Triple Click - What's The Deal With: Stealth Games?
Episode Date: June 25, 2026What makes stealth games appealing? What makes them suck? Kirk, Jason, and Maddy talk about their favorite and least favorite aspects of the sneakiest drama, from 007 First Light to Dishonored and muc...h more. One More Thing: Kirk: Rush Maddy: Broomgate: A Curling Scandal Jason: Gentoo Rescue LINKS: Rick Beato’s interview with Anika Nilles, and their performance of “Tom Sawyer” with Rush in LA An overheard guard conversation in No One Lives Forever, which is much, much longer than the snippet in the episode Strong Songs Live! July 11, Alberta Rose Theatre in Portland. Livestream Tickets HERE Help support this show and unlock bonus content! Become a member 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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Okay, so if I just wait long enough, the podcast will loop back around to the start, and I can stab it in the back.
Welcome to Triple Click, where we bring the games to you.
This week, we talk about stealth games and games with stealth sections in them.
Remember when we had to get past the guards in Ocarina of Time?
It comes up, plus some more famous sneaky moments.
I'm Maddie Myers.
I'm Jason Schreier.
And I'm Kirk Hamilton, and hello.
Hello, my...
Hello, it's us again.
I've got a fun story for you guys.
I was in the parking lot at my grocery store about two days ago, and I heard something familiar.
It was a very familiar voice, and it was that voice saying, Carmine, what's the matter with you?
And it turns out it was Sylvia Dante's voice.
And as soon as I heard that, I knew the exact scene that it was from, because I'm a sicko.
It was the scene at the end of the episode House Arrest, where they're all just hanging out in front of the Satrials.
Butcher shop and like someone gets an accident and then the FBI agent comes over and he's like,
how about that Nets game, huh? And they're just kind of hanging out there. It turns out that there was just a car at seven in the morning just like playing a Sopranos episode. I guess he was someone who's in a car watching that episode of the Sopranos so loudly that it reverberated through the entire parking lot at seven in the morning on Monday.
I really thought that you were going to say that Stephen Van Zant was in the parking lot. It was just there. And he was quoting himself. Yes, he was just reading his own lines.
He just communicates in Sylvia lines.
And he was quoting himself for some reason.
Or just he happened to have someone named Carmine nearby and he just reenacted the scene
by the reason.
The reason I thought you guys would appreciate that is just that it all it took me was a single
like two words to know exactly what scene that it was.
It's just so that show is so burned into my brain.
I'm not surprised by that.
And by the way, if you guys, if you want to hear us talking about that, how would we do that,
Maddie?
How would people listen to us talking about the Sabranos?
I know you gave me a perfect segue.
Jason, thank you so much. If you want to hear Jason being a soprano savant, well, that would be something that you would want to get in our bonus episode feed, which you can get access to by becoming a member at maximum fun.org slash join. And then you get all of our bonus episodes ever. We have watched the first several seasons of the Sopranos. We're continuing along with those, but we interspers those apps with all kinds of other types of bonus content.
including our most recent ones.
There's also non-sopranos content.
Yeah, there's soprano's content and non-sopranos content.
Those are the two kinds of content of the most.
The two buckets.
And the other bucket is what we put something into this particular month, actually.
We watched a TV show called Players that is a mockumentary about e-sports, professionals.
But mostly in that episode, we just talked about esports as an industry and the esports
bubble that got really big, circa 2019.
And that was really fun.
to talk about players is a really hard television show to find.
And so you don't need to have seen that in order to enjoy our esports episode,
esports chat.
But we do recommend it if you can find it.
And this coming month, at the end of this month, we are going to do an episode about
007 First Light.
We're going to spill the beans about all the plot points and twists and sexy shenanigans that
James Bond gets up to in that wonderful video game.
Yes, bow-time mini-games, flirting with women, not minigames.
Just something that you do in the game that's fun.
And that'll be really cool to talk about.
So check that out at maximum fun.com.
Join, you'll get a ton of bonus ups in there.
And also our latest ones and our upcoming one.
Okay, Kirk, we have a call for our listeners.
Why don't you explain to them what we would like from them?
Yeah, a couple of things up top before we get into this week's episode.
First of all, so next week, we have.
are going to talk a little bit about affordability in gaming and the ongoing affordability crisis,
affordability issues that are only getting worse in the video game world. We, of course,
have the steam machine that has been announced at a much higher price than Valve seems to have
wanted to release it at. We've got Grand Theft Auto 6 being announced with $80 and $100 versions. Everything
is getting very expensive. And the backdrop, of course, is the ongoing RAM shortage and other
hardware issues. So basically, video gaming has gotten very expensive and we want to talk about it.
But we'd like to hear from you because the three of us, we get a lot of stuff for free,
we get a lot of video games for free. Our perspectives are kind of limited and we'd love to hear
from some of our listeners about this and to include some of your perspectives on video games,
affordability, how you think about buying new games or new hardware, how you, basically how
you think about any of that. And we'll share some of our listener emails on the show when we talk
about it next week. So if you have anything you'd like to share, any thoughts, just really anything
about your perspective that you think would be in addition to the conversation, send it to us
at a triple click at maximum fun.org. That's our usual email address, but maybe put in the subject
line affordability. So we'll know that that is what you're talking about. A couple of things
about the email since I'm the one of reads these. One, please keep them short. Two, any specific
numbers that you feel comfortable sharing it, we can keep you anonymous. But if you want to share like your
salary and your cost of living and like how you fit games into that. I think that'll be very
valuable for people to hear about. So anything you want to share on that front, please do.
And yeah, that'll be a really interesting episode for us to get into, I think. Also, before we
get into the subject for this episode, a quick correction about a Star Trek character.
Some inside baseball here is that last week, Kirk said he had a quick correction and then it was
so long that he edited out the words quick correction. I actually left the vent, Jason. I thought about
Oh, you did? Oh, okay. You told me right. I didn't wind up getting to it because I thought it would be funny and I'd see if anyone other venue noticed.
That it was eight minutes. All right, well, no further delays, shall we? Tell us your quick correction.
I have a feeling that most of our listeners aren't going to complain about us talking about Star Trek.
Probably not. So last week I mentioned the Bajoran character on Deep Space Nine, who I called Kira Neri's because I've never watched Deep Space Nine and have never heard her name pronounced.
As it turns out, her name is pronounced Kira Nurese.
And I was wrong.
So I think it's very important to issue yet another Star Trek correction to all the fans of Bajoran Kira Norese.
I apologize.
I've now pronounced her name correctly.
You might say that these Star Trek corrections are a lot like tribbled.
They just keep replicating.
They're slowly overwhelming our show.
Oh, boy.
Oh, boy.
Star Trek itself is slowly overruling our show.
But that's fine.
that is the entirety of the correction.
Hopefully I will not have to issue another one next week, but you never know.
Star Trek fans are very persnickety about getting things right and making very small mistakes.
They're precise.
They are precise.
That's fair.
That's fair.
I don't know why I'm saying they.
I would count myself among them.
So this week we are talking about stealth games and what the deal is with them.
There have been a lot of great stealth games this year, and we have talked about a ton of great stealth games.
over the years on triple click.
And this just seemed like it would be a fun topic
to talk about a kind of timeless thing
that just keeps coming up in different video games,
something that is not tied to the gloom and doom
of the video game industry
or of our broader world
and just something that might be fun to talk about.
So I have written a whole lot of different lists,
a lot of different categories,
a lot of different ways to think about stealth games.
But this is going to be kind of just an open chat,
Let's just talk for starters about how we feel about stealth.
Maddie, why don't you kick us off?
Sure.
I did not think of myself as somebody who liked stealth games for a very long time.
And it wasn't until Assassin's Creed origins, actually, that I started to really like it.
And I think part of that is because that game somewhat famously has like a one-hit kill stealth mechanic
that not every Assassin's Creed has, but Bayek has that knife.
And if you sneak up on somebody, you can take them out immediately.
And I grew to find that very satisfying.
But part of my problem with stealth prior to that, and sometimes since then, is that it requires
a lot of patience.
And while I really endeavor to be a more patient person in my life and, you know, I do meditation,
I really try to increase that.
I see that as a flaw that I have and I can at times be impatient.
I would say that it is a difficulty for me.
and that sitting there waiting for a character to continue doing a series of animations,
while I am just hiding behind something, is hard for me.
But that isn't always what a stealth game is.
Sometimes a stealth game is not just hiding and waiting.
But when it is, that can be tough for me.
We're going to get into a lot of different kinds of stealth today.
But that was one of my big associations with self games early on.
Yeah, the waiting game.
The waiting.
I have a thought on that that I will share.
But first, Jason, let's hear from you.
Stealth games.
What do you think?
I have always loved stealth games.
I also play them in maybe a unique way.
I'm curious to hear a few two playing them in the same way in that oftentimes when I'm playing a stealth game and I fail, I get discovered.
I will just kill myself and then start again because I want to be playing in the code.
That is very common.
That's what I thought.
That's what I thought.
So, yeah, I mean, I've always really enjoyed stealth games and I've always really not enjoyed stealth sections in games that are not stealth games.
games because stealth is such a specific type of gameplay that you really need to build the right
systems into, including techniques for you to distract enemies and get around enemies.
And when a game that doesn't actually have any of those built-in mechanics is just like,
here, now sneak around these guards, most infamously, Akrona of Time.
Yeah, I figured you were talking about that.
That is very frustrating.
but I've always loved like Dishonored and DeiSX games and Splinter Cell and Metal Gear Solid and so on and so forth.
And I think when a game kind of transcends that feeling for me of needing to do everything perfectly, then that is also really impressive.
I talked about this a little bit when we talked about 007 because that I think is a really good game at giving you a good suite of self tools, but also making it feel like it's not game over when you do get discovered because of that.
it has where if you get discovered by one guard and then you knock them out, it'll say situation contained
and you won't have to start the level over again because everybody somehow magically knows
exactly where you are. But broadly, to answer your question, Kirk, stealth games, pretty good.
Yeah, they're pretty good. So I, of course, love stealth games. I'm always talking about them.
I think they're great. I have a lot of thoughts about them and I'm sure we'll get into some of them
on this episode. I think the thing I want to throw out there about them,
I have kind of been chewing on as I've been making an outline for this episode is that stealth,
it's such a weird thing to have be such a core video game mechanic, right?
I mean, shooting, punching, you know, these kind of action actions that you take in a game,
combat actions.
Okay, those make sense since a lot of games are about fighting.
But it's interesting that stealth, especially that word, stealth, like sneaking, but it's stealth
is somehow now just has all these connotations in the world of video games.
And I think that stealth is actually, by its nature, it is the gameplay mechanic that fundamentally
changes a video game in this massive way that it changes everything about what the game is
and what it means to be inside of it. And that's why, kind of why I love it and why it keeps being
such an important part of game design. And that's because in order for stealth,
to be a game mechanic, that means the enemies have to have some state of awareness outside of just
fighting you. And that changes everything. Because the moment all of the, I say enemies, but all of the
characters in the game have this ability to no longer just be like, you know, doom enemies that just
fly onto the screen and start shooting at you. Then the whole world opens up and it becomes an
immersive space because you haven't triggered them. They're just going to be walking around.
And then you, the player, suddenly have a lot more options for what to do in the world.
So if you think about it, for example, in Grand Theft Auto, you could kind of think of Grand Theft Auto as a stealth game in that the police are constantly like an enemy that are ready to be triggered.
And you kind of break stealth if you just start shooting people or crash into a police car or do something like that.
And then it becomes, you know, they get activated and their awareness changes.
So stealth, you know, can kind of be expanded into this broad.
way of thinking of games.
And stealth is at the heart of what I really love about games.
So many of my favorite games are stealth games because of that.
Because stealth means that the game is just much more reactive and immersive and
interesting and flexible and open to me screwing with it and poking with it
and seeing what I can make happen.
It's interesting, Kirk, that you say that it's kind of weird that stealth became such a
big thing in games.
And it is.
And thinking about that further, kind of extrapolating that further and trying to answer
the question why there's tall glass.
grass you can hide in in every single video game for me. It's very convenient. I think it's because
game designers, they stick you in a world. You're usually playing as a solo character in any game that
has sort of real-time action as opposed to turn-based combat, which is more often a party-based game.
But in these kind of real-time action games, you're usually a single person, a super soldier,
like Solid Snake or a samurai or whoever, an assassin. And you're in a world full of hostile enemies that want to
kill you. And if they all knew where you were, then it wouldn't be very interesting in counter
design because it would just be you constantly smashing into giant crowds of enemies. And that could
work for some games like, I don't know, Arkham or Dynasty Warriors, but even Arkham, even a lot of those
games, they want to find ways to allow you to take on these encounters one bit at a time, one enemy at a time,
one group of enemies at a time. And stealth is a pretty natural way to do that. If you're Spider-Man,
And you could just jump into a crowd and try to beat up 100 enemies or you could pick them off one by one and try to take them out stealthily.
So it does make sense as kind of a grand macro idea of game design that, hey, well, you are one person fighting against 100 people.
How do we make it so you're not just overwhelmed by all those 100 people?
Well, we have to put you in a world where they don't know where you are and then kind of give you the tools to succeed from there.
Yeah, but those tools are also usually.
pretty far outside of what they would be in a non-stealth section.
Like, why associate stealth with having the ability to see through walls?
And that often happens in context where your character would not necessarily have the
ability to see through walls.
And there's some sort of either magical or science fiction explanation that's introduced,
that's like, here's how you're going to know where every single character on the map is.
Because if you don't have that ability, then stealth is not fun.
I mean, maybe we could set some parameters here.
I don't, maybe you guys don't mind when a stealth game is extraordinarily difficult
and where you have to look around every corner and you don't know where everybody is yet, for example,
and you have to kind of remember in your head.
I don't know that I've ever played a game that's that hard.
I'm all about those wall hacks in these games.
Yeah, I mean, so speaking of the Arkham games, those games, especially Arkham, what, Arkham Knight, the third one,
really reached this amazing.
synthesis of combat and stealth, because they really clearly delineate between the sneaking
sections and the action sections, and they give Batman, of course, a ton of gadgets, because
that's Batman's whole thing, as is stealth and, you know, pulling guys away and scaring the
shit out of his opponents. But a lot of the abilities that you have, you know, like the little
the like bat-shaped plastic explosive, you know, minds that he'll leave, you can use them in
combat as well. And so they do a good job of kind of letting you do both. He has a sort of X-ray
vision that he can use. So what you're saying, Mad, you're saying.
You can use that in combat as well.
It kind of turns on at various points.
Like you drop a smoke grenade and you turn on your x-ray vision
and you can see everyone and they can't see you.
But yeah, awareness is a really important part of self.
And it dictates what kind of self game you're playing
because stealth can be really empowering, right?
Like at its best, you know, when you're Batman
and you have like total omniscience over the whole room,
you're just picking guys off right and left,
you know, especially early in those games
before they have many countermen.
measures, you're watching them freak out as their heart rates elevate.
You're looking at like x-rays of every dude and just like mercilessly picking them apart.
That is one experience.
And then on the other end, to what you were saying, Maddie, so alien isolation, for example,
is a game where you don't have very much awareness.
And it's designed that way because you're supposed to be terrified.
So a lot of the time in that game, you're sneaking around this horrible ship with like really
cramped corridors and you're, you know, backing yourself into a locker.
they give you really limited awareness.
Like, if you just look around, you can't see anything.
Like, you're in a locker.
You're looking out through the little vents,
and you can see the freaking alien walk by,
which will just kill you if it knows you're there.
If you take out your little motion sensor,
you know, the famous alien motion sensor,
you can kind of see where it might be,
but it doesn't totally tell you,
and that's all by design.
Resident Evil, the later first person of Resident Evil games are also that way,
where there's a lot of sneaking.
It's really stressful,
so they don't give you that awareness, which really kind of fundamentally changes the stealth experience.
Yeah, that's true.
But I also think that that's part of why I don't like those kinds of games.
Like, I don't know that there's an amount of money you could pay me to play Alien isolation.
We've played some pretty scary Resident Evil games on this show, but like that sounds so stressful to me.
I like being Batman.
If I'm going to be playing a stealth game, because I'm already struggling with patience at it.
I want to be Agent 47 or Batman or Bayek or somebody who's like, I have so many tools at my disposal.
The world is my playground.
All of you are ants under my boot heel.
And I am simply going to pick each of you off.
And it'll be like the same as playing like a cleaning simulator game in my mind where I'm like I'm literally cleaning up.
It's very dark to describe a stealth game that way.
But like for me, that's how I grew to see them as fun is to almost see them as like.
like other forms of simulation games that I really enjoy where I'm like, I'm just, I'm just
cleaning up here. But when it's like alien isolation or God forbid, Occurine of Time, where I'm
like, I don't know what is triggering this. I feel like I have no control over the situation.
I'm walking around a corner and a guy is seeing me and I'm just dead now.
Nottie, I just played the alien isolation two demo a few weeks at Super Game Fest that had the exact same
experience.
He's so scared.
It's funny. To the cleaning up thing, I can't remember if it was like Jim Rossignal or Kieran Gillen.
There's someone who very famously was like all video games are fundamentally about tidying up.
They are kind of.
And it was a British critic because I believe it was tidying up.
But even combat games, you know, you're kind of, you're very violently cleaning up a room until it's all empty and clean and all the monsters are gone.
And yeah, stealth games can definitely feel that way.
So, yeah, I think that it's super empowering in a video game when these enemies, you know, they're going to take five to ten hits to kill unless you think of,
up behind them and then you backstab them and then they'll die in one swing. There's a reason that
that's such a popular mechanic and everything from Assassin's Creed to, I don't know, Eldon
Ring. And that's because it feels super good to pull off to know you got the drop on one of
these bad guys and you're insta killing them. Yeah, it's funny. You know, you mentioned
Assassin's Creed origins, Maddie. I can't remember if that was the one, but somewhere along the line,
they did introduce the fact that you can't always one hit kill people. Yeah, it's after that one at some
I think it was Odyssey, because Odyssey became more of an RPG.
Origins was flirting with RPG, but Odyssey went in full-on witcher mode where you got into
these fortresses that would have these big bosses that you couldn't kill in one hit.
So I think it was Odyssey.
Yeah, and it, right, the big boss, there's kind of a, well, that's its own mechanic.
Like, Arkham games have that as well, where there's a heavy patrolling, and the heavy is impervious
to a one-hit kill.
So then that kind of forces you to adapt your strategy.
And then eventually you unlock the ability to take out the heavy quietly.
But in Arkham, at least it takes a while.
Like Batman has to kind of beat the guy up quietly for a little bit so you're exposed.
So that's kind of one thing.
I think in Odyssey it was that you just took down their health bar.
And so with one of the assassination strikes instead of Insta killing them.
That's how...
Right.
That was definitely what they added at some point when they embraced the role-playing game aspect of it.
I kind of remember it from Origins.
Bing!
Kirk here, and I do believe that Jason is correct.
It was Assassin's Creed Odyssey,
and in Origins, Bayek, could one-hit kill people with the Hidden Blade.
All right, just so we got that clear.
Bing!
But basically, as you have to level up your abilities and get better gear,
only then can you unlock one-hit kills,
which really changes the nature of Assassin's Creed stealth,
because we're about to replay Black Flag, Assassin's Creed 4.
That's one of the earlier AC games.
In those games, that hidden blade kills anybody, except I think heavy is.
I think it's that same thing where there are sometimes big dudes that you have to kind of plan your way around.
But pretty much anybody, even the big bosses that you can fight, like you can bypass the whole fight just by pressing the X button, which is a pretty big change.
I'm trying to remember, you know, Maddie you were talking about the disempowering thing.
How did you play Resident Evil Requiem?
Because we talked a lot about that first section is great.
I did play it stealthily.
Right.
I did.
And I did not play it in first person, somewhat famous.
even though the game tells you to do that to get extra scared.
I played it in third person, which makes stealth significantly easier.
I would say you can watch your own character.
But also in Resident Evil Requiem, even though the zombies are pretty smart and faster than
some zombies, they're not that fast.
And they don't all alert everyone.
So I don't mind, as far as stealth mechanics go, that's sort of within the realm for me
of tidying up.
I guess we could call it, where I'm like, I can either get around this guy and come back and kill him later or eventually, when I have enough ammo, I'll clean up this entire room and then I can just explore it as I see fit, which I don't, I find that pretty satisfying and also like a way to slowly conquer fear.
Whereas in an alien game, the point is that you can never defeat the alien and that it will be stalking you the entire time.
and there's no tidying up involved
from what I understand.
It's a very different.
The alien is the one tidying up.
Yeah.
I think the difference between
Resident Evil and then the games
you were talking about
is not having very fun cell sections,
Aquarina and Alien,
is that in those two games,
if you get caught,
it's an instant game over.
You don't have any sort of kind of ability
to react or kind of improvise on the fly.
And that's especially annoying
in Aquarina of time
where it's just like,
You might have no idea that you were in this guards.
It could just be like a clumsy, like, camera angle.
And so you just have no idea you're in this card.
Unfortunately, it's very short in Ocarina of time, but still.
I think that it makes it more frustrating.
And in alien isolation, it might be by design,
but certainly makes that game not for everybody.
Right.
It makes it a more specific experience, even if it kind of works.
That feeling of having to restart, I think, or redo everything,
I think requires this emotional.
commitment almost or like just an entire mindset of like I'm I'm going to be savescumbing or I'm going
to be really trying to do things perfectly that sometimes I'm just not up for it's a very
intentional mindful way of playing a video game I keep speaking in meditative terms but it's because
I actually feel like I have to enter that mindset when I'm playing a self game I'm going to say it's
because I was just meditating right before we were not I wasn't yeah yeah I
It's funny, you know, alien isolation is definitely designed to force you into that kind of a mindset.
You know, the way you save in that game, there are these limited save stations that you have to physically go to and like spend some time activating the save station.
You can be killed by the alien immediately after saving in a way that screws you, or at least I believe this was true in the first game.
This ever happened to me, but it's very much the lore of the game.
But either way, there's the stress of, okay, I've achieved my objective, I've gotten to the next area.
The alien is right there, but I haven't saved in like 20 minutes.
And back in our episode where we talked about difficulty, we talked about emotional difficulty.
That is emotional difficulty.
The feeling of stress, of concern over lost progress that the game has designed into it.
And it wants you to feel that way.
That is something some people like.
I at least find it very interesting, but also exhausting.
Comparing that to Ocarina of Time, the other example we've cited,
and actually I would also throw in there, the shrine challenges in Breath of the World,
wild up in the forest. Do the two of you remember those? They were just awful where you had to
sneak your way through the forest. And if you got spotted, you had to start over again. It was very
soul-crushing. I think that those are challenging because it's not totally clear how you're
doing. Even though Breath of the Wild has a stealth mechanic built in, and there's pretty fun sneaking
in that game, that section just felt very prescribed. And like you could only go to a few certain
places and it was very frustrating like trial and error figuring out.
Ocarina of Time totally wasn't designed for it and those sections are such a chore.
I think we talked about this back when we talked about Ocarina, but in emulated versions
of that game, you can just skip the stealth sections.
Yeah, people hate it.
They're so wretched, yeah, and it's because it's not clear how you're doing.
Like a stealth, if a game is going to have stealth, it has to be really clear and fair.
Like, it has to be very consistent.
I would imagine it's much, much harder to make a stealth game than to just make a straightforward.
Redaction game. Also, you two played the original Metal Gear games, right? Like, I haven't,
that's one of my blind spots is the Metal Gear solid games. I haven't played them, but those I
think of as kind of old school stealth games, but you're still given a fair amount of tools,
despite how old those games are and how few tools games used to give you to achieve stealth. Were
they pretty fun or really hard? Well, so those themes are really interesting because they actually
give you a ton of different mechanics, but you don't really need to engage in all of them to
beat the game. It's actually can be pretty easy to just kind of go guns of blazing and take out
enemies with headshots and get through. So that's what I would want to do. Yeah, I mean,
unless you're on a super hard difficulty or like in ghost mode or something like that, there are a lot
of challenges you can just kind of apply to yourself in the Middle Gear solid games, but you are
the super soldier who can just kind of grab a bunch of guns and barrel on through. So it doesn't
give you a lot of options, which I think is ideal in a game like this, is to give you the option
of sneaking around, but then if you do get caught, you can go guns ablazing. That said, it's a lot more
fun to play those games being sneaky and trying to avoid enemies as much as possible, and they give
you a lot of cool tools, including the iconic cardboard box to try to get away from enemies.
But no, those games are not what I would call unforgiving by any means.
Yeah, I've always found
You know, I've mostly played the newer ones
I started with four and then went back and
I guess I played some of two in college
But don't really remember it
I've always found those games
Just seem more suited to stealth
Especially because once you start shooting
There's all these mechanics for like
You could just hork down health packs forever
Like they don't feel very elegant as shooters
So yeah, you can plow through everything
But it doesn't feel like you're playing the game
You're playing the game
The way it's meant to be played
That said you know
I think like there's also a lot of
storytelling and kind of pacing stuff related to stealth, where there are games where you can play
it, you know, either as stealth or as action. But if you play it as stealth, you get a much richer
experience. Maddie way back at the beginning, you were talking about your patience and how
stealth can kind of try your patience. But the best games, you know, they know how to kind of
incorporate over her dialogue, for example, or environmental storytelling into the sneaking in ways
that can be really cool.
This is actually something that The Last of Us,
I remember The Last of Us in particular, the first game,
though I know the second game did this as well,
did this super effectively.
There's a really cool sequence in The Last of Us
where Joel and Ellie are sneaking through,
I guess it's, I think it's Pittsburgh,
it's at the beginning of the game,
and you're kind of up against cars,
and like a new squad of dudes comes in,
and they just go around you.
And if you stay hidden, they just leave.
You don't even have to fight them.
You can fight them.
But if you hide, you hear them talking,
and you kind of get these ambient,
snippets that just give you a sense of what's going on with these militias that have taken over the city.
And it really feels like you're playing through a moment in a movie where you're just hiding,
and that's how they're delivering exposition.
Ambient snippets is the name of my ska band.
Ambient snippets.
All these songs are five seconds left.
They're playing over the PA from another room.
We are ambient snippets.
Hey, did you see that?
All right, thank you.
That's the title track on your new record.
So IO Interactive is fantastic over her dialogue.
This is something that they excel at.
It's so fun to hear all of that stuff in 007.
Because they've been doing this forever.
Man, when I was writing for Kataku, I wrote multiple posts just about various people in Io
interactive games.
I remember in the Sapienza level of Hitman, of the, whatever, the new Hitman that they made.
This is the famous Italy level.
I think it was the second or third level.
That was the one that really showed the proof of concept,
like that IEO had really figured this out,
these mini sandboxes, these super immersive, amazing little playpenes
with a million different options that were so fun.
At the very beginning, 47, your character,
he's like sitting on a bench,
just in this beautiful sort of little central part of a villa.
And there's this guy on the phone,
and you just walk by him,
and he's on the phone talking to someone, you know,
trying to figure something out.
I think he's, you know,
it sounds like maybe it's,
someone that he knows, but you usually just walk right past him and you're going, you know, to
sneak into the villa or to knock a guy, a delivery guy out and take his costume or whatever.
But if you stop and just listen to the dude, he goes on to have a like five minute long,
one-sided conversation.
I think at one point he's trying to avoid a late fee on a rental, like a movie rental.
At another point, he's having this fight with his wife because he criticized her scones.
And so he, I think he said they were kind of soggy.
And you just get all of this from his side.
of the conversation. He talks to all these other people. It just goes on and on and on. It's so
funny. And some writer and actor just like wrote and recorded this crazy long thing. And Iyo does that
all the time. Like Hitman is loaded with that stuff. It's really, really funny. And 007 has the same thing.
So it's like a little reward for people who play patiently. One other example that I'll mention of this
is no one lives forever, the original no one lives forever. A game that if it is ever re-released,
I will find a way to get the three of us to play
because this was one of the first
or at least the best
the first best examples of overheard dialogue.
This is like a James Bond type game.
You're playing a James Bond type, you know,
super spy lady, and you're sneaking around
and there's a lot of stealth in these games
and there are these hilarious overheard conversations
between just enemy goons
where they'll just go on and on and on
about movies and the economy and the world
and they're like really well written and really funny
and like just the dumbest things that they could be talking about.
But it's very, very funny and it's totally meant as a reward for sneaky players.
What's in all those cakes anyway?
Beer. We supply harm's entire staff with the finest Deutsch brews.
Really? That must be a lot of beer.
Indeed. Our studies show that criminals drink three times as much alcohol as law-abiding citizens.
So beer turns people into criminals?
A correlation doesn't imply causality.
Just because criminals drink a lot of beer doesn't mean that beer causes crime.
Yeah, and I think that, like, stealth just can be a reward in its own way.
I mean, the best stealth games is kind of a trite observation, but it's true, and it's cliche
for a reason, which is that the best stealth games feel like you're in this big interlocking
puzzle where every encounter has just kind of, like, different solutions that you can find,
often straightforward ones, like this enemy is standing next to a pool of water,
and there's like a downed wire next to it
so you can find a way to electrocute the water
and take him down that way.
And it can be very satisfying.
It's not exactly taxing on the brain
to figure out the solutions to a lot of these mechanics,
but it's really rewarding just to do it.
And if you get ambient snippets along the way, even better.
That's true.
Games incentivize stuff in a lot of different ways.
Like there are definitely narrative games.
You know, there are definitely RPGs
where if you can play stealthily
and get through a section without,
in combat, it'll actually open new options in the story or like new lines of dialogue.
And there's also, you know, playing non-lethaly.
Like a lot of games, Dishonored comes to mind, but a lot of games do this.
There are games where if you want, you can play the whole game without killing anyone.
This is something Arcane likes to do in particular.
But the only way you can play stealthily, well, I don't know if I should say that.
That might not be true.
There might be a way to play dishonored like combat and still be non-lethal.
But it is much easier to be a stealth character who also plays non-lethaly.
And that can be a reward. Some people really like playing games non-letfully.
Well, the ending changes based on what you do.
There's that whole chaos.
That's right of the first state in the first dishonored where the more people you kill,
the kind of the more chaos happens in the world.
That's a good point.
You come to think of different endings.
Yeah, I played the first game very non-letfully the first time because of that,
because of that sort of the game pushing me in that direction.
I'm not sure how I feel about that one, actually.
It is a cool game.
I guess I like that they took that swing.
Yeah, playing non-lethaly always just seems so.
extraordinarily hard to me. I've never actually achieved it in a game. I have so much respect
for it and I'm like, oh, it's so cool that games include this option to play non-lethaly, but like,
invariably I'll end up in some situation where I just have to shoot my way out and I'm like,
I don't want to go back and do that again. I already did all that stuff. I, but it doesn't mean
I don't, I mean, even by phrasing it this way, I'm like, I have so much respect for it. I feel like I
I see stealth as like this pure art form that I'm like trying to train myself how to do.
And when I can do it, I'm very proud of myself because I'm like, wow, I was really patient.
I really waited in this grass for a long time.
I didn't have any, any like high octane shooting sequences, which are like my favorite thing in a game.
I've delayed gratification on all of that.
And maybe you should mix your real life meditation with your video games.
I should be playing video games.
Yeah, we'll play a self-game and then just sit there and meditate for like 30 seconds while you wait for a guard to walk by and bam.
I think that would probably work. Yeah, it would be a very unusual way to play a game, but it could work for me.
I definitely had that feeling playing 007 where I would sneak my way through one of those optional sneaking or action like levels.
And you can sneak for a long time and kind of soften up the enemy defenses before eventually you start shooting.
but then if I died or something, I'd start all the way back at the beginning.
And I'd be like, okay, no way.
Like, I'm not seeing.
Never mind. I'm just killing all these guys.
Right. I'm going to have to start shooting.
I'm just going to go live from the beginning.
Yeah, I will say that in that game, at least, I often found I didn't actually like the shooting sequences.
I mean, we can get into this more in a beans cast if people want to go to MaximunFundundon.com.
Check it out.
But I do actually think the stealth in that game is quite fun.
And I think part of it is because of the dynamic that.
Jason mentioned earlier in that it's very friendly towards someone like me who is like, oh,
uh, that guy saw me.
I didn't realize he was there.
Or I got impatient and just wanted to like do something quickly.
But I can still contain the situation or improvise my way out of it or maybe I just only have to
kill a couple of guys.
And then I just go to the next room and the quote starting over part is shorter and more
contained to like several small rooms rather than like a massive open area that you described
Kirk, anytime I was in one of those, I was like pre-frustrated.
I was like, this is eventually just going to end in me having to shoot all 30 of these guys.
And I may as well just go ahead and do it now.
Yeah, it's definitely something that stealth games run into less now, but it used to be a big issue
where the combat just wasn't as fun.
Because if a game is going to take the time to design stealth systems and build up, you know,
like make the whole game work as a stealth game, especially back in the 2000s, you know, or even
in the 2010s, they're just,
wasn't also time to make it a good shooter as well. Like the older Hitman games, I've played all of those
games, they are not fun as shooters. You can play them. It's the same, you know, kind of basic idea,
or at least from Hitman 2 onward, where you can sneak through the level and play really stealthy,
or if you wind up shooting your way out, you can do that too. But it's just not as good of a shooter
as like an actual third-person shooter. And so as a result, you were really incentivized to play
stealthy just because the shooting isn't very fun. That's less shooting.
now. Like, Noddy Dog has kind of blown that out. Like, the Last of Us in particular is just a game
where everything is so well done and it's so seamless. I mean, The Last of Us, part two, those
sequences especially when you're kind of in Seattle early on as Ellie and there are infected and
kind of militia people that you're fighting and it's a series of rooms across like a really
large area. That is like one of the most incredible combat encounters I've ever played in a game.
And it's just because it like, there isn't even a line.
between stealth and shooting.
You can go back and forth between them
and even have them almost like organically
just happening according with the enemy AI
where like some AI are aware of you.
Some of them aren't.
It isn't like, you know, the awareness meters go away
and now we're back in stealth mode.
And that is like, I mean,
that's one of the best game studios
and one of the most impressive games like ever.
So, okay, that's a very, very high bar.
That kind of thing is now possible.
Then again, yeah, there's still games like 007
which, you know, I always like,
doing an impressive naughty dog imitation at times.
That sounds harsh.
That's not exactly how I mean it.
They're doing a really good job of the naughty dog thing.
An homage.
Yeah, they're kind of following in that design, you know, that design ethos.
But they can't quite pull off some of that, like, incredible, you know, incredible polish
and sort of organic design.
Yeah, man.
I'm excited to talk more about 007 because, yeah, the shooting, the all-out shooting sections
are the worst part of that came by far, and they're way too many.
really are. Yeah, the explosions are pretty good. And I'm the one saying that. I'm the one saying that. I actually think all the stealth in that game is worth it. And the dialogue and improvisation stuff is its own reward, which I think is like the best case scenario for a stealth game for a player like me who's like, oh, this is the difficult part. And I want to be rewarded with story or fun over her dialogue or at least enough stealth tools that I also think are really fun and entertaining. Like James Bond has his like Havana.
syndrome, like, remote detonator thing or he just makes people want to vomit suddenly.
Like, I don't know.
He has all these great tools.
That is definitely the most fun stuff.
I mean, any game that lets you just freely walk around the environment and relax and take
your time and overhear things and observe the world that they've designed and then poke at it
in different ways, I'm always just going to find that really fun.
I'm optimistic for GTA6, or at least curious, what kind of stealth mechanics are going to be
in that game?
Rockstar has been slowly adding
stealth to their games
like Red Dead Redemption 2 has stealth in it
GTA 5 had stealth
segments but they weren't great
like they hadn't really fleshed out the
all the mechanics around it there's no like
real way of telling if people are aware
of you it doesn't have that kind of fluid
organic feeling
which is like a truth of Rockstar games in general
is that their actual individual
mechanics aren't as well made
as you know their their sort of
quadruple A peers
but I wonder if they can finally get there
like if GTA 6 could be a game where you can just be walking around
and then poking at the world in different ways
you know like the original GTA 3 or Vice City
those games really gave people that feeling of just driving around
like where you're just in the world and it's not hostile at you
I think that was a big part of what made those games feel so revolutionary
it was definitely something that made me think they were just unlike anything I'd ever played
like you could just live here this is like a world
You know, that feeling of like they're all just going about their business, they're driving places.
And then as those games have progressed, that's only gotten more pronounced.
If you've, there are so many NPC, like, little just vignettes that play out in GTA5.
Some of them almost seem like they're just, like, happening.
Like the AI is just making them happen, though I'm sure they've been scripted.
You know, a car accident will happen and a fire truck pulls up and they put out a fire and an ambulance comes and takes people away.
And you just sit there and kind of watch it all.
And the idea of like increasing, like adding more and more.
of these kinds of mechanics we're talking about to the game where you can just like impact people in different ways you know like I don't know how you it's exciting to think about we're currently in this space where GTA 6 can be anything
and according to Kirk it could be a stealth game it would at least have some more of that in it which I would make me very happy it could even be a visual novel I do think I appreciate that in the world video games some of the games that sell the most copies are also the ones doing some of the weirdish
shit imaginable.
Faldersgate 3 has sold a cagillion
copies and that is a game full of weird
stuff. Red David M.S.2
and GTA. Just super
weird games full of weird stuff that you
would not expect in a game
that costs $2 billion or
whatever and is required
to sell tens of billions in its
first month to be a success.
The fact that these
games are so weird is pretty
cool, I think. Yeah, I agree.
It's heartening. And man, actually, we didn't
talk about Baldur's Gate 3, but I guess it was in divinity where if you sneak in those games,
you transform into some item that's in the room. And it's just a way of them showing that you're
hiding. Yeah. Which is a very funny way to indicate. Sneaking, yeah, self combined with magic can
lead to some very fun possibilities. I mean, one of the reasons I love dishonored so much is because
of the blink ability and the possibilities that ensue from that and how it lets you break the game
in kind of ways that the developers want you to break it or prey with its goo gun
and how that lets you do all sorts of wild stuff to try to sneak around enemies
and get yourself around the spaceship.
Yeah, kind of mobility and changing the environment combined with screwing with the NPCs
and turning them against one another and making them do unexpected things,
which is always just fun and makes it game feel much richer to me than when everyone just hates me
and is shooting at me.
Yeah. Nice. Well, yeah, we'll see, I guess, and we'll see what other stealth games come out this year. I'm sure there will be some interesting ones.
Well, Black Flag, we're going to talk about BlackFad. Yeah, we're going to talk about it soon. That's true. That'll be the next one.
We're going back to Old School Assassins Creed again. Kind of a throwback to Old Assassin's Creed. I think that that will be refreshing. I'm actually really looking forward to playing that game.
Yeah, me too. We'll be talking about it soon on the show. All right, well, let's take a break and we will stealthily come back for one more thing.
Hey, it's John Moe and I host Depresh Mode and Sleeping of Celebrities.
And I'm here with Max Fun member of the month, Kara Barnett.
Hi, John.
It's great to talk to you.
We appreciate your support, Kara.
How long have you been listening to The Show?
I've been listening to Depression Mode since the first promo came out with Patton Oswald.
I've been listening since the very first episode.
Now, Kara, as our Max Fund member of the month, you'll be getting some prizes here.
A $25 gift card to the maximum fund store.
a special member of the month bumper sticker,
and get this, a parking spot at Max Fun headquarters in Los Angeles,
just for you, just for a month or so.
Well, that's so exciting, if only I lived in Los Angeles.
But I got my eye on some stuff in the Max Fun Store.
Kara Barnett, thank you for being a listener,
and congratulations on being this month's member of the month.
I hear the member of the month promos all the time.
Uh-huh.
And I can't wait for my friends who listen to Max Fun shows.
to hear me on the radio because I haven't told any of them.
Support the shows you love, including this one.
Check the show notes for a link or go to maximum fun.org slash join.
Hello, this is Alden Ford.
And Mujanzo Fagari.
Two of the creators of Mission to Zix,
your favorite improvised obsessively sound design sci-fi sitcom
here on the Max Fun Network.
And the news is, we're back.
With an all-new miniseries set in the Zix universe,
the young old Durf Chronicles.
Yeah.
Well, DIRF, find his own killer before it's too late.
Ooh.
To find out how that question could possibly make sense, well, you just have to tune in.
Yeah.
And as always, it's ambitious and labor-intensive to, frankly, absurd degree.
Indeed.
So if you are looking for a little break from your own galaxy, we would love for you to check it out.
That's the young old Durf Chronicles.
Search Mission to Zix, Z-Y-XX, and your podcast app.
Or on Maximumfund.org.
Keep it fresh.
And we are back for one more thing.
and what's your one more thing?
My one more thing is a video game called GEN2 Rescue.
Have either of you heard of this game?
Nope.
Gentu is a type of penguin, and this is a puzzle game.
It is a Sokoban game, meaning that it is kind of a great perspective.
You can move in the four-cardinal directions, and you have to push things around.
And it involves sliding penguins onto spaces and getting them into their proper positions
through increasingly elaborate kind of puzzles and tools and obstacles that you have to over.
come. But what's the kind of big twist is that there's recursion in this game. So as you start to get
through it, it'll start off pretty simple. You'll just have a penguin. You'll have to move it to
its correct spot. You have different colored penguins and they each have to move to a marker that
corresponds to that color. So you have a red penguin. You have to move it to this red spot.
And so that starts off simple. It gets a little more complicated than the game introduces items.
Like for example, a penguin might get a hammer, which makes them smash.
through walls or smash through other penguins on their way to getting to the spot.
Another penguin might get a spring which lets them bounce off of walls,
and then you have to kind of maneuver them to their correct spots along the way.
But then as things start to get a little bit off the rails,
and you will find that in some of these levels,
you will find that you can actually take penguins out of them
and into the levels that came before them.
And then you realize that you can take penguins from the previous level
and have them imported into the next level
or exported from that certain level.
And then things get really out of control
in this hilarious, devious, amazing way
that has made it one of my favorite games of this year.
I actually think it came out last year,
but I played it this year,
and it's one of my favorite games of this year
because you're playing around with recursion,
you're finding levels where
you're in a level and then there's an entrance to the same level within that level and you have to keep
going inside of it and just kind of break your brain a little bit along the way and this is all in service
of sliding penguins around to their proper markers. It is fantastic. I really love it. I've
completed the game. Got a little lovely heartfelt message from the developer being like, wow,
you completed this game, which is very fun. That's nice. I think it's really, if you're in
puzzles and Socomban style puzzles,
block pushing, etc.
You will really enjoy
this game. It is one of those
brain breakers that is just a lot
of fun and really
challenging, yet satisfying
to get through.
Nice. Once again, it's called
G-N-2 Rescue
G-E-N-T-O-O, but the name will
be in the show notes. It's worth checking out. I played
it on my Steam deck,
which is a good place to play games like this.
All right, well, I'll go
second. My one more thing is rush. And by rush, I mean the Canadian Prague band Rush, which is
having a pretty amazing renaissance and has been part of one of the most feel-good stories in
music that I can think of recently. There are so many feel-bad stories in the world of music.
It's not just video games, you guys. Music is a disaster. Spotify is a wreck. AI music is horrible.
There's just a lot of bad things happening. So it's just this story has been so cool and it's been so
fun to watch. Wasn't there a movie like
10, 15 years ago where they're like
obsessed with Rush, like one of those
Apatow comedies or they're just like bonding
over Rush or something? Yeah, it's been an
ongoing thing. I mean like on Freaks and
Geeks, Jason Seagall's character is
obsessed with Neil Purt
the drummer, original drummer
for Rush. I did an episode actually
of strong songs about
Tom Sawyer, their most famous
song and talked a lot
about Neil's drumming and
it's a really interesting story and actually
that episode of Freaks and Geeks is amazing.
There's this whole discussion between Jason Segal's character and the dad character
about Buddy Rich versus Neil Peart and like traditional grip and stuff.
It kind of gets really technical and it gets into how like they each drummed.
It's really fun.
I love you, man.
It's a movie I'm thinking with Jason Segal and Paul Rudd and they both love Rush.
Yeah, I remember really liking that movie when it came out.
It's been a minute, but I think it's funny.
I think I've seen it, but I don't remember that.
But yeah, I mean, Rush comes up from time.
like actually a lot. The Rush is just, especially in kind of nerdy, nerdy culture. Like a lot of people
just really love Rush. They've been around for a really long time. I mean, they were making
albums in the 70s. Getty Lee, the bassist and lead singer is 72. Alex Lifeson is also 72.
They're like childhood best friends who made a band. And Neil Purit died really tragically. He
died, I don't know how many years ago now, but a little while ago. And Rush had really been
playing this whole time. And without Neil, you know, it just wasn't the same. They were a trio,
and it's just like each member of the band was incredibly important. They were, you know, a third
of the band each, and there was no one more important member of the band. So without him, they
weren't touring and they weren't playing. And they just announced a new tour with a new drummer,
and it's been this, like, crashing success. It's been so cool. And a lot of that is because the new
drummer is so awesome. So she's a German drummer named Anika Niles. And she's around my age.
She's like in her, I think early 40s. She's amazing. She's been around for a long time. She was
touring with Jeff Beck before Rush. But she actually does a lot of stuff on YouTube. She just like
posts videos of herself playing like freaky amazing odd meter, just shredding drum stuff.
And they hired her to be their drummer. And it's just become this amazing story. They just launched
their new tour fairly recently.
So you can watch videos of them playing, you know, Tom Sawyer or their other really
famous songs.
And we'll link a few in the show notes.
I really recommend just checking them out.
It's like these massive arenas.
They played in L.A.
There's a video of them playing Tom Sawyer in L.A.
And so it's these two, like, 72-year-old guys who sound great.
Like, Getty can still hit all the high notes and, like, they're playing the songs,
which is amazing.
That's so impressive because usually as you age your voice, it just becomes.
significantly harder to hit higher notes.
He has really taken care of himself.
And I mean, I remember thinking like 10 years ago or something, seeing Rush on the Colbert
Report, and they sounded amazing and thinking, wow, Gettie's still got it.
Like, he sounds great.
And it was impressive then.
And now it's like 10 or 15 years later.
He's still got it.
So those two guys are up front doing the thing.
They actually open, Jason, you'll appreciate this.
They open with a very funny South Park bit that they project up on the wall because I think Matt
Stone and Trey Parker love.
Rush as well. Rush repeatedly turns up on South Park and there's a whole thing where
Cartman is pretending that he's Getty Lee and they do this whole bit before the song
begins. So you get to see all that but then you see Annika Niles like just crushing it and
she plays all of those you know of Neal's Phil's on Tom Sawyer and as she's playing them
you know totally destroying the audience is just going nuts and it's just this amazing thing of this
younger you know really great drummer stepping in for a legend and like doing such an awesome job
clearly loving it. They do a big tribute to Neil at all of their shows. They were all such close friends.
And now they get to play the music again and share it with everyone. And it's just really, really cool.
There are interviews with her. Rick Biotto did a really cool interview with her, talking with her,
you know, just about her drumming and her story. She's a really neat person and, like I said, an amazing musician.
So I just wanted to share that because I think it's really cool and it just makes me very happy.
It's so cool to see this band of guys who have always just seen like some of the nicest guys.
and rock and roll, getting to do it again, and having such a cool replacement drummer for a legend
who can never truly be replaced.
I can't even imagine just like not only just singing, but touring at that age has got to be so
grueling.
Yeah.
They're doing it.
I mean, they've always loved doing it.
So I think they're good at it.
And I would imagine, based on the size of the crowds that they're attracting, that they tour
in quite a lot of comfort at this point.
Yeah, I hope so.
It's probably not as rough as it might be for, you know, an indie band.
band starting out. Yeah, but I mean, being on the road is always rough, even if you're saying in
nice hotels and flying private. It's still pretty rough. I think they just genuinely love it.
I think that performing for people is just like their calling and it's the thing they love to do.
So yeah, we'll put some links for that down on the show notes and I hope people will check some of
them out. That's awesome. All right, Maddie, take us home. What's your one more thing?
Mine is also Canadian, actually, by sheer coincidence. So I'm listening to this five-part podcast series called
Broomgate, a curling scandal.
And it is
Incredible. I was like, I was thinking of you, Jason, because I know you like
sports scandals. And I really think you'll enjoy this. I think you'll both
enjoy this quite a bit. So it's hosted by this guy, John Cullen, who is both a
Canadian comedian and also a tier two curler. And so he himself is very
involved in the curling world up there where it's very popular. But curling's been around
for a really long time.
Competitive curling is a really big deal
in certain countries, including Canada.
And so despite that, I don't know anything about curling at all.
And this podcast is very friendly to people like me
who didn't know about this scandal.
It was a wild sport.
And so if you're like me and you didn't even know
there was a curling scandal,
I'll quickly recap it for you.
The podcast came out in 2024,
but it's covering this thing that happened in the mid-2010s
when a broom was in very,
vented and sold that was significantly more powerful when it comes to allowing the person pushing
the broom to control the rock. So I guess I should say curling as you push a broom,
you push a rock with a broom over ice. That's what curling is. And you try to aim it into certain
directions. And it's competitive in the sense that like the other team is also trying to achieve
the same thing with their own stones, et cetera. So broom developments emerged,
Basically, a new type of broom was invented by someone.
And then there was a sort of arms race, like a broom arms race.
The Fire Bowl came out.
No, no, not at all.
Real brooms.
And no turf's involved.
Maddie, question.
Is this so in curling, I've only watched a bit of Olympic curling, but is the broom, like, they
pushed the puck or whatever, the ball.
And then, like, also the other teammate is, like, in front and, like, is, like, frantically
cleaning the surface.
is part of what's actually different about these new brooms. And I'm probably going to do a bad job
explaining this. But essentially, there are like these two players who will both be trying to
control the direction of the stone. One of them, as Kirk said, will be like sort of aiming. And the
other one will be pushing the ice in front of the stone or around the stone to sort of mediate
the texture of the ice. So the stone will go in a certain direction. They're like polishing the ice
frantically in real time to try to direct the stone, which is amazing to watch. This new type of broom
basically made that second guy irrelevant
because it introduced so much control
to the stone that you didn't need somebody
to polish the ice nearly as much.
You could aim the stone,
you could make it stop really quickly
as opposed to like sliding out of control.
I mean, all of this is explained on the podcast
and I'm probably doing a bad job
of explaining how revolutionary this broom was,
but that's one of the pieces of it
that was really shocking to people initially
was that it was like possibly going to change the entire sport
and make it so that like teams
operated in a different way.
Anyway, it's really fascinating to hear about
sports scandals and like this broom arms
race that developed and how it completely changed
the sport that's been around for a really,
really long time. And I didn't know
a lot about. Did you say this was like 10 years ago?
I'm looking this up there. So this was 10 years ago.
2015, 2016. Yeah, yeah.
And anybody who knows about it is
probably going to be like shouting at their
their audio right now.
Yeah, there's a whole Wikipedia page. I'm reading it now.
That sounds fascinating. Is there a documentary or is it just
the podcast. I can't speak to that. I only know about this podcast, which I recommend. Like I said,
it's five episodes. They're all about 30 minutes long. Yeah, because it seems like the reason I ask,
I love podcasts. Obviously, we make a podcast, but it seems like the type of thing where it would benefit
from watching the sport in action while you're hearing the story. Yeah, I think it would. Although,
I mean, there may be a great documentary on it and I can't speak to that. But I did really,
I was really impressed by how many interviews they got for this. Like, they really got all the major players
and like these top curling competitors
and the manufacturers of the brooms
on the record to discuss all of it.
And it's great.
It's really entertaining to hear about this hyper-specific sports drama.
I literally,
I just watched another documentary
about another hyper-specific sports drama.
Have you guys heard of the chess scandal?
The Magnus Carlson versus Hans Neiman chess cheating scandal?
Wait, is this the like anal?
It'll be.
Yes.
I definitely have heard.
about this. Is there a good documentary
about this out finally? Yeah, it just came
out on Netflix. It's called Untold.
Untold is the kind of label,
the sports story label, Untold,
colon, chess mates. I just watch it
this weekend. It's short. It's great. It's very
entertaining. I'll check it out. I was reading the
articles about it as it went along and it was
totally wild. So yeah, I recommend
that to sight unseen just because
I followed that story and it was freaking nuts.
And it's wild because the anal beads thing
is like comes out of nowhere.
It's just like someone made it up on Twitter.
And it's like to a little random.
Yeah, exactly.
But that's a perfectly stand.
Yeah.
I'm sorry.
Good stuff.
Anyway, the podcast, just to reiterate, is called Broomgate, a curling scandal.
It's five ups.
It's really fun.
Nice.
Fascinating.
Yeah, that looks awesome.
All right.
Well, that is another episode of Triple Click.
Y'all, we recorded one.
We did it.
We did it.
We did it.
We did it.
311 times.
Yeah.
Reminder to listeners, send short emails about affordability and gaming to triple click at maximum fun.org and tell us your stories so we can share them on next week's episode.
That will be an interesting conversation.
And until then, I will, I'll see the two of you next week.
See you next time.
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. Email us at triple click at maximum fun.org and find links to our merch store
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