Triple Click

Triple Play: Saros

67 min
May 7, 202624 days ago
Listen to Episode
Summary

The Triple Click team discusses Saros, a new PS5 third-person roguelike shooter from Housemarque that builds on their Returnal formula with improved accessibility features, a shield mechanic that changes bullet-hell gameplay, and cosmic horror storytelling. The hosts also review the Steam Controller, a National Geographic bee documentary, and a Hollywood satire novel.

Insights
  • Saros successfully iterates on Returnal by adding quality-of-life improvements (persistent shortcuts, extra lives, difficulty modifiers) that make the game more accessible without sacrificing mechanical depth or challenge
  • The shield mechanic fundamentally changes bullet-hell design philosophy by incentivizing absorption over pure evasion, creating a more strategic and less purely reflexive gameplay experience
  • Sound design and haptic feedback are critical to performance in action games; players with quality headphones and controller haptics report significantly better situational awareness and combat effectiveness
  • Housemarque learned from Returnal's player retention issues (inability to suspend runs, extreme length) and deliberately designed Saros with player-friendly features, suggesting industry-wide recognition of emotional difficulty versus mechanical difficulty
  • Gyro aiming and capacitive thumbsticks represent underexplored control innovations that can meaningfully improve accessibility and comfort for players with hand strain concerns
Trends
Roguelike design moving toward player agency and accessibility without reducing challenge—difficulty modifiers and persistent progression becoming standardHaptic feedback and controller innovation becoming core to game design rather than gimmicky features; DualSense and Steam Controller setting new standardsThird-person bullet-hell games gaining traction as alternative to top-down shmups; shield mechanics and movement-based design replacing pure evasionQuality-of-life features (suspend/resume, fast travel, shortcuts) becoming expected baseline rather than luxury in demanding gamesCosmic horror and Lovecraftian aesthetics continuing to influence AAA sci-fi game narratives; Event Horizon and body horror imagery as visual reference pointsDocumentary filmmaking leveraging specialized camera technology (macro/microscopic) as primary storytelling tool; James Cameron's involvement in nature docs signaling prestige shiftEpistolary and email-based narrative structures in literary fiction as effective satire vehicles for workplace/industry commentaryPlayStation exclusivity and DualSense integration as competitive advantage for first-party titles; controller-specific features driving platform differentiation
Topics
Roguelike game design and difficulty balancingBullet-hell mechanics and third-person shooter hybridsDualSense haptic feedback and controller innovationAccessibility in challenging gamesCosmic horror and Lovecraftian storytelling in gamesGame narrative pacing and character developmentQuality-of-life features in game designGyro aiming and motion controlsPlayStation 5 exclusive game designReturnal sequel design and iterationSound design in action gamesProcedural generation and roguelike structureMotion capture and character animation in gamesNature documentary filmmaking technologyHollywood satire in contemporary fiction
Companies
Housemarque
Finnish developer of Saros and Returnal; discussed as exemplar of iterative game design and learning from player feed...
Sony Interactive Entertainment
Publisher of Saros as PlayStation 5 exclusive; platform holder whose DualSense controller is central to game design
Valve
Maker of Steam Controller and Steam Deck; discussed for innovative controller design and Steam Input software customi...
National Geographic
Producer of 'Secrets of the Bees' documentary featuring microscopic camera technology and bee behavior research
Square Enix
Publisher of Final Fantasy VII Remake series; mentioned in discussion of naming conventions for upcoming Part 3
Maximum Fun
Podcast network that produces Triple Click; hosts MaxFunDrive membership campaign and charity initiatives
People
Kirk Hamilton
Co-host discussing Saros gameplay, Steam Controller, and providing strategic gameplay insights
Maddie Myers
Co-host discussing Saros difficulty, sound design importance, and reviewing 'Secrets of the Bees' documentary
Jason Schreier
Co-host analyzing Saros boss design patterns, story structure, and reviewing 'Like This But Funnier' novel
Rahul Kohli
Voices protagonist Arjun Devraj in Saros; praised for performance quality despite motion capture limitations
James Cameron
Produced 'Secrets of the Bees' documentary; discussed for his investment in specialized camera technology
Hallie Cantor
Wrote 'Like This But Funnier'; former writer for Arrested Development and Inside Amy Schumer
Quotes
"If I were the CEO of an interstellar mining corporation, I would only colonize chill planets with no monsters where time flows normally."
Kirk HamiltonOpening
"The sound design for the enemies is so expressive and creepy... I know exactly where every enemy is behind me via sound."
Maddie Myers~15:00
"It's all about execution rather than recognizing what it's doing, as opposed to Elden Ring where you have to react to what it's doing in a very different kind of way."
Jason Schreier~25:00
"You just run in circles while shooting the game and you never stop moving... it's never as bad as I think it is."
Kirk Hamilton~60:00
"The bees are solving puzzles... you end up being like these are all playing blueprints and I love these."
Maddie Myers~110:00
Full Transcript
All I know is, if I were the CEO of an interstellar mining corporation, I would only colonize chill planets with no monsters where time flows normally. Welcome to Triple Quick, where we bring the games to you. This week we're talking about Saros, a nifty new PS5 shooter from the team that made Returnal. It's a sci-fi story on a very unchill planet, but that's what makes it fun. I'm Kirk Hamilton. I'm Maddie Myers. And I'm Jason Schreier. Hello. Hello. Hello, my friend. How's it going, guys? Guys, I saw a rumor over the weekend about Final Fantasy VII Remake Part 3, and the rumor, which I hope is not true, says that it'll be called Final Fantasy VII Return. And the reason I hope it's not true is because then Kirk would win a predictions point. Well, I hope that it is true. and the only reason I wouldn't hope that it would be true is that it would confuse people because they've already used Return as a, was it Crisis Core subtitle? No, no, no, Reunion is the one they used. That's why you predicted it would be Return. That's right. Kirk, past you was very intelligent. Did you forget? You need to give yourself more credit. No, it's just that these names are all kind of the same and I get them mixed up anyways. I don't know what you mean. There are only so many words that start with re. They could have called it Final Fantasy VII Returnal. Okay. We called it Final Fantasy VII Sorrows as a spiritual successor. Okay, so past me already thought this through. Yes, yes. You've already solved it. You did your research. I did. Well, if all of you listening to this show have been following us for a little while, you know that it is the end of MaxFunDrive. It just wrapped up last week. Thanks so much to everybody who joined up to become a member or increase their membership during MaxFunDrive. We hope you get your keychain soon and enjoy it. Also, thanks to everybody who came and hung out during the stream last week. That was a lot of fun. Yeah. We had a good time playing doing another one. Still in the archives. Yeah, we should. You can belatedly check it out. We had a good time playing Diablo 4. I played some Retro Rewind, which is a kind of random pick that wound up being pretty fun. And then, of course, we closed out with some Balatro. That's still on our YouTube channel. We'll leave it up for a while. If you want to go watch it, it'll just be around on our YouTube channel. So you can find that at TripleClickPod on YouTube. and go just hang out with past versions of ourselves. Hang out with echoes of us as we play video games. It's kind of like when you're playing a Souls game and you see the echo just kind of doing something else. That's what watching our stream is like. So those of you who are new members, of course, have a ton of bonus episodes to go through. The most recent one we ran during MaxFunDrive was our Sopranos Seasons 2 and 3 Beanscast, which was a ton of fun. It's like two and a half hours long or something. It might be the single longest thing we've ever... bonus. I think it is. So we'll do a few of those for the remainder of Sopranos over the coming maybe year and change. Probably fitting a couple of seasons into super long episodes. What a fun show to talk about. That was a lot of fun. And yeah, if you're new, enjoy all the bonus stuff because there's a ton of it for you. And there will be more in the future. How many people out there would pay us to do an episode by episode breakdown of the entire series? Right in! I mean, I know some people would because people have told us. If only time were infinite and it was possible for us to make six or seven podcasts a piece, we would do that because, yeah, that show would support it. All right. Well, let's get into the topic for this week. We're talking about Sorrows, the new PlayStation 5 exclusive, which the three of us have been playing and I think we're looking forward to talking about it. So I wrote a little intro for it, which I will now read to you all. Saros is a third-person roguelike shooter with a narrative rooted in sci-fi cosmic horror. It places an emphasis on fast-paced firefights in enclosed areas, with players shooting, jumping, and air-dashing their way through spiraling vortexes of color-coded enemy attacks. You can think of it as a third-person iteration of what's come to be known as bullet-hell gameplay. gameplay. Think Gradius, Ikaruga, or more modern derivations like Enter the Gungeon, or even Hades, or Vampire Survivors. Undertale. Undertale definitely has some bullet hell elements. The map is constantly covered in streams of slow-moving projectiles, sometimes fast-moving projectiles, which players must navigate while executing their own offensive maneuvers. Finnish developer Housemarque has a long history with bullet hell game design, particularly in their celebrated Super Stardust games though Saros is most clearly a follow-up to their 2021 game Returnal and is very similar in most respects. I suppose I should say Saros because we've had some discussions of how to pronounce the name of this game. I'm pretty sure that's what it is but they don't say it in game or they have yet to for me. Oh, you haven't gotten to the scene where they're like, you know, it really is a Saros in your game. You meet a character named Saros. It's actually the character with all the arms on the cover of the game. Oh, really? Okay. I'm wondering who that is. No, I'm kidding. In Saros, you play as Arjun Devraj, a soldier working for Sultari, a corporation who have funded the colonization of a planet called Carcosa in pursuit of the mineral Lucinite, a powerful energy source. Sultari has sent and lost contact with several colonies, codenamed Echelon, before Arjun's Echelon 4 group arrives, tasked with finding what happened to the colonists of Echelons 1 through 3 and reestablishing the extraction of Lusenite. Devraj also has a more personal stake in his mission. His wife, Nitya, was among the earlier colonists who have gone missing. Of course, Carcosa is not a normal planet. It's more of a Lovecraftian hell world where nothing is as it seems. Dangerous enemies lurk around every corner. Powerful eclipses rewrite their rules of reality. And time does not function as it should. Arjun and his companions find themselves trapped in a surreal spiral of looping time and madness as their grip on reality slips and he continues to fight his way forward. And that's Sorrows, pretty much. You start shooting stuff and you go in loops because it's a roguelike and it's pretty damn fun. So we've all played kind of similar amounts, not a whole ton, but I think enough to know what this game is kind of about. So let's talk about it. Maddie, how about you kick us off? Sure. I've played several hours. I'm still on the first boss, which I think is probably around where I was in Returnal when we recorded that episode. And is enough for me to know that I think bullet hell games are very difficult. This is also a bullet hell game. But thankfully, unlike Returnal, it also has a lot of elements to it that help you not necessarily make it, but certainly help make it easier, but also make it what you want it to be. There's a skill tree. There's a sort of RPG-esque skill tree where you can, when you go back to base, there's a base, Hades style. There's a base that you return back to and you unlock things. And that's been really helpful for me, given that every time I die, I'm like, okay, great. I've got a way to get stronger. I can go talk to this AI computer and help it give me upgrades. But we'll get into it. But I do think that the game. OK, so here's another thing about this. I had sort of intended on playing it like a little bit on my Steam deck, like, you know, while Dina is watching a television show. And usually if I'm doing that, I'm playing with the sound off. I don't think you can play this game with the sound off. I don't know if you two tried that, but it's way harder if it's completely silent because the sound design for the enemies is so expressive and creepy. Like they kind of make clicking noises. They're like these sort of alien tentacled beings. And in my headphones, which I'm wearing right now, which is how I've generally been playing the game when I do the best, I have that kind of surround sound. So I know exactly where they are. And then I can use the dash mechanic, which is lovely, and the shield mechanic to make sure I'm, you know, absorbing projectiles correctly, etc. But also I know exactly where every enemy is behind me via sound. And I thought that was an interesting aspect of the game that I don't think I tried with Returnal. And I'm wondering if I went back to Returnal, would it be easier for me if I played it with my pretty expensive surround sound headphones? So I've really been aware of sound while playing this game as being something that is helping me play better than I think I would otherwise. Interesting. Yeah, we can talk more about the sound and the situational awareness maybe when we get a little deeper into it. Jason, how about you? What are you thinking of this game, Big Picture? Yeah, I'm up to the second area. Yeah, I really like it. I don't know how much more I'm going to keep playing, but I've enjoyed what I've played so far. The story hasn't really done much for me. It feels very tropey, very, oh, my God, my crew are going insane on this planet, and nothing is as it seems. From what I've gathered reading things online, the story gets more interesting later on, but it hasn't hooked me right away the way that Returnal's story did, where you're playing as, what was her name? Selene? Selene? That sounds right. And this kind of middle-aged lady who just wants to know what the hell is going on and seems to be driven to insanity. So the story has been a little bit disappointing for me, but the gameplay is really cool. I really enjoy playing around with the shield and how that changes things. I've been thinking a lot about the design of this game in comparison to other roguelikes and other action games. And what I think is really interesting about this particular bullet hell and about, I think, some similar bullet hills is the way that its bosses' patterns work. And so when you're taking on a boss in Saros, it is following a very specific pattern the way that kind of like, I don't know, an old school action boss might, where you know it's going to do pattern A and then pattern B. And then when it changes into phase two, It'll start doing better than A and then B and then C. And it's all about execution rather than recognizing what it's doing, as opposed to, say, Elden Ring, a Souls game where you're fighting a boss and you have to react to what it's doing in a very different kind of way. You have to recognize what it's about to do and react accordingly. In this game, you have an idea of what it's going to do. You just have to have the twitch reflexes to get around it. And that's really interesting. It's a different kind of way to play. an action game, more of an old, an old school feeling to an action game. Everything about this feels, feels very kind of classic in its nature, but yeah, it feels really good to play. I'm really enjoying it. Maddie, to your point, by the way, I believe that it's after the second boss is when you unlock mods that let you make the experience way easier for yourself. What you'll need to do, I don't know how, it sounds like you're pretty early, but have you gotten the second chance ability yet? I just got that. Okay, that'll make things easier for you. Or as one might call it, a death defiance, if one knows it from hanging. I would call it an astronaut because it's an astronaut in return. Sure, yeah. That'll make things easier for you, especially on that first boss. Yeah, I finally got that on the run I was playing right before this call. Another pro tip is that there's a shortcut that you can take as soon as you do the whole moon thing. There's a shortcut, so you don't have to play through the second part of the level. You can just go right into the boss. So just find that shortcut. Great. I love to hear that. That was another thing that I Googled at one point. I was like, when and how will there ever be fast travel in this game? And it's nice to know that eventually there will be. No fast travel, but shortcuts for sure. Or at least something like it. Well, I mean, you can fast travel between the different regions, but there's no real fast travel. It's more about the shortcuts. But yeah, overall, really enjoying it, I would say. Yeah, I'm liking it as well. And yeah, I do appreciate how there are just some persistent things in the level, I guess, is how I would describe what you're describing, Jason. You open a door and the door stays open. There are some doors that once you open them, you can then access the boss. So you don't have to play through the whole level if you die at the boss. Though you can play through the whole level since playing through the level gets you upgrades and gets you new artifacts and all kinds of new things, more powerful weapons, etc. Yeah, I'm liking this game. I suppose, first of all, I should say I've died six times. So I haven't beaten it, though. I'm only up to the second boss, and I will certainly die more than seven times on this game. I kind of wanted to get to eight just to let myself off the hook a little bit, stop thinking about it, and also just because it would have been funny to have died eight times already. But I'm sort of playing this game a little differently than I played Returnal and having more fun with it. And also, death is kind of an important part of this game, in particular because a lot of the story kind of develops as Arjun returns to base. I just had a cutscene play out with a very important character, kind of a mysterious one, a little bit obvious maybe what they're going for in the ways that the story is generally kind of obvious, kind of trope-filled, as you said, Jason. But, you know, I think you really get to see that stuff if you die. And death just doesn't really punish you that badly pretty quickly in the skill tree. You also unlock the ability to lose less lucenite, which is the thing you're collecting from enemies and then using to purchase your upgrades, along with some other rare currencies. And yeah, I wouldn't say, I mean, I want to be clear, I guess, with people, this isn't an RPG skill tree. Like, you're not deciding that you want to play a tank versus, like, a summon character. Like, it's just a, it's like you get more powerful the more you play. And so you're just, it's kind of a tree. And there are branches in it. You can kind of choose which direction to go. But I would imagine that as you play, you kind of just unlock it all as you go. thing yeah like now i'm just i've unlocked a ton of stuff and i'm just like a lot better like my guns do more damage and i have more health and i kind of have i get higher rank guns earlier it's kind of that sort of a deal the same as a game like hades or you know another roguelike um anyways i think this game is really really fun um the story is not really grabbing me we can talk about the story more in detail maybe all together but uh it's cool i think the setting is just beautiful It looks amazing. It reminds me of that movie Event Horizon combined with the, if you remember, the vision that Commander Shepard has in the first Mass Effect when Commander Shepard touches the whatever it is, the thing that gives them the vision. Yeah, I replayed Legendary Edition all the way to the end when that came out. So I remember it very, very strongly. That was a pretty recent replay for me. It's a good vision. It's got that kind of orange-hued body horror, screeching flash cuts to things that just seem terrible, you know, like a microchip being stapled onto a brain or something. You're not sure it's happening fast enough that you can't quite figure out what it is, but it's enough to leave you feeling disturbed. A lot of the transitions between sequences in this game have the same kind of jump cutting. You're not really sure what's going on, though, of course, they're gradually doling it out to you. And I really think it's beautiful looking. I mean, Returnal was also a beautiful looking game. And then to your point, Maddie, beautiful sounding. The music is amazing. I mean, this is something Housemarque has always been good at. A bullet hell game is kind of a music game. It's something you were saying, Jason, about the boss fights. When you're in a boss fight, especially when the attacks begin forming these beautiful spirals and patterns, and the music is just pumping in your headphones or speakers, and you're dodging and you're kind of doing this dance dance revolution, you know, mostly just holding down the trigger to shoot. and not even looking where I'm aiming almost, and just dodging my way through. It feels more like a dance, more than a fight at times. And so I think it's like the sound design is amazing. Also, this game, like Returnal, makes probably the best use of the PlayStation DualSense controller of any game, just because it's a PlayStation exclusive. AstroBot would have some words with that. I don't agree. I think it's stronger than AstroBot. AstroBot feels gimmicky to me. It uses the controller really well but this to me feels like a much more holistic use of the technology It feels like really an organically connected part of this experience Some of that is because Astro Bot is just somewhat gimmicky or like it has a more toy-like playful energy. And this is a little bit more of a considered experience. But man, I mean, the way the haptics work during explosions or these like horrible, you know, bio robot sounds are so cool. I don't know if either of you ever just take your headphones off and listen to the controller. Yeah, I haven't. It's awesome. Just go on. What is it doing? What is the controller doing that I'm missing? Well, remember, so this is something we had an expert come on and tell people about this, that the haptics in the DualSense are sound-based. It's actually speakers that are generating that sound rather than just the jumping bean like tumbler that used to make the vibrations in like an Xbox 360 controller. And so when you listen to it, you'll just hear it like groaning and shrieking. It sounds totally insane. It's really recommended. I might, if I have time, I'll put a microphone on mine and just record it so people can hear what it sounds like because it's really cool. Anyways, I really like all of that stuff in this game, too. I've talked for a while. Let's talk a little more about the combat, I guess, like what we think of it. Jason, you were saying some stuff about how this game does bullet hell. I'm curious if you have more thoughts on that. Yeah, well, the shield really changes things because in Returnal, it's all about dodging the bullets. And here you have to kind of have that extra thought in your head of, oh, should I be absorbing these bullets? For those of you who haven't played it out there, the way that Saros approaches this, I'm just going to say Saros. It's fine. Say whatever you want. It's just a thing that's going to happen. People know what we mean. That's what matters. I'm from New York. I'm going to say Saros. Okay. I'm from New York. I'm walking here. I'm going to say Saros. New York! It's Saros! So Returnal didn't have any sort of shield. Saros does. It gives you a shield. And the shield kind of creates this big blue sphere around you. kind of like the Vegas orb, which I saw last week and is really mind blowing. Puts a Vegas orb around your character. Did you go to a show at the orb or did you just see it? I just saw it from the outside. I don't want to go to a show there. I was on my way to the airport and it was like, it was, I don't know, hologrammed up, whatever you want to call it. It was skinned to be like the moon and there was a full moon above it. And it was crazy to look at. Anyway. The planet Carcosa actually was once Las Vegas, but it's been destroyed. And this is just what it looks like now. That makes sense. Okay. the saros is actually a casino spoilers i guess no i'm just kidding that's what a twist that would be interesting it's like a very like planet of the apes situation where like suddenly you get to the chinese theater whatever the heck and you're like what's going on where june goes through a door and comes in on the floor of a casino and there's just like a bunch of people like at the slots anyway so okay so you get the shield and it surrounds you and it's blue and if you use it for too much time, it will shatter. It will stop working. But it blocks all attacks from hitting you. And then to keep it recharged, you can absorb blue orbs into it, which will keep it recharged and will also recharge your special ability that makes a weapon do an extra powerful attack. So you are incentivized to be absorbing bullets so that you can use extra powerful attacks, especially on bosses where there is a rhythm to it of collecting these blue orbs and then spewing spewing your attacks back out at the enemies but then there are also orange orbs which you don't want to absorb because those will uh deteriorate your health and basically just temporarily lower your max health so that you can't even restore uh past a certain amount kind of like taking chipping away at your health meter so yeah it's a cool system and makes you rethink um just the kind of typical dodging bullets routine or rhythm that you would in Returnal or another kind of more traditional bullet hell game. And yeah, I really enjoyed it. Once I got the hang of that first boss, I believe it's called Prophet, I got really into it and was just kind of like feeling the zen of just dodge, dodge, absorb, shoot, dodge, dodge, absorb, shoot. It really, like I mentioned before, It has a very different feel than an action game that you might be more accustomed to playing in 2026 because the bosses just follow that same pattern and same routine, which really changes the way that you think about it. It makes it a little bit more, I don't know, meditative than it does. You're engaging your kind of passive brain a little bit more than your active brain because you kind of you know what you're doing and you just have to kind of have the muscle memory to pull it off. which is fun, which is cool and feels very different than playing a lot of other games these days. And it's also beautiful to look at. I mean, just seeing these orbs, this just kind of, this rain of blue orbs just everywhere, and at this consistent 60 frames a second, like you never lose this frame rate. There's some technical wizardry going on here. It's really, really cool to look at. And that also kind of adds to that meditative experience where you just feel like you're serene. You're just at peace with the universe and all of the orbs and the madness surrounding you and you're just soaking it in. Yeah, I don't know if I ever feel at peace entirely because the music is playing this like industrial sawmill, like that kind of sound. What, you don't find that calming and meditative? Typically no, but I do know what you mean because I feel like just at the stage of the game that I'm at, which is a little like behind you a step, I feel like I'm finally getting to that zen place where I'm like, okay, I understand the kind of wax and wane of the shield and how to use it. And it's important to use the shield. Definitely. I was dodging too much when I was first starting out playing the game because the dodge feels really good. And I just was like, oh, great. Like, I don't, I don't really need to think about that shield. And then over time I was like, oh, the shield is actually extremely crucial to ever getting my power up superpower gold bar filled your power weapon yeah yeah because if you don't ever use your shield then you'll just run out of that and that can be very important against like higher level enemies and stuff um and also even if you don't think you need the shield i would often find that was like my health was chipping away even if i thought i was dodging everything and it's it's better to use the shield and absorb more because you can get closer there's also a melee attack in this game that feels very good as well so like that combination of having it be a shooter with a lot of weapons possibly all of them in some form will just auto aim in some way for you i think because the game moves so quickly i i feel like if it's very forgiving essentially like the game is very forgiving about just kind of making sure a bullet or two will make to the target, even if you were dodging, which I appreciate in a game that so heavily wants you to use a controller as opposed to being on PC where, you know, PC and mouse obviously is better for like a twitch shooter, but that's not really the vibe of this game. As you're saying, Jason, it's more reliant on movement and any game that's reliant on movement and you using the joysticks to aim is going to want to have a very forgiving aiming mechanic so that you're not constantly like having to move the camera around. Yeah, I appreciate that. There's like a different amount of auto-aim or aim assist on different weapons. And it really makes a big difference to me the type of weapon I'm using. I've gotten some really good weapons. And they all have like a secondary function where you half press the trigger and shoot them. One that I really like is a kind of hand cannon that you can fire at as fast as you can pull the trigger if you pull the trigger halfway. And it does a ton of damage and is good at range. There's a shotgun you get later where the alternate fire turns it to like a vertical spread. So depending on the enemy that you're fighting, you can kind of think tactically. And the weapons all just feel really good and are very fun to use. I definitely have my favorites. On my best run, I had like an autocannon that was really incredible. I've found that there's a significant difference between the boss fights and the fights in the arenas. and I guess that's kind of worth teasing out a little bit here explaining to people who haven't played the game. The boss fights, yeah, are almost this dance experience. Jason, I'm curious, when you beat Prophet, did you get to that final phase before beating the boss or did you see the final phase the first time when you got to it and then you beat the boss? Well, this will spoil something for Maddie, but the game's been out for a little while, so I'll just say, yeah, I beat the second, phase with like a sliver of health yet and i was like fuck yeah i did it and then immediately died amazing yeah the final phase is it was a nice it was a nice little practical a little bit more like like an elden ring than than than otherwise it's like the second gargoyle showing up or whatever i kind of is i mean in the way that when you really learn a souls fight then when you finally learned it and you you get almost to the end and die you'll typically go back and beat it without getting hit at all. I was having that experience. I died, I think, twice on the boss. On the second time, I'd figured out all the moves and seen most of the phases. And then I got to that final phase. I still had my extra life. And I was like cruising because it was that experience of I know every move. I go left, I go right. Now I jump. Now I wait. Don't go to the sides because that's where the tall grass slows you down. And then the final phase is so cool. And I won't totally describe what it is, but it's just like really, really intense. And it feels like Tetris effect. It feels like you're just like totally in the zone. I was like, oh, my God. It was like absolute health. And it was incredibly thrilling. I just want to say that I have died a lot more than six times. That's fine. It's fine. This is a safe space. I am way worse at this game than Kirk Hamilton is. Kirk says, oh, Jason, it's probably because you're watching TV. And I'm like, well, no. it's because i'm not quite as good as twitchy in my case i've elected not to watch tv while while playing this right yeah for you it is healthy yeah it does help i just want to point out that there are some games that i i am very good at this is not one of them that's fair i let's talk a little about the difficulty and i can maybe explain a little bit about how i play because yeah i it is funny i think i play this game pretty well and i don't think of myself as being like a great twitch player exactly like a twitchy shooter well how are you at like tetris effect and other that kind of game because i actually think that's an interesting comparison yeah i'm okay but i'm not great um what i like about this game is that it allows like i think i my strategic approach to these fights tends to be pretty effective and it does feel very similar to returnal to me um and that's just to keep moving like yes you want to use your shield kind of aggressively it's nice that a lot of enemies will shoot blue, you know, blue projectiles. And then the projectiles will stick around for a little while. So you can go kind of mop them up with your shield. Like Pac-Man eating my dots. I love that. Yeah, it feels like Pac-Man, which is cool and kind of charge up. But at the same time, you know, when I beat the first boss, I then went to the second area. I cleared the entire second area and got to the second boss all on that same life. Like I just kind of kept going and it kept working out because I was just playing, I guess, really, I was really moving. Like you just run in circles. This game for me is just running in circles while shooting the game and you never stop moving. And it's kind of just like, it's never as bad as I think it is. You know, even when enemies warp in in the middle of a fight and there's a kind of sub boss chasing me around the room, it's never quite as bad as it seems. And if I just kind of slow down for a second while kind of holding the thumbstick forward, I'm usually okay. and I find that that mobility is the key though to staying alive. That's good advice. I think I'm more aggressive than you and maybe that's why I have died a lot more. You have to be smart about it. You have to make your choices as to when to be aggressive and I don't like playing with the shotgun, for example, because it's really short range and I vastly prefer a long range weapon where I can kind of keep something between me and every enemy. Like the first sub boss that you'll fight is just this big, huge bruiser dude who jumps at you and has a couple of kind of nuke attacks that'll do a lot of damage. He's so easy if you just run in a circle and like keep some element of the environment between you and him. And that's something I guess I just do instinctively from Returnal. I don't think it's some mind blowing strategy. I'm sure a lot of people do this. The game, the levels are designed to make you do that. But that's really crucial, I think, is to just move in circles around the edge of the room and try to keep your wits about you in terms of location. I also find, actually, I play this some on the TV and then mostly on a computer monitor. I find it way better on a computer monitor in part because you do have a mini-map that isn't, you know, this isn't a game where you need a map to navigate exactly. But in combat, it's super helpful to look down. And it's kind of like Halo or whatever. You see red dots. and in some of those fights especially later when you're fighting a big beafer and they're pushing you around the room suddenly ads will just spawn in and if you're not paying attention you can really lose a lot of health just because there's like a dude standing right behind you who starts shooting you that you didn't even realize was there so looking at the map i've found that's super helpful and on the tv it's like the screen is a little too big like there's too much to take in and it's so visually overwhelming and so easy to lose your head and the minute you start to panic or get too excited, that's when you start taking damage and pretty quickly die. That's a good tip. I haven't been using the minimap in that way. And I like that. I will confess you can also fall off a cliff in this game. I don't remember if Returnal involved that. But some of the times when I'm trying to do what I didn't know is the Kirk Hamilton method, which is simply run in circles. I agree, very effective. I have been known to simply fall off a cliff and immediately be like, well, I was going really great. Well, you don't die. You just lose a chunk of health. It is personally humiliating though. So there's that. It's deflating. You're just psyched out. I do feel like you kind of lose your momentum in a very literal sense if that happens to you. But I do, I agree with you. I think you're right that that focusing on movement, accepting that sometimes you will fall off a cliff and in my case i think i'm a little too scared of that as a possibility but it's actually not that punishing it just takes off like i don't know like a tiny hair of health just as a mild punishment it doesn't send you all the way back to the beginning if it did that that would be really tough that would change the game if it became like a 3d platformer in addition to everything else that is yeah that would be brutal um can we talk about the story for a second um so when I started this game I was like I was ready to be like invested in the story um I like Rahul Kohli I like his performance I really liked him in the fall of the house of Usher um uh that show pretty silly but pretty fun show and yeah very silly and very fun show um and uh I think he's a good actor and I was ready to get into the story but like from the get-go it it throws like 10 different characters at you acts like you should care about them it's like oh no we lost I forget their names but like this guy oh no we lost him oh no this guy's going insane oh no everyone's so sad and it's just like i have no idea what's going on it's like the this just awful sci-fi novel that i've just been thrown into immediately there's really nothing to grab onto other than your main character looking for his wife which i think would be a little more interesting if it weren't just stuffed with all these sci-fi tropes about um people going madness because of space disease or whatever, which feels like every single sci-fi movie I've ever seen in my life. And again, from what I've gathered, the story does get more interesting later on as your main character, Arjun's kind of character is revealed more, but it does not start with a bang. I don't know how you guys felt, but I was just kind of ready to not even, I just stopped even doing dialogue in the home base with people just because it was so boring for me. I just had no reason to get into it. Plus the combat is a lot more fun. So I was just eager to get back into the gameplay. Yeah, I think the combat is definitely the star. But I saying that also having not gotten to the part of the story that is supposedly good I think what tough about it is that although I actually think the voice performances are really great across the board the mocap the motion capture is not And typically especially in that opening scene, the characters are, the voice actors are like fully bringing it. They sound so stressed out. They're like, how are you alive? Like, it's clear that Arjun is coming back from the dead and he's been missing for a long time. And they're like, have you succumbed space madness or you've got to kill all of us they're freaking out as soon as they see you but like the actual character models are not matching that expressiveness so like that was kind of an issue that I noticed throughout where I'm like okay I guess they just chose not to have that be something that was super important but it does mean that then I don't feel as connected to the characters and instead I'm like okay like the voice performances are good here but like the characters themselves end up seeming more wooden than I think they deserve. That said, I didn't really mind the bit you highlighted, Jason, about the fact that it's all just proper nouns. I'm okay with that in a science fiction story. And if anything, I'd rather that than people trying to explain everything to me. And I sort of appreciated that they didn't, and that I was just dropped into the story and was like, okay, I don't really know what's going on, but I'll figure it out later. and that's okay with me. That's how I'd prefer it. Yeah, I generally agree. The setting, like the setup is pretty familiar. Like I mentioned, it really does remind me of Event Horizon, that movie, just the idea that something went wrong and now we've arrived to find out what. And it seems like, I think a lot of the twists feel fairly telegraphed to me in the broad strokes, just what we're gonna find out some things about these early colonies. And I don't exactly know what, but it just seems like whatever it is, it's not going to be good. You know, we're on this planet where time doesn't function the way that we think it should. So that opens the door to all kinds of possibilities with like, who's really behind all this? And there are cut scenes. It's you in the past. I mean, it could be something like, but right. You're kind of anticipating like, oh, this is going to be that kind of a story. It's something like that. There are cut scenes with more motion capture. I just saw one. It was nice. And I think those are cool. I'm guessing this is just an issue of development resources, and I understand why they would focus on some things rather than others. But yeah, you notice it when you're in the base, and it's kind of just an actor's voice reading over a mostly static character model just sort of standing there. And I think that reduces the effect where, I mean, comparing this to Returnal, you can imagine a version of this game where Arjun is alone, at least for a while, and they maybe more gradually introduce the cast and in particular introduce characters who are more important to him, who I've now met a couple and like built up those relationships a little, like given me a little more time and also had more time with Arjun and maybe Primary. Primary is the name of the AI, which is this pretty cool, I mean, one of the things that this story has going for it is great art design. Everything looks cool as hell. And Primary is this like monolith that floats in the center of your base and uh it talks to you it's really rude like it's basically that i thought that was a fun detail to have the ai be it's the like 23rd century bossware ai of this this space corporation it's the opposite of your pal in pragmata who's just like yeah lovely yes very much chat gbt it doesn't tell you what a great question you just had or whatever yeah it's the opposite of of diana that's really funny oh no i meant i didn't mean that well yes diana but i meant the the little like screen thing you get in your base in in pragmaton but diana oh yeah that's a good point i can't remember what that little guy's name is he's adorable too i think his name is cabin yeah yeah that's it yeah primary and cabin should should hang out they would not get along that should be a sitcom primary and cabin could you imagine them being roommates oh my god i kind of could wow the They would get up to be like Bojack and Mr. Peanut Butter. So I think that if it were just Arjun for a while with primary and we spent some more time with him, that could maybe have been more effective. Then again, I also understand why Housemarque would want to do something different. Selene in Returnal was all alone and that was very effective. But it wasn't just that she was alone. So early in Returnal, Selene is making her way through this alien planet. and then suddenly there's a house, like an Earth house just sitting there, you know, on the face of this planet. And then you go inside and it becomes like this first person game where you're walking through this house and it's this memory. It seems clear it's a memory, but it's not clear of what. And like, it's got this like horrific kind of scary energy. And then you gradually re-experience that house and the house becomes like how Celine's backstory and the narrative is delivered. That's really cool. You know what I mean? that was the kind of thing that jumps out at you and that I still remember all these years later is the feeling of seeing a house and being like what the hell and going inside it and I think that by comparison there is or I haven't come across anything yet in Saris that feels as immediately iconic and interesting and different it's more it's all very familiar and I would imagine with more cut scenes more time really seeing the more expressive versions of these characters and then learning the twists and turns, even if some of them are somewhat predictable, like I can imagine that eventually making it all feel more narratively interesting. But it does kind of, it doesn't grab me as nearly as much at the beginning. Worth noting, by the way, one of the big differences between this and Returnal is that in Returnal, if I remember correctly, you had to go through each biome every single time you started a loop. So like you died, you started all the way back at the beginning, you had to go through bio one, then bio 2 and then bio 3 etc um which also gave you more of an opportunity to keep seeing that house and and seeing new story stuff in this there is uh you can you just start at the new biome so you beat biome one and then you can just start at the beginning of biome two so very different type of structure um which i think also just kind of plays into the storytelling i like this structure in general as a video game yeah less less repeating things yeah yeah and also it has a kind of a metroidvania feeling too because this also happened in returnal but it's structured differently in this game where you know the first thing you unlock after beating that first boss is the ability to jump off of these pads so when you're going through the first area you'll see these latch points and it's like okay well i'm going to get a grappling hook that will pull me up there or you'll see like a thing on the ground beneath a jump that you can't reach and it's like okay well clearly at some point i'm going to be able to trampoline off of that so once you start to get that there's a reason to go back to the earlier worlds. You get more story, you find more, you know, like audio logs, but also you get more upgrades and you can kind of unlock more stuff. So you do have an incentive to go back, but then also you can just push forward, like you were saying, Jason. And then, you know, once you've unlocked the boss room, you can explore as much as you want to upgrade. It's kind of a risk because you might lose some health, but you're probably going to get more powerful. And then you can just go straight to the boss and fight them whenever you want and like that kind of more empowering and slightly more like player friendly video game structure is is definitely a point in this game's favor i mean i'm sure the two of you remember listeners might not remember a big thing with returnal when it launched was that you couldn't stop playing in the middle of a run yeah i was gonna bring you would just have to restart that was a huge issue freaking long longer and longer the more you play My finishing, I remember being like, I don't know, an hour in or something and just being like, oh man, you know, up to the final boss or whatever and just kind of couldn't stop playing. And of course, people have all kinds of reasons that they need to stop playing games. This was a huge problem. Yeah, I complained about this quite a lot because my kid was like one and a half or two at that point, my oldest kid. Yes, and this was clearly a lesson Housemarque learned. They added that function to Returnal. Right, they patched it in. Yeah. And this game is much more player friendly in that way. You know, we talked about getting the extra life in Returnal. That was always something you would find. And if you played thoroughly, you would typically find what was called an astronaut. And that was your extra life, which was very nice to have. But you had to find it on each run. In this game, you just have one. Like I have an extra life all the time, which feels incredibly luxurious. And then, as we've mentioned as well, you can actually unlock modifiers for the planet itself after the second boss. and make the game way too easy for yourself, I think, if you want to just plow through it and see the story. So it's a way more approachable game. My guess is that that's because probably some terrifying small percentage of people actually finished Returnal, and Housemarque was like, well, it would be nice if people actually finished our game and saw the whole thing. So I'm assuming that's kind of where they're coming from. I wonder how many people didn't finish Returnal because of the challenge versus didn't finish it because of the repetition, because having to start from scratch was a drag. Or just the fact that you couldn't like reasonably play the PS5 and have other people in your household who might want to play the PS5, like suspending Returnal in the middle of a run and being like, well, now I can't use the PS5. And like just having that unfriendliness of saving it, like that lack of user friendliness is such a prohibitive aspect that kind of has nothing to do with difficulty and is like a user friendliness issue. Yeah, I wonder. I think, you know, it gets back to something we talked about when we talked about different types of difficulty on the show where, you know, this game is difficult in that pure mechanical way. It just is mechanically difficult. But then Returnal was a much more emotionally difficult game because of the length of the runs, the amount of lost progress, the daunting feeling of having had an insanely good build and everything you needed and then having screwed up or worse, having that power go out. You lose your progress. It doesn't even work. You know, where in this game, the emotional difficulty is significantly lower, which is nice, though also just different. I'm sure some people prefer Returnal. And in some ways, to me, actually, Returnal does still feel like a more pure execution of the kind of central idea here. Like, it's interesting. The other week, we were talking about video game sequels. Jason and you had said, I hope the Pragmata team doesn't do a sequel. I hope they do something new. And I was like, well, you know, but video game sequels are really cool because it's an opportunity for a team to have really dialed in what they were making and then iterate on it. I think that very clearly happened here. The developers at Housemarque have talked about how this was a pretty good development cycle, and they had all the pieces in place so they knew what they were doing already. At the same time, you can see how refining something in some ways, it's not lesser, but it is a little, I don't know, it's not quite as pure. it doesn't quite have something that Returnal had. So you can iterate and improve in a lot of ways. And this is a fantastic game. And yet you can still also lose something in that process, which is something worth paying attention to and just kind of noticing. Yeah. I mean, isn't this kind of the best case scenario where like Jason said, they should make something totally different and creative after Pragmata. And they've kind of done that here by having a game that's in the spirit of Returnal, but it is completely different. That's a good point. It is its own thing. It's its own story, but it is also kind of Returnal, too. It's also kind of Returnal to Returnal at the same time. Yeah, I feel like I want to chew on that one and think about the differences. Yes, it's an idea I want to throw out, especially I want to throw it out and I want to throw it out from the place of having played 30% of the game. And I do plan to keep playing this. Every time I'm playing it, I'm just like, woo, I'm having a great time. I think I'll probably stick with it and at least get to that eighth death. And then I think by the end, I'll have an even stronger idea of that. But it is, I think, actually just really neat that we get these two very similar and yet different games from the same team to kind of just compare and contrast them and understand how their creative process has changed and how they approached the second crack a little differently than the first one. Yeah. It's funny that the eighth death is what you're trying to get to. Like that. Man, it's going to be a load off. It's been kind of stressing me out in this whole seven deaths Hamilton thing. it's uh it's hanging over me you gotta just kill yourself a couple times it doesn't matter that much i should just maybe go jump off a cliff a couple a couple dozen times you'd have to jump off a cliff a lot of times to die poor arjun he's like what are you doing i'm like well look i make a podcast all right he's like i don't know what a podcast is it's been a long time since we had this it's like an audio log all right well that is saros a very cool game for the PlayStation 5. It's out now. 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And we are back for one more thing. I'm going to go first. My one more thing is a piece of hardware that I teased on the stream last week. It is the Steam Controller, the new controller from Valve. Valve sent me one of these, I should say. So I've had it for about a week, even though it just came out on Monday. And I've had a chance to play around with it with a few different games and kind of put it through its paces, though I have not been as thorough as some of the reviews that are out there. If you look around on YouTube, you will find no shortage of reviews of people who have really tested this thing out because it is a kind of deceptively simple piece of hardware. It's actually quite complex. There's a lot that you can do with it. I really like the Steam controller. I think it's very, very cool. That shouldn't come as a surprise. Anyone listening to this show will know. I love the Steam Deck, and I love the controls on the Steam Deck in particular. the way that the Steam Deck allows you to reprogram and reimagine the controls for any game. There are two touchpads on the front, which are also on the Steam controller. And Steam, Valve has created a software overlay, Steam Input, that allows for really complex and, you know, you can really get deep on designing, you know, multi-touch options and building macros in and using the combination keyboard and controller. Like, it's an incredible software interface. built to support this hardware. So I really like it, and that shouldn't come as a surprise. But I figured I'd talk about it a little bit just because I've been using it, and it's new and exciting. So yeah, to explain it to people who have never seen a Steam controller or a Steam deck or anything, it feels basically like a PlayStation controller. It has the parallel thumbsticks, two triggers, shoulder buttons, face buttons, the usual. And then it has two trackpads, these little square track pads that are below the thumbsticks that you can slide your thumbs down onto And it has four under buttons which are four little buttons you press with your middle and ring fingers on each hand No wonder you love it It has four underbuttons I love it, man. Well, the older I get, the more I watch out for my thumbs, man, and jam in my thumbs on face buttons. The main game I've been playing with this is Diablo 4, and I like to play that game with a controller, but I have all of my abilities, my face button abilities, mapped to those underbuttons. It's so much better for my hands. I really feel like it's a real health thing for me more than fluidity with gameplay or anything. It's just taking care of my hands, and I do really like that. Another thing that this controller has, though, in addition to all those buttons, is it has remarkable gyro options. And that is something that I think is a little underexplored, certainly underexplored by me, but a really cool part of using this controller. I was playing some Cyberpunk and remembering playing that on the Steam Deck and having a similar kind of a setup. Something very cool that both the Steam Deck and the Steam Controller have. I'll talk about the controller, I guess, since that's what I'm talking about here. The thumbsticks are capacitive. They're TMR, I think it's called, thumbsticks, which are the really good ones that don't do the thumbstick drift that people are running into all the time on different controllers. I'm not sure if they're Hall Effect. I get kind of some of those terms mixed up, but they're really good and they're very reliable. And they're also capacitive. So when you place your thumbs on the thumbstick, that counts as an input. The thumbstick knows that you've touched it, even if you haven't done anything. So something I would do on Steam Deck and that I now like to do just for fun with the Steam Controller is when I place my right thumb on the right thumbstick, it activates gyro aiming. So basically, anytime you're getting ready to move the thumbstick, you can move the controller instead for a more precise aim. Or something I've also done, when I'm pressing the right thumbstick and I press the left trigger. So basically, when you pop into like aiming down sights mode, only then it activates gyro aiming. So you can get a kind of a fine-tuned aim. And then there are, of course, all kinds of sliders and faders. You can adjust like the granularity of the gyro aiming. so you can just get a little bit of extra movement. It's the kind of thing that if you practice with it a lot, you can really come up with a kind of weird new way of playing that's incredibly specific to how you like to play, and those kinds of controls make it possible. I think that stuff is really cool. I'm really enjoying how excited you get over the minutia of a controller. It's very endearing. I really love it. By the way, I tried to buy one of these and couldn't. Yeah, I've heard they're sold out. I'm sure they'll turn up eventually. Well, no, it wasn't that they were sold out. It's that 30 seconds after they went live, the credit card payment just borked. And I had to hit refresh 50 times and still couldn't get one. So now I just don't have one. Memories of buying a Steam Deck. And now they're sold out, right? I'm sure they'll make more. They were sold out like 20 minutes after it went live. Nobody could buy one. I got to say, I mean, I do love this stuff. I think that human interface is just really cool. I've always been interested in the different ways that we interact with technology. and video games are such a cool type of technology. Like, I really do love to see people experimenting. And I really appreciate how Valve allows such an open-ended approach from players. The Steam controller also has, it can sense, I think, when you're gripping it. So there's also like some kind of capacitive thing on the side of the controller. And all of this stuff is accessible separately. So you can build all these just crazy things if you want for different games. And while some of that is, you know, This is designed to support the Steam machine, which they're going to launch at some point, which I think will, like this, be a more interesting piece of hardware than it maybe seems, than just a desktop PC, partly because of the hardware integration and the way that their software will support playing on a TV. but this is definitely designed for like mouse and keyboard support if you want to play with your steam machine on tv but also there's just little stuff you know like the gyro aiming i was talking about like building radials that just allow you to easily quick save or go to the map there if you get creative or even just look around youtube or wherever you'll see people doing a lot of cool stuff that isn't totally reimagining a control scheme it's more just what's a cool way i can make this a little more fun or a little more easy or a little more streamlined for me to play and I really like that they make that kind of thing possible. So I'm a fan of it. I would say if you already have a good controller, it's certainly not essential. You know, especially if you're not playing like mouse and keyboard games on the couch. I mean, that's the thing it would really be good for. It's a hundred bucks. That's not cheap. Most controllers have just gotten more expensive. I love controllers. I like buying them. I would have bought one of these if Valve hadn't sent me one, but that's me. I think for most people, if you've already got like a DualSense that you like or the Switch controller, the Pro Controller 2, which is a fantastic controller. This isn't a better controller than that, just as a straight-up pair of thumbsticks with buttons and triggers. But if you're into this kind of thing and you mostly play PC games, and especially if you want to play mouse and keyboard games, then for sure it's worth looking into because it's really neat. And I guess my final thought is, even if you don't get a Steam controller, if you play a lot of games on Steam with a controller, look into Steam Input a little bit more. and explore what you can do with it. Because a lot of the stuff I'm describing can actually just be done through Steam Input. Steam Input can access the back buttons on a DualSense Edge. It can get at a lot of the special functions of a given controller. And you can build a lot of cool custom control schemes for yourself if you just put a little bit of thought into it and maybe find a much more comfortable and empowering way to play a game, even with a non-Steam controller. So Steam Input is also very cool. So, all right. So that's me. Let's keep going. Maddie, how about you? Let's hear about your one more thing. My one more thing is an extremely cool documentary that Dina and I watched. It's called Secrets of the Bees. It's a National Geographic documentary. It's on Hulu. Bees, as in bees, as in the buzzing, as in it's not on board. Yeah. Okay. So I found out right before we recorded this that James Cameron produced this documentary, which makes sense because it is so it revolves entirely around the use of these extraordinarily tiny cameras it just feels like the kind of thing that james cameron would be a huge cool future he does love cool future cameras and the results are so so cool so they have placed these tiny tiny cameras i can't even imagine how tiny given the shots that they are capable of getting of the beehives in this documentary inside these hives it's incredible and it is hosted by this just super excited endearing british man who's just loves bees and like his energy is infectious it does it really changes just the kind of vibe of the documentary you're just like smiling with this guy the entire time and you're like i can't believe how much i'm learning about bees if you think you know a lot about bees and i feel like i know i learned so much from this documentary and my wife who majored in biology and is a gardener also was repeatedly turning to me and being like I had no idea bees could do this I don't want to like quote-unquote spoil things in this documentary because it was that fun to watch it and it's like you know it's it's Nat Geo so it's pretty family friendly obviously as long as you don't have a child who's afraid of bees but to just kind of like describe some of the things they do interview a scientist in this documentary who's working on uh just various kind of games to make bees play like that they can solve complex puzzles via these little games like these mazes like you sort of picture like a mouse going through a maze and solving puzzles they're doing that with bees the bees are smart i don't know you leave with a bunch of respect for bees i think these are solving puzzles they are and it's adorable and you end up being like these are all playing blueprints and i love these i don't know i liked bees anyway. I'm always rooting for bees. And so the documentary making the argument that they're deeply, deeply important to climates everywhere and showing beehives and all the different species of bees around the world, because there are bees around the world, but they're all slightly different and have different habitats and habits and kind of different types of intelligence that they exhibit. That was really fascinating, but I didn't really need to be convinced of that. Mostly what I thought was so cool was these freaking microscopic cameras and the shots that they were getting of like bees entire life cycles it was just really fascinating so it's called secrets of the bees it's it's uh it's on hulu and i guess also disney plus now that those are the same company i don't i don't know whatever you'll find it if you got one of those two apps it's good it's really good i'm a thousand percent gonna watch this this sounds amazing you will love it it is so it just leaves you with a cool feeling like we were just talking about the bee documentary for like four days i can't wait i like i like how james cameron is just like i'm gonna make avatar movies and discover bees literally and explore the bottom of the ocean i love that he is so into the natural world it makes me have so much respect for him and the vast resources that he has accrued from being a wildly successful director and that he's just like I'm just going to contribute that to microscopic cameras and also undersea technology like that is incredibly cool. And we all get to reap the benefits. Love it. Yeah, I agree. I can't wait to watch this. Jason, what's your one more thing? So I was trying to decide between two books for this one that I read recently and loved both of both of which I loved deeply. One of them was London Calling by Patrick Radden Keefe, which I will not talk about because that book has gotten plenty of attention elsewhere. So instead I will talk about one that deserves more attention. But if you're curious, London Calling is really friggin' good, and maybe I'll talk about it down the road. So I want to talk about a book called Like This. Kirk is shaking his head. He's like, you pulled a Kirk Hamilton and did two more things. My one more thing is a book called Like This But Funnier by Hallie Cantor. and this book is about what it's like to be a writer in Hollywood kind of in the tone of Hacks on HBO a show that we all enjoy and it's about this woman this TV writer named Caroline Newman who is kind of like in a career rut she's been going through development on these shows and development is this kind of torturous process where you're trying to get a show made and you're not actually getting paid for it and you're just waiting for executives to say yes to you And she's married to this therapist and she winds up like accidentally, sort of accidentally, some hint hint, wink wink, accidentally, stumbling upon her husband's notes about this client of his named The Teacher, who has some fantasies about murdering her students' parents. and Caroline our protagonist decides to uh just pitch that as a character in a tv show and through a hilarious comedy of errors that winds up becoming like escalating and becoming the thing that she sells to the executives and they wind up loving it and we see uh we see this show continue to make traction and of course she cannot tell her husband anything about it because she stole Then she, because this is a book about a woman who just makes terrible decisions and sabotages her life, then she decides that as research, she will finagle a way to meet this client, the teacher, and befriend her. Which, as you might imagine, leads to some issues. This book is incredible. It's hilarious. It's very entertaining. And it's a perfect, just pitch perfect send up of Hollywood and has so many rings of truth to it in just kind of like this capturing of what it's actually like to work in the world of TV and TV writing. There's this incredible sequence. There's a decent amount of like epistolary stuff in here. And there's this incredible sequence of emails towards the end of the book where everybody is exchanging emails about all these different things. And I won't get into the specifics, but there's one part where like all these assistants are just listing dates for like putting together drinks. And they're all just going back and forth over and over again about, oh, we can't do this one, can't do this one. Okay, here's some other ones. And it's just written in this pitch perfect tone that is so very Hollywood. And it winds up being four months before they can actually get a date that works for anyone. it's just like here are some options 3 14 at 2 p.m 3 16 at 5 p.m 3 17 at 2 p.m but but uh but so and so has to duck out early for uh for her kids soccer practice and it's just incredible but anyway this book if you like hacks if you like anything that's kind of like insider hollywood stuff you'll really enjoy this the author holly canter she uh wrote for arrested development and inside amy Schumer and a bunch of other stuff. So she's got, uh, legit, legit bonafide credentials. And her husband in real life is also a therapist. So as you're reading this, you get to kind of, the other fun part of this is just trying to decide to yourself and imagine how much of this story is true to real life, uh, or not. Um, very highly recommend this book. It's so fun, uh, and so true and so real and such a wreck. I guess the one downside is that the ending is a little bit abrupt, but other than, I mean, it's just such a fun ride that like, it's the type of book that when I finished reading it, I immediately wanted to read it again. So once again, it is called Like This But Funnier by Holly Cantor. I think has gone pretty severely underappreciated. I haven't seen it get too much buzz out there. So hopefully some TC listeners go and check it out because it's very, very funny and very, very cool. Awesome. It sounds great. Are you both watching the new season of Hacks? We save it until we have all of it because that's how we do things in our household. It's not done yet. No, it's not done yet. It's good. Though apparently they go on The Amazing Race on the upcoming episode, which I haven't seen yet. Like Caitlin Olsen and Debra Vance. The episode is called The Amazing Race, like D apostrophe, which I'm incredibly excited for. I'm glad Caitlin Olsen is back again. It's great. What a good show. That book sounds awesome. It sounds a little bit, well, not subject matter wise, but the epistolary stuff sounds like Where'd You Go Bernadette? Which was my one more thing a little while ago. Those just hilarious emails between people that, I don't know, writing fake emails. I could imagine writing a whole book that way and it would never get old. Because we've all written so many frigging emails in our lives that we're very good at parodying them. Did I tell you that I found that book in my office and pulled it up? It's on my nightstand waiting to be read. Where'd You Go Bernadette? Oh man, well, you will enjoy it. I will check it out. It's on my to-read pile. It will make you laugh and laugh. All right. Well, that's it for this episode of Triple Click. As always, thank you all for listening. Thanks to all of our members for supporting us. Hope you're all enjoying the bonus episodes and enjoying this spring. It's going to be a pretty cool spring for video games. There's some pretty interesting stuff out and some pretty interesting stuff coming out. I've been digging 2026 in video games so far, I've got to say. So it's been fun to take the journey with the two of you and then with all of our listeners. So thanks, as always, to everyone for listening. Yeah, for sure. Very good year so far. Yeah. And I'll see you both next time. Yeah. 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 maximum fun.org slash join email us at triple click at maximum fun.org and find links to our merch store and our discord server in the show thanks for listening see you next time Maximum Fun, a worker-owned network of artist-owned shows. Supported directly by you.