The Besties

Silent Hill and the Heir to Castle Crashers' Crown

54 min
Oct 10, 20256 months ago
Listen to Episode
Summary

The Besties discuss two games: Absalom, a roguelike beat-em-up from the creators of Streets of Rage 4 that combines Hades-style progression with Castle Crashers combat, and Silent Hill F, a 1960s Japan-set horror puzzle game with striking cinematography but divisive combat mechanics. The hosts also cover indie releases like Clover Pit and preview upcoming games.

Insights
  • Roguelike design success depends on meaningful run-to-run variation and progression hooks that incentivize repeated playthroughs beyond just story discovery
  • Combat accessibility features and adjustable difficulty settings are essential for horror games to maintain tension without gatekeeping narrative content
  • Visual storytelling and cinematography can carry horror experiences even when core gameplay mechanics feel disconnected from the intended atmosphere
  • Multiplayer implementation in roguelikes requires clever scaling systems to prevent progression disparity between players of different levels
  • Genre mashups (beat-em-up + roguelike) succeed when both mechanical systems serve the same design goals rather than competing for player attention
Trends
Roguelike design patterns becoming standard template for indie game progression systems across multiple genresIncreased focus on accessibility options in challenging games to broaden audience without diluting core experienceJapanese horror cinema aesthetics influencing Western game design but creating gameplay-narrative disconnectMultiplayer scaling solutions becoming more sophisticated in traditionally single-player roguelike genreOriginal IP from licensed game studios (Dot Emu, Guard Crush) achieving critical acclaim without franchise constraintsRetro handheld emulation devices (RG476H) establishing $150 price point as accessible entry for retro gamingMystery dungeon genre revival through indie adaptations and thematic reskins of classic mechanicsSlot machine roguelikes (Clover Pit) emerging as viable indie subgenre combining deck-building with gambling mechanics
Topics
Roguelike game design and progression systemsBeat-em-up combat mechanics and animation qualityHorror game atmosphere versus gameplay tensionMultiplayer scaling in roguelike gamesJapanese horror cinema influence on video gamesPuzzle design in horror gamesCombat difficulty and accessibility featuresVisual storytelling and camera directionIndie game development and original IPRetro handheld emulation devicesMystery dungeon genre mechanicsSlot machine roguelike subgenreGame narrative pacing and player agencySynergy-based build systems in roguelikesSanity mechanics in horror games
Companies
Guard Crush Games
Developer of Absalom, a roguelike beat-em-up combining Hades-style progression with Streets of Rage 4 combat
Dot Emu
Publisher known for licensed IP adaptations (TMNT Shredder's Revenge, Streets of Rage 4) now supporting original IP
Anbernic
Manufacturer of the RG476H retro handheld emulation device discussed as accessible entry point for retro gaming
Supergiant Games
Hades developer whose roguelike design patterns are cited as major influence on Absalom's progression system
Polygon
Gaming publication whose writer Gio is mentioned as playing Absalom and providing feedback on build variety
People
Justin McRoy
Co-host discussing gameplay experiences and providing technical analysis of both featured games
Chris Plant
Co-host focusing on horror game analysis and expressing skepticism about Silent Hill F's combat design
Russ Froschick
Co-host providing game design analysis and discussing roguelike mechanics in Absalom
Griffin Newman
Co-host who played Absalom multiplayer and discussed online implementation features
Gio
Gaming journalist mentioned as playing Absalom and providing feedback on build variety and progression
Quotes
"Hades plus Castle Crashers. That's a really fucking good succinct version of it."
Griffin NewmanEarly discussion of Absalom
"You are going through these runs. Not only are you incentivized to go through them over and over and again to learn story beats like you would in Hades, but then also your point A to point B branch in a variety of number ways, kind of FTL like."
Russ FroschickAbsalom design discussion
"The moment to moment playing of it doesn't feel quite dynamic enough. You do have like a regular attack and kind of a special attack kind of thing and then like a magic that you can build up."
Justin McRoyAbsalom combat analysis
"This feels to me like someone who is deeply inspired by the aesthetics of Japanese horror cinema, but didn't necessarily have a lot of interesting ideas about how to make that a gameplay experience."
Chris PlantSilent Hill F critique
"It is hilarious because there is one thing this game is not about and that is being powerless. You are a cold-blooded killer. This is the single most powerful teenager to have ever walked the earth."
Chris PlantSilent Hill F combat discussion
Full Transcript
I would consider myself an egg expert. We've gone over this quite a number of times and I've spent so much fucking time on one specific topic and I don't have the answer for it. I have compared extra large eggs to large eggs in the supermarket repeatedly and they look the fucking same to me. Okay. If I- If I- You're mistaken the cover of the book for what's inside. Exactly. If I compare extra large eggs, the yolk is like three times as big. The yolk is big fat yolk. It's like almost all yolk. And it's like a thick hard yolk. Hard, yeah. And it's dimpled in that way that you look. And if you get the extra extra large, they kind of like crack at you. They're like, Well, no, that's fucked up. If you're going to a grocery store that is selling you that, Chris, you need to report them to the Food and Drug Administration. I don't go to a grocery store to buy eggs. I go to the Eggman. There's no, it's why? Great, okay, Russ. Hold on, there's like three layers to this thing now. Cause first I want to hear about who the Eggman is other than Dr. Robotnik that you're going to and getting your special- Oh, you know it. Okay, okay. Can I just take an effect? Can we maybe just not talk about a bunch of stupid shit? Take the question. Please, please, please. I want to go ahead. Can we just talk about the question at face value? Cause Russ is right. Like there's two reasons you buy eggs. Okay. Recipe? Yeah. Breakfast. That's it, right? Either get it for a recipe, you get it for a breakfast. Principal prank. Principal Halloween prank. That's a big one. Okay, I'll great, I'll great you. Prank, prank, throw the reason to buy egg, prank. In none of those scenarios, even in baking and cooking, it doesn't vary, it very rarely will say, don't get large eggs, get extra large eggs. If you ask someone how, if they want eggs for breakfast, you would not say, would you like a large egg or an extra large egg? It's insane, right? So like, why do you even need to make the distinction when you're shopping between the two? Yeah, well we're talking about. It's like a declaration of power, right? You know, oh, I'm the sort of person who can get extra large eggs. When you're, you know. Just wanna milk you for a few more cents. I think that's right. A few more cents, more like a few more dollars in this economy. With eggs? Yeah. Especially? Yeah. Topic. So. I'm gonna shop in Bitcoins. No one has any answer to my question. It's fucking a horseshit. They are, it's by weight. Oh, it's weight? It's by weight. It's by weight and it doesn't. So a denser egg will be an extra large egg? Yeah. They should go by density, not size. How thick is the chicken inside it? That dumb shit we said about yolks may have been right. It's not a volume thing, it's a density thing. Yeah. The albumen can be more tightly sort of packed. Less porous. Poor density. Yeah. Fuck. My world has changed. Yeah man, you're about to go on a whole new layer of your egg sandwich every single morning. Still can't believe that's good for you journey. And now you'll be able to tell the difference by eating them. Can I launch a new tier of the Patreon just so I can have ostrich eggs every morning? Did you say a new tier of the Patreon? Because if so, no. No, I think yes. Just so I can have ostrich eggs every morning. That is my number one goal. Cause I've seen them and man, that is an ambition I wanna crush. Oh dude, climb, climb. That's the last mountain for you. The last tower. Oh, sorry, Stephen's dropping off my breakfast. God, you gotta stop going to that guy, Chris. It's not good for your soul. My name is Justin McRoy and I'm in the best game of the week. My name is Chris Platt and Justin's gonna act like I'm not gonna ask what the glowing ass controller light is. I gotta add it. This is part of my decor. It's my decor. Oh, it's in infinity light. I can see it. I found it at the Peddler's Mall for five bucks, dude. Fuck yeah, dude. It's sick, man, right? This is how, it rusts away in a second. Yeah, go ahead. That is really important. I've been trying to get it to, I guess if I placed it right here, I could get it to read on camera, but I just don't want the glare. Okay, well now you need to take another photo and put it in the newsletter. I'm sorry, who are you? You haven't sent your name yet. My name is Russ Froschick, I know the best game of the week. And anything visual we need to put in the newsletter, that's the rule. We had so many fucking comments about the bug last week. We'll get to them in the reader mail section, but anything visual needs to go in the newsletter, so you need to take a photo of your. I don't think that's the last thing from the bug. Can I show you the other sign? Just go ahead and do some, talk about. So Justin, Justin. So this week, we know he said we were gonna talk about Silent Hill F. We are gonna talk about Silent Hill F. In the B segment of this show, because another game scuttled along out of nowhere that we are able to talk about this week that we're more sort of, more energetic. Like a house, or like a character in Silent Hill. Yes, exactly. We were a little bit more energized by it. And that game is Absalom, a very, very cool roguelike, beat them up RPG from the creators of Streets of Rage 4. And so we're gonna talk about, okay, so show us the other sign, Juice. We vamp it as hard as we could. This is the first one that I found with the Peddlers mall. This is a history of PlayStation. It's a history of PlayStation. It's every PlayStation show from PS1 to PS5. That's really cool, man. In like picture. That's cool, right? That's not the best one. And where does it go? That is a visual version of we used to have jobs, cash. That was eight hours. For sure, for sure. Where does that go, Justin, in your house? Where does that go? I mean, the background of this shot, I hope. Oh, yeah. And lastly. I have a dream that one day my parents will understand that online games cannot be paused. That's awesome, dude. It's a sign that says that. That's spectacular. You gotta hang that sign up that says that and then start Airbnb-ing your place. Cause I need someone to find that kind of while poking their head around in the house they're gonna be sleeping in that night and understand what it means for them. We'll get it going. Yeah, this goes in the art. I need to get rid of this dumb sound, Beth. I'm kidding myself. This doesn't do anything. All right, we're gonna take a quick break and then talk about Absalom. Absalom. Had you all heard of this game before we got code? I've gotten emails about it, but I gotta admit just the title alone made me seemingly not really super care. And then at one point I read in one of the emails it said, hey, this is by the team that made TMNT, Shredder's Revenge and a bunch of other incredible beat-em-ups, but it's their original IP. And I was like, oh, okay, I'm interested now. Yes. So it is made by Guard Crush who worked on Street Through Rage for Dot Emu, or Emu. I guess it's supposed to be like Emu later. Yeah, I think it's like an Emu like the bird. Maybe. And Super Monks. Do you all want me to set up what the game is? I can do it. Okay, go for it, Russ. The structurally, the game, I'm sure there's a narrative, but we're not gonna focus on that right now. The structurally, the game is picture Ahades-like, but instead of it being a top-down, isometric-like action kind of game, it's a beat-em-up in the style of X-Men Arcade or Simpsons Arcade or TMNT, Shredder's Revenge, it's that. So you go out into the world, you do runs, you'll find currencies, you'll unlock new abilities, you're picking perks as you go through the runs and just progress in this world. Yeah, there's a lot of really good sort of micro and macro progression hooks. Like certain things are per run, like the rituals you find that give you special sort of abilities bound to your character's move set. Those are like per run, so you're trying to put together a synergistic sort of thing, like oh, this build, when I use my heavy attack, it puts the enemies in a bubble, and then when that bubble pops, because of this thing, it shoots out a wave and it increases how much water knocks people. You're trying to put together a general strategy by enhancing yourself, but then you go back to base and you can spend your currencies to permanently add health to your pool or unlock new moves for the characters. Yeah, my short version is Hades plus Castle Crashers. That's a really fucking pretty good succinct version of it. It seems very clear that Hades was a big inspiration specifically because not only the upgrade systems and all that stuff, but the idea that like, you're building up this hub world that slowly gets filled with NPCs and the NPCs obviously have different reasons to talk to them, upgrade reasons to talk to them, but also they're also delivering narrative and the story progresses as you go through it. And sending you on quests. People who love these sorts of games, you just take a break. People who do not like these games come a little closer because you're probably thinking, I can skip to the Silent Hill part of this episode. Usually what people don't like about these games is they're just super repetitive, right? Like you're just doing the same thing over and over and over again. And this game has one of the most brilliant fixes for a major problem for a genre that I've ever seen, which is, wow, you are going through these runs. Not only are you incentivized to go through them over and over and again to learn story beats like you would in Hades, but then also your point A to point B branch in a variety of number ways, kind of FTL like. So you'll be seeing different spots. And when you go to those spots, new events will happen that you don't expect. You'll discover new enemies, maybe a new branch will appear, maybe a different character will materialize, maybe an entire boss fight will happen. So you are going through, you're going from point A to point B over and over and over again, but it feels different every time to the point that you were incentivized to do it. And by a certain point, you actually have quests where it's like, hey, on the next run, I really want to make sure I stop by the waterfall before I get to the end because I want to accomplish something there. It makes it feel like a game game and not an arcade game, which is again, the forever problem. That is a huge distinction. Yeah. Yeah. What do you think? Joe and I had a chance to play it a bit yesterday co-op, which it does have two player online and local. Yeah. Which the online is pretty clever if we could talk about that in a bit. Yeah. You should probably describe like, said that we played through a level of it. I guess we're pretty different level wise, but it still felt pretty, you had a lot more health than me and you were able to stay alive a lot longer, but it still felt like we were both doing stuff. Yeah. It synchronizes, it doesn't synchronize your thing. It basically takes the world of the lower level player. And so the higher level player, like they're not really completing quests or doing things along those lines, but like the currencies that you find and the things that you discover and unlock, those are progressive. So it's like, you can play with another player and not have one of you just not be progressing in some way, which is I think kind of how these things usually go in online, multiplayer beat them ups especially. It's just a very, very clever fix, I think. I will say, I know that I'm sure that there gets to be more layers, but as you go on, but with the direct comparison to Hades, I do still feel like the one vestige of beat them up so this hasn't really like figured out a way to rethink is for me, just the moment to moment playing of it doesn't feel quite dynamic enough. You do have like a regular attack and kind of a special attack kind of thing and then like a magic that you can build up. And there are as you like unlock abilities and stuff, there's like lots of ways that those can layer on top of each other in interesting ways, but a lot of the ways they layer on top of each other are interesting in sort of a meta way, but not necessarily like, I just felt like the moment to moment playing of it without the layering those things on top of it. Still a lot of times felt like I was just kind of pounding on the attack button and trying to hit as many people as possible, which I understand is every video game ever made, but I got a little... Well, but not right. The Hades comparison here is at because Hades doesn't really do that to you. Hades, when you start playing, you're finding all the different divinities like upgrades that you get, like there's a huge amount there for you. In this game, you start with virtually nothing and by going through the different routes, you are like unlocking new types of rituals and new types of things, because it does add those things, but you do gotta get there. And considering it's a beat them up game that you wanna be pretty fun right away. Yeah. Hades also wants you to do stuff like dodge and incorporates more elements like that and where this is early on, especially like there is a dodge, but it's not something you necessarily are want. You don't need to do that. It's a beat them up. You don't need to do that a lot early on. The progression is very dead cells. And for some people that is something that we love. And that is for me, I think I have not liked in the past. I'm gonna get to why I like it here, but basically you have to unlock the fun of the game as you go along. So Hoops is right at the very beginning, it's pretty straightforward. As you unlock all these things, you're getting all sorts of new abilities that make it, I would say much more elaborate in terms of how your combat works, but you have to get there. I think it was a pure luck situation with my interest in this game that I got an incredible build within 15 minutes and you don't always get an incredible build. But the very first time through, I had this build where my character was like Sison and Dicing and every move I did would throw a character into a bubble that would make them float across the screen and then it would splash against a wall and burst onto somebody. And then once they popped out of the bubble, they caught on fire. And when I ran around, fire trailed me. It was all of this great, like incredible stuff. And I spoke with Frosch and I's buddy, Gio at Polygon. And he's playing this game too and was like, yeah, I played like five rounds before I got a single interesting skill. And it's like- It did feel- It felt to me, like my first run that I did was with Griffin pretty much in online. And because he was more powerful, we were able to get a lot further into the run. So it kinda- I also just got a quick, for that, just to- Yeah. That run, I got in a fucking insane build where I was spawning like infinite throwable daggers. And then when Justin and I played yesterday, I got some real garbage in like all of my draws. And it was, we got significantly less far. Yeah. So I think turbo charging those early runs do really make a big difference because you get a lot more tools at your disposal much quicker than you would if you, yeah, kind of fumbled around for the first few rounds. I also wish they would funnel those a little bit more early on where like you would, it would sort of like default to some sort of interesting build and then you would cut it. Cause I didn't even really understand. I feel like a lot, with the success of Hades specifically, and I think this is a problem for a lot of video games, but this model more than others, I feel like so many devs are bringing so much of that game into their games that they don't feel the need to explain it very much. And that's tough because their Hades, their power curves and their structures and their currencies and everything, it's all just a little different. And I feel like the first time I'm playing, I was still trying to understand the game and you're like, the gust power of this clash is double this. And it's like, I don't know, like you're throwing so much at me, I'm not gonna have any hope of building something. And they try to accommodate for that. There's characters that you can meet in the hub world that will explain things if you go through the menus, but even still, there was a currency that I texted Frosh after probably two hours of playing, I was like, I straight up do not know what this currency is. It's a huge upgrade mechanic that really opens the game up and you do not get access to it until you beat the first huge wall of a boss who is a real piece of shit. But I think they're the whole time. I know. I do agree that the pacing stuff is bad. I think that the moment to moment gameplay is tight as fuck. And I think it is like the most fun feeling beat them up that I can maybe ever remember playing when Russ and I had our run where like my build really came together, just juggling dudes in the air for like a 200 hit combo and going absolutely ham. Like it feels fucking great and you are getting new stuff every run, you are putting together a different build if you get far enough, like really feels kind of unique by the end of the run. Like I really... It looks outrageous too, it looks so good. It looks so fucking good. The best like generous is the word that kept coming to mind when I was like, look at the animation. It's like so many like really lavishly animated frames that are like, everyone looks like a little painting. It's gorgeous. The first time you punch a guy, it's amazing. The first time you punch a guy and see his like hit animation, it's like, oh, dad, this is gonna be a good one. It's kind of wild cause Dot emu in particular, they've made such a name out of these like IP centric titles, Humenti being probably the biggest one. And this feels like just another level of quality layered on top of what they're already known for, which is kind of wild cause they're known for some incredibly high quality shit. And I was wondering like a lot of that is just like, hey, we don't have to adhere to the limitations that an IP might have. We don't have to give them a chunk of our end revenue. Like this is all on us and the other teams that are working on this. And it just feels like they just took the governor off and went kind of wild with it. The aesthetic is, let me know if I'm wrong here, but He-Man meets the adventure zone was what I kept thinking. Like I thought of y'all's comments. There is a character that hugely resembles taco from the graphic novels. From the graphic novel. I will say that I design. I will say maybe Carrie Peach's work on the adventure zone. I don't know, maybe it is somewhat. I think it looks really terrific. And the world is like really strange and kind of rich. Like the respawn loop happens because you guys, your characters are- Loops, not that would be. No, that would be too. Your characters are like worshipers of this pregnant goddess who like grants you the gift of rebirth every time you die. It's wild and there's like a lot of story. Apparently they have already licensed out doing an animated series based on it. Which I think could be- I still don't understand. Sometimes some people start attacking you while I- But like- Yes, sometimes they're so- There's humans sometimes who are like, hey, fuck these guys. And then there's humans who are like, hey, come on into our tavern. We're gonna fuck the show. It's always a crash. It's like, look at this guy. What a way his story is. Let's find out. Oh, okay, cool. You're gonna sell me a potion. I do love that using the 2D plane of like, oh, you are going always left to right. It's a classic R.K. game of the first world you're in is a feud between the humans and goblins, I guess. Yeah. Yeah. And you will have these situations where you are literally just in the middle at the wrong time. You are moving left to right. You're trying to get past a castle. The goblins come in from behind you and suddenly you're caught in the middle of a battle and you just have to take everyone out. And that feeling of, it's just like the lightest bit of story, but it's very cool. But you're right. There's a lot of times where you find a camp and it's like, why are you giving me free beer? I don't know what the thing is here. I think it's important though that it is a light bit of story, but you get it every run. And things will happen where it's like, if you go down the route that takes you to fight the goblin boss a bunch of times, then the humans will be able to sort of regroup and build a bridge that you can then go on the next time you run. But if you build that bridge, now they're gonna start kicking the goblins' asses. And you're going to keep getting updates every time you go through the run. When you hit these certain hub spots, like, hey, you fucked us over big time because now the sea tribe is coming to beat the shit out of us. It is not like rich sort of lengthy exposition and stuff like that, but I think given the short run nature of the game, that kind of like peppered on storytelling I think goes a long way. I just have one quick, like small game design thing because I can't tell if I'm like in my own head on this, if this is even happening. There's something about the juggling that I love in this game and I don't know how they pull it off. So if you knock characters against a wall in this game, like you'll knock them, they'll hit the wall, they'll take some damage, they'll fly up into the air. The invisible wall feels like it is inconsistent in a really good way. Like, if you just hit the character- You want them to hit the wall. Yes, you want them to hit the wall. And it's like, as long as you knock them a certain distance away from the character, an invisible wall will basically appear to like deal them damage. Bounce them out. And I don't know exactly how it's working, but it is so intuitive. Like I very quickly realized, oh, this is how far I need to hit people to kind of smash them up into the air and deal all this extra damage. The boss fights are also really great, which is not something I could say about a lot of beat them ups, like a lot of beat them ups. You're just doing the same thing you're doing to like the standard grunts that come your way, but they have a million times more health. In this one, almost all the bosses have some sort of shield that you need to break with like enough pressure. And once you have done that, they will become like pretty combo-able for a short amount of time. So like there's a rhythm to it of getting in there, dodging a few attacks, deflecting a few attacks, punishing a few attacks. There's like three different ways to like counter shit in this game. Absurdly complex. Once you like start reading the tooltips of like the different damage types that you can deal to enemies and how they like combo into your build, pressure versus launch versus break versus whatever. And so yeah, if you wanna get crazy with it, I would also add like, I've been pretty intimidated by some of their games in the past. Like they, I thought streets of rage four, was that the one for? Yeah. Street of rage four, definitely got very difficult. But what's cool about all of these games is that they have accessibility features in them. So if you feel like you're struggling or whatever, you can dial down like the amount of damage you take, amount of damage you're giving out, just to like see more of the story. And that could actually probably smooth over some of the rough edges you might have on the early runs. It also rewards you for being creative and how you handle things. And well, it's not cheating because it's what the game can do. But this final boss of the first stage is not easy. And it wants you to learn how to do the dodge to do all these different things. Or you can do what I did, which is you collected 16 axes over the course of your run, went into the boss, very pissed off at it, and just spammed it, knocked him down. Just one shot, he didn't even have a chance. You can break it. It is hard, but it gets easier once you unlock more of those like different types of rituals, but you can really break this thing right open. You can really, really fuck it up. It's a pretty major way. I'm crazy about it. I can't stop playing it. I'm excited for it to come out on Switch. Henry and I can play it. He loves beat-em-ups, and this is a really fucking good one that is not super gory or mature in a way that I think would be too much for him. Justin, did you run into any lag issues or anything like that when you played? No, it's pretty smooth. Wasn't it Griffin? Yeah, I could not. I had any problems. I mean, I'm farther away from Griffin, and I couldn't notice this thing. Like it was like, it was the same. It was also a very streamlined, just like getting in. I didn't even, like I just started the game and we were together playing in a lobby. Like it was no pre-amble or anything. Yeah, yeah, having to use the invite system or whatever it is. Remind me more, you know, it felt like Castle Crashers in that sense, it reminded me of that XBL's license, like jump in, jump out. It was very streamlined in that sense. Yeah, agreed. This is a top fiver for me, I think, of the year. You've been throwing those out a lot lately, Griffin. I feel like you've been really traveling there. I've been pretty good about it lately, actually. You can really throw that at the tapes. I just plotted out a lot. Been a real plant over a year. It's been a real fucking bonkers year. It's been some good stuff. Hey, who's ready for some Silent Hill? Me! Does F stand for five? F stands for fun. Silent Hill fun is the new twisty. Silent Hill fear. Oh, I like fear. That's cool. But it's a lowercase fear, it's like a chill fear. Yeah. It's Silent Hill fuck. Silent Hill fucks. I asked Google and Google said it was forte, like the musical. Loud? It's not even, I think, a loud of the Silent Hill games. I think it is among the quieter ones. But compared to Fortissimo or Fortissimimo. That's true. That's a fair point. Who wants to set it up? I mean, plant, this is your dream game. Here we have a, what is it? Mid-60s Japan game, set in Japan in a small village featuring classic horror tropes, Silent Hill game. Like this seems like right up Chris Plant's alley. Sure. Is it right up your alley, Chris? I mean, yes and no? Sure. So yes, it doesn't look like your average Silent Hill game, but let me tell you it is because there is fog and there is a story about how terrible men are and how hard it is to be a woman in modern society, which is a theme of Silent Hill games. You're a high schooler in this one. It might even like just a kind of a full re-intro of what this game is. What do you mean? Yeah, I think that would be good. I think it would be hope. Yeah, so you are a high school student in 1960s Japan and as a young woman in this culture, in this small town, life is pretty hard. Your dad is a tremendous asshole. It seems like a lot of things are going bad, but then they get worse when the fog comes and practically everybody in town disappears except for your friends. But you know what is still around? Like flowers, like evil flowers. Red evil flowers. And monster mannequins that bend in all sorts of uncomfortable waves and often have knives. And it is your job to figure out what happened. Where did all the adults go? How do you protect your friends? Spoilers, you don't because a lot of people die in this game and it happens pretty early. And then you solve a lot of puzzles. So yes, in theory, I should be really into this because I do like horror. I do love Japanese horror. The where I bounce off a little bit is it's kind of a puzzle game, my friends. And I always forget about that with this series until I start playing it. And then I'm like, oh yeah, this game is a puzzle game. So when you start the game, you pick your difficulty for combat and puzzles separately. The difficulties are story hard and then lost in the fog, I think, which is like super duper hard. It's like they tells you it's wrong even if you get it right. Right. It's really twisted. It's really fucked up. So it is structurally like Silent Hill where you are, usually you'll have some area wide puzzle, like you're looking for the password for this door and you will find it in these different locations across this map and you will have to find them while you are pursued by fog monsters. Timeless classic, can't beat it. Yeah, I think this is the first one and Silent Hill fans can correct me if this is incorrect. But I think this is the first one that only has melee combat. I don't know. I think the first one maybe did. This was definitely a talking point about this game is like we're going back to this kind of like feeling of powerlessness in tight quarters that is sort of a staple of older games. It is hilarious because there is one thing this game is not about and that is being powerless. You are a cold-blooded killer. This is the single most powerful teenager to have ever walked the earth. She shadow dances between realms, killing whatever gets in her way. Your dodge in this game is crazy. The dodge was the most confusing thing about the entire game to me literally. Like I don't know why she's like, she's got several classes. PE, she's got Geometry and Bayonetta and those are the three classes she has. So she has to like at school, she studied Bayonetta moves. You don't have to get hit if you don't want to. I guess, I don't know what difficulty did you guys play at? I played on story combat hard puzzles. Oh, I did story, story just to see as much as I could. I will say this is the entire reputation that this game, people are drawing fan fiction of this main character as a like pure muscle beast. It is- I'll take- Here, do you have any sample? It's the kind of thing where you can hold in left trigger to go into like a slow time focus mode and there's a frame signal that you see where you can combo this attack. If you hit the dodge, if you hit the counter at the right time- They try to do something interesting with it, which is that you have your health meter, which you know what that does, but then you also have a sanity meter, which I'm always excited to see one of those in a horror game because I think we're in for some, what was it, Sanity's Requiem, Eternal Darkness shit. This doesn't really get into that quite as much, but you can use this focus power, which will slow down time just a little bit and let you spot those frames where you can counter a little bit easier. But if you get hit while you're doing that, then your max sanity will decrease. So it's like looping in that element into it as well, but it's just kind of weird because sometimes they'll do an attack that's counterable and sometimes they'll do an attack that's not. And- And you don't really realize that until- Yeah, I guess it doesn't feel good ever. Like there's, I have not had a fight that felt great in the game yet. I am not excusing the combat. I'm more saying this to put it on the side. The combat is by far the least interesting part of the game. It, I don't know why it's there. Every time I was doing it, I wanted to be doing something else. It feels to me like the whole hook of this game is the story, the visuals of it, and in the puzzles. So just very quickly on the story and the visuals of it, not only is this game influenced by Japanese cinema and Japanese horror, the way it is like quite literally shot is stunning. And there's a thing that happens in a lot of video games where it's like at most they figure out their camera position and that's it. There are choices with where they place the camera here that are so interesting. There are entire sequences where you'll only see a character's legs as if everything above that is missing, which one is kind of unsettling and horrific, but two is- It's Muppet Babies, I get it. It's the nanny treat. The leering nature of the game. It also gets this like you are kind of being infantilized. It is doing so much with its visual storytelling that the script isn't even there for. So I really appreciate it for that. I am curious what people thought of the puzzles because I'm just not a puzzle person. I've never really enjoyed the puzzles in any Simon Hill games. And this was sort of the, like I don't get satisfaction out of it. It's just like, oh, I figured out the trick to flipping the things around or whatever it is. Yeah. And that's just par for the course for me. Not only Simon Hill, like Resneval, whenever they did puzzles, it was like, uh, okay, I gotta get through this before I can get to the- We use that term pretty liberally because that term is sometimes used to describe you have to go find the token for the machine at the hotel. And that's not really a puzzle so much. Right. Maybe you have to decide, like you have to read a poem and interpret it. It's really uneven. I think some of the puzzles in this game are pretty bad and are just designed to make you run around a scary area and get jumped by monsters a dozen times. And sometimes they're really fucking cool. Like I really liked the Scarecrow puzzle in this game that you hit sort of towards the end of, I don't know, act three or something like that. Yeah, that's like a long time. That's a long time to get there. Absolutely. I, it was really hard for me to shake the feeling why I'm playing this like last week, we talked about Ghost of Yote. And Ghost of Yote, one of the things that, as I've continued to play it, is really cool is the way it is that used mechanics to like get across a story. And they used game mechanics to like make you feel stuff narratively and I'm always knocked out when that happens. This feels to me like someone who is deeply inspired by the aesthetics of Japanese horror cinema, but didn't necessarily have a lot of interesting ideas about how to make that a gameplay experience. And instead try to capture like the aesthetics of it to give you, to like the idea that the thing that is scary in this game or the elements that I have to overcome are just like the same mob type that is introduced early on is such a retrograde sort of wave approaching. It's a very like PS1 era idea of horror where like there is this type of bad guy and they're free roaming around this area and you go and attack them with your pipe. It's like, I don't feel like a lot of thought has been given to the way you make the game feel interesting or like the sort of Japanese horror cinema that you're trying to capture. And instead it's just kind of like the aesthetics are doing a lot of the work and it's kind of laid over a formula that like, I mean, feels very late 90s. If anything, it feels like it would have been supported more by like way fewer, but more deadly enemies in the way that like retro Silent Hill relied on like the pyramid headman or whatever. And that was like a really scary moment, but here you're constantly facing people. And yeah, you have like a lot of combat maneuvers, but your weapons are all, they break after a certain amount of time. You can dodge out of the way, but you're not getting anything from killing anyone. So there's really no reason to actually fight a lot of these people unless you're forced in like a boss fight or like a, there's like, you know, blood gating stuff later on. But it just, yeah. That's when it hit a point for me where I think that's about where I stopped and I was like, okay, I actually can't play more of the game until you forced me to fight like a two to three guys at once. It's not. It just feels like two different faces of like, I don't understand how these two merged because they feel like so dichotomous to one another. Did I make that one up? I don't think so. I wanna, I'm not, I'm not. Dimetrically opposed. Yeah. I agree with what Chris said, like, there is so much this game is doing that I am fully fucking vibing with. I was really excited when I started playing it because I think it starts really strong. And the way that it kind of like introduces the creepy supernatural element into the world, like it fucking hits. And I was like, hell yeah, man, this is gonna be, this is gonna be a really scary game. And I do think that as much as they nail the fear with the aesthetics and the cinematography and the storytelling and the writing and the sound design, Jesus Christ, the sound of the monsters as they get close to you is of course good. Cause that's what like Silent Hill sorta has to nail. It is betrayed, I think, pretty completely by the actual, the actual playing of it. Cause I do think it makes the game less scary when combat isn't threatening so much as it is sort of tedious, which is not a good kind of fear, I don't think. I wasn't, yeah. And to be clear, like I had it set on story difficulty for the combat and like, I was not dislikin', I mean, it was like, it felt kind of weird to be walking around with like 11, or you know, 11 red pills and three bandages to heal myself with, like I'm fully ready for whatever's happening, I don't feel really under threat. Like, I wasn't hating it, I just didn't like feel a lot in between those areas where I wasn't doing some sort of like puzzle thing. Yeah. I think it will be a great game to watch. I am looking forward to watching the rest of the game. I bet there's gonna be a cut scene, a two hour long cut scene super cut, you'll be able to watch, that'll be fucking really, really good. I will say I skipped ahead and watched like some later game moments, and there is one of the grizzliest moments I've ever seen in a video game in this game. So if you're squeamish, maybe no. What it does with little worms that can come out of your skin is, it'll stay no more. Talk less, chef, that's good. We have some reader mail, if we wanna jump into that. We'd love to. First one comes from Kel, Justin's bug is a house centipede, I think we expected that, but I'm glad it was confirmed by many of our readers. I know they look scary, but they're actually nice friends to have around the house. They are completely harmless to humans and eat bugs you don't want, like roaches and even wasps. They use their long legs to capture prey in a technique called lassoing, so that you can think of them as little cowboys. Does that help? I really do. Sure, I feel a lot better. I saw one in my lobby a day later, so they might be invading. They're everywhere. But they're little cowboys now in my mind. Yeah, no, I like them. I like them. We got another letter, this one comes from Chris. Thanks for the heads up on QUP, that was the game, the coin flipping game that Chris Plant mentioned. Hell yeah. There is another recent indie release that's all about coin flipping, and I recommend it as a very simple clicker game, it's called Unfair Flips, the goal is to flip heads 10 times in or out, if that's compelling to you. I've actually seen some streamers playing that one, and I have put it on the list. And then this last letter comes from Sean, you all might be surprised to learn that not only is there Frog Fractions three, there is a Frog Fractions four. What you just saying, there's also a Frog Fractions five. Is there? And a Frog Fractions six, you can just say whatever. You can say whatever shit you want, you can just say anything. Do we know if it's true? I would know if Twain Beard had released Frog Fractions four. I would know. Wow. Personally, yeah. Do we have any honorable mentions here at the end of our program? Cause I've been playing one that has really got stuck in my head. Hit us. It was suggested to us last week in an email, and I'd seen some streamers playing it, Clover Pit, Clover Pit, the Slot Machine, Rogue-like, and it is, I mean, it's got all this stuff. I feel like it is lazy perhaps to say, it does a lot of the Rogue-like stuff that you would see in a Slay the Spire or a Luck Be a Landlord or a, what's the one that came out that- Inscription. Merge Maestro, inscription, absolutely. It is set in a single room with a slot machine and an ATM in it and a little shop. And you go and you place slots, and then between rounds you go to the shop and you will purchase little upgrades. And those upgrades will be things like, now cherries when they spawn, they'll be 20% likely to have a buff on them that permanently increases how much you get for cherries or a special ability that's whenever you press this button, it increases the odds that cherries are gonna spawn in and you get both those at the same time. And now you're building synergies and stuff like that. So as you're playing through these runs, you are getting ways to affect the rate at which the different symbols appear, how much money they give you, how much money you get from the different patterns you could get on the slot machine, trying to reach these deadlines in a certain number of spins. And if you don't, you die. That's clover pit. And it's really very, very good. I got through it, maybe not like the true, true ending, but I got through a couple of endings on it and have beaten quite a few runs. I think I probably only played like eight or nine hours or so, so I'm not sure how much staying power it's gonna have, but I can't get enough of these types of games and this one does some... It's got a really good, it really, at first, it feels like Cheetos, it feels like, oh, this is just, this is dumb, I'm gonna print, like I'm addicted, but it's gonna last 30 minutes. And what you really do is it is actually a lot more nuanced and dynamic than it seems. You really do have to have, it rewards a pretty active strategy for how you approach each run and it's really dynamic. Like you'll end up with really interesting choices that make it a lot of fun. It's also got that dopamine hit. Yeah, it feels really, really good when the stars align and you get a run where you start getting that Bellotro, like the machine is just making the same noise a hundred million times as your points reach into like exponential scientific notation. Like, yeah, it does that. And it feels quite good to pull that off. Yeah. I wanted to clarify something. I went to the hit polygon story about this question. Apparently Jim Crawford, the creator of Frog Fractions would classify Frog Fractions one as Frog Fractions. Frog Fractions two as the search for Frog Fractions two. Glitter, bit and Grove as Frog Fractions three. And the DLC for Frog Fractions hops iconic hat as Frog Fractions four. Okay. So, everyone's like. Okay, if you wanna, listen, if the creator of the game says that wild stuff, then that's his, okay, he's the boss. That's true. Yeah. Good Jim. I love it. You're in charge. I have the entry point for our friend Russ Fruscik into the world of mystery dungeon games. I think I found it. That seems really unlikely. I'm excited to hear this too. I like a mystery dungeon game. It's called House of Necrosis. And it is Resident Evil 1, the mystery dungeon game. To the point that I'm a little worried about a lawsuit. Oh my God, yeah, it is. Yeah, man. Yeah, but if you have ever been curious about the mystery dungeon genre, which is one of the earliest forms of kind of like a rogue game, this is it. This is, it's something. If you also just like Resident Evil 1 and you missed that aesthetic, hop into this. And then don't even ask yourself, what is mystery dungeon? Just let yourself sink into it because it is both one of the most challenging genres and also one of the most rewarding if you are able to get past that barrier. It's got a demo on Steam. Yeah. It's got big demo in it. Yeah, that'll probably represent it. Is there more to, like the core gameplay of mystery dungeon has never appealed to me because it is that like turn based rogue style gameplay. It just hasn't clicked for me. Is there anything this game is doing apart from the art style to make it more approachable? It's doing that really well. The reason that I think you will eventually change your mind on all of this is because you love rogue designs other than the moment to moment. And these games do that top level, oh, I am great at this. I am learning to get better. Yeah, player is empowerment. The stills coming from me knowing this world. Yeah. It does that very, very well. But I mean, then again, so does Sheeran the Wanderer. The only problem is you have to play like a hundred hours of those games before you understand how to play them. Yeah. Interesting. This looks cool. It does look cool. Justin, you got anything? I got in my RG476H this week. Yeah. That's all for us. I'll see if I can figure it out. OK, it's an Amber. Go for it. Do your best. Let's see what you got. RG is an Amber Nick device. No, what does RG mean? I don't remember. Retro game. It always means retro. But it usually means it's made by Amber Nick, correct? It means retro game. But it also means that Amber Nick made it, yes. Correct. Amber Nick. And then what are the other numbers? 476H. OK, so the 47 is the size of the screen, 4.7 inches. That's my man. And the H is a horizontal form factor. Yeah, what's the 6? And what? What's the 6? Oh, there was a 6H. Oh, a 6 model. Yes, it's of the sixth generation. Exactly right, man. I crushed it. You know what? It's all very logical once you take LST. This is very similar to something they released a while back, the 477. But that is a same form factor. But it has, do you guys have a preference on stacked shoulder buttons or inline shoulder buttons? I like stacked. I like stacked too. Stacked is when you're holding a PlayStation controller where the triggers are behind one another. So on a really thin device, they have to be inline? Because there's not as much real estate back there. So that's the trade-off you're making, right? If you want the stacked, then you're going to have something that's a little less pocketable. This is stacked compared to the 477, which is inline. So I like that a little better. It is a less powerful processor. But it is capable of playing pretty much up through PS2, at regular emulation speed. And it can play stuff, all the older stuff, with shaders or what have you. I think it's a great, the screen is a great form factor for playing older stuff. Is it like a budget? Like a budget price? It's $150. So that's the thing, right? For $150, if you don't want to do a bunch of stuff beyond PlayStation, if you want to just do PlayStation before, I would say this is a great place to start. This may be the new best place to start. It's $150. It feels great. It looks great. It's got this glass front that I think is really slick. All the controls feel good. It feels a lot pricier than it is. I think it's a great place. If you just want something to play a bunch of older games on, this is a great device. But you would say it's OK for PlayStation 2. You could. OK, so this is like hit or miss. For me personally, I don't like to play stuff that is. I want to play stuff in the best form factor for it. And so I wouldn't play PS2 or PSP or Vita stuff on a 4x3 or 1x1 device. I can only play it on a wide screen. I guess what I would say is there are cheaper device, like the brick and things like that, that can handle PS1 and before pretty handily, right? If you want, I mean, you're always talking about the metaphor here, right? So like with a brick, you don't have the thumb sticks. Oh, sure. So for me, that limits the library a lot. And the screen's not as good. 4.7 inch 4x3 screen is going to make your Gameboy GBA, GBC. All those games are going to look amazing, better than you've ever seen them. And I just think it's a really great stage for everything before that. Once you're into stuff, we're like, even PS2 games that aren't innately wide screen, a lot of them have wide screen hacks that have been developed by the community that are a lot of fun to play with if you're already going to have the juice to do it, right? So for me, I would stick to wide screen devices if I'm going to be doing anything after PlayStation. That makes sense. I think it's cool. It's really cool. And for $150, I think it's a great advice. Midline, yeah. Russ, did you go? I didn't go. I played a little bit of Super Mario Galaxy 2, which we're going to talk more extensively on resties about. But there is, for the first time in like 15 years, an official playable version of Super Mario Galaxy 2. It just starting that up and reminding myself, like, oh, fuck, this was where they really took the limits off of their game design stuff that they introduced in the original Mario Galaxy, which I think takes some time get going. Whereas this is like, bam, you're like fucking in it, minute one. So if you're looking for a fucking great 3D Mario game and you haven't played Galaxy 2 because it kind of came at the end of the Wii's lifecycle, it's a good option. So we are taking the limits off. You also want to listen to that episode of resties because we're talking about Sonic Racing cross worlds. Let me tell you these people took the limits off. They did. Minecraft Steve is there. I mean, they're doing Hatsune Miku. They do whatever they want over at Sega. And I love it. I think we did it. I want to thank some members. Actually, before I thank the members, even though I love them very much, I wanted to throw out, we have a new episode of the Bracket Battles series that we do. This one was most practical car in video games, not counting racing games. So there's not a lot of Honda civics and things like that. But we had a lot of fun with this one. I will ask our great editor, Rachel, to drop a clip in here. We have the tram from Half Life versus Battle Bus. I gotta record this. This is too funny not to record. Guys, I gotta record this conversation. Okay, now I'm recording. Started. Wait, wait, really? Yeah, really? Let's go on. Okay, so these are just, you know, we don't get to drive these in either of the games. There are means to getting. And the beginning of each game is the tram and Half Life and the Battle Bus of Fortnite. Both games begin with both vehicles. But again, it's not about the games. So what was I thinking? That's true. It's about what they would do for me in real life. A tram would do jack shit. Because I don't have any. How are you not doing the airboat from Half Life? Because we're doing the tram. Yeah. Okay. Okay. Ah! Ah! Now it should be. Half Life 2 has a fucking kick ass view. And we're picking the one that you start the game in. It exists at the airport. It has no fucking. That you could ride at the ATL airport. Here at the Kelly Blue Book. We're excited to announce 2025's vehicle of the year is the Tomorrowland People Mover. Ah! A ride that can even jet up 20 minute wait for. You could move the tram such that it would solve child transport issues for one location. Sure. Yeah, no. Yeah, that's cool. That's great. My kids are gonna go to several schools. So that's gonna, I will age out of that at some point. We had a lot of fun. That was a great episode. I think it's some of our most deranged logic. Just like really, really, really bad faith. We had a good time. But really fun stuff. We have some members to thank as well over at the Patreon. We have Graham S. We have Brandon B. We have Joshua S. And we have the Dankist Mike. Thank you for being members of the Besties Patreon. Thank you to everyone else who supported us. We really appreciate it. And I think we can recap what games we talked about. Plant. We talked about Silent Hill F. Absolum, Clover Pit, QUP, Unfair Flips, House of Necrosis, and Super Mario Galaxy 2, along with the Anvernic RG476H. You can get links to all of those things and so much more. And photos of stuff that, whoops, showed at one point in this show, at the newsletter that is at besties.fan. What are we doing next week, guys? Next week we're playing Ball Pit, which has an X in there. It seems wild to not include it. But yeah, I think you pronounce it Ball Pit. And so that's happening next week. Might be some other stuff, but I think that's gonna be the key focus there. All right. Well, I'm looking forward to that. I'm looking forward to spending that time with you, our beloved listeners. Be sure to join us again next week for the Besties. Because shouldn't the world's best friends pick the world's best games? Besties. Besties.