Kinda Funny Gamescast: Video Game Podcast

We Played Saros! - Kinda Funny Gamescast

64 min
Mar 26, 20262 months ago
Listen to Episode
Summary

Blessing, Roger, and Andy discuss their hands-on preview of Housemarque's upcoming game Saros, a roguelike action game set on the alien planet Carcosa. They highlight the game's engaging narrative, refined bullet-ballet combat mechanics, new shield system, and corruption mechanics that differentiate it from the studio's previous title Returnal.

Insights
  • Saros represents a deliberate evolution of Returnal's formula rather than a sequel, introducing permanent progression systems and accessibility features while maintaining the core difficulty and moment-to-moment gameplay
  • The game's narrative integration through NPCs, audio logs, and environmental storytelling creates emotional investment comparable to Hades and Demon's Souls, surprising the hosts given Housemarque's reputation for gameplay-first design
  • The shield mechanic and corruption system introduce meaningful risk-reward decision-making, allowing players to choose between safety and power through absorption of corrupted projectiles
  • Permanent upgrades and the 'come back stronger' progression system significantly reduce the punishing nature of Returnal, making the game more approachable while maintaining challenge
  • The eclipse mechanic serves as both narrative and gameplay device, transforming world aesthetics and enemy behavior while creating strategic depth through corruption management
Trends
First-party studios increasingly integrating cinematic narrative experiences with challenging gameplay mechanics rather than separating themRoguelike design evolving toward hybrid progression systems combining run-based and permanent character advancement to broaden audience appealAdaptive trigger and haptic feedback technology becoming essential design pillars for premium console experiences rather than optional featuresStory-driven action games leveraging environmental storytelling and NPC interactions to create engagement without sacrificing gameplay focusGame difficulty becoming customizable through modifier systems (similar to Halo skulls or Hades heat) rather than fixed difficulty tiersShorter, tighter session lengths becoming design priority for action games to accommodate modern player schedules and accessibility needsPlayStation exclusivity strategy continuing for flagship titles despite industry trend toward multiplatform releasesCorruption and status effect mechanics evolving from simple debuffs to complex risk-reward systems that define moment-to-moment gameplay
Companies
Housemarque
Developer of Saros, the game being previewed; known for Returnal and bullet-ballet action game design
Sony Interactive Entertainment
Publisher of Saros; PlayStation exclusive title; hosts preview events at San Mateo headquarters
PlayStation
Platform for Saros release; DualSense controller features integral to game design and experience
Patreon
Sponsoring platform for Kinda Funny Games; provides revenue and membership support for the podcast
People
Blessing Adio
Primary host of the episode; guides discussion and asks questions about Saros preview experience
Roger Piccorni
Co-host who attended San Mateo preview event; played Saros for 3+ hours and provides gameplay impressions
Andy Cortez
Co-host who traveled to Helsinki to preview Saros at Housemarque studios; provides detailed gameplay analysis
Rahul Kohli
Voice and motion capture for protagonist Arjun Devraj; known for Haunting of Bly Manor and Midnight Mass
Greg Miller
Mentioned as originally scheduled co-host; had scheduling conflict; offering live Patreon Q&A session
Quotes
"I have never been more locked into a video game in my entire life. That's what I'm here for."
Roger PiccorniEarly preview discussion
"This game is going to kick a lot of ass. This game rocks."
Andy CortezInitial impressions
"I just need to get into Soros again. So I don't want to touch anything House Mark until Soros comes out because this is, this is my most anticipated game of the year."
Roger PiccorniPost-preview excitement
"The story is arguably the best evolution of the game, I would say because I don't want the game to evolve too much."
Blessing AdioStory discussion
"It feels very Sony first party, very cinematic, really the way that you wouldn't expect. Like he's angry and there's this light beeping in his face and it's like, fuck me. Okay. So good."
Andy CortezCutscene discussion
Full Transcript
Yeah, what's up? Welcome to kind of funny games cast for Thursday, March 26, 2026. I'm going to host blessing Adio. Yeah, Jr. Joining me is the taste maker, Roger Piccorni. It's souros everybody. Not souros. Who called it? So I was in kind of story. So kind of a friend of people might not know, you know, it might put it is Sora, you know what I mean? RIP, RIP, Sora, Sora. Blue Sky, I posted on Blue Sky that if Sora had a physical grave, I'd spit on it. And so many people thought I was talking about the Kingdom Hearts character. Oh, that's tough. Kingdom Hearts fans were coming after me. I'm like, no guys, not that sort of. Another cancellation this year. I can't keep doing this. I'm really good at it. That voice he hears the voice of the one and only Nitro rifle, AKA Andy Cortez. Hello gamers. I'm so excited to talk about souros, not so gross. Not so gross. I'm excited to talk to you guys about souros because I originally was going to go with Roger. I guess we can talk about it. We're originally was going to be Greg, I think. Yes. And then Greg had another thing. And then I had another thing. And then Roger ended up going. And so now I'm just just third, third quarterback, third, third quarter back. I'll take it. You know, I knew it was a fun experience. You got a 10 day contract. Yeah. You were back in groceries a couple days ago. Now you're on the big stage. So it's an interesting one because Roger got to play souros. Andy got to play souros, but Roger didn't go to the same event as Andy. No, Roger went to the same Mateo. Yeah, which is a 30 minute drive. Andy, where did you go? I had the opportunity to also do that. But I said it's a once in a lifetime thing to go to Helsinki, Finland to go visit House Mark Studios and play this game. And of course, that is going to mold what my thoughts are of this game. Yeah, vice or no, I'm so excited to like, you know, we get offered a lot of trips to like, hey, do you want to go preview this one game in some country that is a 14 hour flight? Yeah. And it's usually like, nah, not really. I don't care about that game that much. This is souros. This is the follow up to Returnal. This is it's House Mark making the next game after one of our favorites. Here it kind of points like it's kind of it was kind of a no brainer that like, I got to do this. I'll regret not going if I don't do this and just go to San Mateo and play it. Go to San Mateo like Roger. Make sure they put me up in a hotel room though. You know, the people say the Sametians they do something differently. They would you say last time we were in Redwood City like, they bow over here. They had different customs. City is different. Redwood City does have a different vibe. International town. Yeah. But yes, I'm very excited because Andy, you mentioned it that we loved Returnal when that came out. Returnal was my 2021 game of the year when that came out. And so I'm like extra. I'm not actually, Envy is the wrong word because Saros is almost here. I'm honestly excited for the fact that like, I get to go in fresh and not have that like, that's cope right there. I don't get to play. I'm not mad at all. I actually like waiting. I love waiting. I had to go to Bellevue and play Pokemon champion. No, no, my life sucks. Let's get into it. Of course, if you're watching live, you can be a part of the show by super chatting in over on youtube.com. So that's kind of funny games. However, I will note we are not recording this live today. So we won't read your super chats, but if you super chat, other people will see your chats live. If they're watching live, they'll be highlighted. Maybe one of us will be in the chat. Yeah, maybe. Yeah. I don't know. Will you be? I will be. Okay. Andy has made the commitment that he will be in the chat. If I kill it on the show. Yeah. If I have a bad show, I might be like, I don't want to read it. Do you have a doctor's appointment during this? Is that the reason why you're recording? Oh, damn, you're right. Damn. The whole point of rerecording this is Andy does have a doctor. So he will probably, well, it's at 10 though. I might be dumb before then. So I would be recording this. I mean, he'll be in the Uber back. You know, it was a weird thing. Yeah, I know. I might be in there. I'll give you a strong 50%. Okay. Yeah. If you super chat in, Roger will reply maybe with your tier super chat and have a whole conversation about answering your questions about Sauros because of course they got to play it. Remember, we couldn't do this without our producers over on patreon.com slash kind of funny. So thank you to Carl Jacobs, Omega Buster and Delaney the Psalm twining. For now, let's begin with topic of the show. Stop, stop, stop, stop, stop, stop, stop, stop, stop. It is our Sauros preview. Roger played it. Andy played it to set the tone. I've pulled the Sauros description from the PlayStation store page of it. But they shall beneath the shadow of an ominous eclipse. Arjun Devraj played by Rahul Kohli star of the haunting of Bly Manor and Midnight Mass. Yeah. Is a solitary enforcer who will stop at nothing to pursue answers on the shape shifting world of Carcosa a planet filled with dark secrets and hostile inhabitants. I want to start off. Who should I start off with? This is the funnest part of the show is I get to choose who gets to set the tone. Roger Bacorni. Whoa. You got to go to San Mateo. Yes. Tell me. Wonderful, beautiful, beautiful. Same. It was weird that I went to the PlayStation headquarters. So that's right by us. Yeah. And before that, I went to the PlayStation headquarters in Japan. So I was like in the San Mateo one. I was like, where? Why do I this look familiar? I'm like, oh, why? I went to the Japanese version of this before this is weird. Whatever. They drive on the other side of the road over there in San Mateo. Roger got to travel. Yes. Towerspace. Tell me about it. Yeah. I enjoyed Returnal a lot. I would say I even loved the game. I'm just awful at it. So there was a moment where I hit the wall and I was like, am I pushing past this? Where am I at with this? And I just kind of just fell off the base of the planet with it. I enjoyed my time with Returnal. So going into Soros, I was very excited to try it out. I was a little nervous. I was like, do I still got it? Like, will this game kind of pick up and play the way that I remember Returnal? And man, let me say, how long did you play? It was four hours, three hours? Over three hours. Yeah. So same with me. I played about three, maybe three and a half hours. And I have never been more locked into a video game in my entire life. That's what I'm here. I was leaning forward. I was so locked into everything that they had here, including the story, which I think was kind of the standout here for me. Of course you expect House Mark to have incredible gameplay, bullet ballet, as they've been calling it. We'll talk more about that in a bit. That work, that's amazing. The gameplay is great, but the story also kept me really invested in it. It's simple, but it is intriguing enough. And with Raoul Coley at the helm here, I had so much fun with my time and it's skyrocketed to a game that literally as soon as I came home, I was like, man, do I even want to touch Returnal? Cause I had that itch right now, but no, I just need to get into Soros again. So I don't want to touch anything House Mark until Soros comes out because this is, this is my most anticipated game of the year from like not zero, but like pretty close to that to all the way to number one. I'm very, very excited for this game. Andy, what are your initial impressions on Soros? This game is going to kick a lot of ass. This game rocks. I, we kind of expected that based on just a lot of trailers and stuff we'd seen, you know, even watching some of the early presentations, whether it be at a showcase or whatever game awards, whatever it may be, just watching it. I had those moments like I felt like I was playing and sometimes being like, Oh my God, that thing looks awesome. Wow, that visual effect looks great. Holy cow. This boss, I looks super cool. This weapon, whatever it is, you know, you could point out on the screen and getting hands on the sticks and feeling the way that it feels to play. Returnal was already one of the tightest video game controlling experiences ever. And they really wanted to double and triple down on it and just really, really focus. And they wanted this game to feel amazing in the hands as you're playing it visually. The stuff that they showed us what they're doing and all of the improvements that they have made. We play on base PS fours and it looked awesome. Oh, PS fives. Yeah. Base PS fives. And now I'm, I can't even imagine what this is going to look like on PS five pro. I'm super pumped to play it on my PS five pro. It is, it's an evolution to their formula. They are pushing what Returnal did even further. I cannot freaking wait to play this video game. Roger, one of the things you mentioned is that the story kept you invested. And I want to, I want to talk about that more because Returnal, of course, had a story and it had interesting cinematic moments, especially when you lose a run and then before you're coming back into the next run, you have those like, it's very vibe heavy, very vibe heavy. But yeah, you had those like weird like cut scenes or whatever that are very fast paced and it's like, whoa, and then she wakes up and then like the further you get, you're collecting, you walk through a haunted house and first person. Yeah. What does this mean? What's real? What's not collecting logs and all these, all these things for you. What about the story this time around is resonating? It's a bunch of things. I mean, I, I, this is very much like in your face, especially when you get to that home base of like, this is a story. We're building something, a narrative here. It is not like vibes that you can kind of ignore a little bit, right? It's like, okay, this is a story that we're telling. So I guess the base level of what this is and, and kind of the pitch of here is this is a alien planet that is some mega corporation is essentially trying to. So Atari. So Atari is trying to take their version of Unobtainium, right? Think about like Avatar. What's the Lucenite? Lucenites. So that is actually the things that you're picking up here, which I actually like that little piece of synergy right there. All the XP is this Lucenite, this very expensive mineral that they're trying to pick up here from this planet, right? So you are, I believe the fourth expedition. Yeah, there have been three different teams sent here. Exactly. So yeah, all the other teams have tried to, you know, colonize this place in some way and they, you are the emergency team of like no one is responding. Like no one's like, there's supposed to be a lot of people here. We haven't gotten radio silence from them for a while. So you are the last expedition coming through, trying to figure this out. And then there's this undercurrent of everybody kind of losing their mind on this, on this place. Time things are getting a little timey, whimy and weird. You're losing time there. And then also, Raul Coley's character is seemingly trying to find someone that means a lot to him as a part of these, this expedition. So he kind of has a dual purpose there. And all of that is shown through some cutscene in the beginning and just talking to the characters throughout the game. But yeah, I thought that was pretty, especially the the Lucenite side of it. I thought that was really cool of like, oh, this is the thing I'm getting to upgrade. But also this is the main reason that I'm here on this planet. It's a, it's, it's some good, it's some good storytelling right there. Arguably the best evolution of the game, I would say because I don't want the game to evolve too much. I think that's the number one question I got the most from a lot of people in our community, whether it be on, you know, Blue Sky or Threads or Twitter or whatever, I'm getting a lot of questions of, does it feel like a proper next iteration or a next entry into House Mark's more modern game? Sort of like what their iterations are. Yeah. And I, I think I was, I kind of hesitate to say it's return with a little bit more because I feel like that seems derogatory and that's going to make you all feel like, oh, they just, I just, it may as well just made DLC or whatever it's like. But in my opinion, if they try to evolve the formula too much, don't, don't add a weird fruits and vegetables to my pizza. I love my pizza the way it is. You made the most perfect pizza possible last time. My question then is what is most similar to Returnal and what is most different? Movement. You have your dash, you have the way the different guns work. They all will have different perks, you know, in the, when we talk about proper roguelite structure, you're getting different weapons each different run, and they will have different perks on them. And you can kind of level that up. And it is a lot of what you would expect from the next game to follow up Returnal. Of course, different IP has nothing to do with Returnal, completely different. Different world, different universe, different world, different everything, just a different video game. Nothing related. It's not a story in world. No shared, no, this is no like, you know, from that for you. I didn't, yeah, this is not like a, a, like, what's the word on the spiritual successor or nothing like that. This is a proper different video game completely where, where I think that they are making the right choices is in the approachability. Yes. When I think about Returnal, I think about a very difficult game that causes you to replay it and learn the game more and the more that you play it, the more you are learning and getting better and improving, uh, run to run. Of course, you might have a run out of nowhere on your sixth try that you die immediately, but that's just kind of the video game. Sometimes the game will treat you in certain ways that you just feel like, ah, dang, I really wish that I, you know, didn't go up, up against that enemy here or whatever. But, and that's not to say this game is easier by any stretch of the imagination. I think the game moment to moment is as difficult as Returnal is. However, this game is doing a lot more with permanent upgrades and things to help your character get better for the long run for future runs. So one of the previous trailers we saw for this game mentioned, come back stronger as one of the key features, right? And I'm pulling from the store page here, they say, with the second chance feature, you'll be revived instantly on your first death, helping you get straight back into the action. Right? Is it a secret shadow side to side? Beyond that, you can permanently augment your loadout from an evolving set of weapons and upgrades to overcome the challenges you face on Carcosa. Yeah, talk more about how that works. Kind of an odd one because it really is just like having the astronaut in Returnal. The astronaut was your extra secondary life. I think the comeback stronger sort of, you know, moniker and it felt like a tagline and it felt like it was almost Sekiro Shadows Die Twice built into the DNA of what, who this character is and what the story, and really it's just in your skill tree you can buy a res to come back. Oh, okay. And I, I wonder if that was maybe just to kind of get people that were immediately worried about like, oh, Returnal is hard as shit. I dropped off of that quick. It's like, hey, we're showing you that you can res, but a lot of that also has to do with the lore of the world and why it is you have this ability and the mysteries that kind of revolve around all of it. I would push back a little bit because I do think that the comeback stronger tagline is very apt. I was very surprised by when I died for the first time and I was, I was like, oh man, I'm not going to die this entire run. I'm going to be the best gamer here or whatever. And I die and I'm like, okay, I can upgrade. I can use all of Lucenite to upgrade my run. It is pretty generous. Like at least in the very beginning, like you are upgrading a ton. Like you are able to upgrade your health. You're up to get your shields. Like I did feel like every time I was dying, I had this pool of XP that I was able to use to come back stronger to actually kind of make the game easier. So I, I, I, I, I'm not like you, I, I, you'd recently just replayed a portion of Returnal, but to me, at least from the very beginning, I was like, Oh, this feels like a lot less punishing than Returnal. I think I was speaking more of the sense of like the actual just the res, like getting the resurrection and like dying and then coming back to life immediately during the single, singular run. But no, you're absolutely right, Roger. The, the way that the, the amount of level ups that I had after the first run, wild, like I felt like I was leveling up for a solid minute and a half or two minutes of like, there's that ability. There's that ability. And you're consistently going up, which is making your character more resilient. You have, you're also upgrading the shields and the shield is one of the brand new features that adds a big different part of gameplay that Returnal had, because Returnal didn't have this aspect of it. And I totally agree with Roger. I feel like when I came back, I felt for the second, starting the second run, I was like, man, I can't even imagine how things are going to feel now because I just upgraded about like 12 things right now on this. And maybe, maybe they got to pull back the amount of Lucidine, you're getting early on, because it did kind of feel like how large can this skill to really be if I filled up this far already? But a lot of that just kind of comes with balancing and tuning. Did it feel overwhelming? Because sometimes in video games, I have the thing where I'm upgrading a character and I'm like, I'm a hoarder. And so I'll hoard skill points and then I'll like fill up a skill tree all at once. And then I lose track of like, ah, shit, I've, what have I upgraded now? Like, what am I doing? So I will say, I wouldn't say it feels overwhelming with the amount of upgrades. I did feel a little confused with like, what everything meant. I do wish this game had a glossary. I couldn't find one. I was looking at all the settings to try to figure it out because like reading it right here, I have, you have your commando driving your resilience command command is a command. Oh, when you hover over it, it says a command is shield capacity and power usage. So the big thing about, you know, one of the big things they're trying to differentiate and say like, hey, let's try not to mess with the formula too much because return all fucking rocked so hard. Let's add a couple of extra things here and there. And one thing is the shield that Arjun Devraj has. And the shield that you have in the video game is used to absorb projectiles and it kind of powers up your shield and it powers up your, it says here the power usage, which is like, whenever you want to use your power weapon, it's powered by how much stuff you've absorbed with this shield. Think of like, you know, T'Challa in his suit in Black Panther, right? And one really, really neat thing, if you're watching the video right here, when you, when the shield is busted out, it's, it's a, it's a blue sphere of a bunch of different like hexagons kind of making up a shield. And they told us that each particle that you are absorbing, each like blue orb of energy that an enemy's shooting at you, it all kind of gets added into the shield to make up like, to kind of form the shield. So like, each one of those actually represents a hexagon on the shield that kind of gets built up. One of their cool kind of like tech things, because they also, they give a damn so much about tech in, you know, at House Mark. And so the shield, not only obviously protects you, but it is key to using your power weapons and making them super strong. And that kind of got a bit, it took a bit for me to get you, I don't know about you, Roger, but I, the thing that kind of threw me off a little bit about the shield is when you call it up, I think by default, it's set to R1. And R1 is also melee. So if you just tap R1, you melee. And if you hold R1, you still melee, and then the shield gets brought up after, and it was getting used to that delay that was throwing me off a little bit, because your character still has to swing, and then shield gets popped up. So that took a little bit getting used to, but I think that that'll just, you know, come with time to kind of make that more, make that feel less odd, you know, in the mechanic of it. Yeah. But while we're talking about the shield, I, after getting through exactly what Andy was talking about of that little delay, like it is so fun, especially in a boss fight of like, we'll talk about the bosses in a bit, but like figuring out that moment of like, okay, now is the, is there's things coming at me, put up the shield, absorb it, okay, now I can use that to redirect my super ability or whatever it's called. But yeah, going back to what I was saying earlier, some of the words were just a little bit confusing to me. I didn't, I didn't know where to hover over to find the thing, but I think that was the overwhelming aspect of it all. Just the new words and the vernacular. Yeah, the skill trees essentially comprised of, I think four to five different things that you are upgrading, but the three main ones are command, which is like, I just mentioned shield capacity, power usage, it's like the blue little thing. Red is a drive, which is it increases the lucenite gain to allow faster proficiency upgrading. So the more lucenite you're getting, the better weapons you will be getting later on during the runs for like weapon proficiency. And then resilience is your armor, which is basically, you know, your health and that that's what kind of gives you a bigger health bar along the way. And I didn't really feel too, I was just more, I wasn't really overwhelmed. I was just like, God dang, I was, I only played for about 50 minutes and now I've like gone on the skill tree so far. I was just wasn't expecting that. You get a view of what the full skill tree, it stops at a while. They have little areas like checkpoints. Yes, that are checkpoints that are like, hey, you got to beat a boss in order to get past them. Right. So they do stop you and they have like this, definitely this vibe of like, hey, we know you're going to get to this point pretty fast. We're going to hard stop you until you beat a boss. And the way that you are upgrading is by walking up to this really cool computer at home base. It's like, it's like mother in aliens. Yeah. Which alien they mentioned was one of their, you know, big inspirations when it comes to the art direction of this world. And it was so awesome to hear from their art team be like, what an awesome challenge it is to create an alien world. You have anything that you could do. The world is at your fingertips and it's like, what do I want to do? And what do I want these aliens to kind of, you know, what do I want their architecture to look like? What do I want their, you know, manufacturing areas to look like? All that stuff is just so fascinating to me as somebody who's always buys art books for a lot of these games. And you talk to this big robot at your home base, which is one of the many NPCs you can speak to. And it's immediate that it's kind of hits you immediately that like, ah, this robot sometimes up with his dude, like, Oh yeah, he's just the awful vibe. Bad vibes, bad vibes. Yeah. So the robot, yeah. Because the robot is basically saying that he is the representation of the company at the home world. Soltari. Yeah. So sorry. So sorry. So like, basically, they're like, everything's falling apart. So you're talking to, you're like, okay, we got to save these people. And then this robot's like, no, I'm Soltari. I'm your boss. You're fucking working for me. Like they're the, you don't, don't worry about them. Like focus on, on figuring out this lucid night. Very similar vibes to like Roger was just mentioning alien where they, they, they're desperate to be saved. They're desperate for a rescue. And the number one directive is like, no, get the sample of the alien. We don't give a damn who dies or whatever. And like, so it's cool. Very similar vibes to that. And that's one thing, you know, going back to the narrative real quick, real quick that I'm so excited to get into because they mentioned, yes, we have a really cool story that we're proud and excited for people to learn more about. But for the people that just want gameplay, you can just get the gameplay. You'll run to a cutscene here and there, but this game will give back the more that you tried to get from it. Meaning when you finish a run, you have your hub world, which is the spaceship that you are your home base or whatever, where all of the different NPCs are there. And I can already tell I already had that vibe of after I would end a run, I'd be like, I want to go see what's up with everybody. What's everybody feeling? How has things changed? They got new things to tell me. We're looking for this one guy who got lost out there. And I found him and he's just giving me weird vibes. Every, like it, this eclipse is really messing with people's heads. And you know, we're finding note, you know, all these little like text logs everywhere. And immediately I'm like, Oh, shit, I'm so into this already. I want to be invested. I want to dive deeper into it and find out more about this world and what the hell is happening in this sort of video game. The more you all talk about it, the more you talk about this and tell me if I'm off. Like the more you talk about this more, I think of Hades and Hades too. As far as like, when you come back and talk to everybody and even like the comeback stronger thing, you know, like Hades is one of those ones where it is. All right, I'm back. What can I cook up? You know, what, how much darkness have I gotten? What can I put that into? Right? And like you do go back into everyone theoretically stronger in that game and a lot of modern roguelites. Is that like a comparison that's off? Or do you like look at that as something that's like, Oh, no, that is what it feels like. I feel like that's pretty damn spot on. For me, that because the vibes are so, are just so scuffed and so sad and scary and solemn and everybody's just, we're trying to get out of this place alive and you don't really know who to trust. And and and it's just, it's just an uneasy vibe all around. The vibes I get from it are the first time that I played Demon Souls whenever I would die and go back to the hub world and there's NPCs being there, just being like, you know, I'm fucking wife and my daughter, whatever, you know, as you're like, man, I feel like shit right now, but I love it. You know, like it's giving me like just really good story vibes and I want to know more about these NPCs while while you're doing that, also finding little secrets around there. And I hadn't really gotten much into, I don't really know if there was much customization happening, but aside from like just going to the robot and building up, okay. Yeah, I didn't see any of that because it may be like Returnal where they had no customization and maybe you would just get a secret outfit if you beat the game or whatever. But I didn't see much of that happening. However, the hub world is a place that I do not, when, whenever I would die in Returnal, I maybe had one or a couple of moments where I'm like, oh, what's going to be different when I arrive back here? I'm looking forward to every time seeing what's going to change. And yeah, talking about change, there's some, you probably noticed this with the outfit of the main character of like things are changing about this character already. And like you start to see that it's not just everybody around him, it's him as well. Right? Is it like, is it Shadow Colossus? Yeah, some things are changing about the way that, you know, his corruption looks like it's really cool to see the very finer details that they're just leaving out there on top of the audio logs. Like I found one that's, you know, just a very simple one. It's not generic, but you kind of expect it, but it hit when you're listening to it of like somebody celebrating your birthday. Right? And it's like, I've been on this planet, I'm celebrating a birthday. I didn't even tell anybody about it because vibes fucking suck. And like, and it's like, man, this is really good. And this is just a random audio log that I found. And, you know, for three hours of playing a game and being this invested into the story of, you know, a housemark game, I did not expect that. So I wrote down just a bunch of words, like I'm sure Roger just saying just words that were kind of encapsulating the stuff that they were saying on stage and that we're talking from the director to art director to writer to narrative, all that stuff, bullet ballet. See, I was going to bring up bullet ballet. I want to talk about that unless you get, do you just want to rattle off words? Just rattle off words that you could think about during that upcoming ad break. Okay. Bullet ballet, evolving, shape shifting world, haunting and layered narrative, richer world building, tighter session lengths, auto save at launch. Oh, okay. A lot of things that we'll get the people who maybe like to talk about dipped out on Returnal. Maybe this could be the one that we're like, all right, they care about me who has a kid that I need to pause during a run or whatever. I need to put this thing on rest mode. Yeah. Let me get excited. Yeah. Man, well, you talk about how people dip down on Returnal. I hope you don't dip out on this episode of kind of funny gamescast because we got way more to talk about when it comes to sorrows, but don't click off. Of course, if you have the kind of funny membership, that allows you to get shows ad free. And speaking of ads, let us tell you about our sponsors. And get good karma because Patreon is the best place that gives us the best revenue share on the kind of funny subscription. But if that's not your style, we'd love it if you came over and signed up for a free account. That's right. A free patreon.com slash kind of funny follow gets you the weekly schedule access to quips, Patreon's version of Twitter. And as an exclusive bonus this Friday, March 27th, it gets you access to a live Greg way. That's right. At 9 30 a.m. Pacific 30 minutes before kind of funny games daily, I'll go live answer chats and record the days Greg way any free member can come ask me questions in the chat. What have you got to lose? Sign up for a free sub on patreon.com slash kind of funny and I'll see you Friday, March 27th on Patreon at 9 30 a.m. Pacific. Who else are you going to talk to a shoe? Bullet Ballet two words that I like hearing together in a video game. Andy, talk to me about the guns. What kind of weaponry we rockin here? What kind of guns we shooting cool shoddies? An awesome shoddy that was actually at house mark. You know, they like built it out. It sounded real good, obviously, but it's just like a really sick ass. You don't know that. Really, this is on the wall in case of emergencies. Just a really sick ass 3D prop. I love the way the weapons look in this world. It is so like, it is so dystopian, future tech, but like futurist 80 sci-fi sort of vibes to it. I enjoyed a lot of the weaponry in this game. And like they mentioned, they mentioned in a couple of interviews, we don't this game, if you aren't the best at aiming, that's okay. The game is about, you know, just kind of hopefully lock in on in a general direction of an enemy because it isn't necessarily about precision. It's about avoiding everything and timing when it comes to making sure you're dashing through the right projectiles, making sure you're absorbing the right projectiles, jumping over those energy waves on the ground, all of that stuff that you love is here. One thing that I do hope to find though, later on in future runs, is I know they don't care about precision. I would love a super cool just like, beam, like something like that because I, so much of the game is just kind of like you running and jumping. You either have your pistol, sort of hand cannon, you have an AR thing, very similar, very similar weapons that you would come to expect from, you know, the game that's following up Returnal. Is it active reload? Yes. Yes. Active reload. Oh, do they do the thing where you have, because in Returnal, with the power of the adaptive triggers, you press down on the R2 button a little bit and it's the regular fire, but you hold it down and that's a secondary fire. If you hold L2 halfway, that does something separate to pushing down L2 all the way. Maybe that's what I'm thinking of actually. Yeah, it may have been that, but I played Returnal recently on PC, so I don't really know if I have the best, sort of like, you know, knowledge comparison. But yeah, I had a great time with the weapons, Roger. I don't know how you felt and maybe wanting more. I think the thing that confused me the most was, and I still get confused within Returnal, knowing what abilities do what and knowing what perks are doing what, you know, and how the ultimate ability looks vastly different to that ultimate ability. A lot of it comes down to just looking at the name and just trying to remember, oh, this does that one beam and this does this. Yeah, and that'll take what time. Yeah, I enjoyed the weapons. Again, there's a machine gun, pistol, and a shoddy. I actually enjoyed the pistol mostly. I would find pistols that have like electric energy, so then it would connect to other enemies, so especially during, yeah, chain lighting. So yeah, during like the first boss fight where there is like some side little characters you need to fight before you get to the main boss, that was super helpful. I didn't love the shotgun. Maybe it's just because it's not my playstyle. Like I'm not getting close to people. So I was like, when I got through the main tutorial, they like give you a shotgun, it's like, hey, try out the shotgun. I was like, oh, I want to drop this immediately. Like I do not like, that's just not my vibe. I'm sure that you were fucking fragging out. I didn't I didn't love the shotgun initially. But I wonder if they're like this shotgun that the character is using in the in the footage, I wonder if there are, and they're likely are little add-ons, whenever you pick up a weapon like in Returnal, as I was playing over the weekend, here we go, the Horde shotgun, searing rounds. Okay, so Kevin, is there a way to back up the footage to where he was looking at the weapons and pause? Because I want to talk about some more of those like specific weapon things. So the searing rounds have to be like, maybe your ammo, you know, tears through enemies more, right? But the the shoddy that I've been using in Returnal, the one that I always kind of gravitate towards is the one that's the Narrow Maw, because they have Wide Maw with MAW, where it's like wider shotgun spread. The Narrow Maw shoots out in a more collected sort of cone, and it's great for just hitting one enemy as opposed to feeling like, so you don't have to feel like you have to be right up in somebody's face. The Narrow Maw one is awesome. I think they also have Slug Shot, which is an even tighter cone of shooting, but I hope that I would assume that they would have little perks like that, as we see the Eruptor Hand Cannon has explosive rounds and favored target. And I think the favorite target is the enemy with either the lowest health will be prioritized if you're like kind of shooting in the general direction of it, I believe. Yeah, but the talking about like just words and stuff, I do wish that there was like, Hey, this is what this is. Like here's like in plain English, you know, because like, because like I was playing it honestly at a point, I was like, okay, higher number wins, right? Like I'm just, even if it's a different thing, I'm just going to go higher number, right? We're just moving through it. Are you holding one weapon at a time? Yes. Yes, yes, yes. You are holding only one weapon at a time. One weapon at a time. And if I remember correctly from Returnal, right, these numbers are just like, which weapon is better? Right. Yeah, that's like weapon proficiency level. So essentially, your weapon proficiency will get up to, let's say it's 13. That means you're going to start finding 13 guns, you know, level 13. Oh, yes. Yes. I remember this. Real quick question, right? Like, if I find how different are like the pistols that I'm finding, right? Like when we look at the one pistol from another, of course, there might be a ruptor rounds, might be something else, how varied are these get very, very different, especially like you get that first machine gun and it takes a long time to kind of like get like, it's almost like a Gatling gun, you know, I have to rev up a Gatling gun. You get super fast. Like you get some that are just like pretty much instantaneous. You get some that have the chain lightning, like they really do feel different. And then again, that goes back to the small criticism of like, this game has so much going on, so many multipliers and like changes and variables that it's like, you don't just looking at that, it's not easy to tell what is going to be it. But it's not like there's any issue to pick you pick up a gun, shoot it and then pick up the other guy. Right. Yeah. So there's no issue there. But yeah, it is, it doesn't do it justice when you pick up a gun. It's like, Dan, this feels completely different than the last machine gun that I had. I'd like to talk about the eclipse in the game because the eclipse is kind of the main thing that, you know, in this planet of Carcosa, we're talking about the people that live there and a lot of there's a cult that lived there or lives there. We don't quite know, but they worshiped this eclipse and the eclipse is what's making everybody go buck wild. And that's why in one of the first videos we ever saw this, it's this guy on the planet yelling at Rahul and he's going kind of freaking, he's losing his mind and then he gets shot in the head and Rahul's like, what the hell? And he looks and who shot him in the head. It's the actress who plays Celine from Returnal. Oh, she's in this game as a different character. I thought you said it was a different universe. I didn't know what that word meant. And then yeah, I just, it's really, really cool that, you know, there are several moments that things happen in this game where Rahul was like, this damn eclipse is messing with us. Like what the fuck is happening? And I, I just love this feeling of, of not knowing what's real or what's happening or who you could trust. And the eclipse also is, you know, a big portion of the gameplay differentiation. And at certain points throughout the run, you will walk up to a little item on the ground and you will summon this eclipse and suddenly everything gets more orange and scary looking and the enemies that are in the game, the projectiles they're shooting at you are now corrupted and they hurt a lot more. The enemies just do more damage to you. If you try to absorb them, those corrupted sort of projectiles with your shield, let's say your shield is about this big blessing and you start taking corruption, absorbing corruption, it's lowering your health bar. And so, but it's making your ultimate really, really powerful. So there's this push and pull of, I don't want to deal with this corruption because it's going to lower my health so much that when I use my ultimate, it's going to clear out, you use your ultimate to kind of clear corruption, but your health is still way to heck down here. It's built up so much corruption. So you gotta fill it up again. And so it's this sort of push and pull of, I could just try to avoid these bad yellow projectiles because the blue ones are good, you could absorb those all day. The bad ones are the yellow ones. And if you decide to just avoid the yellow ones and you could just kind of play like normal, but absorbing all the corrupted stuff makes the game tougher because you're more likely to be one hit, but it makes your ultimate insanely powerful. And it's like, there's a big risk reward there. I need to get used to that a bit more because early on I was very confused with what the actual benefits were because I wasn't necessarily, I gotta be honest, I'm learning this for the first time. I was playing the entire thing. I was like, why? I feel powerful, but I'm also losing the thing. That makes a lot of sense. Yeah. I hadn't played enough to look at the numbers and go, oh, me using my ability, me using this ultimate with the corruption is doing this much damage versus without the corruption. You know, I just hadn't played enough or gotten used to that enough. But yeah, I think it's a really cool kind of addition that will, they showed us how aesthetically all of these worlds will change and it's really cool. I mean, a lot of, you know, the, not only the color temperature changes, so it's not just world turns orange. There's just a lot of really cool. Breaking that, Mexico. Yeah. There's a lot of really cool artistic things they're doing to the world to make things go, oh, now the eclipse is on and things are harder and I need to be more worried about. Enemies out there. So when you're saying world changes, you're not just talking about like, okay, we just finished up this big area and now it's onto area two or whatever. Sort of a little bit. I mean, so let me just break down on every level. They did show a lot of like before and after pics of here's what this area looks like before the eclipse and here's post eclipse. Yeah. So, but the way that it starts off is that you're not in the eclipse in the very beginning, you're running around, you're going through areas and then every world, pretty much every like area that you're fighting and you have combat in also has like a challenge group as you're seeing right there, which is like this red thing that you have to hit and it usually has upgraded weapons. Maybe it has a little thing that you have to avoid, maybe some enemies. So those are optional. You don't have to do that. And then eventually you will get to basically, I would say like the halfway point of every level and then it literally is like a hard stop. You have to do the eclipse, cutscene happens, and then everything turns orange, world kind of changes, everything's harder. And then eventually you will find a shortcut to a boss fight. And then that will essentially allow you to, next time you play in that run, if you don't beat the boss, you can, I think pretty much right after the eclipse you have, or is it before the eclipse? I think it's like right after. You pretty much go straight to the boss. Yeah. So it cuts it in half essentially the level. Next time you play it again, so you can go straight to the boss right after the eclipse. And then yeah, then there's a boss fight and then after you finish the boss, then you're done with that world. And you can move on to the next thing. Gotcha. Yeah. So the eclipse is pretty much the halfway point. So you think that, so I've had a few runs where I was like, man, I'm fucking killing it. Oh, shit. I didn't even hit the eclipse yet. I'm fucking halfway. How have I been fine for my life? Yeah, it is noticeably harder. I wouldn't say it's like deathly harder. You know, I don't think it's like super duper hard. It's not like, oh, shit, I'm playing on like super hard mode, but yeah, enemies are more aggressive. I think that's the best way to describe it. And you will notice when you are trying to absorb those bad particles, I like, wait, why is my health so low? Yeah, I was, I had my shield up and it's because the corruption overtook your health bar. And in order to clear it, you have to use your ultimate. And, but even when you clear all of it, your health is still as low as it was when all the corruption sort of took over. So you might have just pixels of health left and you're like, damn, I really need to find a heal now because I took all that corruption so that my ability would be insanely strong. Was it worth it? Because now my health is this small, you know, that feels, does it seem feel like the replacement to I forget the exact word for it, but it was like the malignant something in Returnal where there are essentially these curses. Yeah, the curse is essentially where you pick it up and you get a bonus, but also you get a curse that fucks you up for a while. I mean, there it's a different thing entirely because that is still in the game. That's still here. Yeah, there are still like these, these glitched, I don't know what the exact terms that they're calling them, but they are like, you see your body kind of start to grow this weird kind of on your back shoulder normally, like your back. Corrupted, corrupted. Yeah, the corruption will sort of take over your, your body and you are under that corruption either, you know, increasing your cooldown for your dash or whatever, you know, lowering your health, but getting a benefit on top. Yeah, exactly. I have an example here where it was like, you get more a shield, but then your health drops down if you're not moving or while you're shooting or something like that. Yeah, constantly be shooting. Yeah, exactly. So you get a lot of those, especially when you're leading up to like a, you get them throughout the world, but when you're leading up to a boss, like they kind of like the boss fountain area where it's like pretty much just all corrupted abilities where it's like, hey, you want some, you want to get a little more powerful? Do you think you can fucking handle not, you know, staying still for the entire boss fight? Try it out. Right. So I thought that was, that's actually really fun. And I was, I was happy to see a lot of those because I was, I was taking on a lot of those corrupted abilities, honestly, by the ending of it where I was like, okay, I think I can deal moving around and trying to just like looking all fucked up. So did you guys get to face off against bosses? Yeah, we did. Yes. Yeah, two bosses. That was the demo was essentially try to get to the end of the second boss. Okay. And I think Roger and I, I think discovered we died the exact same amount of times. We're equal gamers. Yeah. We three tried the first boss and we first tried the second boss. Yeah. So I died a couple of times. I was unfortunately in those times that I died, I was sitting next to Luke Stevens and I noticed him look over me and like right down on like, oh, shit. He's going on the internet. He's going to let the internet know games journalists aren't good at games. Yeah. I had a great time. Even the mini bosses, like there are awesome mini bosses, like the one that we're watching on screen right now that are not a main boss with a big health bar. It would be one of those things if the shield went up immediately, but it doesn't. It's melee then so like you kind of have to pre assume that, you know, some of these of yes, another one. Yeah, here's that eclipse corruption corruption projectiles lower your max armor integrity. Even when blocked with shield use power weapons to cleanse corruption and regain your max armor integrity. And those are all the yellow projectiles that are, they're going to come after you and they're going to hurt even more. Yeah. And they're going to screw up your health bar if you aren't or screw up your health bar if you're trying to shield from them. You know. Yeah. So there were moments later on where I'm like, this hasn't really been working out for me too well. So I'm just going to try to avoid all the yellow ones instead of trying to shield my way through them. But yeah, movement and everything feels awesome. Good button remapping, I would say. I'm so you went in there and did it. Oh yeah, I had to. Yeah, I'm so stoked to play with back paddles. So that's going to make the game even better for me because I essentially put jump on L three so that dash was on, I think our one maybe. Wow. Yeah, I had to do a lot of stuff in there because you got to keep your right thumb on the that feels illegal to do it a preview event. I'm going to be honest with the default control. I feel like that might get us banned. That's kind of creepy. No, the illegal part was like the legal part was that one time at the Jaganage Vale Guard presentation where I'm like plugging in my controller and then I'm short from home. Oh, no, maybe it was a night rain. It may have been night rain, but I'm plugging in my controller and then on stage they're like, please don't plug in anything in the computers and I just ignored it. Lucy was like, they're looking at you. And I was like, no, I don't worry about it. I'm going to ask a question that feels very 2021. We just started PS5. I love it, bro. Dual sense. You know what I mean? Like, thank you. Thank you. Returnal. One of the things I remember, I had a tweet that went viral because I had taken a video when a returnal first came out of my controller sitting on my desk and like the rain coming down in the game and you can like hear the pit of patterns of rain in my controller and like Twitter went crazy with that one. Twitter loved it. How does the dual sense feel here? Even tell me about like even sound design and stuff like that. If you have the the stuff to talk about sound design, I am sure is great. I don't like those PlayStation headphones. Me either. Yeah. They like, they feel a little cheap and like they're hurting my ears. And I was like, I don't, this doesn't feel like it's doing it justice. But from what I can hear, it's great. The dual sense is fucking incredible, man. When I play, when you play a first party game, especially this one, it's like, you pick up the dual sense, like, oh, I get it. Like I will, I will take this over with the three hour battery life that it has any day. Like it justifies it completely. Yeah. Playing this and like, it's an additive experience. It's such an added experience and the way that it changes and evolves throughout your gameplay. And yeah, especially those adaptive triggers, man. Like it feel, I can't believe that you're able to play that. I mean, I guess you won't be able to in the future play this on PC with a thing that is in dual sense. This feels like it's made for the dual sense completely. Speaking of PC, that is a great little question to be asked because it was asked at the event by some people that we know, because I asked, hey, I love Return of Co-op. You all added that any chances of co-op. And I was given the response of, we're not ready to talk about post launch content at this time. So I was like, okay, that's fair. I like that answer. I like that answer. As far as the PC question, a friend of ours in the industry did ask that question and they were met with, we're here to talk about Saros on the PS5 right now. So not looking good. I got to assume just like we read all those, you know, every report about how they're pulling out of the PC business. It kind of makes sense with how, with the way that we were met, you know, those responses were met. Yeah. Did you get a sense of scale at all? Does this feel like it's returnable as far as like size and scope and length? Yeah, I was interested in that because I mean, the three and a half hour hours of us playing, I mean, I went through those two worlds pretty quickly, not quickly, but you know, I could have, I could have started going deep into that third world, but I was kind of hard stop there. So I was wondering if how short or how long this is going to be. Part of me wonders if, if in their balancing, they decided these runs take a long time, what if we gave you more, what if we gave you more sort of boss fights that were shorter in length? Not that the boss fights were too long. I'm talking about just like the actual run of getting to a boss fight, right? What if we condensed that but gave you more of that? That's what I would hope for because I think some of those runs did feel like they took a long time in Returnal. This is the second boss that we took on. Bastion. I would love to hopefully, I would hope for a lot of verticality because I think Returnal does that in such an amazing way, adding crazy amounts of depth you can go to and crazy heights you could reach. I hope to see a level of that. I didn't see a whole lot of it, at least on this, you know, in comparison to Returnal. Verticality? Yeah. I mean, they had those jump pads in the second one, which add a little bit of that. Yeah. That's not really what you're looking for. No, I guess more of like, there's, there's several moments in Returnal. I'm like, oh, damn, I mean, I'm like, wait, you go, you know, it's, it's not the most, it's not that this game felt flat at all. Just maybe it wasn't reaching those heights. Yeah. One thing I want to talk about before we wrap up is the Carcosan modifiers, which I think was shown off in a recent trailer. The way that they do this is, is a dial that you can make the game harder or easier depending on what you need. So the way that they do that is, you have different modifiers, think of like, I don't know, like the Halo skulls or whatever, right, where you can add in something where I don't actually don't have any examples on top of my head, but there's like the Hades, like, yeah, what's it called, heat? Heat. Yeah. Yeah. Yeah. So you're, you're, this is not it. This is the upgrade system right here, though, but look how sick that UI is for all the video watchers, but the world dial, not the world dial, sorry, it's a different thing that I think happens later on in the game. So the way they do it is that you can make the game harder and like, depending on what you add and what you take away, but you cannot start a run if you make it too easy. So they make sure that it's maybe eventually that's something you can do, maybe that's an accessibility option, but the way that they were doing it, I tried to make it easier, just to see what would happen. It was like, no, you can't do that. So you have kind of a wiggle room to make it a little easier, right? You don't have to be exactly in the middle of the dial. You can make it, you know, add some, some debuffs, but you do have to be within that range, or you can make it harder if you want to. And I do, I would love to see somebody that does the full crazy run, which everything's harder, because that would be super entertaining. So did you play with that at all? No, I didn't even really know that was available. Oh, okay, gotcha. Yeah, that was, I think it was like after the second ball or like around the second. Oh, okay, gotcha. Yeah, separate from the, what's it called, Carcosean? Yeah, Carcosean. Carcosean dial or whatever. Yeah. Separate from that, in a regular run of this game, did it feel like you had the potential to become OP? Because that's one of my favorite things to do at a roguelite, where I'm like, damn, I got this combination of gun upgrades or whatever. And I feel like I'm just dominating, and I love that. The way you guys describe it though, it sounds like the way to get more powerful is by dying. Like do you feel, what's your take on that? I was just going to say, I think maybe if you want to feel OP is possibly going back into the first world after a lot of upgrades or trying to fight, refight the first boss, I didn't really get the sense of that. But it also, but that doesn't also, it didn't feel like the game was kicking my ass in a lot of ways. Yeah, I do think that by the ending of the game, you will feel OP if you go backwards. But again, with the locked progression of like, hey, you have to beat a boss in order to get past a certain point. I do think that this is a very purposeful direction when it comes to the upgrades of like, they want us to feel powerful. They want us to feel like, oh man, I'm rich as hell. Lucenite is so powerful. I can do all this stuff. Oh no, I need to stop right here. So I believe, if I were to guess, I feel like the upgrades are going to get way slower after this, where it's going to take a lot more to get to a point where you feel a little bit more powerful. And I would also assume that there may be some of those abilities that we just saw pop up on the screen right there, which are mid run little upgrades. There may be some perks out there that we just aren't aware of that you go, oh my God, I just picked up this thing that gives me health back every time I may lay or whatever. There could be things like that that sort of do change the game for everybody. Yeah. One of the last things I want to ask you guys, of course, I always shout out Janet Garcia because she asked this during a preview once and I was like, I'm going to steal that for every single preview that I host. Love that. She has this thing that she did when she worked at a school called a rose thorn bud. A rose in this case being the thing that you love the most from your time previewing the game. Thorn being the thing you liked the least in your time previewing the game and the bud being what you want to see in the final game, something that you're unsure of that you want to see pan out in the final thing. Roger, I'll start with you. Do you have a rose, a thorn in a bud? I mean, sorry, rose. Rose, your favorite thing. My favorite thing is, honestly, I think it's a story. I mean, it's maybe the most surprising thing for me where it's like, I just didn't expect House Mark to got it like that. I knew they had the vibes. I didn't realize that they would have something that I'm actually interested in from like a Sony first party perspective of storytelling, right? Like did not expect that. The thorn, I think, is just some of the gameplay stuff. Again, when you come down to the corruption and all that jazz, like it gets a little confusing in the moment, right? I'm sure that's going to even itself out. But when it comes to the bud, like it's the story again. Like I am very much that needs to be nailed. Like if we're just setting up a bunch of things and the conclusion feels like, oh, whatever, like my time was wasted, I could see that with this type of game when people are losing time and things are wiki-waki. Like you don't know what's a dream. What's time you want me like, I do you need to nail this? And I would love a not a clear like concise like this is exactly what happened to these characters. But I want to be able to understand the story and not just go off the deep end of like anything can be real. Nothing can be real. I want them to actually nail that. So there's my buttoned up. Yes, exactly. Yeah. Man, honestly, I echo a lot of what Roger feels at the story. It's like it was my most surprising thing. And it's the thing I'm probably the most excited about because I knew I was going to get if not just return gameplay, better return gameplay. And that's exactly what I got. So for for Rose, I would say just to switch it up, I would say like I would say visuals. Yeah. Like the game looks fantastic. Everything they're doing with, you know, they talked about their graphite sort of it's not an engine, but it's this foundation that they've been building for a long time of how to make all of these amazing visuals look as good as they do and run as smoothly as they do. That's another big thing that they care about is like, we want this stuff to look good and to run at 60 frames per second on the PS five, you know, and for bud, I would say I'm most excited to see how this would look on a PS five pro because it already looked awesome on a normal PS five, even though I could see, all right, that's probably going to be improved on the neck on the newer gen or PS five version, PS five pro version rather. And for the thorn, the thing that I disliked the most, honestly, Rahul Kohli, see, I was actually the next question. How was Rahul? No, he's awesome. He's great. He's awesome. He's he's awesome. Great. I am so stoked to see what the hell happens with this story because just it's just like it feels like what we experience, Roger, is like the first episode of an HBO show that we know nothing about. And that the episode went like, whoa, this is really cool. There is a cutscene at the ending of the second world that they made us all watch, like make sure that, hey, if you didn't finish the second boss, which you and I did because we're gamers, but they were like, Hey, everybody, I want you to stand outside here and watch. We'll see what looks even says though. I don't know. But the cutscene is incredible. And you see like, it is not just Rahul doing amazing job as he always is. He's incredible, excited for that exorcist movie they're making right now, but also just the way that they shot it. It feels very Sony first party, very cinematic, really the way that you wouldn't expect. Like he's angry and there's this light beeping in his face and it's like, fuck me. Okay. So good. So good. And like, I understand why they told everybody, Hey, it's 5pm. You're going to get into rush hour traffic. I need everyone to stand here and watch this thing again. It made a lot of sense. And yeah, I'm very, very excited. Yeah, I had to go back the second day to watch that because I beat the second boss, but I didn't grab the item after the fact to like push forward. I just, I just thought like, all right. Okay. I guess I'm done. And then, you know, I was pulled off my headphones and people started asking me, just watch. What do you think of that cutscene? I was like, I don't really know. And they're like, Oh my God, you didn't. So I saw them pulling people into like a little theater there. And it was for people who weren't able to beat the second boss. Hey, you weren't able to beat it. We ran out of time. However, come watch this little, this little bit. So I went back the second day where it was another day of other media and creators and like streamers and content creators playing the game and they were able to get me into the theater just to watch it. It was awesome as hell. Yeah, it was great. Real quick, just to kind of like piggyback on the whole, the headphone thing that Roger had issues with with the Sony headphones. Something about this game was like just insanely loud and really, it felt like everything was kind of just peeking out a little bit too much. Oh really? I found it too soft. In my headphones, especially, and I would replace station pole set phone. Yeah. Okay. I was lowering the volume. I don't, I don't feel like it ever, I don't trust the lower. I feel like it kept going back up. Like I was having to go into the game menu to do that because it wasn't letting me do it on the hardware side, but it just kept the game just stayed real loud the whole time. And I don't know if that was the game or partially the headphones, but whenever there were exposures in the game, it was such a deep punch that like maybe felt like it was peeking out here and there, but I don't really expect to see that in the final product. Because as somebody who's used, like I've used the bass pulse headphones, I've used the pulse elites and I use the explorers all the time. Something about that bass pulse headset, I don't know. Like, yeah. I would have like random weird shit. And granted, I got like the first iteration like point, you know, one bass pulse that they sent to us for review. And so like maybe it's just the fact that never updated it or something. I mean, I definitely updated it, but maybe it's just a physical hardware thing. I don't know. But sometimes that shit would peek out in a way where I'm like, what the fuck? Why does this sound like? Yeah. Yeah. My elites are better. But even my explorers are also kind of weird sometimes. They don't make it for people like have weird ears like me. Me too. Yeah. I'm massive. I got weird ears. I got weird ears. Look like I have a cartilage like sticking out. It's weird. You got to look to years like that. Are you like, yeah, you got weird ears. Yeah. My dad has big ears. But I think I don't even got big ears. I just got weird ears, everybody. Oh, they look normal. They feel they don't feel normal. My ears. They don't feel normal. Don't invalidate. Let us know in the comments below. What are your thoughts on the sorrows after hearing the guys talk about it? Are you more excited? Of course, that is coming out April 30th. So they're only waiting another month. That's way too long. That's way. Yeah. Sony, you got to give us the codes now. Come on. You got to see how it has been excited because that means codes are probably a couple of weeks away. Let's get going. Come on. Y'all got me hype about this now. So look forward to that. Of course, if you're watching this live right before this, we just did our reaction to the Xbox partner preview. We did our live reactions and reviews. So if you missed that, go check that out. After this is in review. That's right. Air Bud. Our first time watching. Yeah. That's my first time watching. I'm very excited. Yeah. Nick Roger and Mike, then we have a gameplay stream. That's going to be more of that retro rewind for day three. But that's it. What's so funny? What's your rewind? With Mike and Nick, of course, this has been the kind of funny games cast where each and every weekday we get together and talk about the biggest reviews, previews and topics in video games live on YouTube, Twitch and on podcast services around the globe. You guys got to figure that out. If you love what we do, support us with the kind of funny membership on Patreon, YouTube, Apple or Spotify to get all of our shows ad free and get a daily exclusive show. Until next time, I've been blessing. That's been Roger. That's been Andy. It's been our pleasure to serve you. Ready to launch your business. Get started with the commerce platform made for entrepreneurs. 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