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For more awesome content, check out →https://whatculture.com/gaming
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Check out our merch store at → https://wcg.creator-spring.com/?
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WhatCulture Gaming Podcast now available!
iTunes → https://podcasts.apple.com/us/podcast/id1433583146
Spotify →
https://open.spotify.com/show/75Wj1jpLKribbIZKTrf9aI?si=Zj0yx0zpTe-AmFCZXFFI2A&nd=1
WhatCulture Gaming Podcast is also available on Acast, Podbean, Podbay, Podcast Addict, and more to come!
Category
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Short filmTranscript
00:00I have a question for you, I have a question for the room, I have a question for anyone watching us.
00:08Where did style go in games? Where did slow motion go in games?
00:12Why can't I cartwheel off the walls anymore? Why is it only Titanfall 2 that lets me do a knee slide?
00:16Why is it a big deal when I can do something that's actually cool, that's well choreographed?
00:20Whether it's martial arts, like the games like Sifu and Trek to Yomi reminded me how much I miss that stuff.
00:25I miss really well choreographed cool moves and I miss slow motion and stuff.
00:30I was looking at Sifu's roadmap for what's coming out in their game and during the summer they're adding bullet time.
00:35And I miss bullet time, Max Payne did it really well.
00:37And I feel like a lot of this stuff kind of came from the general post-Matrix energy of the 2000s.
00:42Where it was just, here's a bunch of slow motion stuff, here's bullets in mid-air, even the Die Hard game had it back then.
00:46And it was really really cool, but I miss that stuff.
00:48So if I want to shout out a specific thing, it is, I don't even know if anyone even knows these games.
00:53Some people watching this might not have even been on this planet then.
00:56But do you guys remember Total Overdose or Chillicon Carnage?
00:59No, what are they?
01:00They are really good, stunt-based slow motion trick system games that just took the idea of what Max Payne was doing
01:06and then went, what if you could cartwheel off the walls?
01:08What if you could do various dives and spins and flips and everything in slow motion
01:12whilst a chain multiplier thing was ticking up alongside the screen?
01:15Chillicon Carnage was on the PSP, Total Overdose was on the PlayStation 2.
01:18And I just miss that stuff.
01:20I miss indulging in really cool acrobatic kills and trick stuff in a way that made me feel awesome.
01:26I feel like loads of games just go, hold the left trigger, shoot the thing with the right, or whatever.
01:30And it's why I'm embracing things like Sifu, Trek to Yomi, or whatever.
01:33Games that remind me of how awesome animation systems can be, because I miss style in games.
01:37Also, shout out to Here Comes the Pain, Smackdown, and they let you hit a button during a restless finisher
01:42to rotate the camera around them. Even Tiger Woods did it back in the day.
01:45We don't do it anymore. Where's 360 cams? Where's slow motion? Where is it?
01:49All I'm hearing from this is we need John Woo's Stranglehold 2.
01:53Perfect example. John Woo's Stranglehold, another stellar example.
01:56Shooting a guy in the crotch never looked so good.
01:58What's the most overlooked game mechanic no one talks about?
02:00The answer to that, Scott, is dynamic music.
02:04Yes! That's all.
02:05No, basically, so there's Legend of Zelda Breath of the Wild.
02:09Whenever you go up to enemies, the music, the pianos get higher and lower and dynamic and whatever.
02:18And so does it on Untitled Goose Game.
02:25Yes.
02:26When you go up to people, it adds an element of surprise to the game.
02:29An element of you're immersed even more.
02:31Josh Brown said The Artful Escape did it as well.
02:33Yes, No Man's Sky did it. The game that everyone loves.
02:36Every game should do it.
02:37Especially me.
02:38Every game should do it and will do it if I was in charge.
02:43I reckon the coolest video game mechanic nobody talks about is the controlling dual characters with a single controller mechanic from Brothers A Tale of Two Sons.
02:53Now, I'm obsessed with this game, so you might have heard me talk about it before.
02:57But when everyone first heard about this game, now I think this was the first game from Hazelight Studios, who you might know from It Takes Two, they brought out last year and everyone was in love with that.
03:07They also did A Way Out.
03:08So they've always done kind of crazy mechanics that are sort of changing the game a bit.
03:12I personally haven't played any other game where you control two characters with one controller.
03:16In fact, when this was first announced and the game came out way back in 2013, everyone thought it must be a co-op game because how on earth would you do that?
03:24It doesn't make any sense. It doesn't seem like it would work.
03:27Not only does it work, it is incredibly mechanically effective in how you solve puzzles, how you negotiate the world.
03:36It actually starts to feel good. It doesn't even feel awkward.
03:39It goes all the way to performing quite well and being a better choice than if you had to press a button to jump between the brothers.
03:46And beyond that, it becomes quite narratively affecting. There is this wonderful ludonarrative synergy that feeds into, I don't want to spoil it,
03:58but one of the most emotional moments I think I've ever encountered in a video game. Just tears.
04:05If you know, you know. If you don't know, I'm not going to spoil it. Please go play this game.
04:10It is so special. The whole game is played without a word of spoken dialogue, so everything you feel is as a result of how effective that mechanic is.
04:19And the way it unfolds is, it's really something special. And man, I love Haze Light. They do really good work. There you go.
04:27Josh Brown, what's the most? No one talks about the mechanic thing.
04:29Well, I think I've decided in my research for this video that my kink is seeing burly men in various states of disrepair
04:36because I love any game that has, like, a real-time damage system. And one of the best is X-Men Origins Wolverine.
04:44A terrible movie, great game. But it has, obviously, Logan's regeneration in that, where if you take a hit, you can grow back skin.
04:52You can, you know, grow back limbs and stuff. Can he grow back limbs?
04:56No, Wolverine doesn't lose his limbs, but he goes down like musculature and then skeleton and then builds himself back.
05:01That's it. Yeah, yeah. You go right down to your skeleton, your muscle, and you see the skin kind of come back.
05:06And I just think that's so gross and so awesome. And if you're doing a Wolverine game, you need to have that extra level in it, I think.
05:14You need to properly see the viscera and the blood of this guy, this superhero, completely get taken down to the bone by hordes of enemies
05:22and then suddenly spring back to life in a sort of Cronenberg-esque body horror thing.
05:27But it doesn't have to be that gory. Even in the Amazing Spider-Man game, when you were in fights, your suit would tear and it would rip
05:35to the point where it looked like you'd been through, like, a buzzsaw car wash or something, you know?
05:40You were just completely torn down.
05:42And, like, that's cool because it shows how much, obviously, damage you've took, but it also means that playing well has a visual component.
05:50Like, if you get through fights without being hit, your costume is in one piece, and that in itself is kind of a reward.
05:55I do want to shout out one game before I go, and that's Never Dead, which was a terrible, terrible game.
06:00It was.
06:01But the whole concept of that title was your guy was immortal, and therefore, if you kind of, like, took damage, you could lose limbs.
06:09This is where I was thinking of the limb thing from hell. Yeah, you could lose limbs, you could even lose your head,
06:14and you have to go and seek your limbs out on the battlefield and reattach them, and that's so cool!
06:19You could use your head as a bowling ball, which is the best mechanic ever and should be in anything.
06:25It's not Medieval 2, but what is?
06:27It's better than Medieval 2.
06:29Sure.
06:30Medieval 1, maybe not, but Never Dead's probably better than Medieval 2.
06:33One for the comments, that.
06:34One for the comments.
06:35You tell me, is Never Dead better than a 3 out of 10?
06:38That's what IGN gave it.
06:39And it's just like...
06:40Come on, guys.
06:41It's not the bowling head.
06:42Yeah.
06:43Wait.
06:44Si, what's the best video game mechanic that no one talks about?
06:47So, did you know that Luigi's Mansion 3 is in the top 15, at the time of talking, top 15 best-selling Switch games?
06:54I did not.
06:55Owie.
06:56I know, right?
06:57It's really good, though.
06:58Okay, but there's one reason for that, and that reason is Gooigi.
07:01I'm being serious.
07:03Lil, you're not wrong.
07:04I'm sorry, I'm sorry, Si.
07:05I have never played Luigi's Mansion 3.
07:07Please explain Gooigi.
07:09So, Gooigi is kind of like this weird science clone of Luigi, made of ectoplasm, essentially.
07:17And on the surface, if you're playing the game by yourself, it's just kind of like a puzzle-solving mechanic.
07:22Gooigi can kind of walk through vents or walk over spike traps and not get harmed, and it's just a way to solve puzzles in a fun way.
07:30And I'm curious to know if that concept came first, or if they literally went, we want to make a co-op Luigi's Mansion.
07:36Because it kind of allows that in a really interesting way.
07:39Because, yeah, co-op Luigi's Mansion, like, very easy just to go, oh, Mario's the other character.
07:44Pretty boring.
07:45Or a toad, God forbid.
07:47Always a toad.
07:48Toad slumber.
07:49Sorry.
07:52Brightly green slime Luigi, a lot more interesting.
07:56More so because, like, I find that symmetrical sort of co-op games are all well and good.
08:03I'm like, yeah, you know, they've got their place.
08:05But, like, sometimes you're playing a co-op game with someone and one of the players is just better than the other.
08:09So that other player is a little bit like, well, I'm just sort of here.
08:12I'm having fun, but I'm not really contributing as much as my friend here or whatever.
08:16But sort of, it gives you this sort of asymmetrical co-op thing.
08:20So, Luigi can do all, like, the player who's playing as the two-player can play as Luigi and do all these things themselves.
08:26And kind of feel like they're contributing by being able to solve these puzzles.
08:29And on the sort of other swing of it, there's also weaknesses to it.
08:33Like, they can't touch water or stuff like that.
08:35So it gives this player, too, like, a completely different set of rules and stuff that they can do.
08:39So you're actually, it feels way more like you're working together by being able to do different things rather than just player one and player two.
08:47You know, the traditional Mario Brothers sort of, like, multiplayer, if you like.
08:51So I don't know why it's just always stood out to me because I guess also it really helps because couch co-op needs to, it's like slowly dripping away from the industry.
09:01And games like this, and I know it's sort of, like, things like Takes Two are, like, uh, keeping...
09:06Fly and fly.
09:07Right, they're keeping the fire sort of gently going, but we need more of that kind of thing.
09:11So, yeah, for me, like, the asymmetrical co-op thing, and especially the couch co-op thing.
09:16Like, if I see stuff doing that right, I'm like, yes, more of this, please.
09:19And for some reason, Luigi just really stood out to me for those reasons.
09:23There was a game called Remember Me.
09:25Yes.
09:26Do you remember Remember Me?
09:27Which no one remembers now.
09:28No, wasn't very memorable.
09:29No.
09:30No.
09:31But it had this one really fantastic mechanic.
09:33The whole game was advertised on this.
09:35You know, all the marketing was based around this, uh, this character you play as, uh, Nilin.
09:40Uh, so Nilin, who was a memory hunter of some kind, and, uh, you know, her job, job, her crime, really, was that, you know,
09:48she was able to sort of hack into the memories of various people, various targets, and then change those memories
09:55in order to kind of influence them politically or do whatever, make them feel guilty about something.
09:59You know, I think there's an early one where you are able to kind of turn the corrupt government official to your side
10:06and get them to help you by completely kind of gaslighting her into thinking one of her friends was killed by the government.
10:12Okay.
10:13And, you know, and it cuts back to her and she goes, oh, I'm on your side now.
10:16I'm on your side now. Bizarre, yes, that was definitely the truth.
10:18Like, it's like their entire life is rewritten, it's bizarre.
10:21Um, but the, the mechanic itself was great because you would go into this kind of, this really immersive puzzle
10:28where, you know, you've got, you've got the particular memory and you can sort of move around this memory
10:32and play it back and rewind it and, you know, and just change little things.
10:36Oh, change, change where this guy walks.
10:38Oh, move that item so he accidentally makes this stupid mistake and this guy gets killed and it was quite organic.
10:44It wasn't like leading you through, you know, it wasn't leading you by the nose.
10:48Uh, you had to actually work so. It was a really good bit of puzzle gameplay, right?
10:52Fantastic. What a great idea.
10:54Yeah.
10:55So, in a game that was however many hours long, why did you only do it four times?
11:025% of the game is these little memory puzzles and then the other 95% is just punching people.
11:11It's just...
11:12Is the punching good?
11:13Yeah, the punching is quite good. It's, it's like an above average, like, little beat-em-up system
11:18with like modular, modular combos and things and it's fine.
11:21But, I've got Streets of Rage for that. I've got The Warriors for that. I've got God Hand for doing that.
11:29But I don't have any other games where I get to go and mess around with memories in a way that actually felt like a really rewarding little puzzle system.
11:36And I think it's that detective aspect of it that I really love. It's kind of, it's a new approach to puzzle gameplay.
11:42Which felt, as I say, rewarding and organic. And there's just not enough of it.
11:47There was, you know, too much punching dudes and not enough, not enough overanalyzing dudes and guilt tripping them into committing suicide.
11:55Yeah.
11:56More please!
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