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00:00Oh, I'm dizzy.
00:02Oh, I think I need a cigarette.
00:04That was so good.
00:05So we're working at a disadvantage, in my opinion,
00:07right off the bat, where people are coming in with the expectation
00:10of, oh, this game's supposed to be funny.
00:12Make me laugh.
00:13Go ahead.
00:14There's a little bit of a combativeness that you're going to start with.
00:16We are working an uphill battle, but we're so good at it
00:21that you'll never know that.
00:22Yes, yes, yes!
00:24I'm the main character of the game!
00:26It is really hard to maintain making, I guess, what I would consider
00:32a mature game that has really immature elements to it.
00:35The comedy, the writing, every aspect of the game has that 80% of familiarity
00:40so that people really notice that 20% that's weird and different.
00:44I torture the team by caring about, like, well, why does this thing do this?
00:48And why does this thing do that?
00:49Even though it's, like, Goop or some weird little alien with buttcheeks,
00:53you know, it still has to make sense to me.
00:55It has to be fun for us first.
00:57Who's your target audience is something that we get asked a lot.
01:00For us, it's always just been, we're our own target audience.
01:03It's time for more murdering!
01:06That was nice, actually. It was a nice change of pace.
01:09With comedy, you are at least lucky in the sense that if someone's laughing,
01:13something is working.
01:14I trust my gut more than anything else, where if something makes me laugh,
01:18I'm like, that is, that's staying in.
01:20Get the man out of the way!
01:22Combat, inherently, in a first-person shooter is often funny, right?
01:26Like, when you are going and you, you know, blow someone up
01:28and they go raggolling across with a Wilhelm scream, like,
01:30that's already comedy, right?
01:32It's harder. It's harder to do.
01:33Like, it would be easier to make just a shooter.
01:35Like, the guns have to be funny.
01:37Like, a gun has to be funny. That's just ridiculous.
01:40Wow, you really just did all of that without any instruction at all.
01:44I would love to know the exact number of pages we wrote for this game,
01:48but my understanding is that it is in the ballpark of 10,000 pages,
01:53and we're not sure if everything's going to hit,
01:55and then we get the voiceover implemented into the game,
01:57and suddenly it's like night and day.
01:59You're like, oh my god, this is alive now.
02:02And that's a huge testament to our voice talent.
02:04They're unbelievable.
02:05We don't need to read for all that. Just sign it!
02:07This is all that stands between me and a beautiful heavenly bloodbath.
02:11It really comes down to the performance.
02:13Like, we're, you know, Alec does an amazing job directing it,
02:17and then my job is really to make sure that that's all clear
02:20and coming through in the game.
02:21It's really capturing that performance
02:23and, like, allowing the voice actors to really just have the freedom
02:27to do what they want and to get all that expression out.
02:30Oh, he's hitting me!
02:32Oh!
02:33Iron Life is the funniest game that I've played.
02:35I think my favorite part about the game process
02:38is seeing people's reactions at the end of the day.
02:40Our community is great. Our fans are great.
02:42They love seeing everything we do,
02:44and so I just love seeing them react to all the little moments
02:47that we have in the game.
02:48So that's probably what I'm most looking forward to.
02:50One laugh per player would make me happy personally.
02:53I can't speak for the rest of the team.
02:55I think one laugh is better than most games we'll ever get.
02:58So, hey, I can live with that.
03:00Two, three, four would be great.
03:03If you laugh the whole time you're playing,
03:05we're gold.
03:07You're good.
03:08I'll see you next week.
03:11All right.
03:12Bye.
03:14Bye.
03:16ل
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