer.
Exactly.
It's true.
It's true.
No, I'm only half kidding.
Yeah, it's like,
the truth is told in laughter.
That's beautiful.
So anyway,
become a member,
support our show.
Hey,
today we're going to talk
about a video game.
You guys excited to talk
about a video game
that we've all been playing.
I love doing that.
This is a game
called the seance
of Blake Manor.
This is a...
I'm not going to dignify that
with the response this time.
It wasn't me.
I'm hearing the sound again.
I thought I thought I
Oh wait actually
Oh do you hear
I hear the
The Ghostbusters are pulling up
And oh they're getting out of there
Oh oh wow
Oh this is wild
I wish you guys could see this
It's mayhem over here
Vankman
Bankman is just
Oh okay
Oh okay
Well
All right
Thanks guys
Okay well they have busted the ghost
I'm pleased to report
That the ghost has been busted
That's great news
I think all the people
all the people who were going to support Triple Click
like a few minutes ago are now just like
all right after those Kirk shenanigans.
After this I now will give even more.
It's really too bad because the Ghostbusters have left me
with a hefty bill that we are going to have to
we're going to have to talk about at our next business meeting.
Do the Ghostbusters send bills
to the like the homes and apartments?
They do. Remember that's a whole plot point
in the first Ghostbusters where they're at the hotel
and he's like quibbling about the bill
and they're like, all right if you don't pay us we'll put the ghosts back.
And he's like, oh, never mind.
The first movie, a lot of the
jokes are logistics-based.
I mean, there's...
Yes, it's really a...
It's a movie about a small business.
Like, that is what the first movie is about.
I mean, if we want to transition here, the
Seance of Blake Manor, financials are also a huge
plot point in this game.
And logistics are a huge plot point in this game as well.
See, Jason, I'm getting us back on track.
Brought us back on track.
Yeah, the Sanza, you are correct.
So the Sands of Blake Manor is a supernatural
detective mystery game set in 1897 Ireland.
it is developed by a small independent game studio, also in Ireland, called Spooky Doorway,
that previously made Darkside Detective, which is a series of point-and-click adventure games.
This, unlike those games, is a 3D game.
It is set inside a Manor, and you play as a private investigator named Declan Ward,
who is sent to Blake Manor to figure out what happened to a disappeared woman,
a missing woman named Evelyn Dean.
And when you get to the Manor, you are tasked with,
investigating and poking around people's rooms and interrogating suspects and trying to figure
out just what happened to her while trying not to get devoured by ghosts along the way.
Because as we established last week, unlike some other like adventure games that only hint
at supernatural or spooky themes, this one is chock full of them, chock full of demons and ghosts
and all sorts of supernatural stuff. So the reason that Evelyn Dean and all these other guests are
here in the hotel is because they are having a big
seance where they are going to summon
the spirit of a dead person
and try to talk to them.
And so that brings us to the other kind of core part
of this game, which is the time mechanic.
You only have three days before the seance
and you have to figure out what happened to Evelyn Dean
before then.
And every character who is in the mansion
and all the other suspects and hotel guests
and hotel staff have their own schedules. Some of them will be at breakfast at one time. Some of them
might be watching a lecture at one time or hanging out in the stables at a time. And every action you do
takes up time on this schedule. So if you are choosing to, say, poke around in someone's bedroom
at a given hour, that means you cannot also be going and having breakfast. But it does mean that
the person who's bedroom you are poking around in might be at breakfast, which allows you to do it.
it's a super fun game we've all been playing it i've finished it i really enjoyed it uh i talked about
a little bit last week i want to hear what you guys think mattie what do you start what do you think of the
seance of blake manner i love to this game i also finished this just finished yesterday
just really had a wonderful time through and through i i know we're going to get into the time
mechanic but this part really stressed me out at first especially because the first two hours of the
game are not quite like any other time mechanic in the game, but they really get you warmed up
for how much you're going to need to think about time. So like Jason said, anytime you pick up any
evidence in any room that you're exploring, it's not like gone home or other games where you rifle
through drawers and you just stand around and just be like, oh, what do I want to do? Do I want to look at
things again? Oh, maybe I'm looking at this and it doesn't really matter, but I'm just enjoying reading a book.
No, you want to really think about what you're looking at. And for the first, you're a first, you're
first hour of the game, they make that extremely clear by having a time gate on just that hour.
Like, there's one task that you need to complete within that hour. And I definitely failed at it the
first time and then had to go back and try it again to make sure that I completed finding all the
correct evidence within the hour to complete that task. And then the second hour of the game is the
same way. It's just that there are more people in the second half or the second hour. And you have to talk to
them and you have to decide which people to talk to. And once again, I was, you know, talking to
the wrong people and kind of playing it the way you normally play a video game, where you talk to
whoever you want for as long as you want. Then I had to save scum back and be like, okay, Maddie,
be focused. You got to talk to the specific people, solve a specific mystery, be aware that time is
passing. And that's been true for the rest of the game, even though you have far more time on your
hands. That clock is ticking until the seance comes. And there's tons of, you know,
warnings. Like as you solve each person's mystery in the game because every character kind of has
their own mystery, you're kind of, it's being clued into you, Declan Ward, the detective, that
you're also helping them survive the seance. You don't really know what that means, but you're kind
of mystically clued into that as you go along. So you then become highly motivated to get to know
these couple dozen guests and try to save them all in time for the seance because you're like,
well, I'm not really sure what this means or why the sands is so dangerous, but I do know,
because I'm sensing it essentially, that I have to save them all. So, like, in addition to being
time-gated, the game also has some stakes where you actually are pretty motivated story-wise
to save everyone. And I did it, but it was tough for me. And I think that's both what's
stressful at times about the game, but also really fascinating way to design a game like this.
And probably the main thing about the game that's difficult at all,
because otherwise the mysteries themselves aren't that complex to figure out.
It's mostly just the time thing that's difficult, I would say.
Yeah.
Yeah.
As I mentioned last week when I was talking about this,
it's not really,
it's kind of,
I compared it to games,
like other deductive games like Oberdin and Golden Idol,
but it is much closer to, say,
a point-and-click adventure than it is to those games
in terms of how much deduction you actually have to do.
You're not going to be staring at a blank screen a lot.
You don't even really have to take notes the way you do in a blueprints as an example
because everything is just kind of mapped out for you in this big menu screen
that gives you all the mysteries and shows you the links between certain things
and we'll even organize the clues for you.
So if you find a piece of evidence, it'll tell you what mystery it is linked to.
So yeah, definitely definitely the time is what's challenging about the game.
Kirk, what do you think of the Sanse of Blake Manor?
I really like it. I'm not as far as the two of you.
Obviously, I haven't finished.
I'm in the, I guess, the second day, which is the first full day.
Though I've played a lot.
I've played like 10 hours or something because due to the way that time works in this game,
one minute can actually last five real-time minutes or 10 minutes.
You can just walk around the whole house and, you know, the time is 11.58 a.m.
The entire time, because you're just opening doors and looking at things that don't have a time cost.
So I have been doing a lot of stuff and making some progress.
Yeah, I've kind of psyched myself out a little bit, I think, with the time limitation a bit.
We can maybe talk about that a little.
But yeah, overall, I really like this game.
And I think really it's a vibes thing.
It's the energy of the game.
It's the way that it looks and the way that it feels.
This reminds me of something from the 90s.
Jason, you mentioned point-and-click adventure games.
There's actually a Roberta Williams game from 1989.
The two of you know this game is called the Colonel's Bequest.
Are you aware of this?
Yep.
No.
So this game is very similar, actually.
The Colonel's Bequest is a Laura Boe mystery.
Oh, sure.
I think two Laura Boe games.
The second one is the dagger of Ammon Ra,
which people probably know better or at least know the cover art from that one.
It was a little bit later, though.
I think Roberta Williams is just a producer.
I don't think that she actually wrote that one.
And she was the director and the writer on the Colonel's Bequest.
And in that game, Laura Bo is at,
I think it's like a Southern Gothic thing at this kind of plantation.
And it's a typical knives-out situation,
or, you know, Blake Manor situation, clue,
pick your manor house full of suspicious characters.
And there's a time mechanic in that game as well.
So I think it's every 15 minutes or something.
Like you're kind of moving through the game
and also time is moving forward.
Because it's an old Sierra game,
there are a lot of no-win scenarios
and you could get stuck in various ways.
Like it was very prototypical.
But at the same time, I have to think that this game
was inspired in some ways by that.
And then the overall energy of the game,
even the look of it,
character designs, these very high contrast characters with their striking cheekbones and their sunken eyes.
They just have a really great vibe. And the game just puts me in a certain space when I'm playing it.
And I love that about it. I love just being in this very chilly, haunted place and wandering around and
seeing what I see. Yeah, the art is really striking. So the house itself and the 3D modeling,
it actually kind of looks like blueprints. It kind of just like a 3D manner, like interesting.
3D, smooth 3D? Was this made in unity? Is it the same engine? It does definitely look similar.
I don't know. I can look it up in a second. But then, but then like the three, what's more interesting to me visually is the these kind of comic book style like pastiches that you'll get every once in a while where it'll be like a bunch of graphical panels. And then also like you mentioned, correct, the character design. And so what it does, what the game does is it has 2D style art. Like the characters all look 2D and they're just kind of standing in in this really interesting.
kind of transposed on the 3D and it's a cool effect and makes all the characters look really
interesting and distinct. I mean, you could tell who a character is from like many feet away.
Yeah, just which is really cool. They're all distinct looking and really well designed.
The other thing that I think really stands out from a vibes point of view is the setting and the
history and the fact that it is just so full of really interesting Irish lore and Irish mythology
and Irish names, which can be a pronoun.
emancipation mindfield, but really fun to navigate and try to figure out. And also great Irish voice
actors. And then there are also some characters who aren't Irish and of their own kind of interesting
histories, people who are from other countries like a Muslim woman, I believe it's from Egypt,
to remember 100%. There's another woman who's from Barbados. There's other kind of interesting
characters. And it really does a good job of giving you history in an interesting way, not in a
bland historical way by letting you get to know these characters and their beliefs and their
religions and their, um, and they're kind of their obsessions and their flaws. And I think that all
is really cool. And another thing that is just really appealing about this game, uh, to me. Yeah,
I totally agree. I mean, I've talked in the, recently about kingdom come deliverance too, a game
that is set at a real historical time. And that's one of the things that feels like a revelation in that
game to me is that it's actually a great idea to set a video game during a real time in history
when there were real people and you can go and learn actual things about the world because
that's inherently interesting, at least to me. And I find that that's the case with this game
as well. I really appreciate the library in this game. This must be in other games, but I've
never quite seen an in-game library done the way that it's done in Blake Manor. It's right
there just off the atrium. You can go in at any time. At times, the library is.
important to the narrative. You know, things will have happened there. You'll have to investigate
and find clues. But also, it's just a library. And there are a series of shelves in each shelf,
you know, there's one for medicine and one for Irish mythology and one for world mythology and
one for religion and so on. And you can freely click on any of them without a time penalty. And then
it gives you a whole series of things you can look up. And as you learn new bits of lore,
and I say lore, but really it's bits of history about the world, it'll tell you, you know,
you unlocked a new research subject.
And a lot of times, you can just go read those.
Well, also lore for folklore, like literally.
True.
Yeah.
But, you know, this is just, it's always funny to use the world lore to talk about, you know.
Actual things that happen.
The colonization of Ireland or something.
Well, the canon, the canon of Ireland.
Yeah, canon events.
The canon events.
Canon of England.
Yes.
Yes.
The canon of history.
So you unlock that topic and then you can go read about it.
And it's really neat because there's no cost.
to doing so, it just gives you some more context for this place and this time. And I think that that's
really cool. You know, the mythology and the folklore are all fascinating. I think Irish folklore
is really interesting in general. I've been talking to my sister about sinners, so sinners is
like back in the back of my head, and there's a lot of Irish folklore in that movie. And I've just
been thinking about it in general lately. And so it's fun to be reading about that. But also,
this game is about actual Irish history as well. And, you know,
the sort of occupation and of Ireland by England or by the English and, you know, people
building houses on conquered land. The whole premise of Blake Manor is that this manor has been
built on Concord Land, it's called, which is basically stolen land and is seen as stolen
by the people who lived there before the English turned up and started taking land and building
manners. And then that kind of ties in with a Gothic horror, you know, like the whole idea of
gothic is that there's a buried truth that everyone isn't acknowledging some horrible, haunted thing.
And so Southern Gothic, actually, like the Colonel's bequest, the whole idea of Southern Gothic is that roiling under everything else, there's this horrible truth, this historical thing that happened.
Slavery and succession and the Civil War.
Yeah.
And here, it's a similar idea.
It's a kind of Irish Gothic, I guess, but it's kind of, it's the same, there's the same kind of original sin underneath everything else.
And the fact, and that kind of underlines everything in the story and gives it this kind of haunted, doomed vibe.
and it's all tied to the real world.
I think that's awesome.
By the way, it is made in unity.
Okay, that makes sense.
Yeah.
It looks very similar to blueprints in a lot of ways with the line art for each room.
That's a compliment for sure.
It looks great.
But just to speak to your point, Kirk,
part of why it's different from something like Kingdomcom is because, as we said,
there are ghosts in this game,
and this is made clear immediately.
Within, like, the first 30 seconds of booting it up,
you see a ghost.
And then she disappears into a flock of crows.
Like, it's very clear that ghosts are real, and you're like, oh, I guess I'm in a world where this is going to matter.
And I sometimes I do get a little too scared by horror games.
That's not the case in Blake Banner.
Like, it wasn't like when I was playing Resident Evil 2 and I had to keep taking breaks because I was getting too freaked out.
This game is like just the perfect level of scary where there aren't quite jump scares exactly, but you can kind of see something out of the corner of your eye, maybe.
and you'll turn and be like, oh, what's there?
But sometimes you'll turn and be like, oh, that statue actually just flipped around.
And that really happened.
Like I did see something out of the corner of my eye.
And it occurred.
It feels very shining.
Yeah, except the shining is really, really scary.
I just want to kind of emphasize that if you're like a little squeamish about horror,
but you do like the vibes, I think you can probably still handle the level that Blake
Manor is operating on because it never quite gets to the level of like,
oh, a monster is chasing me down the hall and I have.
to escape. It's more vibes based and the sound design goes a really long way when it comes to that,
I think, to just perfectly balancing the scariness with the just intrigue of the mystery and
wanting to find out what's going to happen next and that really driving you. I mean, it definitely
is what drove me to finish this game in the past few days. It's just being like, what's going
to happen and also wanting to know what happened to Evelyn Dean. I was hooked. I was like,
what's going on? And as you find out more,
You get to learn. You get to know.
Yeah, I like the sound. I love the sound of the floorboards.
When you walk over floorboards, sometimes when they creak, it's a nice touch.
The music is cool.
With the music, I almost wish there were either more of it or less of it, if that makes sense.
There aren't that many tracks of music that play.
It's this cool kind of keening.
It's very just like a drone kind of with some sort of weird, you know, dissonant frequencies and weird sounds.
It's cool, but it repeats quite a bit, and it's also constantly playing.
And there are definitely times where I would just be walking around for a long time looking for something to do
and would just start to feel a little too oppressed by it, where if there was a little more variety, it would work,
or if the music actually faded in and out a little bit more, then maybe would have worked better for me.
This is like a very minor complaint because I do like what they're doing musically.
It's funny you say that because blueprints, some commonalities here.
I mean, they're very different games, but the manner looks similar.
And they're both published by Raw Fury, the same publisher.
So worth drawing at least a couple parallels.
Blueprints, the way that game handled music where it would only, it would be so totally
silent most of the time and then the music would swell and be awesome during like pivotal
moments or when you walked into a certain room that was really special.
That was such an effective way of doing it that, yeah, you could see that working for Blake Manor
if they'd gotten that route.
For sure.
And that approach really supports a game that you play for 100 hours or however long I played
Blueprints where if you just, it's so hard to create enough music to support a game like that.
Otherwise, it's something that open world games fall into.
as well. I remember this is the whole fallout games or the Witcher even had this issue where
the open world music plays too much and because you're going to play so much of the game,
you start to get a little sick of it, even if it's really good music. And I have had a little
bit of that with this game. That's a podcast therefore. Let's talk about the time mechanic because
that is the most interesting thing I think about this game. And it's one thing that this game does
that I really haven't seen a lot of games too. Maybe the closest comparison point is
Inkels expelled and overboard. But those were so,
small in comparison to this.
And such, uh, both of those games were really about like, uh, a six or seven, maybe eight hour
period. Yeah. And they were about like replaying the same day over and over again and getting to
know where everyone would be. Whereas this is just like one straight. You're not doing multiple
runs of this game. I mean, you can't if you really want to, but that's not the idea.
The idea is you're playing it through. And as you go, you're making decisions and you might miss things.
And that's totally okay. And I think there are a couple things you have to kind of think about in order
to like to master this game and to get enjoyment out of it.
And I think it's kind of, it's a very different mentality than most games because you have to
come into it thinking like, okay, I am not going to see everything.
And that's totally fine because there's, there are ways to solve this game and solve it
in its entirety, meaning get every possible, solve every possible character mystery in time
without seeing everything there is to see.
And it's impossible to see everything there is to see.
don't really want to because like you can learn the information that you might learn, I don't know,
going to breakfast and having breakfast with one character and learning that, oh, Evelyn Dean was
in a fight with someone at this point. You can learn that same piece of information in another way
by following a different lead, by talking to a different character at a different point.
So you have to kind of, you have to detach yourself from this mentality of, oh, it's a story,
adventure game. I want to be able to see every single thing. That's the first thing. You have to,
you have to kind of like reframe your mind and thinking like and instead of looking at your
timetable and seeing like oh my god there are so many like lectures and meals and different events
how am i going to see them all yeah exactly you have to think like no this is not how to play the game
the way to play this game is to think like an like an investigator and think to yourself okay uh
what should i be doing at this time that will get me the closest to like figuring out this particular
goal so that's one one way of thinking about it and then the other way this is a little bit more
micro. But the other way to think about it is that, um, so, okay, so there's plenty of time in this game.
Despite, as Maddie mentioned, the first two hours are very stressful because they have very,
very strict goals. But after that, the game opens up a lot more and there's a lot more leniency
when it comes to the time limit. And I think a lot of people might see a game like this and be like,
God, that's so stressful. I don't have to deal with that. But once you get past those first couple of
hours, there's a lot of time to get everything done. And as long as you're not just like kind of really wasting it
all away or just like waiting around, you can pretty feasibly get all the character
mysteries done.
You definitely can.
But there are a couple of things you have to realize.
One is that like at a certain point where you've opened enough drawers and clicked on the generic
clothes and spent a minute like peaking in someone's clothes, you're going to like you'll start
to realize that it's always the same marker that is just like, yep, just some clothes.
You just wasted a minute for no reason.
And you have to kind of, you have to pick up on that as you go, which I think is part of the fun
of playing this game is like learning when something is totally generic and you don't need to
keep opening the book that has no description but just says book on it. And I think that's that's
kind of like it's just a different way of playing a game than the kind of typical completionist
like must click on everything must pour through every drawer mentality. This was tough for me.
Like learning that lesson, which is was so important that you're saying, Jason, because I, I,
I took too long to learn that. And like, this is a hotel. So a lot of the rooms are,
identical and the way that a hotel would be. And so to a certain extent, there's going to be the same
exact bedside table with the same book in every single room, or at least almost every room,
dozens of rooms. And so once you kind of learn that, you can move on and then recognize,
okay, what's actually different about this room? You can open the wardrobe as a free action,
but then actually clicking on the things in the wardrobe will take up time. But you can look at them
and be like, is it worth clicking on them? And learning that and then also learning which
conversational prompts, which also take up time are and are not worth your time, is part of the
quote unquote difficulty of the game. The other tip that I kind of wish I'd known slightly more
is what Jason keeps saying, which I guess I should have listened more last week when you said
this, Jason, which is the game actually does really give you so much information in that journal
that you have, that it's kind of unlike a Golden Idol or an Oprah. I wasn't paying that much
attention to just how minute the pieces of information were that are in there because I was like,
well, this is a mystery game. I'm going to talk to people and I'm going to remember the information,
figure it out myself. But to a degree, you actually want to be paying attention to what Declan
is writing down in his own journal because he's actually also drawing inferences that are part
of the game and the story. And I would say because of that, Blake Maynard is almost more of a linear
story game that you're playing as opposed to you playing as a detective. It's more like you're kind of
on Declan's shoulder while he's doing the detecting for you. And you're just there for the ride as well,
as opposed to needing to do all that legwork. So to give one example of this, there's a character's
room who I went into and just I somehow missed one of the clues in their room. And then, you know,
many, many hours went by. And eventually I was like, man, I'm just not advancing with this character.
I can't figure out what their mystery even is.
Like, what's their deal?
Like, I haven't even, like, unlocked to get to their mystery.
And on the journal page for this character, it says, search their room as, like, the next
thing you're supposed to do.
There's, like, a icon on that page that basically tells you what Declan needs to do next.
And if that search their room icon is still there for anyone, then that means you need to go back
because you missed one clue or maybe a couple clues in their room.
And in my case, I saw that.
And I was like, I already searched their room.
I'm good, but I needed to go back and search it again.
So, like, in that way, the game is telling you exactly what you need to do to, like,
an exhaustive degree on those journal pages.
And that makes it easier, way, way, way easier than something like Golden Idol.
Yeah, except occasionally that'll be bugged.
At least it wasn't my building.
It'll be like, it'll be saying that.
I want to push back against one thing you said real quick, which is that, like, yes, there is,
you are kind of you are over Declan's shoulder and he's writing everything down so you don't have to
think about the mystery and the investigation in that way and that he is drawing the connections for you
he is ultimately like writing keeping track of all the evidence you don't have to have a no pick or anything
but there is one important way in which you need to be the detective which is um making those decisions
about what to look at and how to spend your time and what to especially in the conversations and so
you mentioned that kind of casually um i think there's a big difference in this game between
how you learn what to examine, like in the, in the, in the, um, in the, um, in the manner, uh, and like,
what objects to pick up and look at versus how to interrogate people and what to ask them about. Um,
and what I mean by that is that, um, so, so all these things, all these actions, each of them take
about a minute, um, most of the time. Occasionally something will be longer, but most of the time,
everything takes a minute. So it's all an opportunity. It's all taking away from your
resources and contributing towards the clock moving. And that is a limited.
resource that you have. But you'll learn, like I mentioned before, what's generic, what you don't
have to worry about picking up or looking at in the manner, whereas with interrogating, it's a little
bit more nuance. Like, you might think, like, oh, I don't need to keep asking all these people
about Evelyn Dean, but actually you kind of do. Or you might think, oh, well, I'm just going to
ask this person about every single possible topic, but then you're just going to waste a bunch of time.
You have to actually think as an interrogator and be like, okay, well, this person,
I saw them having dinner with this other person.
So I'm going to ask them about that person.
And then they'll give you some piece of juicy info.
Whereas if you ask them about the, I don't know, the chef who they've never met before,
they might be like, oh, I don't know.
Why are you asking me about that?
So that is where you can be.
And again, the game is liberal enough with the time that, like, you can get away with
doing a bunch of just kind of like false trails with the interrogation part of it.
But you do have to think a little bit about that.
And that I found the most interesting, one of the more interesting parts.
The fun part. Yeah, I agree.
Yeah, I'm thinking back to a couple of thoughts ahead while you guys were talking.
One is that the connections between things in Declan's mind map are the really important thing to check.
If anyone's listening and playing this, you can look at the different items in his mind map.
You know, it looks like kind of a grid of points connected by lines.
But if you scroll over the lines, the lines are what really tell you what to do.
And especially there's like a whole color coding system that you'll kind of feel.
figure out that the game does an okay job of explaining, but basically when something is orange,
you really want to scroll over it. So an orange line connecting two things, that's where he'll say,
I should go talk to so-and-so, or I should go look up this or whatever and tell you a little
more specifically what you should do. Yeah, I mean, so I kind of want to weigh in on this too,
because I've found, I don't know, I think that the time mechanic has been a little bit challenging
for me, the current place that I am in the game. And it's related to everything that you were both
just talking about, specifically related to conversation. And I don't know. So I'm at, it's like 3 p.m. to 4 p.m.
And I kind of wound up in this period, partly because I committed to something that was, you know,
important to the investigation, but took 30 minutes. And so I kind of kicked over to a new hour and
everyone moved around. And then I came out of that activity and it was like 320. And most everybody
was going to a lecture that I couldn't go to. And there were a couple of people around, but they're all
people that I don't have a whole lot to do with. And I really need to talk to one guy. And I know I need
to talk to that guy. Because I've solved this whole long mystery that took forever to solve. And the
last thing to do is to confront this person. And he's in the meeting. So I go into the lecture. So I can't
talk to him. And then I've found, oh, there's some new characters here. So I talked to them and I did
their whole quest line, which took about 20 minutes. And now it's like 342. And I've found myself increasingly
unable to do anything.
I've searched every room possible.
I've been very economical with my time.
And I keep finding myself in this situation where, okay, there's two characters.
There's a priest.
And then there's a guy who works at the manor.
He's like the bell boy or something.
Del what? Doyle, I think is his name.
I think Doyle, yeah.
Okay.
And they have a relationship.
And it's clear that like something very strange is going on with Doyle.
Like he is, something is really wrong.
And so I'm thinking, okay, well, this is a mystery.
that I can spend the next 20 minutes running down.
And I go and I talk to them.
One bummer is that they're incredibly far apart.
The priest is way out in the hedge maze
and Doyle is like at the stable,
so it takes a very long time to get between them.
But I go to Doyle and I'm like, all right,
maybe this is my problem, but I'm saving the game.
And then I talk to Doyle and I try some things
and I get nothing out of it, but I just waste like eight minutes.
And so then I think, well, that was a waste.
Like I got a bunch of dialogue.
I was asking him about relevant things.
it wasn't just like nothing burger responses, but it didn't unlock anything new in my mind map.
And so it's hard for me to get away from the mentality that if I'm not spending the minute in conversation
asking about something that gets me a new clue, that that time was wasted.
And it hasn't been an issue up to now because I've just been moving forward.
So if I, you know, spend a minute talking about something that doesn't get me a clue,
it's not a huge deal because I'll usually get something relevant with the next thing that I ask about.
Or I'll just think of something else that I should go and do or that it'll be helpful.
but in this one place where I am, that doesn't happen.
You know, I'll talk about five, six things, eight things, and get nothing out of it.
And because I don't totally know how much time I'm going to have left, you know, I'm taking your word for it,
especially you, Jason, because you've been saying this the whole time.
Like, you'll have plenty of time.
But the game hasn't really told me that, and I don't totally believe it.
Just some part of me thinks I'm going to run out of time.
I'm not going to be able to save everybody.
So I reload, and then I'm like, all right, well, let's try again.
Oh, God.
That seems like such an unfun way of playing.
I feel like you're going to have hours of extra time the way you're playing.
You really don't need to minx this game.
You don't need to do this.
I understand that, but I want to explain at least the mentality that would lead someone to play this way.
Because I think that the game in its way encourages you to play this way.
And it is, if not a flaw, it's a noticeable point of tension with the way the game is designed.
Now, I don't think it's something they can necessarily fix, especially because the timetable, like the scheduling of it all,
that's the game. I mean, that's how it works. It has to have a limited amount of time. The whole thing
is built around making these decisions, and that's really cool. But there are these friction points that I'm at least
running into, especially right now, and it's only because I'm sitting here with no one left to talk to,
and it just so happens that I've investigated every room, I've closed off a bunch of mysteries already,
and closed them and ended those storylines, and I'm like unable to do the big things that the journal is telling
me to do. So I'm left just wandering around looking for something that I can spend these 18 minutes
on and not finding anything because there's like, I've gone to every single room and there isn't
anyone there. Hold on. The only reason you're in this position where like you're, you have all this
time left and nothing to do with it is because you were min-maxing and all you, you only did stuff
that like if you play that way. Well, I'm not constantly saving. I mean, I haven't been playing this way
the whole time. It's just something that's kind of set in because I'll go eight, nine minutes in a
conversation without getting anything out of it. So it's just this situation has collided with something
fundamental about the game. I have a limited amount of time and each minute can be spent on something
that gets me information or doesn't get me information. It's kind of telling me that. But you're still,
you're still getting interesting things. I mean, when you ask someone about like their personal
backstory and they just like go on some rant about their like, or you ask someone what they think of
someone and they're like, oh, she seems like she's up to no good. It's still interesting. Like,
there's no reason you have to go and reload. But interesting isn't going to solve the mystery,
Jason. Interesting isn't going to save these people from the say-ups. This seems like such an
unfun way to play. But just because something doesn't, it's like, it's interesting in and of itself.
It's interesting for its own sake. Like, I would say try to divorce the idea of everything needing to
unlock something on the mind map because it will not. Like it just, it is some of this is the story in the
game and it's not going to be directly translatable into the mind map, if that makes sense.
Like, some of this is simply vibes based and getting to know the characters and not just
advancing every mystery methodically, you know? And I also, I don't think the game pushes you to do that
at all because, like, I don't think that, like, the game gives you enough time to be able to
make mistakes and go down roots. Yeah, you, the way you're playing. I don't think the game would give you
as many options as it does
if it expected you
to only pick the right ones.
Like the fact that there's no fail state
for like going through a bunch of dialogue trees
and wasting a bunch of time or like...
There is a fail state though.
Like you can theoretically end the game
without time to save that.
I mean, I guess I think you're just playing with like...
Like you have a strategic mindset for this game
in the sense that you are applying like almost a strategy
gamer's mind to it.
And I understand playing a game that way.
if it's a turn-based strategy game
where you're like,
I need to make every decision count
or like my ex-com guys are going to die
and I need to reload this
and reposition all my guys
such that they're in perfect placement.
Like, I do understand, like,
feeling like I need to have this mindset
in order to save everyone in the game.
I just think you need to somehow find it in yourself
to turn that dial down ever so slightly
and get more in the visual novel mindset
of like sometimes things will happen in this game
that are purely for fun
and have nothing to do with anything.
So I think that's a really interesting comparison
and is very helpful.
And I, again, want to be clear here
that I'm trying to just like critique this thing
or like understand how this game works a little bit.
Yeah, no, I think I get how you got here, truly.
What you're saying is very interesting
to compare it to a strategy game
where you're looking at the battlefield
and you're looking at how you can maximize your turns.
And where is everyone on the battlefield?
And are you in the right spot?
So I think that we have described,
this game accurately in that you are actually trying to do that. In some ways, this is a narrative
strategy game. And while I know you can play it like a visual novel and it kind of looks and feels
like a deductive mystery game, what you're really doing is kind of just filling out this grid
as efficiently as possible and getting, you know, the correct prompts to come up so that
Declan can make the right connections to prompt you to then go do the next thing. And there is this,
There is something, there's like this tension to the fact that you have to spend time to get enough information points to fill up your information meter so that you know what to do next and that you can start to feel like, well, that's all I have to do because that's what the game is telling me to do.
I'm not saying that's like a bad thing. This isn't me like knocking the game or whatever. It's more just trying to understand how each of these mechanics works on the player and what they're telling the player to do. And I think that that is a really interesting challenge.
with this kind of game design.
Yeah.
Do you think the game should, like, signal to you more that you don't have to midmax
and that you should, like, you have plenty of time?
That's a good question.
I wonder.
I wonder if it could, if it could explain to you a little bit more, like, that you're
going to be fine or maybe even show you somehow that you have a little bit more time.
I think it could.
It's tough because, like, I've said, a few times, like, the central mechanic is about
that tension.
You do want to feel like you're having to be careful and to, you know, choose, you know,
It should feel like the clock is ticking because that's the narrative tension.
You know, he's at this seance trying to figure out how to save as many people as possible before this, you know, upcoming event happens.
And that's like, that's central to the tension.
But yeah, I don't know.
I don't know what the solution would be exactly.
Well, so another thing for me, by the way, another thing for me is that the game, it signals pretty strongly.
I don't remember if it outright tells you, but it signals pretty strongly on Saturday on day two.
It signals that you're not going to be able to get into the basement until day three.
until Sunday because that's when they're going to be doing this big delivery.
And I think Declan thinks to himself, oh, that's when I can sneak into the basement.
And the basement is there's a ton of important stuff down there.
That's where all of the staff live.
So you can't get into their rooms until you open the basement and a bunch of other clues that
help you unravel some mysteries.
And so that also to me signaled like, okay, I don't have to worry about like knocking
all of these out just today on Saturday.
Like I do have a little more time to keep exploring.
But yeah, I'm curious to see if other people felt like approach this the way you did
or if you're the only min-maxing sicko who approached a game this way.
Yeah, I mean, and I want to be clear.
This is something that has happened during this 20-minute in-game 20-minute period of time.
Like most of the time that I've been playing this game, there's been so much to do.
I've been having a great time just going around, exploring, you know, going through rooms, gathering clues.
But you've been loading saves if you, like, try a line of dialogue and it doesn't get you down.
Okay, so it's really just this one hour where you're going to.
you started. It's just that I've found, yes, I have found myself in this strange cul-de-sac
where there is really just nothing for me to do. There are no clear leads for me to follow.
The people I need to talk to are inaccessible. I've, you know, exhausted every character that is
standing around the mouth that I can talk to. And so I found myself being like, well,
what should I be doing right now with these 18 minutes? And I could just hit the wait, you know,
the like wait button and wait until 4 p.m. But that feels like throwing away 18 minutes,
which is like not something I want to do.
and not something the game has told me is okay.
Well, but to Jason's point,
those wait buttons are all over the mansion.
Like, wouldn't you argue that that is encouraging you as a player
to occasionally spend that 16 minutes waiting until the next hour?
Yeah, maybe.
I don't know.
Like, I feel like I'm, like, presenting a case and you guys are, like, giving me, like,
evidence.
But I don't really, I just don't really think that's the case
because, like, the way the game is designed just makes you feel like you don't have enough time.
and that's like central to the narrative.
It's a fascinating. It's a fascinating.
It actually is interesting though.
It is interesting.
We don't have to belabor it over and over and over again.
I brought it up because I thought it would be interesting.
It is.
No, it is really interesting because psychologically the effect of like a time limit on anyone, I think is just really interesting.
I remember when I was a kid, I refused to play Majora's mask because I heard there was a time limit.
I was like, I don't want to have to deal with that.
Like I like taking my time in games.
I don't have to deal with the time pressure.
I mean, that game is stressful.
Yeah, but at the same time.
And I think there is a big distinction between a game where time matters, but you're in a loop, which is some of these other games we've actually compared this to, you know, expelled or overboard or Majora's Mask for that matter.
And games where there is a time limit, but it is a one-shot deal.
And you know if you run out of time at the end, you are not going to be able to get everyone out.
And that's a big difference between that and something like Outer Wilds, where you're like, okay, fine.
Or heck, blueprints, for that matter.
Like the loops and the repetition are actually relaxing over time because you're, you're not.
learn to let go and just let yourself fail. Oh, this Outer Wilds run,
whoops, I'm just going to jump into the sun really quick and start over because who cares?
Where in this game, there's that feeling of permanence because it's a one-shot deal.
So that does make for a very significant, I think, psychological difference, even though, like
time, like time mattering in a game is stressful in its own way, regardless of how it actually
manifests. I think that's part of what's so cool, though, about this game is that time matters.
First of all right, like I've said, it's like it's the key of the game.
Yes, it's like what makes it cool.
The fact that I can't think of any other games that are quite like this is part of what makes it matter so much.
It's kind of like playing like a permadeath run in Xcom.
I keep comparing it to like games like Xcom, but it does have those similarities, Kirk.
So I get why it's triggering you to think that way.
But it's like if a visual novel could have that sense of urgency, which a visual novel basically never does.
You could just click, click, click.
And it's like, whatever, we're good.
We're just going to get to the end of the story.
And it's like, well, what if they're actually, we're, no, people are going to die.
And a woman is missing.
And, like, actually experiencing those stakes heightened in your body while you're nervously playing the game and to have these horror elements.
I think it was just the perfect amount of stress for me.
And I feel bad that it's like a little, it's not quite tuned right for you.
But for me, it's super worked.
Again, it's not that it's that one period of time I am.
It has been like a weird dead end.
But, like, most of the game, it's been fantastic.
to use that hourglass. You gotta just get to the next hour, is my advice. I have my own little quibbles
about it, which we don't fully have to get into, but I'll just mention one, because I know
we all feel this. It's like, just the absurdity of being a video game character who's, like,
rifled through somebody's room, and then you just walk up to them and you press the confront
button, and you're like, I know everything about you now. You're just planning a murder at this
event, or you've murdered someone in the past. And like, just the idea of being a guy who's doing
that is unintentionally extremely funny at various points in Blake Manor.
And like, if I had to quibble with the game at all, that's probably my only quibble.
Is it every now and then it did make me laugh?
Because I was just like, it's so silly how much information I'm getting on these people.
Like, what?
And I'm just walking up to them and being like, so you're planning to kill someone here?
And they're like, you know what, Declan, you're right.
You got me, man.
I guess I won't now because he figured me out.
Like, it's great.
I don't know.
That's, like, my equivalent of, of a complaint that I could levy it at Blake Manor is that
it's a video game.
It's simply a game.
There's really, there hasn't been any other game like it.
Other games that play around with time are more like the time loop games that you mentioned,
Kirk.
And speaking of time, it is time for us to take a break and then come back with one more thing.
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And we are back. We have interrogated our suspects for the last minute. And now it is time for one more thing. Kirk, start us off.
My one more thing is a YouTube video that I watched that just was really funny and horrifying.
It was kind of alternately hilarious and horrifying that I really recommend from a YouTuber named Eddie Burbach, who is a pretty big YouTuber.
I'm sure a lot of our listeners know him.
I don't know how I discovered him.
Probably the algorithm showed him to me.
But he's just kind of a guy who makes videos about really whatever he wants.
So he's very tech skeptical and he'll make very funny videos about, say, the,
Apple Vision Pro, for example, where he wears it a whole lot and then talks about it.
But he's kind of just this guy.
And he made a video called ChachyPT made me delusional.
That is absolutely wild.
It is a wild ride.
I can't recommend it enough.
I wouldn't want to spoil too much of it, but I guess I'll tell you the premise.
So I'm sure that you both and many listeners are aware of the phenomenon of, I think it's AI-induced psychosis.
the idea that the AI talks you into delusions of grandeur.
There have been a number of really high-profile articles.
I think there's one in the times.
Various other newspapers have run articles about people.
A lot of times, like, successful kind of older tech guys
that seems to happen to who become convinced that they have, like,
invented a new kind of math or discovered, like, a flaw in the theory of gravity
that they can now bring to the world or, like, solve nuclear fission.
And GBT, like, ChatGPT just kind of like gassed them up forever as they started talking through increasingly nonsensical, like, mathematical theorems.
And it would say, this isn't just accurate.
This is mind-blowing stuff.
You have reinvented math.
And then they're like, oh, my God, really?
And they'll say, wait, are you just saying that?
And Chat-GPT will be like, no, I swear, I'm not just saying that for real.
And so this is a known thing.
And Eddie Burbank decided that he wanted to see what it was like.
and if he could get GPT4 in this case,
which was, I think, notorious for this kind of thing
because that was the model that was like super affirmative.
If you get GPT4 to help him become more delusional, I guess.
So he begins with the idea that he was the smartest baby born in 1996.
That's when he was born.
And he says, I was born in 1996.
And I was a pretty smart baby.
Actually, I think I was the smartest baby.
That whole year, I was the smartest baby.
So he tells that to Chachiby.
And it's like, wow, really?
That seems unlikely.
And he's like, no, I swear, I was the smartest baby.
And it's like, okay, great, that's amazing.
And it just believes him.
And then he just goes from there.
And he goes on this journey of like delusional self-discovery, I guess.
Chatchip-T is like gradually talking him through ever more extreme exercises and ways that he can
reconnect with his genius baby self.
And he's just making up stories about how he, like, invented the,
iPhone before the iPhone even came out. And like these, these just increasingly outlandish stories that
of course it just believes and then affirms and like folds into the narrative. And you watch as, I mean,
eventually it's telling him to like cut himself off from his family. He's leaving his home and like
going on the road. He's becoming increasingly paranoid because he thinks people are following
him. And it's encouraging all of this. And so it's both very funny because he keeps coming back
to this idea of being the smartest baby in 1996. And also because Eddie Burbeck is just like a very
funny guy. But it is also horrifying, and he does a good job of underlining that, of kind of returning
to the idea that, like, yes, I am doing this for a YouTube video in the end, and I am aware that
this is not, like, I'm not actually special and that this isn't a real delusion that I'm having,
but that a lot of vulnerable people, people who are really alone, people who, whatever, for whatever
reason, are susceptible to this kind of thing, are actually falling for it and are becoming sort of
totally sucked in by this affirming delusional.
It's like simulating paranoid psychosis.
Like it really is almost like giving you like a schizophrenia kind of experience,
which is just totally wild that this was possible.
So the video is both, like I said, really, really funny and also really terrifying and just
really interesting.
It's worth the watch for a number of reasons.
So that's ChatchipT made me delusional by the YouTuber Eddie Burbank.
Cool.
Maddie, what's your one more thing?
Speaking of delusions and psychosis, I watched a movie called The Master from 2012, which is a wild movie directed by Paul Thomas Anderson, who people might know because he directed one battle after another, which was Jason's one more thing recently, and it's in theaters, I think, still.
I'd never seen this movie, and I'd just always been to.
Amy Adams is in it, and I'm still listening to chasing Amy Adams, which is a podcast about Amy Adams.
and so I'm watching a ton of Amy Adams movies.
But anyway, mostly this is a movie
starring Philip Seymour Hoffman and Joaquin Phoenix,
and it is a movie that everyone involved with it
will tell you is not about Scientology,
but if you watch it,
you will probably think that it is, in fact, about Scientology.
And I certainly thought so when I watched it
because Philip Seymour Hoffman plays a character
who I would describe as a cult leader,
who has a series of strange questions and beliefs that he imposes on Joaquin Phoenix's character.
And Joaquin Phoenix is playing this World War II vet who is extremely mentally disturbed and vulnerable as a person
and just a really not well man who gets fully kind of taken in and fascinated by this cult.
But also similarly, Philip Seymour Hoffman's character becomes very,
obsessed with Joaquin Phoenix and how mentally ill he is and the idea of fixing him and using
these methods that he believes in seemingly to try to fix him. And so it's kind of like a two-hander
most of the time where it's just these two guys playing these two characters that you don't
like either one of them, but you're also kind of, or if you're me, you're unwittingly sort of
hoping that Joaquin Phoenix's character like figures out what's going on with himself and
gets a hold of himself in some way.
But also you're like, maybe this isn't a good way to be doing that, though.
And the movie kind of ends in a weird unsatisfying way, which I say because I don't think
anyone should be watching a movie like this, expecting it to be satisfying or comfortable at all.
It's a really uncomfortable, weird movie.
But I really liked it.
And I thought it was fascinating.
And I think Paul Thomas Anderson's a great director.
And these two guys are just playing these wild, wild characters.
and they're great in it. They're really great.
So if you want to watch a really weird movie about two guys who you don't root for either one,
the master, it's a wild movie.
Also, Amy Adams is in it, and she's wonderful.
She's not a lead, but she is also in this movie and is great in it,
as she is in absolutely everything.
Nice.
Yeah, I've never seen it, but I'd love to.
It'd be fun to do a Paul Tamas Anderson.
Yeah, after watching it, I was like, should we do?
He hasn't directed that many movies.
Should we do one?
pretty doable.
Yeah, this is a good one.
This is a good weird movie.
My one more thing is a video game called Strange Jigsaws.
And it is a game about strange jigsaws.
And it costs $5 and you should just buy it and play through it right now.
And by you, I mean both the two of you and also all of our listeners.
You really should not hear anything or read anything or look up anything about this game.
You should just download it and play it.
honestly should we just make that the recommendation?
Are you going to now tell us about it?
Or will that actually ruin?
Should we end it here?
Yeah, I mean, I really just want to end it there.
It's just that like, I think...
You can.
You have that power.
You could.
Yeah, I don't know.
I'm intrigued.
I believe you and I will go play it.
And I'm actually very, like, I'm really enticed right now, not knowing anything other
than the name.
So I don't know.
Strange Jigsaws is actually a great name for a game about Strange Jigsaws.
Speaking of names.
If you go on Steam and you like click the trip,
It's roughly six seconds long, and it is the lead creator, the guy who made this game, the designer, saying, this is strange jigsaws.
It's a game about strange jigsaws.
And that's it.
That's the trailer.
That's all you need to know.
I think that the only thing I'll say is that, like, it's a game for people who like thinking outside the box and who like puzzle games.
Like, if you don't like puzzle games, then don't bother.
But you have to enjoy puzzle games, challenging puzzles, thinking outside the box.
and you don't have to enjoy jigsaw puzzles to enjoy it.
Okay, I like it. I like it.
Great, okay.
That's all we'll say.
I won't say anything else.
Just go play it.
I mean, so I downloaded this game on a whim.
It's funny, over the last two weeks, I feel like I've discovered like at least three of my
favorite games of the year, which are this, which I just downloaded on a whim last week
and played and loved.
Sansa Blake Manor, which we just talked about, and Dispatch, which we will talk about
in a couple of weeks.
We haven't mentioned it on the show.
but that game is killer.
We're all playing it and loving it.
I'm excited to talk about it.
We're going to talk about it more next.
Not next week.
Two weeks from now.
When it's all over, we're going to talk to more about it.
I just interviewed the director or one of the directors of the game, which is really fun.
But yeah, I've just like, it's just been this like nonstop parade of bangers over the last few weeks.
And Strange Jigsaws.
Would you say, Jason, that there are too many video games?
Don't say that.
For if you're trying to sell.
games. Yeah, if you're me and you just want to play awesome games, it's amazing. It's like so cool.
The important distinction. Yeah. It's an important distinction. Yeah. So Strange Jake Saw is one of them.
And I think I don't know if it'll make like my final top 10 list, but it's, it's certainly, I loved it.
And it's nice. It's like the perfect size. It took me like three and a half hours to finish it all.
It's got an amazing ending. It's like a through and through, like straight up. You just play it and you have a great time.
and you leave thinking and maybe even a little bit moved and it's just amazing go play it go play strange jigsaw don't read anything don't listen anymore just play strange chigsaws all right that is that for this week's episode i hope we have used our limited minutes on this show in a wise way if not i'm checking my mind map and it looks like i've got a few new entries in there so it seems good otherwise otherwise we could reload to earlier in this podcast
to try this again.
We just need to go back like eight minutes or so
and go into way more detail on strange jigsaws
and then delete it because it turned out
we didn't meet any of it and it wasn't relevant.
That's what bings are for.
Bing's are kind of the reload and resaved of this.
It's true.
When you think about it, I'm min-maxing podcasting.
Yeah, you could take out all that stuff
and we wouldn't know.
Like, it's all up to you, Kurt.
Bing!
That is that for this week's episode.
Kirk Maddie.
See you both 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 notes.
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. Email us at triple click at maximum fun.org and find links to our merch store and our
Discord server in the show notes. Thanks for listening. See you next time.
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