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So Many Remakes, Remasters, and Reboots! - Unlocked 650

So Many Remakes, Remasters, and Reboots! - Unlocked 650

Released Thursday, 4th July 2024
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So Many Remakes, Remasters, and Reboots! - Unlocked 650

So Many Remakes, Remasters, and Reboots! - Unlocked 650

So Many Remakes, Remasters, and Reboots! - Unlocked 650

So Many Remakes, Remasters, and Reboots! - Unlocked 650

Thursday, 4th July 2024
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0:00

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restrictions apply. This is

1:01

Steve Downs, the voice of Master

1:03

Chief, Sierra 117, and

1:05

you're listening to Podcast Unlocked,

1:08

the world's number one Xbox

1:10

podcast. Ladies and gentlemen, welcome once again to the

1:12

PackerNet Podcast. I am your host

1:14

and resident panelist as always, Ryan

1:16

Schlipp. Check us out online, packernet.com.

1:19

Find me on Twitter, pack underscore

1:21

dadam. Well, got a

1:23

couple of things I want

1:25

to get off my chest. Good,

1:37

just been grinding away at Pal World

1:39

for the latest updates, so that's

1:42

been a lot. Hey, how's

1:44

the Doom Eternal, I'm calling you out right

1:46

now, how's the Doom Eternal playthrough going? A

1:49

little bit abandoned because Elden Ring came out.

1:51

I'm sorry, but I will get back to

1:53

it. That's fair, that's fair. Actually, okay,

1:56

random tidbit, but I tried Civ

1:59

VI on a. and I really love it

2:01

too. So that's been my nighttime game. And

2:03

I never thought I'd be into that, but yeah, I thought you

2:06

might be interested. Yeah, Civ

2:08

it is. It's and the, was it, I

2:10

think it's Civilization Revolutions was one they did

2:12

for, they came out for 360. So

2:15

it's old, maybe Xbox one. Anyway, it's definitely at

2:17

least a generational. That one's

2:19

more like purpose built for

2:22

console. And yeah, the Civ games

2:24

are very deceptively super fun. They're

2:26

not generally my cup of tea, but I

2:28

can totally understand you falling down the rabbit

2:30

hole because they are excellent. Now

2:33

there's, we've got a seventh one to look forward

2:35

to. Destin Lagari, how are

2:37

you my friend? Bam, hey everybody.

2:40

Ryan, I gotta give a quick shout

2:42

out to Jimble Jangles. He pinged me

2:44

about this. He finally got me

2:46

the controller and he made it like a cookie.

2:49

And he sent this to me a while ago. It went to

2:51

the LA office and then they had to get it to my

2:53

house, it was a whole thing. But anyway, here it is now.

2:56

And if you'll notice on the buttons, he

2:58

actually spelled out B A M exclamation.

3:00

Oh my goodness. Oh my God. He

3:02

has a cookie wrap on it and

3:04

it says, let him

3:06

bake. Made

3:08

for Destin on the back. That is so good.

3:11

We don't do the cookies anymore, but we

3:13

still have the recipe. They're still awesome. But

3:17

thank you so much, Jimble Jangles. I

3:20

had mentioned it on an episode, but I didn't actually

3:23

show what he had sent and he did a really

3:25

good job. I think he did. I don't know if

3:27

you can see it back there. If we

3:29

go to my wide shot for a second, I

3:31

don't know if they're, yeah,

3:34

it's fuzzy though. It's not in focus

3:36

to my, or is it? It's

3:38

up there on the top. That one is

3:41

my Maggie tribute controller that I'm

3:43

pretty sure he made, if memory

3:45

serves me correctly. It says X-Boxer

3:47

on it and it's

3:50

got some paw prints and some

3:52

boxer sort of silhouettes. It

3:55

was very touching back at the

3:57

time after Maggie had passed years ago. Yeah.

4:00

Jimbo's been a very kind, very

4:02

loyal listener for a long time. And we

4:04

there's so many of those types of folks

4:06

out there that we appreciate you listening and

4:08

hanging with us each and every

4:11

week, whether it's on your favorite podcast

4:13

feed or on on youtube.com/I.G. and games.

4:15

It's fun to get to do this. I try not to take

4:18

it for granted. So

4:20

I was preparing the podcast this week,

4:22

and there are fun things to talk

4:24

about. Don't get me wrong. But I realized, you know,

4:26

we're kind of in that post

4:29

showcase pre Gamescom

4:32

pre holiday lull as far

4:34

as Xbox goes right

4:36

now, which I think is a good,

4:38

good thing for the time being, given

4:41

how good the showcase was just like, let's

4:43

let's just ride on that for a while.

4:45

Let's have, you know, let's have nothing, nothing

4:48

bad happen for a bit. And

4:50

so, yeah, it's it is.

4:52

We're not kind of used to it being

4:54

this quiet because usually for good or bad,

4:57

there's something going on that's

4:59

that's spicy in the world of Xbox, but

5:02

they have more layoffs today. Unfortunately, today,

5:04

I literally didn't even

5:06

see this. Who was affected? Well,

5:08

some people on Xbox, but Microsoft

5:11

just generally is continuing their layoffs.

5:13

So so I mean, that's unfortunate.

5:16

And there were a few people on the on the

5:18

Xbox side, but I just saw that this morning. And

5:21

yeah, so obviously, you

5:23

know, our hearts go out to everybody affected

5:25

by that. That sucks. And I

5:28

wish this would stop. Jeez, this

5:30

wasn't even like a break down. It

5:33

is news. Yeah, I genuinely had not seen

5:35

that. I did another sweep to make sure

5:37

I hadn't there wasn't anything else. I wanted

5:39

to add to the podcast a little while

5:42

ago and must have missed

5:44

that. So thank you, Destin, for informing

5:46

me and the audience. But, man,

5:50

yeah, that is that is just a continued

5:53

wound that does not want to heal in

5:55

the in the larger tech industry, but certainly

5:57

the games industry as well.

6:00

So, all right, well, let's at least we've

6:03

got some fun stuff to talk about. That

6:05

is the good news here. You know, who's

6:07

not having layoffs? Capcom. As a

6:09

matter of fact, they just gave massive bonuses to

6:11

all their employees. Kudos, Capcom, who

6:13

seems to be making great video

6:15

games right now. And

6:17

great decisions, great product decisions. You

6:19

know, they've they've really balanced their

6:23

new entries in their franchises really well as

6:25

well as well as sort of if

6:28

you want to call them tactical slash strategic

6:30

or at least let's call

6:32

them smart remasters and remakes of

6:34

things. And I know we talked

6:36

about this on last week's podcast, but I I

6:39

really think that this dead

6:41

rising deluxe remaster is a good

6:44

thing. It

6:46

is a good decision. Yeah, it is

6:48

running on the Resident Evil engine, we

6:50

learned. So the beginning of

6:53

this past week, since last week's podcast,

6:55

there was a Capcom next little 25 minute

6:58

live stream. And that's what we're going to

7:00

talk about here for a few minutes between

7:02

Dead Rising and then one other thing. But

7:05

the so we got some details on

7:08

the Dead Rising Deluxe remaster. So

7:11

September 18th for 50 bucks. So

7:14

those are both good things. That means in the next two

7:17

and a half months, it's in my hands and making me

7:19

a happy gamer once again, as it as it did

7:21

18 years ago in 2006. Interestingly,

7:26

the the release date on

7:28

the live stream said September 19th,

7:30

but then the steam page says the

7:33

18th. So I'm guessing

7:35

that's the 19th in Japan, which is

7:37

in the 1159 p.m. OK,

7:41

well, is it? No,

7:43

I think it might just be a time zone

7:45

thing where it's it's the 19th in Japan and

7:47

the 18th here in the West, but maybe 50

7:49

bucks. So that's good. They're not

7:51

trying to do a, you know, 70 dollar thing with

7:54

this. And saying,

7:57

quote, it wouldn't be

7:59

an exaggeration. to call this game a

8:01

remake, says developer, Raisuke

8:03

Marai, of the new release. It's going to,

8:06

of course, you get 4K, 60 frames per

8:08

second. On the Resident Evil

8:10

engine, it will include quality of life

8:12

improvements, like the ability to move while

8:14

aiming. Thank goodness. I wonder if that means

8:16

if I tried to go back to Dead Rising 1, I

8:19

would be completely out of whack, as

8:22

well as improvements to NPC behavior.

8:25

Capcom has also, quote, fine-tuned

8:27

the interface and added autosave

8:29

functionality. I wonder

8:31

how I feel about that, because the save

8:34

system in Dead Rising is kind of part

8:36

of the gameplay. See

8:38

about that one, buddy. Maybe it's like before

8:41

you go into a boss fight at autosaves. It

8:43

depends on where the autosaves are. But

8:45

if it's autosaves while you transition between

8:47

zones, that could be problematic, because you could

8:50

miss a person you need to save

8:52

or something if it does that. And the

8:54

whole game's on a timer. So it's like

8:56

you can absolutely miss lots of stuff on

8:59

a single playthrough, which is part

9:01

of the appeal of this game, because you can play it a bunch

9:04

of different times for

9:06

different endings and save different people versus not.

9:09

There's just a lot going on in Dead Rising

9:11

1. And

9:13

let's see here. Fine-tuned the interface. The

9:16

autosave. The story will be fully voiced

9:18

in nine languages. In addition to the

9:20

standard edition, Capcom is planning

9:22

to release a digital deluxe edition.

9:24

So would that be the Dead

9:26

Rising deluxe remaster deluxe? That's

9:30

getting a bit of a mouthful there. That

9:32

will include additional costumes and mall background

9:34

music and a physical release.

9:37

Dude, that's like burn into

9:39

my brain, the one mall

9:41

song. I know, right? Now,

9:45

if you want this as a physical release,

9:48

you're going to have to wait till November for that. So

9:50

that's interesting that it's a two-month gap between

9:53

the, or the first release

9:55

that's digital only and the

9:57

physical. Stella, now that we have a question for

9:59

you, I know we know more about this. I know

10:01

we talked to you about Dead Rising a little last week.

10:03

What what are no wait, you weren't

10:05

here last week. No, that was not me.

10:08

Right. So we haven't

10:10

heard from you on this. What are

10:12

are you? Because I'm guessing you didn't play

10:14

this when it first came out. No,

10:17

I so I actually have really fun

10:19

memories of watching game grums play through

10:21

this entire play through because I didn't

10:23

have it. And I

10:25

remember just how silly it was, just how

10:28

absurd this game is. And I

10:30

was like, if I could go back

10:32

and play anything, I definitely want to do this

10:34

because I love zombies games. That's something that I've

10:36

always been a fan of. I mean, Left 4

10:38

Dead, The Walking Dead, all of that. And

10:41

this is just that cranked up

10:44

on crack. And it's great. Like I

10:46

really want to play it. So I'm very glad to

10:48

hear this. I actually I never

10:51

would have would have imagined that they were doing a

10:53

remake. But here it is. And I'm

10:55

really glad. I thought the time mechanic

10:57

in this game was so interesting, too. Like

11:00

for me, I feel like that would cause this

11:02

this feeling like of anxiety but watching someone

11:04

else play through it. I'm like, OK, it's

11:06

there, but it's not that constrictive, but it

11:08

also makes for really interesting playthroughs, which is

11:10

really fun. So. Yeah,

11:14

I'm very excited for this because it looks it

11:16

looks so good. I mean, in the Resident Evil

11:19

engine, it's going to look great. But

11:21

it's the silliest game to look realistic.

11:25

Yeah, that time mechanic did stress me out. OK,

11:28

great. It is going to make me feel anxious. Yeah,

11:31

because you're like, all right, I got it.

11:33

Sometimes you there's a few windows of time

11:35

where you really have to like go outside

11:37

and get the people really quickly. And

11:40

yeah, there's there's a few moments where

11:42

it's actually pressing that you do

11:44

a certain thing quickly.

11:47

So yeah, especially if you

11:49

have a crappy weapon at the time,

11:51

like, yeah, there's such a

11:53

difference between if you've got something good on

11:56

you like, you know, a chainsaw. or

12:00

a gun versus versus

12:03

something dumb like, you know, a balloon

12:07

animal or something. There's I mean, here

12:10

watching it right now, he's got a he's got a

12:12

katana right there. Now getting just

12:15

throwing. Yeah, the shopping carts good

12:17

for just plowing your way through zombies. Guitar,

12:20

electric guitar, flying guitar. The big thing

12:23

in the sequel, Dead Rising 2, was

12:25

that you could start combining things. And

12:27

that was pretty fun. You can make

12:29

like claw hands with baseball

12:31

gloves and things like that. And I

12:33

really, really like that. So maybe they'll

12:35

do the sequel also. And then

12:37

after that, I was just kind of like, like

12:40

I was sort of over it. But

12:42

that mall setting, I'm so

12:44

glad they're redoing the mall setting. It's

12:46

just yeah, it's perfect for zombie movies.

12:48

It's perfect for zombie video games. And

12:51

it's just so fun to have

12:53

that aesthetic. And it's sort of

12:55

that like everything's happy and things

12:57

are great. Meshed with

13:00

zombies and murder. It just goes so

13:02

well together. Yeah, I'm

13:04

trying to find how I'm looking up. I

13:06

wanted to just make a quick point about because you've

13:09

you've you flagged how you sort of lost

13:11

interest in the series. And and

13:13

I understand because I even by the time like

13:16

four was fine. But I

13:18

it definitely didn't have four.

13:20

It didn't even have the at least

13:22

for me, it didn't kind of

13:24

have the same fun spirit to

13:27

it anymore. It was just sort of a too

13:29

generic dark, you know, bleak

13:32

zombie game. OK,

13:34

here we go. For the big Xbox one

13:36

launch. Yeah, we're correct. OK. Yeah,

13:39

I don't even remember three, but I

13:41

remember four. OK,

13:44

so. All right.

13:47

The point I wanted to make was on

13:49

this exact topic was the the

13:52

creator of this, Keiji

13:54

Inafune was also the creator

13:56

of Mega Man, by the way. Very,

13:59

very decorate. He, so let's see, he did work on Dead

14:01

Rising 2, but

14:04

then that was when he left Capcom, it looks

14:06

like. Yeah,

14:09

it was after that one. I

14:12

mean, he was an executive producer

14:14

on Marvel versus Capcom 3. And

14:17

then, yeah, then he was, that's about

14:19

when he left Capcom. So, 1

14:21

and 2, probably not coincidentally the two

14:23

best ones that

14:29

I think most people would say are the two best

14:31

ones, then he was involved. It just, it

14:33

kind of became, because, Destin, tell

14:36

me if you, and Stella,

14:38

if you kind of want to chime in from having

14:40

watched a bunch of streams of this. Part

14:43

of the reason that 1 specifically,

14:45

and also 2, were so unique was

14:49

that they really did a good

14:51

job of fusing Japanese

14:54

game design elements and

14:56

Western game design elements. Would

14:58

you agree with that, Destin? Yeah,

15:03

I'm not sure. I think part

15:05

of the charm was the fact

15:07

that they had limitations and

15:09

they had to work within those constraints of the

15:11

hardware and just

15:14

how they designed and made the video game.

15:17

But I don't know

15:19

about, you know,

15:21

Western versus, what

15:24

would it be, Western versus Japanese? I don't

15:26

know about that angle. Well,

15:28

for me, I guess I would say it's

15:30

got kind of the out

15:33

of the box thinking and sort of comic

15:37

charm of a Japanese game.

15:40

Like, not every Japanese game is comedic

15:42

or funny, obviously, but it's just

15:45

the sort of tone of it is very,

15:47

like, not like a Western game would

15:50

do. But it's sort

15:53

of got the action and

15:55

open world-ness, even though it's not really an open

15:58

world game of a Western game. I'm

16:00

not explaining it super well, but that was

16:02

always something that I felt was really strong

16:04

with this game, is that

16:06

it does kind of blend the

16:10

sort of serious gameplay systems

16:13

with a very decidedly,

16:15

like, over-the-top,

16:20

outside-the-box thinking

16:22

and tone and stories. Well,

16:24

look, even the story is pretty absurd, but

16:27

also really good. Yeah,

16:30

I suppose you could compare it to

16:32

something like the Yakuza franchise. Yeah, that's

16:34

a fair con. They're able

16:36

to be, like, really serious, but they'll

16:38

lean into comedy in moments, and it

16:40

sort of lightens the mood. Like,

16:43

the scary clown that they keep.

16:46

Yeah, one of the mini bosses, one of the...

16:48

Yeah. That's a tough one, if I remember. It

16:50

is. It's like one of the

16:52

early ones, and it's kind of tricky. All the

16:54

bosses are kind of tricky. Like, you go outside,

16:56

and there's a group of teenagers or

16:58

something driving around just shooting

17:01

guns, and they're tough

17:03

to beat. Yeah,

17:05

so, like, you have these creepy moments that

17:08

are somewhat more serious, and then you

17:10

have a lot of lighthearted moments where they're almost poking fun at

17:12

the different types of

17:15

personalities that you meet within the mall, and Yakuza

17:18

also does that. So, I mean, maybe

17:20

if you come in from that perspective, I could see what you're

17:22

talking about. Yeah. I also

17:24

think with, like, Asian TV shows, right? Like,

17:27

it can be really absurd, but the story

17:29

could be really good. Everything

17:32

is kind of exaggerated, especially with the

17:34

specific comedy that we have, which is

17:36

really funny. So, seeing that

17:38

kind of realized in a video game is really

17:40

interesting. Also, being able to... I think

17:43

it's the thing of, like, could we do this? Like,

17:45

hey, could I just burn five minutes running

17:47

on a treadmill at the gym in the

17:49

mall? Yeah, of course you can. Why not, you know?

17:53

So, I think it's all of those ideas just kind of

17:55

condensed into one thing that I don't think Western games at

17:58

the time had thought of before. before, which was

18:00

really great to see in this, especially in a game

18:03

like this in a mall setting where it's like,

18:05

oh yeah, there's so many different things that could

18:07

happen and you can do all of that. Another

18:11

quick... Oh, go ahead. Sorry, Destin.

18:14

I was going to say zombie movies were like really

18:16

big. This came out at like the perfect

18:18

time because I want to say what was it the day

18:20

before or there was another

18:22

zombie thing that was happening right around

18:25

this time and or maybe I was

18:27

just learning about all these zombie movies

18:29

at the time because the mall aesthetic

18:32

and the mall setting has been done

18:34

before in the movie setting

18:37

and it was just like really good

18:39

timing because that had been starting to get

18:42

popularized again. I think this was a little

18:44

bit before The Walking Dead came out. So

18:47

the fact that zombies were

18:49

big then and then we revisited it with

18:51

Walking Dead was awesome. Yeah,

18:53

I think I know what you're talking about. So

18:55

apparently I didn't realize this, but there was legal

18:58

issues with this game. The

19:00

MKR Group who holds the copyright to the

19:02

Dawn of the Dead 1978 and 2004 remake, which

19:08

is probably what you're thinking of. They

19:10

sent letters to Capcom, Microsoft, and Best

19:12

Buy saying that they infringed on their

19:14

copyright and obviously this was thrown out saying that

19:17

it's just the setting and it's not

19:19

really anything else that conflicts. I

19:22

got to reach back first. Dawn of the Dead is

19:24

the one I was thinking of. Yeah, yeah. That

19:27

was like in 2004 and then this game

19:29

came out in 2006 and then the original

19:31

Dawn of the Dead 1978. They've

19:37

done this before though, but like the dead franchise

19:41

I think is the one you're referring to Stella.

19:44

Here's the original Night of the Living Dead.

19:47

Here's the original box Stella. I

19:50

think I wonder if you just reminded me of

19:52

something. So down here on the bottom next

19:54

to the ESRB rating. And again,

19:56

this is an original like first run

19:59

when the game. game came out. This

20:01

game was not developed, approved or licensed

20:03

by the owners or creators of George

20:05

A. Romero's Dawn of the Dead. Oh

20:07

my God. A little disclaimer down there.

20:09

There it is. Yeah. Uh,

20:12

I do miss, there is a part

20:14

of me that misses this. Manual.

20:17

Look at this. Look how

20:19

well, there's plenty of manual here. Oh

20:23

my God. Seven, how many pages

20:25

is this? This is uh, 19,

20:27

and then the 20th page is an

20:30

ad for lost planet coming soon. How about that

20:32

for a deep cut? Oh

20:34

man. You know what I really like

20:36

about digital games? It's that they're all

20:38

just there on your console. Unless Xbox

20:41

live goes down and you literally can't

20:43

play games you own. Like yesterday, but.

20:46

Like the last several days. Yeah. This is

20:48

also the second or third time that has

20:50

happened. Microsoft please for

20:52

the love of God, figure out a

20:54

way that you can, like I've heard

20:56

Nintendo authenticates and then you're good to

20:58

go for like 30 days. Microsoft

21:01

needs to figure something out of that.

21:03

Like just authenticate every few

21:05

weeks. Do you really need to know every

21:07

time I go to launch a game? I

21:09

can't even launch my red dead

21:11

redemption disc because it can install it because

21:13

the servers are down. But

21:16

I have my 360 disc

21:18

of Metal Gear Solid HD collection that I tried out

21:21

and I happen to have it installed so it was

21:23

good to go. So yeah, I

21:26

mean just weird issues with the Xbox live

21:28

outages and. We

21:31

talked about this before. We talked about this several

21:33

years ago when it happened last time or

21:35

even a year ago and they still

21:38

have not come up with a better solution.

21:40

And that's that's unfortunate for people that just

21:42

want to play their stuff. Yeah. Yeah, I

21:44

hear you. One last quick

21:46

comp I wanted to throw in

21:48

with Dead Rising that I think

21:52

speaks to what what Stella both you and

21:54

Dest were talking about with with

21:57

regard to sort of the tone of the game and

21:59

the sort of that East meets West thing

22:02

that I'm driving at here. Shenmue,

22:04

Shenmue kind of has the like

22:08

interact with anything in the world,

22:10

you know, like even the sort

22:12

of simplest common item

22:15

that you can interact with. So that

22:18

I feel like maybe is a, was

22:21

sort of like a precursor to Dead Rising as

22:23

well. But I just love this game. I'm really

22:25

glad it's coming back. And because I

22:27

mean, I've, there's receipt

22:29

after receipt of me crapping

22:31

on many remasters on this

22:34

podcast. But this one to

22:36

me feels like a

22:39

worthwhile one from both a,

22:43

primarily from a technical perspective. Like they're,

22:45

you know, they didn't call it a

22:47

remake, but it does look quite good.

22:49

Like it's not just, oh,

22:51

it's Dead Rising and it runs in 4K

22:54

now and at 60 frames. Like

22:56

now they, there's some real effort

22:59

put into, to making it

23:01

look as close to a modern game as it

23:03

can be. Now we'll see when

23:05

it's actually running on my Xbox,

23:07

how it actually looks and plays, but from these early

23:10

videos, it's definitely promising.

23:12

And you know, they're pricing it pretty

23:15

reasonably as well at 50

23:17

bucks. You had one other

23:19

note on here about the voice actor

23:21

not being contacted. Do you know if

23:23

they just reuse the old voice lines

23:26

or rerecorded all of them? No, apparently

23:28

it's been rerecorded with somebody

23:30

else. Well, nobody

23:33

is gonna do fantastic with that.

23:35

The way that, who was it?

23:38

Terrence J. Wertolo did.

23:42

Yeah, his Frank West

23:44

was superb. So we'll

23:46

see how this new actor does and

23:48

yeah. This

23:51

was reported by Comic Book. And

23:54

Terrence responded to an Instagram question,

23:58

message from somebody. saying

24:00

he wasn't contacted by Capcom.

24:02

He says, the answer to your question is

24:05

I have no answer. All I

24:07

can say is that I've always been grateful for every

24:09

opportunity to help bring Frank to life and

24:11

actor's job when called upon is to show up

24:13

prepared, deliver your best and when done, move

24:15

on to the next mission. I

24:17

simply wasn't called for this mission.

24:19

The reasons are the producers own.

24:22

So, I

24:24

mean, with all due respect to

24:26

Terrence, I can't imagine his daily

24:29

rate was like crazy high. You

24:32

know, it's not

24:34

like you had some A-list

24:36

Hollywood guy voicing this. So,

24:39

I wonder what the heck Capcom's reasoning was because

24:41

they seem to have checked

24:43

all the other boxes in terms

24:45

of doing this remaster the right

24:47

way. I'm curious why they sort

24:50

of made this choice

24:52

about the voice actor. That's the one disappointing

24:55

part of this. Speaking

24:58

of Capcom, at

25:00

the end of this Capcom Next

25:02

live stream from earlier this week,

25:04

they did confirm the obvious and

25:07

that is the next Resident Evil, Resident Evil 9

25:10

or whatever it will actually be called is

25:12

in development. And what we

25:14

learned was not just the obvious

25:16

that it's in development, but that

25:19

Resident Evil 7's director will

25:21

be taking over RE9

25:24

directorial duties. So, Koshi

25:26

Nakanishi who confirmed the

25:29

new sequel in the course of talking about

25:31

the previous games. Mobile release, he said, it

25:33

was really difficult to figure out what to do after

25:36

Resident Evil 7, but I found

25:38

it. And to be honest, it feels substantial.

25:40

I can't share any details just yet, but

25:43

I hope you're excited for the day

25:45

I can. Stella,

25:47

any thoughts on RE9 and

25:50

whether or not you liked RE7 and where

25:52

RE9 might go for you? So

25:54

this would be continuing the modern storyline,

25:57

right? With, oh my God, what's

25:59

his name? Ethan and his daughter?

26:03

I think that's right. OK, I have a name. Yeah,

26:07

because I know I know spoiler, he's dead

26:09

now. But yeah, I do know that it's

26:12

with his daughter. I think it's interesting. I

26:14

honestly couldn't get into the more modern series,

26:17

aside from obviously lady Demetresu

26:19

being super hot and tall, you

26:21

know, muscle mommy. But like aside

26:24

from that, I just couldn't really get into it.

26:26

First of all, the mold thing is disgusting. Second

26:28

of all, the games honestly gave

26:30

me a lot of motion sickness, which is

26:32

really weird because the Resident Evil

26:34

3 remake and 4 didn't give

26:36

me that same motion sickness feeling. It's something

26:38

about the more modern games that kind of

26:40

give me that, I

26:43

don't know, nausea, which is so interesting.

26:45

So I haven't been able to play

26:48

them. I have watched storyline breakthroughs, breakdowns,

26:50

and I think it's interesting. But I

26:53

kind of like the classic tales a little bit

26:55

better. So I don't know.

26:57

I'm excited for people who like the more

27:00

modern storyline and this that's going on, and

27:02

so they can continue that. But it's not

27:04

for me. You know,

27:07

you play a ton of first-person shooters

27:09

at ultra high frame rates. So I

27:11

can't imagine it's the perspective

27:13

shift, because RE7 went first person, and

27:16

so was 8, so was

27:18

Village. But do you think

27:21

you maybe kind of prefer on some

27:23

level, you prefer third-person

27:25

Resident Evil? I

27:27

think so. Yeah, I think it has something to do.

27:29

So I have really bad astigmatism. So I'm assuming it

27:31

has something to do with the really low light settings

27:33

in the more modern games. And I

27:36

think between that and a

27:38

lot of the motion blur, which I do turn

27:40

off, but I think it's some of the swing

27:43

and stuff that just kind of contributes to the

27:45

nausea. So I think it's just like a really

27:47

bad combination of all those things, which sucks because

27:49

I can't play through these games. But it's

27:51

fine. I'll stick with the older remakes. It's OK. Destin,

27:54

I have a not-so-fond memory of

27:56

you strapping a VR headset to

27:59

my head. in the old

28:01

office for your how scary is

28:03

Resident Evil 7 and in VR

28:05

video where you're is this

28:07

it was the segment where you're tied to a chair

28:10

and there's nothing you can do about it. I

28:13

think you freaked out with the leg stab part

28:15

of the demo. And yeah,

28:18

that video was fun. Those videos were a ton

28:20

of work to do, but everybody seemed to love

28:23

them online. So it was always great to see

28:25

the response. Uh, yeah,

28:28

I'm interested in the next Resident Evil.

28:30

I'm totally fine with them not doing

28:32

VR. I think VR is is just

28:34

not going to catch. And I

28:36

think the PNC are two is kind of proven that.

28:39

And maybe

28:41

we revisit it when I don't have to strap a

28:43

bucket onto my head. Well,

28:46

Capcom, they've they've done a pretty

28:48

good job of eventually bringing Resident Evil

28:51

to everything. And

28:53

Village Village got a VR

28:55

version, I think. Yep,

28:57

it did. Yeah, that's what I thought.

28:59

So I think it's reasonable to presume

29:01

that nine, if maybe not day one,

29:04

but nine will probably get a VR version

29:06

as well. I think

29:08

I played Village in VR for a bit on stream,

29:10

like back when I was doing more Twitch streaming when

29:12

it came out. Yeah, I played through the

29:15

first hour or so in it. And

29:17

I just don't like VR. I

29:19

have a really hard time with it. So well,

29:23

for me, we. Good thing

29:25

this is an Xbox podcast, because otherwise I'd go on

29:27

my my one

29:29

of my frequent PS VR to rants right

29:31

now about never

29:34

mind. Forget it. You can read, read

29:36

and read Twitter. The the the sevens. We

29:38

are as well. Yeah. We're

29:41

as low as the best usage of the VR. It

29:43

is very good. It is definitely the best thing on

29:45

that on that accessory. But

29:49

yeah, I got to be careful. I don't want the

29:51

seven PS VR to stands to come looking for me

29:53

again. I don't know what to say about the Resident

29:55

Evil story. Besides the fact that I am glad that

29:57

they are continuing. I think these are some of the

29:59

best. Resident Evil games, modern

30:02

games, obviously four is probably regarded

30:05

as the best Resident Evil game.

30:08

So they've remade that and I am excited

30:10

to see that the series will continue beyond

30:15

seven. This

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32:24

I think

32:27

both of you bring up a good point about

32:29

the perspective and sort

32:32

of the quote unquote modern Resident Evil. Because

32:35

it seemed like with 7 and then

32:37

8 that, OK, I guess Resident

32:39

Evil is a first person game now. Which normally,

32:44

most of the time, I prefer first person

32:46

for anything, like any genre, with

32:50

a few exceptions. But I do love

32:52

a good immersive first

32:54

person perspective. But

32:56

then again, the RE2 and RE3 remakes, all

33:01

the classic RE remakes, sold

33:04

really well. So it clearly showed there's

33:06

still an appetite for a third person

33:09

Resident Evil. And so I

33:11

could see 9 going either

33:13

way. Although, if you

33:16

asked me to bet right now, I

33:18

would say it's going to be first person because

33:20

it's the director of RE7. And

33:22

7 was the first person game. So

33:26

that's where I think it'll probably end

33:28

up, which would lend itself well to

33:30

VR and also to an

33:33

inevitable mobile release as well. Because

33:35

Capcom has been one of the

33:37

major publishers, I would say them

33:39

and Ubisoft, of really

33:42

committing their quote unquote AAA

33:44

games to iOS releases,

33:47

to mobile releases. So

33:50

we shall see. But if it's

33:52

only just now getting unofficially announced

33:54

in July of 2024, that means

33:56

official announcement maybe

34:00

game awards, maybe even

34:02

sometime next year. But it's, you

34:05

know, it's probably, I would

34:07

guess the earliest we might see,

34:09

nine is sometime next

34:11

year, but could even be 2026

34:13

as well. Next

34:17

this week, Sega. Friends

34:20

at Sega have big ambitions for

34:22

the Crazy Taxi reboot that they

34:24

had previously announced. Found

34:26

out a little bit more about it this week. It's

34:28

described as an open world, massively

34:31

multiplayer AAA game.

34:34

During the Game Awards 2023, Sega

34:36

announced new games in Jet Set

34:38

Radio, Shinobi, Golden Axe, and Streets

34:40

of Rage, and Crazy Taxi franchises,

34:43

alongside a teaser trailer that was kind of

34:45

a montage of all of them. The

34:47

video showed brief gameplay clips of each games, each

34:50

of the games set to return. In

34:52

February, Takaya Sagawa, who runs

34:54

Sega Support Studio in Sapporo,

34:57

briefly mentioned the Crazy Taxi reboot

34:59

as a AAA game. Now

35:02

in a developer focused video interview,

35:04

reported on and translated by Automaton,

35:08

Sega offered more information, confirming Crazy Taxi

35:10

is a quote, large

35:12

scale, open world, massively multiplayer

35:15

driving game, powered

35:17

by Unreal Engine. Producer

35:19

Kenji Kano said that the new Crazy

35:21

Taxi can be played by

35:23

many players at once, with the

35:25

goal of maintaining the classic Crazy Taxi style

35:28

amid these new mechanics. There's

35:30

mention of a theme park-like map

35:32

and motifs inspired by the US

35:34

West Coast. That's right, West Coast,

35:37

best coast. As Automaton

35:39

noted, one image reveals the player driving

35:41

a police car, suggesting new

35:43

types of modes. Stella,

35:46

any memories of maybe

35:49

catching Crazy Taxi in

35:51

an arcade, in the arcade cabinet version?

35:54

No, I can't say I have, but I do remember, I

35:57

think you and Destin talking about this before, and see...

36:00

reading the description for this game

36:03

is really funny. It's

36:05

like, yeah, get your

36:08

rider to their destination in this

36:10

amount of time, but also you get extra

36:12

points for doing fancy tricks. And I'm like,

36:14

oh my God, if this was my Lyft

36:17

driver, I would be puking up the window.

36:20

So obviously I think it's super fun.

36:22

It's super silly. I

36:24

also did not think this would have a

36:27

remake, but I mean, you know, I think

36:29

it's like the year of nostalgia, sure, why

36:31

not? It does make

36:33

me think of this one thing though. I feel

36:35

like Crazy Taxi is probably real in other countries

36:37

because in Korea specifically, there

36:39

is something called a bullet taxi, highly

36:42

legal, but they can do, they speed

36:44

to get you to your destination as

36:46

fast as possible. Oh wow. Yeah, like

36:49

this is very reminiscent of that.

36:54

Maybe that's the real life inspiration for Crazy

36:56

Taxi. Who knows? Yeah,

36:58

I can't say they've gone off ramps though. So, you

37:00

know. Yeah. Destin, when

37:03

I say Crazy Taxi, what's the first thing

37:05

that pops into your head? Stella

37:07

brought up taxis in other countries. I took

37:09

a taxi when I visited China and it

37:11

was absolutely terrifying. So yeah,

37:13

maybe this is, there is some

37:15

real life basis on

37:18

the craziness of the ride. I'm

37:21

into the game. I think it's like, it's

37:25

the type of game I would play for like an

37:27

hour. And of course, I just

37:30

feel like I've brought up the joke so many

37:32

times, but the first thing that pops in my

37:34

head, anytime I hear about this

37:36

game is, yeah, yeah, yeah, yeah, yeah. I'm glad

37:38

you said it. I was waiting

37:40

to say it. It comes, yeah. I

37:43

can't. It's synonymous with the game.

37:45

It's absolutely, I cannot separate the two. When you

37:47

say, it's like an audio, like,

37:51

or like just an in-brain Rorschach test.

37:53

If anyone says crazy taxi, my brain

37:55

goes, yeah, yeah, yeah, yeah, yeah. It's

37:57

like, it's the offspring. It's

38:00

combined. Completely like I don't know if any

38:02

single like mainstream You

38:07

know rock pop song like

38:09

a like a song not composed for a

38:12

video game has ever been more synonymous With

38:15

the video game. It's maybe a

38:17

little to soundtrack breaking Benjamin's I

38:20

don't think no way When

38:25

you think of the hey of Halo you

38:27

don't think of blow me away by by

38:29

breaking Benjamin you think you don't You

38:33

think of the chanting monks the

38:35

theme beautifully written by Marty It's not

38:38

like those other gamers. Okay, he's

38:40

different if you mentioned Halo 2

38:42

I absolutely think of breaking

38:45

Benjamin's but if you mention any

38:47

like just Halo generally, yeah, probably

38:49

the title Get

38:51

on your ghost fire away

38:56

Like outside of the game that's

38:58

all you see even you I've

39:02

listened to that soundtrack a million times. I

39:04

think it's one of the best game soundtracks

39:06

ever That song

39:08

is really fun If you if you

39:10

just kind of accept that it's there

39:12

is a cheesiness factor to it I

39:15

even remember the the battle in the

39:18

game Where that music plays

39:20

but they they they stripped the

39:22

lyrics In the

39:25

game, but the song does play during the

39:27

game So what I'm hearing

39:29

is we need to just take you to to karaoke

39:32

Film it for unlocked because I'm I

39:35

think people would love to hear this

39:39

And it's just all video game songs Hold

39:42

it over your head. I mean, you know, yeah, there you

39:44

go. There you go. Yeah, the only other soundtrack I can

39:46

think of that might Come

39:48

close to those two songs would be

39:50

the killer instinct soundtrack From

39:53

the Super Nintendo days because they came with

39:55

a CD and it had a

39:57

bunch of the terrible not terrible. They were They were

39:59

just a product of the 90s. Yeah.

40:04

Anyway, anyway, crazy taxi. So

40:06

I too want to

40:08

just rain this conversation. It

40:11

sounds like this is going to be a live

40:14

service game, like a bunch of people

40:16

playing at once, you know, big multiplayer

40:18

open world thing. Like

40:21

Stella, it's live

40:23

service tends to we tend to have an allergic

40:25

reaction to it by

40:27

default, but could it work here?

40:29

Do you think this is not a good way

40:31

to go for a crazy taxi reboot? What are

40:33

your thoughts? I don't know

40:36

how life service would work for a

40:38

crazy taxi. Like Dustin said, it seems

40:40

like something that people play maybe for

40:44

an hour, you know, they play and be like, OK,

40:46

cool. My got that in or maybe it's a party

40:48

game. You know, they have people over. Well, what can

40:50

we play? Let's throw on crazy taxi. You know, we

40:52

have on a game pass. Let's just play it or

40:54

whatever. I

40:56

can't imagine life service for this game would go over

40:58

very well, just because I don't know

41:00

what you could maybe release new maps, release

41:02

new game skins or new car skins. But

41:05

I don't. Is there really that much of

41:07

a call for that for crazy taxi? Maybe

41:10

maybe I'm not looking at the numbers and maybe,

41:12

you know, people will really want this. But for

41:15

the most part, I feel like, no, I don't think it's going

41:17

to work. Destin. Yeah, I

41:19

don't know, man. I think crazy taxi

41:22

was a product of its time. The

41:26

live service thing. I'm just super hyped to

41:28

know what skins I can buy for my

41:30

taxi. You know, me, microtransaction,

41:33

Destin fan. So they call me

41:35

online. Every

41:38

like game companies have to do this

41:40

now to up the

41:43

games that they're releasing. And

41:45

personally, I think they should have

41:47

just. What

41:49

crazy taxi live in the 90s and

41:52

moved on to other things. That's my hot

41:54

take. You might. I mean, I might end

41:56

up agreeing with you because I don't know

41:58

if. I'm gonna wanna play

42:00

that in 2025 or whatever. It's

42:03

an arcade game. It is. Yeah.

42:06

Literally, that's not a descriptor. That's

42:08

what it was built for. It

42:12

was meant to be played in short bursts fed

42:15

by quarters. It's not a

42:17

thing that is

42:20

meant to be played for hours on

42:22

end. And so I guess

42:25

I'd be... I mean, the

42:27

thing I generally don't like about

42:30

games being live service to

42:32

be live service is that

42:35

it's sort of a treadmill. It's

42:37

just like, you want me to grind so that

42:39

I keep playing your game, so that I stay

42:42

in your game and don't go spend money on

42:44

some other game. But Crazy

42:46

Taxi being, like you're

42:48

saying, this quick bite-sized

42:51

experience traditionally, if

42:54

it stays that way and it's just a thing,

42:57

if it's live service in the sense that if I

42:59

play it for a

43:02

little bit this weekend and then I come

43:04

back to it in like a month and

43:06

maybe there's some new missions or something, that

43:08

I could get down with. But if they

43:11

somehow introduce some crappy leveling

43:13

mechanics where it's like, oh, you've gotta be level

43:15

98. I get

43:17

the battle pass. Yeah, like, no, I'm

43:19

not gonna get down with that at

43:21

all. There are a lot of problematic

43:24

things happening with video game

43:26

design philosophies that have sort

43:28

of permeated throughout the design

43:31

industry in terms of,

43:34

okay, your game has to have microtransactions.

43:36

And they're like, well, that's just a

43:38

business reality we have to meet. Yes,

43:40

but that infects, and I'm

43:42

using a negative terminology because I truly

43:44

think it has a detrimental effect to

43:46

the overall design philosophy of these products.

43:49

We need retention metrics for our user

43:51

base. We need the battle passes so

43:54

they feel like they're constantly earning something.

43:57

And there's like a template

43:59

for that. Now, are gamers partially

44:01

to blame because they purchased those

44:03

microtransactions? Yes, absolutely. Like, they don't

44:06

get off scot-free for that. But at

44:08

the same time, there has to be

44:10

a better balance than there currently is.

44:12

And I think Crazy Taxi is going

44:14

to flop on its face because they're

44:16

going to focus on retention metrics. They're

44:18

going to focus on skins and microtransactions

44:20

to support what was an arcade game

44:22

that should cost you five bucks in the arcade. Every

44:26

time that you said the

44:28

term retention metrics, I throw up

44:30

in my mouth a little bit. Bill Spencer

44:32

even brought it up during your interview. He

44:34

was like, I care more about how long

44:36

people are playing. Yeah. You know why? Because

44:39

they have a chance to upsell you if you

44:41

get invested into a world. Destiny, yeah. Oh, yeah.

44:43

We have a free-to-play version because we get those

44:45

opportunities to sell you the dungeon key. We get

44:48

that opportunity to sell you the $12 skin. In

44:51

Diablo, it's the $60 horse pack that

44:53

gives you silver and a really fancy

44:55

horse. And this is where we're at

44:57

in terms of game design. And I

44:59

feel like we're right at that cusp

45:01

of the bubble bursting. And we're seeing

45:03

some of that now with these layoffs

45:06

we mentioned at the top of the

45:08

show where something's just off

45:10

with the balance of everything. So

45:16

we are, color us, very skeptical

45:18

about this massively

45:20

multiplayer crazy taxi reboot

45:22

that Sega's cooking up. The

45:24

last thing I want to talk about this week

45:26

is Ubisoft. And they

45:29

are working on multiple

45:31

Assassin's Creed remakes

45:34

straight from the mouth of their CEO, Eve Guillermo.

45:39

Let's see this interview. Well, the interview is published

45:41

right on their own website. So they wanted everyone

45:43

to know about this. When

45:45

asked if the company will continue to

45:47

offer a variety of experiences from the

45:49

franchise, Guillermo told players to get excited

45:51

for quote, some remakes, end

45:54

quote. It's not clear just how many remakes there

45:56

will be or which Assassin's Creed stories they will

45:58

cover. Firstly,

46:00

players can be excited about some remakes,

46:02

which will allow us to revisit some

46:04

of the games we've created in the

46:07

past and modernize them. There are worlds

46:09

in some of our older Assassin's Creed

46:11

games that are still extremely rich. He

46:14

continued saying, secondly, to answer your

46:16

question, it was his, forget that, I'm

46:18

just gonna move on, because he

46:20

wasn't really asked a question. This is

46:23

all PR. There will

46:25

be plenty of experience variety. The goal

46:27

is to have Assassin's Creed games come

46:29

out more regularly, but not for

46:31

it to be the same experience every

46:34

year. There are a lot of

46:36

good things to come, including Assassin's Creed Hex, which

46:39

we've announced, which is going to be a

46:41

very different game from Assassin's Creed Shadows. We're

46:44

gonna surprise people, I think. All

46:46

right, Stella, your first up here, does,

46:50

is this just like, have

46:53

we run out of creative ideas here? If we're

46:55

just gonna go back and remake a

46:57

bunch of Assassin's Creed games, or

47:00

is this a good thing to sort

47:02

of augment the time between major

47:05

new Assassin's Creed games? I

47:07

mean, for people who loved

47:10

the original trilogy of Assassin's Creed,

47:12

I think it's great, but also

47:15

saying we don't want people to play the

47:17

same games or like, what was it? We

47:21

don't want people to have the same experience.

47:24

Like, okay, but you're going back and remaking

47:26

things that people have already experienced, so that's

47:28

kind of contradictory, but if

47:30

they remake the first three games, I think

47:33

that would be really cool, because they're definitely

47:35

dated by now, and maybe people want to

47:37

experience a tight story, right, within

47:40

the first trilogy. I

47:42

know, I see that you mentioned Black Flag,

47:45

but like, I mean, that's just what people wanted with,

47:48

what's that one game that came out? That's

47:50

already bombed, Skull and Bones? Yeah,

47:52

that's just what people wanted. So

47:54

maybe they're learning that people just

47:56

want their previous games that were done

47:58

really well to come out. I hope

48:01

with remakes, they don't turn the older

48:04

games into bigger open world games that just

48:06

seem to overwhelm people because I know for

48:08

some people they really liked it, especially with

48:10

Odyssey, but also I think that's what deterred

48:13

a lot of people from trying them because

48:15

sometimes people just want to have like a

48:17

nice 60, 80

48:19

hour story game and call

48:21

it a day, you know? Destin,

48:24

your thoughts on remake

48:26

of Palooza that's about to happen to the

48:28

Assassin's Creed franchise? Yeah, so

48:30

I think Assassin's Creed Mirage was

48:32

a big North

48:35

Star or Ubisoft because they

48:37

realized we can make these

48:39

smaller experiences that are more

48:41

tightly knit and tell a

48:45

more cohesive one

48:47

and done story as opposed

48:49

to the Valhalla's, which are almost intimidating

48:51

to even begin because you're talking about

48:54

a 100 hour adventure versus a like

48:56

what a 10 hour adventure for a

48:58

game like Mirage. And take forever to

49:00

develop too by comparison. Yes,

49:03

so you can sell a game for

49:05

less, have a higher profit margin and

49:07

make fans happy. Like I

49:10

think for the most part Mirage was, I

49:12

believe it was Mirage, the one that was

49:14

the shorter one. Yeah, last year's. Yeah, was

49:16

very well received and I for one am

49:19

a big fan of Altair, the first

49:21

Assassin that we were introduced to in

49:23

the original Assassin's Creed. I actually

49:26

played through that entire game a

49:28

few years ago and I just

49:30

I really love the original. Now

49:32

the trilogy Sal was referring to

49:34

is the trilogy of Ezio Auditorium

49:36

de Firenze, starting with Assassin's Creed

49:38

2, Assassin's

49:40

Creed Revelations and

49:42

Assassin's Creed Brotherhood. In

49:45

my opinion, Brotherhood is the best Assassin's Creed

49:47

made game ever made. So

49:50

I think the Ezio

49:52

series has been HD-ified. They

49:54

did it with the original, but the one that

49:56

needs the most TLC is AC1. would

50:00

make fans the happiest is

50:02

Black Flag or right on the

50:04

money. Stella, that's what we wanted. Nobody

50:07

wanted Skull and Bones. We wanted an

50:09

Assassin's Creed Black Flag remake. It

50:11

hits all of them. It hits like

50:13

every checkbox for them. What are you

50:16

doing? Remake Assassin's Creed Black

50:18

Flag. Yeah, I

50:20

think the two that would be

50:22

at the bottom of the list in terms of

50:25

least likely to get remade would

50:27

be three, which was

50:29

the one set in colonial America. That one was

50:32

not received super well at the time. My

50:35

whole problem with three was they

50:37

had an opportunity to

50:39

dive into the historical

50:43

inequities that were happening during that

50:45

time period. And they just didn't.

50:48

And I'm like, you're like right there.

50:50

There's a mission that involved blankets. And

50:52

like you have an opportunity to talk

50:55

about like what happened historically there and

50:57

you you just don't. They were like

50:59

nervous about doing that at the time.

51:01

And I found that to be unfortunate.

51:04

Yeah. But and also like I

51:06

did the guide for that one at

51:08

the end. The back half is super

51:10

janky, like with with some of the

51:12

encounters. And

51:14

then, yeah, so three. And I honestly think

51:17

I think AC one would be probably at

51:19

the bottom of the list to get remade

51:21

because who disagree. Well,

51:23

all right. Let's let's just. But

51:25

it's my favorite. One one was one.

51:28

Yeah, one was four good

51:30

hours of gameplay repeated like

51:32

three times. Two

51:34

is where Assassin's Creed kind of figured

51:36

out what it really was and

51:38

how to be a great game. So one,

51:41

I think, would not go over well if

51:43

it came back now that everybody's played a

51:46

bunch of other better Assassin's Creed games. Yeah,

51:49

I just don't like it. See how

51:52

he like they were trying to do

51:54

a Batman thing, but he's a spoiled

51:56

brat rich kid. He is not particularly

51:58

likable in the introduction. But then

52:00

his dad dies. So like suddenly I like

52:03

this playboy guy like, no, I never

52:05

liked that. See, it was a character,

52:07

but by brotherhood, he's had a big

52:10

reality check. So I was

52:12

more sympathetic to his character by that

52:14

point. And then Revelations,

52:16

I. The hook

52:19

blade intro and all that stuff was

52:21

a little, a little too much

52:23

for me, but they also revisit Altair

52:25

and three. I'm very passionate about those

52:28

first few games because that was a

52:30

large part of my career at IGN

52:32

was I started with the

52:34

guide on three and I had a

52:36

lot of I helped a little

52:38

bit with the Revelations coverage and I did the graphics

52:40

comparisons for Black Flag, which came out on the Wii

52:43

U at the time. So, yeah,

52:45

those old games hold a very special place

52:47

in my heart. And I

52:49

do hope that more people get to experience them. Well,

52:51

hopefully four is up first. That's that's

52:54

like the one. I

52:56

mean, I was going to say, Ryan, like even

52:58

if you didn't like the gameplay of the first

53:00

one, it is a remake. So they could make

53:03

it completely different, right? Could make the game. I

53:05

mean, they've obviously learned a lot over the past

53:08

many years of making Assassin's Creed. So

53:10

it's possible they could make it an

53:12

entirely better game, right? With a good

53:14

story. Yeah, yeah. Whole game

53:16

takes place in the Middle East. Like

53:19

the story is fantastic. The protagonist is

53:21

very interesting as a character. Like there's

53:23

so much they could do with that.

53:26

And for what it's worth,

53:28

Mirage basically is

53:30

one. It's basically a one.

53:34

All right. Better. We're already at

53:36

a time. So we've we've

53:40

talked for a long time as we do. Before

53:42

we scoot out of here, Stella, any quick plugs for

53:45

anything you're working on? Yeah,

53:47

lots of Power World guide tips. So if

53:49

you're playing on Xbox or PC, go check

53:52

out our guides, because I have been working

53:54

a lot on that content. Awesome.

53:56

Destin? Yeah, at Destin

53:58

Liguir on X and. and you can check me on

54:00

YouTube, the Destin channel, if you want, when I have time

54:03

to do that. And on

54:05

IGN, I'm going on a little break for a

54:07

long weekend. I'm looking forward to it. Excellent.

54:10

I'm glad to hear that. I'm on X,

54:13

not the drug, the actual social media website,

54:16

although the drug would probably be more

54:18

fun than the social media website. DMC

54:20

underscore Ryan. The thing I would love

54:22

for you to check out is my preview that I just

54:24

posted yesterday as we record this. Niva,

54:26

if you like limbo inside, the

54:28

sort of just beautiful

54:31

narrative but no dialogue, side-scrolling

54:34

puzzle platformers, Niva, spectacular.

54:37

They've got a full video preview of that,

54:39

so check that out on IGN or on

54:41

YouTube. I want to thank our producer, Alan,

54:44

this week for making Unlocked happen on a

54:46

shortened holiday week. Super appreciated. And thanks to

54:48

all of you for listening, for watching. We

54:50

shall return next week. Happy gaming in the

54:53

meantime, friends. We'll see you soon. major

55:27

and death follows with it. Listen

55:31

and subscribe to the latest season of

55:33

Undertow, The Harrowing, a story glass production

55:35

presented by Realm, available wherever you get

55:38

your podcasts. Contained

55:41

herein are the heresies of Randolph

55:43

Burntwine, erstwhile monk

55:45

turned traveling medical investigator. Join

55:48

me as I uncover the blasphemous truth

55:51

of a plague-ridden world, that

55:53

ours is not a loving god, and

55:56

we are not its favored children.

56:00

Adolf Bandwine coming January 2nd

56:02

wherever podcasts are available.

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