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S2 Ep161: It Takes Two image

S2 Ep161: It Takes Two

S2 E161 ยท Soapstone
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Join Dave and Jake as they pretend they're in Toy Story...but this time it's about divorce!

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Transcript

Magnetism and Attraction Metaphor

00:00:00
Speaker
Attraction is like a magnet, but you need both poles, north, south, plus, minus, funny, maybe. This magnet will help you rediscover the attraction you once felt for each other.
00:00:19
Speaker
One is plus, one is minus. That's not how it works. A magnet always has both poles. Ha, ha, ha. Not

Snow Globe Adventure and Magnet Powers

00:00:28
Speaker
these magnets. Come on. Oh, hey. Hi, hey. What the? Hey, what's up, little ones? Oh, no. We're stuck inside that snow globe we bought there. Get to the top of the mountain to receive your next piece of the letter.
00:00:47
Speaker
Yeah, what if we freeze to death trying to get there? Use your magnet powers and the attraction will warm you up, baby. Uh-huh. Yeah, you feel that? You just feel that warmth? He said, you like? What is wrong with that guy? He's obscene. How's

Introduction to 'Soapstone' Podcast

00:01:07
Speaker
it going, everyone? How's it going, everyone? Welcome to another episode of soapstone. All right, let's do it.
00:01:15
Speaker
You have the edit this week, too. How's it going, everyone? Welcome to another episode of soapstone. My name is Jake. I'm joined by my co-host is always Dave. How's it going tonight, Dave? That's going, going good-ish. Pretty good-ish. Good-ish. Good-ish. It's like sim-ish. Sim-lish.
00:01:40
Speaker
What? Elvish. It is like, I am, I am very elvish right now. My ears are pointed and I will only die in battle. Hmm. Is that how worlds die? I guess most of the time. Yeah. At least in Lord of the Rings context, then they don't die of old age. Do they die of sadness? I don't know. That's another way you can go.
00:02:02
Speaker
From being stabbed in battle? Yeah, I'd be pretty sad. I don't know. This is a deeply troubling experience. It's like the one snippet of Lord of the Rings lore that I'm recalling. Yeah, I guess that's true. I thought that, wouldn't they have like faded away over time or something? Because I know they literally took a, they all took ships to the gray lands, whatever they're called.
00:02:28
Speaker
I thought that's just the afterlife. They're like, fuck the mortal plane. They just kind of fucked off to heaven. My assumption was that they were still alive. Yeah, they were alive somewhere else. But in like Middle Earth, it's literally just a different location because like Bilbo went, I think Gandalf went eventually. Yeah, Bilbo went with the elves. Frodo hung around because he's like, I'm going to tell my own story.

'Lord of the Rings' Ending Discussion

00:02:56
Speaker
And then they made the...
00:02:57
Speaker
No, they redid the Hobbit in three parts. We never got a fucking additional Frodo story. Yeah. But Frodo went with everybody else. And then Sam had a family. And then when he was old, went and took the boat to the other islands. Sam took the boat?
00:03:17
Speaker
He did eventually. And he left his wife and kids behind. Yeah, I can't. I don't think it was like immediately. I don't think he was like, hey, now that our children are born, peace. He looked at all the bills coming in. He's like, yeah, I don't think it was a skip out on child support type thing. I think it was because he, um, he, all of the ring bearers, I think ended up leaving eventually. And Sam held the ring for a period of time.
00:03:46
Speaker
Interesting. I really don't remember a lot of the additional addendum information. There's a lot. There's probably too much. I like that I'm trying to flex some Lord of the Rings lore, and I'm like, I can't even remember. They're like gray lands or something, the islands, whatever they're called. Elf islands. The best flex I can do is throw out Silmarillion. Not that I've read it, but I know the name of the book.
00:04:15
Speaker
Valinor, the Undying Lands. Is that right? I'm going to say yes, because I'm not looking it up in July. That's fair. Yeah, where do the elves sail? I definitely spelled that as sail, so it's like a garage sale or something. Where do the elves congregate? Where can I buy elves? Sail to the west.
00:04:45
Speaker
Hmm. Yeah, I don't know. Anyways, nobody cares. I feel like our podcast that's based on Lord of the Rings tidbits is going to like immediately fail.

'Lord of the Rings' Trilogy Fan Experience

00:05:02
Speaker
What else you know? Nothing. There's a ring. It's really angry. It's an angry ring. It's like a bird, an angry bird, but in ring form.
00:05:14
Speaker
I just liked that it had part of it that like it showed the Elvish text when it was heated up. Oh, that was a nice touch, right? It was the coolest thing. Those old movies were really good. Like the Peter Jackson, Fat Peter Jackson movies, I think is how they're referred. You know what? I think you're kind of alone on that. Not many other people enjoy that franchise. Right. Let me post this to unpopular opinions. Lord of the Rings, I thought I was OK.
00:05:45
Speaker
Did you ever do the binge watch party of like, here's the trilogy? I don't think I could. I mean, I probably could if there was food provided. But I mean, maybe before the like extended editions came out, but that would literally. It adds four hours. It adds a whole extra movie and it's it's fucking draining.
00:06:05
Speaker
It's kind of crazy. Speaking of Lord of the Rings, which is now the topic of this episode, I guess, one of my memories about that is my sister, when I was really young, was reading through Lord of the Rings. And I have no idea what the inciting reason was for this. She'd barely ever really talked to me because she's older than me and older sisters don't talk to younger brothers.
00:06:27
Speaker
It's just the way it works. Them's the rules. So what are you going to do? But she read me just Lord of the Rings, just straight up. Not like a lot of it. I think it was potentially The Hobbit, like a couple of chapters or something. But I still have that memory. I was just like, man, this was really cool.
00:06:48
Speaker
So she turned you into a fucking nerd. I guess maybe. I feel like I'm probably doomed to this life regardless. I don't know if that was the cause, but that's definitely helped. Yeah. Read to your younger siblings. It's actually kind of cool.
00:07:05
Speaker
If you don't have any, just find a kid, find a kid. Yeah. There was, what was the joke I heard recently? It was a bad joke. It was like, um, uh, the guy was like sitting at a, uh, a park and, uh, lady walks up and I was like, uh, which one is yours? And the guy is like, I haven't decided yet. You're just like, Hmm, maybe not. I like little quick things like that. Hmm.
00:07:35
Speaker
And it makes you kind of do like a quick eyebrow raise, but it's not so awful. Right. It's not like these or anything, but it's just done. Yeah, it's not there to shock anybody. It's just oh, that's bad. Right. Yeah, it is bad. That is that is the joke. But I don't know what else I've been up to recently.
00:07:57
Speaker
Well, since we're on Lord of the Rings, um, I think one of my favorite movies is probably the two towers. Cause as we all know, it takes to, Hey everybody, welcome to soapstone podcast, where I shoe horns the title of the game into that sentence. We should definitely have that as a segment where there's just a second introduction. Like I do the first introduction and then you just completely throw it out later and you introduce the podcast and then actually talk about the topic.
00:08:27
Speaker
That should be, that should be a recurring segment. I could do that. I would just need to turn into Davis, interrupt this and just pick a random point to just be like, bam. I think that's fair. I think that could be cool. Right. And I'll see if

Game Exploration: 'It Takes Two'

00:08:44
Speaker
that's cool or not. Yeah.
00:08:46
Speaker
Anyways, it takes two. But that is what I have been up to recently. We've been playing through this over the past week. Yeah. It is a, for genre, it is a puzzle platformer. And it's fucking, it's a little gold gem. I know gold's not a gem, but shut up. It's just, it's been really fun. And props to Gennaro for recommending and getting this for us.
00:09:14
Speaker
Yeah. No, he's, he gives us good recommends a lot of times. He's also like half of our listenership. So just keep listening. We appreciate it. Farming simulator is a bit of a miss, but anyway. It was still an interesting, it was still a fun topic at least. Oh yeah.
00:09:32
Speaker
But yeah, it takes two is like the genre you described, but also relatively unique from a video game standpoint. And that I would say it's exceedingly uncommon to the point where I actually am having trouble thinking of another example off the top of my head of a game that forces two players to play.
00:09:55
Speaker
There is no one player with like AI option whatsoever. You absolutely have to have two people to play the game.
00:10:07
Speaker
Yeah, I'm blanking on that. It's really uncommon, right? Why would you literally just say, hey, if you're a solo gamer, no. This is not for you. Imagine if they had online matchmaking. It's like, you guys would play a game together?
00:10:27
Speaker
The one person just AFK for 20 minutes. And they really, I mean, they obviously sell it with the name, right? Like it's, it can't be more straightforward than that. You're like, what's that? What's the minimum player count for the game? It takes two.
00:10:43
Speaker
Two. It goes up to nine. Yeah, right. What's the maximum player count? 128. It's Battlefield. Absolutely flag bad. But that's a really novel approach. So we were playing, this was published by Origin, created by Haze Light, who made A Way Out. Was there only other game, I believe?
00:11:09
Speaker
not the same at all. I would argue from a genre perspective other than co-op in common. But the game has the unique feature that only one person needs to own the game. That's the balancing act. You can't play it solo. But if your friend buys it or you buy it, that's it. That's all you need.
00:11:34
Speaker
Yeah, that's fucking huge, because I think the Steam remote play is fairly recent within the last year. And that is janky as shit. Whereas with this, Jake still had to install files that he could play the game, obviously, because it's running from his machine as well. But I had the one copy, so that immediately cuts the cost in half.
00:11:58
Speaker
And I didn't even buy the game. So it really worked out nicely. But it is cool because like now, I think I mentioned this to Mike, like, have you heard of this? Like, yeah, I heard it sounds pretty good. Like, yeah, we should play through some time because I'd be willing to play it again. But now he doesn't have to buy the game if he wants to share that experience with me.

Co-op Gameplay in 'It Takes Two'

00:12:18
Speaker
Exactly. He can just join in.
00:12:20
Speaker
So that is a huge win. It's really interesting since this is published by EA. I'm curious what approach Haze Light took to market this because I mean it's so it's a $40 game, which is maybe it's a bit more than I would expect for an adventure game. Perhaps I would expect like, you know, 30, I'd say, but 40 is not out of the round, out of the realm of
00:12:46
Speaker
Feasibility but somebody had to like take this game's concept and market it to a marketing executive and be like People that if there's only one person they can't buy the game or they can buy the game But they won't be able to play it like okay, that's bad. You should change that and it's like follow-up though and
00:13:05
Speaker
If there's two people, only one person has to buy the game and the executive's just gonna be like, what the? Do you hate money? Yeah. Looking at that from a business perspective, I'm not sure how that got through. Great. But I'm not going to question it.
00:13:24
Speaker
I assume the game must have actually been like they must have had a demo or a sampler like for the executives to try out and they're like, oh, oh, wait, this is actually just a really good game. We're going to make money off this. And if we don't take the deal, somebody else will publish it. Yeah, yeah, we'll take.
00:13:41
Speaker
Hey guys, for today's meeting, um, we'd like the CEO to just sit down in this chair and you're going to play test the game. What am I fucking QA? I mean, some, some publishers do that. I assume the higher level ones obviously don't have the CEO, but I know like a devolver, like when they're picking up game ideas, things like that, uh, fund, they're like, Hey, show us what you got. And that's how like hotline Miami came to be in carrying and stuff like that.
00:14:07
Speaker
I think it's good because obviously if you're making the game, you're going to be very attached to it. You're going to enjoy the gameplay and the things about it. But really, you want the outsider opinion of, hey, person, random person, do you enjoy this? Are you getting enjoyment from it? Is it just entertaining and fun? So if they say like, yeah, like I like the bare bones of this, cool. You have an idea that other people are probably going to like and you build off of that. Exactly. Yeah.
00:14:35
Speaker
But what's fucking crazy about this is it was not on my radar at all. I think I saw a trailer and like that looks like some baby shit, which is now my term for it looks like young kids would enjoy it, but it's not for me an intense, edgy gamer. Yes. And the trailer doesn't really do it justice, I would say. But when we got into playing it, it was just nonstop fun.
00:15:05
Speaker
Yeah, like they don't, they don't stick on any idea too long. And it was just so much novelty in it and nostalgia.
00:15:17
Speaker
Yeah, I would agree with that completely. There's a lot of games I quite enjoy. I have a lot of fun with them. Oh, really? Name all of them. Right. Name every game that I've enjoyed. OK, done. No, I'm just kidding. Just go through some played recently. Or semi-recently, where this is in our Dark Souls themed thing. Dark Souls is really fun. Sekiro is really fun.
00:15:43
Speaker
But is it fun all the time? Is it continually novel? No, it's actually kind of fun because of the opposite reasons, because there's some consistency to it, because you can get a feel for the world, for the mechanics, and lock those in. And then it feels good to master that, right?
00:16:03
Speaker
And it feels good to walk up in a boss and be like, yo, what up? I got a long sword. And absolutely destroy them. But it takes to completely negates that approach entirely by being like, you can't master the common mechanics of this game because we're going to change them every major level. And you're going to appreciate that. I'm like, well, that's kind of aggressive, but I mean,
00:16:28
Speaker
Okay. It's good though. The other part of it is since we are doing two, we're doing two different characters. Yes. We play as the mom and dad who are, spoilers, getting divorced and the kid gets sad once their parents move back together, does some voodoo shit and you turn into small dolls.
00:16:54
Speaker
Yeah. But we're each separate characters. So whenever a mechanic comes up, Jake and I never had the same mechanic. We were always responsible for different things. And those two mechanics would have to work cohesively together to solve different puzzles. Right. So maybe there's a section that only he could do. I'm like, help me out here. I'll do the platforming and you control the other bits or vice versa.
00:17:19
Speaker
There's usually, and that's a recurring theme is you have one player kind of be the operator or the person in Overwatch, the person who's manipulating the field and the other person's running the field, traversing the puzzle, doing something like that. And I like, I love that idea in general. I think that's like a really cool concept, asymmetrical cooperative gameplay. I think like.
00:17:42
Speaker
This is weird. This is a weird thing to call back to. But I think not too long ago, we were talking about Call of Duty 4. And I mentioned like the AC 130 section, which is like there's one person up in the air and the other person's actually on the ground running through. And I would say this game on
00:18:00
Speaker
Not actually completely on the whole is less violent than modern warfare but It does share some of that asymmetrical co-op action That you know, I I think is good because it allows different players to have focus at different

Asymmetrical Mechanics of 'It Takes Two'

00:18:19
Speaker
times. You're not just like oh When we played fear three
00:18:26
Speaker
Like, one of the characters has psychic powers, the other person shoots gun real good. And so you're like, that really succinctly explains that game. But it's like, when we played through, I was like, I'll play Point Man, shoot gun real good. You can play Paxton Fettle because
00:18:49
Speaker
having psychic powers and possessing enemies is way more interesting. And I've done that in my playthrough, right? But because you're changing abilities out and it takes two, that doesn't weigh as much. You're not like, oh, that guy has a way better power. I wish I had something like that.
00:19:06
Speaker
Yeah, I felt like it kind of went, it was pretty balanced. Like it went back and forth between who had a more interesting one or is that entirely subjective? Yeah. Like I enjoyed a lot of my Cody abilities. There were like one or two times I'm like, uh, kind of like what Jake has, but like- And I felt the same, right? A couple of times. Of course you did. Cody's fucking awesome.
00:19:31
Speaker
A lot of times they also just have kind of neutral use abilities where they're not the same. For example, let's talk about the first ability, right? Like May gets the hammer and Cody gets nails.
00:19:45
Speaker
So I was playing may for our play through and the hammer is just like the head of a hammer. It allows you to break down some walls. That's not super exciting, but you can also swing like on nails and other surfaces and interact with certain interactables that Cody can't. And because of that, you're the one kind of doing more of the kinetic traversal.
00:20:07
Speaker
the puzzles. Whereas Cody's just like freaking great. I peeked your screen while we're going through this since it shows both of our screens at the same time. I was like, I can tell Dave's also enjoying himself.
00:20:21
Speaker
Sorry, my camera's on for that. But when Cody has a nail, he can kind of target and throw and it will lock into a surface. And usually you want that for a moving piece to not move and be like a stable platform. And then if you hold the B, you can resummon the nail or nails to reposition. Right. So I remember there was a part where I had to like.
00:20:45
Speaker
fairly quickly, like throw the nails back so you could do like some wall jumps. And that was cool to like figure out the timings of like, you need to go here and I have to do this. But in that case, I was very much the operator where you were like running through the course. And I'm like, set this up for him, set this up for him.
00:21:03
Speaker
Yeah, you're doing the macro puzzle solving. A lot of times it's the trade-off. One player's doing the platforming, the other player's doing the puzzle solving. And they do a pretty good job of, it's very much not a game where it's like, hey, if you want to play through with someone who's less familiar with games, they should obviously take this character. There is no tales.
00:21:24
Speaker
and it takes two where it's like just pass the control after brother. You don't have to plug it in. If they're good, awesome. The boss dies faster. If they're bad, they'll die a bunch and it won't impact your stocks at all. There's nothing like that. Both of them are engaging characters.
00:21:42
Speaker
As far as the levels as well, it's not character specific. But the first area is the shed, where you have the hammer nails to use as your tools. But as you're going through the level, you'll find these vacuum tubes, like the old pipes you'd see come out of your dryer in the basement or something. And they'd have a suction. So if you get sucked in, you go out the other side. But somebody can ride on the front of it and tilt it to aim and launch you out.
00:22:10
Speaker
Right. And that's something that either player could do. But you might need to swap between so you can get both players to progress from that specific platforming section. Yeah. And it's just it's a really cool idea. And it's always quick and engaging.
00:22:26
Speaker
Because then after that, you might have a, oh, now we're grinding on a rail. Or we have a chase sequence. Right. Everything was always moving. Yeah, absolutely. There wasn't, I don't think there were many puzzles. So I would say as far as puzzle difficulty, there's not that many truly difficult puzzles in the game. I wouldn't say there's any that are truly difficult and comparable to some of the other games. Yeah, there's not that stuff that's

Puzzle Difficulty in 'It Takes Two'

00:22:53
Speaker
really like, I'm going to have to look this shit up.
00:22:54
Speaker
Yeah, there was no like Talos principle You know like just like get a cup of coffee stare at a wall like a hand on hip Just like waiting for the blinding light of inspiration to sear your eyeballs It's like you're playing through the game at a pretty decent clip and the puzzles are just there to make you stop for a second think about it and then give you like ha ha we figured it out continue and oftentimes like
00:23:24
Speaker
We basically just treated the puzzles like platforming. We were just solving them in real time as we went through the level. And that also kind of feels pretty good. Yeah. All the times we kind of just run up on something and be like, all right, we got to do this. And then we just do it. Yeah. Like no communication. Just go very occasionally. It might be like, well, we try something and it wouldn't work. And then we kind of stop, kind of like pan around the game or like, where's the, Oh, and then we'd very quickly piece it together and continue forward. Yeah.
00:23:54
Speaker
Which I find personally, I'm a fan of this pace of gameplay. Puzzle games, obviously, you're fine. If you want a hard puzzle game, plenty of those exist. But I think if the puzzles were harder, it would have impacted the novel pace of the game.
00:24:15
Speaker
Like none of the puzzles get to the level of complexity that I feel like it would be really rewarding to solve them if they were much harder. They would just have to like hide pieces and make you waste time and things like that, which the game doesn't really like to do.
00:24:34
Speaker
No, there's not as much searching for things. It's pretty linear as far as the level layout. Like early on you need like three spark plugs to plug into something. Okay, but there's not different paths for you to go and check. You're still going forward and you're either doing like a joint piece or you're briefly split off from like the same path and then you find it and continue forward.
00:25:01
Speaker
Yeah, the game has like a lot of distractions, but it always has a like an icon for this is the way to proceed. This is how you continue with the game. But it does have a lot of distractions.
00:25:15
Speaker
Yeah. So like outside of all those mechanics and stuff, each level will have different things as like, here's just a brief little interactable of like, here's something you'd find in a garage, but you can interact with it and do something silly. Maybe they'll have a voice line or an Easter egg for their other game. Seriously. That came up so many times where they're sure they'll talk about it takes two. Like, yeah, it's my favorite game. I'm like, guys, you're plugging in way too hard. Yeah.
00:25:46
Speaker
No, it's it's it's fairly ridiculous. They also had I don't know exactly how many, but a whole lot of mini games. I would say it's probably like 20 to 30.
00:25:59
Speaker
They're very much scattered out, but they're, again, very quick, fast-paced, fun things. So the first one was like wack at Cody. And I guess you won this one. It wasn't me. But as Cody, I would kind of like pop out of different holes, and he'd try and literally hit me with the hammer. And I got a point if I remained unstruck and had my head up for like a second. I didn't know that. I was just frantically going. So I never got any points.
00:26:28
Speaker
The first 20 seconds of the game, I was like, I absolutely can't hit him because he's popping up all over the place. And the scoreboard wasn't moving at all either. We're doing something wrong. But it was a very quick fun thing that was off to the side. But they said, hey, if you see this icon, there'd be a little minigame here. You can try it out. And we definitely missed some. But anytime we found one, we're like, hey, let's check it out real quick.
00:26:53
Speaker
I don't think we ever played one twice though. I think we literally tried each one that we found once. No, whoever was the victor, we're like, all right, all right, all right. We didn't have any garage matches.
00:27:04
Speaker
Mm hmm. I don't think some of them, some of them, if we weren't kind of playing at a review pace, I would say maybe I would have given another pass. But for the most part, they're surface level games. They're almost like Mario Party, right? It's like single button input, double button or just like analog stick plus single button, something like that. Most of them are very straightforward. Yeah, it's super simple.
00:27:31
Speaker
As you put another minigame on here, flip the switch. I'm not recalling that one. Yeah, flip the switch is another one that I don't think I recall. Oh, OK. I'm going to look it up and see what it was.
00:27:46
Speaker
Well, Jake's doing that. I will regale a story. Towards the end of the game, there was a minigame that was chess, where you actually physically move the pieces. And you're obviously very small toys, so it's very real life sized pieces. And I'm like, oh, I got Jake on the fucking ropes. I had things planned out.
00:28:07
Speaker
And then I was just running around like a frantic asshole. And I apparently ran too far away from the board and it's like, Mae wins. It's just like this is my only. And I think we're good, we're good. I called out the chessboard initially and I was like, here, Dave, let's boost your ego. And I queued up for it. And then I lost. I sent a link to the picture, flipped the switch. But the gist for this one was like a competitive score game where
00:28:36
Speaker
Oh, yeah, yeah, I did. All the buttons, the buttons, which, well, so may is on the platform and has to run around and hit these like switches with a hammer. Whereas Cody's like sitting further back, literally seeing all of them at once and they can throw projectiles. And it's, it's not balance. I have limited ammo and had to call the nails back each time.

Toy-Story-like Environment in 'It Takes Two'

00:28:58
Speaker
Someone's just jealous of my Thor like abilities. Yeah.
00:29:02
Speaker
It would be kind of funny if Flora threw giant nails instead of having a hammer. Just impales people. That would change the tone a little bit. But it does tie in nicely because, like we said, the couple wants to get divorced. That's your in-game objective.
00:29:23
Speaker
Yes. You're all working towards a divorce. If you've never been divorced, this is actually how it goes down. There's a bit of a competitive nature. They understand the situation they're in. They're trying not to be dolls anymore. They don't know how to necessarily get out of it, but they're along for the ride.
00:29:43
Speaker
some of that competitive streak, you get the resolve a little bit in these minigames. Yeah, I guess we didn't mention that like Cody's a small doll made out of clay and Mei is made out of wood. And they're running through like a toy story scale environment, basically, as the toys.
00:30:03
Speaker
Which is probably why this looked like a kid's game when you saw it initially. Yeah, honestly. But it is very fun because you have that very small scale, which is probably definitely. Probably definitely, actually, probably story, toy story, reminiscence.
00:30:21
Speaker
But there's so much wonder and imagination that they pack into it. Yeah. That sounds cheesy, but it's true. I'll save my full fucking rant until we get to the level later.
00:30:35
Speaker
But yeah, did anything really stand out for you in the shed? In the shed. So I was going to go through the shed probably in more detail just because we're talking. I don't want to go full spoilers on everything's happening, obviously. Won't hear the ending from us.
00:30:53
Speaker
It does establish the sequence. You're going to go through getting new abilities for the level, solving some of these puzzles, encountering an antagonist, and ultimately having a boss fight or two.
00:31:08
Speaker
And this, the thing that kind of stood out for me was honestly like the boss fights. I love the boss fights in this game, kind of like they're not, none of them are particularly hard. It's just figure out the pattern, do it three times you win, which is just the rule of boss fights, right? Literally.
00:31:27
Speaker
make it three take three times call it a day monster hunter is clearly a japanese game because they don't actually use the rule of three they're like do this 30 times somebody fell asleep on the zero key billion times um but like the first one was uh i believe a vacuum yeah yeah
00:31:48
Speaker
And I mean, not only did this establish, I mean, arguably when the game opened and it's like, hey, this kid's parents are talking about getting a divorce. You're like, OK, maybe this isn't meant for kids because I haven't played many kids games that open with the premise of like the parents getting a divorce. Again, Japanese games probably have a lot more of them, I assume, with Mother series and things like that. But
00:32:15
Speaker
The vacuum fight also reiterated that this is a game meant to be played, at least by people who can have some reflexes and solve some mechanics and go to town on a vacuum, basically. I'm not sure if I should elaborate or leave it at go to town on a vacuum.
00:32:34
Speaker
I mean, I think we should describe the fight at least. This would be a good one to describe. So the vacuum as the quote unquote antagonist of the area is basically mad at Cody for sucking up all types of other stuff into his gut that wasn't just dust and hair. So he's kind of like spitting out explosive cans onto the stage. And then one character needs to, again, use that suction hose to kind of suck up all of the cans.
00:33:03
Speaker
And then the other person has to aim them at the vacuum. Right. And that's pretty much it, but they have some like mortar fire. They have some shot tracking because the cans that are being shot out from the vacuum will follow you. So you need to try and put them in front of the hose so you can suck them up because you have like a limited range of movement. Um, but it was just, it was simple and fun. And then it reused an existing mechanic. Yeah.
00:33:31
Speaker
they very much like set you up for these boss fights to use them a bit usually before it actually happens. And then let you execute on it and play with it. And sometimes what the game does, especially for the boss fights is they'll like zoom out.
00:33:46
Speaker
the camera. So usually the game is split in twain, just a line down the center of the screen. And you always see, unlike other online co-op games where you have your full screen as real estate, it takes to explicitly always shows you the other person's view too, with very few exceptions. Or when the camera pans out and you got this top down view and it's like, all right,
00:34:10
Speaker
Now that you see everything, we don't need to split the screen anymore. And it kind of seamlessly transitions between those two modes in a way that would have made split screen, GoldenEye, me as a kid, like lose my mind, right? And these boss fights are sometimes like that. I think all the boss fights are one screen. Anything cutscene as well, I believe. Right. That makes sense.
00:34:40
Speaker
It doesn't even have to be. It's just nice that it is. Yeah.
00:34:45
Speaker
It varies up. You were talking about how novelty is one of the key phrases of the game and pacing, continually moving forward, things like that. And even just switching the screen foundationally up gives you a break from looking at just a section of the screen. It lets you look at the entire screen again and visually refreshes you a little bit for the next section.
00:35:14
Speaker
There's a lot going on there that I didn't think about at the time, but now seems much more intentional. Yeah, that's good.
00:35:26
Speaker
It seems good. I also did like that since it was split screen, when we had some of those downtime between like, here's a boss fight, here's enemies, here's mechanics. And you just get to explore to find those small hidden interactables off the beaten path. You could go check out one and be like, hey, look at this thing. I wouldn't need to necessarily go over to where you were. I could just look at your side of the screen and be like, oh, nice. That's really cool.
00:35:53
Speaker
Right. Obviously, they had certain ones that were like both people can delve into. Like, do you remember taking photos? Oh, right. Two minutes. It's completely unnecessary thing. But this game is all about. Despite the pacing, the distractions are just there to make you like enjoy taking a break.
00:36:14
Speaker
And taking photos is like that. You can switch out the scenes in the background, and then there's, I guess, a Polaroid camera, right? And you can have one person kind of focus the camera. The other person poses for the scene. Or you could set a timer and then run over and join the first person in the scene. Take the picture, and then it slowly, what's the word for that? Develops, I guess.
00:36:42
Speaker
I was going to say oxidizes, but yours sounds way better. You shake it like a Polaroid picture. Then we moved on from it. It never came up again. That was a one-off thing, but it was a nice quick thing that we remembered and are talking about now. It's really cool that they took the extra effort to just throw in this thing. A distraction is Jake's calling it.
00:37:12
Speaker
Again, it's very imaginative and fantastical and it kind of entertains that part of your brain. It's just simply looking for fun with childlike wonder. Yeah, exactly.

Art Style and Nostalgia in 'It Takes Two'

00:37:24
Speaker
And they just keep executing on it and it's choice.
00:37:28
Speaker
Yeah, distraction is probably the like least least positive word I could have picked to describe them. They're also like activities or, you know, anything like that. It's just I guess maybe that's my adult perspective. You're just like, yes, well, the distractions keep you from finishing the main game. Jake pulls out a whole ring of like party poppies.
00:37:53
Speaker
Another one I remember was there was a level that had a a dartboard that you could velcro yourself against after launching out of a cannon and like We spent not like a long time. I think this was between sessions. We checked it out and then also when we got back but sometime
00:38:14
Speaker
firing ourselves repeatedly at the dartboard to try to get that bullseye. And then jumping off and then dashing back into the wall to be like, is this closer? Yeah. And then you like mash why to like slowly peel yourself off. But if you stop mashing why before you've peeled off, your character slowly goes back onto the dartboard. Yeah. Like they're just relinquished to their fate of like, I'm stuck here.
00:38:38
Speaker
It's kind of one of those like gesture based games, like the like Heavy Rain or other who is the developer, Quantic Dream. Quantic Dream's games where you're like, all right, start the gesture and you're like slowly moving your hand to like the doorknob. You're like, all right, now turn the doorknob. You start to turn it. Then you like let go of the control stick and the character is like, all right, put the doorknob back and remove my arm from the situation. I guess I'm not leaving the paint can store. Yeah.
00:39:04
Speaker
But they're fun. And the something we didn't talk about is like the art style of the game, which is exemplary. It's like it's ridiculous how good it is. It has so much detail put into it that even the sections were not like
00:39:25
Speaker
I definitely have some favorite sections or ones I prefer, but even the ones that aren't at the top of my list, I still liked. I still liked a lot and I can't say like, oh, this was bad at any point. Because like the theming that they have for it, for whichever world they're setting up, whether it's like a tree house adventure with like squirrels and bullshit, squirrels and bees, whether it's like some underwater scenic thing or like something in space.
00:39:54
Speaker
You're just like, wow, this really fits and I feel a part of it. I feel invested. Mm hmm. Yeah, I don't know if I've ever played an adventure game that is as adventury as this one, like just the sense of adventure to the same extent. I guess maybe kind of like Breath of the Wild or whatever, but as a platformer in particular, the absolute variety in the locales presented is ridiculous.
00:40:25
Speaker
Do you want to talk about another section or do you want to talk about probably the most entertaining character of the game? We could talk about the character. I'm all good with that. Do you want to scroll down to see which character I'm talking about in the notes? Yes, I do see. I knew this was Kame and I just wasn't sure exactly when. So what do you want to tell us about Hakeem or Dr. Hakeem? Dr. Hakeem.
00:40:51
Speaker
So plot reasons real quick. Your small child daughter is sad that you're breaking apart, and she wants to bring you back together. So she cries on some dolls, does her accidental necromancy bullshit. Voodoo, I think, of some sort. Yeah. Dr. Hakeem is the book of love. And his goal is to get you back together, but have you go through this journey and struggle together.
00:41:19
Speaker
He's a book of love and he has different chapters as far as here's how couples can resolve their issues. But he is a Spanish book with flamboyant purple foil eyebrows and facial hair and is mildly terrifying, but also the most energetic, energetic character. And he's mildly insane. Yeah, it's it's pretty hilarious.
00:41:45
Speaker
I think I was not I was annoyed by this character. It was my first impression. Oh, yeah. I really hope you don't have to deal with this. And then he just bores a hole into like like a humorous core of the game and just like makes a home there.
00:42:01
Speaker
Yeah, he just keeps showing up. And the characters are annoyed by him, too. And you're like, I fucking get it. This guy keeps coming up to like, oh, they're so close to the thing. And then he's like, hey, no, we need to talk about stuff. So there's definitely an understanding between the characters in the game and you as the player. Yes. But there is just something eventually lovable about his chaotic bullshit. Yes.
00:42:29
Speaker
I don't know what it is, but you just you grow to like all the characters more over time Like I I still feel like Cody had a lot of Memorable quips or just some of his animations were silly. Yeah, he runs like he ragdolls practically when he runs. Yeah, he's a complete doofus I
00:42:52
Speaker
Uh, oh, uh, okay. Yeah. The team's great though. He's, um, like he said, he's, he's incredibly energetic. He shows up at like.
00:43:05
Speaker
hilarious times to motivate you onward. And it's just, he is, and you touched on this a little bit, a united force between the players and the player characters. Like, it's smart storytelling to have an antagonist that makes you relate to the player character's reactions towards that antagonist. And for a good portion of the game, Hakeem feels like an antagonist, whether he is or not.
00:43:33
Speaker
Um, so like when your players are like dismissive or just like swear at them or something like that, you're like, I get it, man. You know, like I, I completely get it. And making you relate to these like humans in the form of literal dolls is it's smart storytelling is what it is. Um, it's, it's, it's an accomplishment game is good. The game is good. Um,
00:44:03
Speaker
I was going to say that one more thing. We were talking about the graphics, the terrain, the locales, everything like that.
00:44:11
Speaker
I never talk about textures in a game, because why would you care? But it's ridiculously detailed. It's ultra realistic, or even beyond realistic, what some of these textures look like. Now that my eyesight starts to go as I grow older, I can't look at a chocolate cake and be like,
00:44:35
Speaker
My gosh, that's the most chocolate I've ever caked. But that's literally like what a chocolate cake might look like in this game or like the the plastic looks more plastic than real life plastic. I don't know how you describe that. It sounds like I'm actually a crazy person. Well, you know what I'm talking about. Yeah, it's the textures they have on it, plus the way they do the lighting. So one of my favorite sections overall was when we got to. Probably Dino Land.
00:45:04
Speaker
OK, yeah. So there's some dinosaur toy interactables.
00:45:09
Speaker
But the way that they moved, the way that the plastic looked and showed up in the lighting, I'm like, I can play with these as toys. My mind could not tell the difference between the two. I'm like, this looks so fucking good. Or there's a section later where or earlier where you had like fidget spinners and there's like a ball pit. Oh, yeah. And I'm like, one, the childlike part of my brain is just firing like crazy because you have all of these
00:45:37
Speaker
Not basic colors, or is it basic colors? Primary colors. Primary colors, sorry. Yeah. I forgive you. They also have bounce houses and stuff, but it all looks really good too. If you were to just, in VR, if you were to touch it, it would move in a way you would expect. It all feels so real.
00:46:02
Speaker
And again, I don't have the best graphics card. It's fairly old, but it is so good. It looks like as an adult, what I imagine, how I imagine I saw toys like as a kid would be the way I'd put it. Like it has that super vibrant, energetic appeal to the world in a way that I just don't see anything anymore.
00:46:26
Speaker
Yeah. Except this game. Shits in grayscale. But there were so many things that we came across throughout, whether it was a core part of the game or something just off to the side. And I was like, oh, hey, I remember that because they literally took a toy that was common enough at the time, maybe from like 80s, 90s, 2000s.
00:46:54
Speaker
And you're like, oh my god, I completely forgot about this. And then you get that sense of nostalgia. Etch-a-sketch. Etch-a-sketch. That was a really hard minigame. It wasn't even a minigame. It was just one person controls one knob, one person controls the other knob. But somehow would you a perfect penis? Yeah. I'm fine making people believe that. OK, cool.
00:47:20
Speaker
Or if you remember like the doctor's office toy that was like the metal bars that kind of curved around and they had like the wooden sliders. Oh, yeah. Yeah. That's the perfect example of like, Oh my God, I forgot that was a thing. But I do remember that. And I played a lot of this in the doctor's office. Yeah. No, it's, it's, it's literally a playground. The game is a playground in every aspect, basically. And the controls are good. Yeah. Like there are definitely some platformers I've played where you're like,
00:47:50
Speaker
Well, you kind of got to give it a little bit of a pass for these reasons. No, controls are super, super tight. You have two jumps in a dash and then you can kind of hang on walls briefly. There are plenty of times when we died, but it was because of us fucking up a timing. It's not because the controls were bad at any point. I mean, I'll have to move two things. I'll take responsibility. And many of the escape sequences, Dave's like,
00:48:16
Speaker
like neo running through obstacles and it's like death tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap tap
00:48:35
Speaker
Then I think the only example I can think of at the time where the controls really felt like they turned against us was when the game was like, stress test the camera and the controls at the hell tower. I physically gave up on it.
00:48:56
Speaker
So the hell tower is just this tower that goes up and then you have platforms that are around the tower that either rotate around or kind of go in and out. You have to keep ascending up the tower. So there's probably let's say 20 tiers of platforms. I got to like 10 and fell down multiple times. I never really learned.
00:49:19
Speaker
But then I saw Jake making progress and I put all my money in him because I wasn't going to do that shit. Hands on hips. Watch the other side of the screen. College a day. It was good. I mean, I fell a couple of times and it was demoralizing, but then I was like, I have to write. It's like super meat boy. I'm like, oh, man, this level is kicking my butt, which means I must kick back. You know, that sort of situation and the reward.
00:49:47
Speaker
No, you know what? I'm not even going to say what the reward is. Figure it out, do it yourself. Figure it out. Or invite Jake, he can do it. It's absolutely worth it though. I think like getting Jeff Goldblum to voice act that part. So good. Yeah, and I thought Mark Hamill was recording something else at the time, but I guess he was free. Right. I didn't even know we did that. I mean, like,
00:50:11
Speaker
I don't, I, that's gotta be a lot of money. And the part with the bomb, you know what, I don't want to spoil it. Right. So I want to talk about some other areas or mechanics. Sure. All right. Just move on to the next one. That's the tree. What I was talking about with the squirrels and the bees. Right. Should have been the birds and the bees. Anyway, so I think squirrels are more ominous. There's more you can do with squirrels than birds.
00:50:40
Speaker
I'm not going to elaborate on that. As Cody, I got to play as the sap man. So I was shooting out sap, kind of like a mortar, and I'd put it on surfaces or enemies. And then Jake had like a matchstick gun, which... Actually, I have an aside. I'm the sap man. That's pretty good.
00:51:06
Speaker
Jake would use his matchstick gun and burn whatever I had sapped. So we always had to work together on something. He couldn't really fire willy nilly, nor could I. They don't really do anything on their own. Yeah. But it was really fun because if a wasp showed up, I would cover it in goop and then Jake would burn it alive. Yeah.
00:51:29
Speaker
So it's like it's very much I'm spraying and praying and Jake actually had to like line up shots. Well, the nice thing was the game gives you like it gives you auto aim if there's enough sap on one of the targets. So I didn't actually have to like be skillful if you were like covering things a lot. It would help me out significantly if you like accumulated a lot of sap. And I thought that was a genius mechanic. Like I had to have less skill if you were getting ahead on your role.
00:51:58
Speaker
So I was hardcore playing Splatoon and Jake was pressing a trigger on occasion. Just spinning around in a circle.
00:52:07
Speaker
I think this particular skill set is really evocative of the game's skill design, too. Most of the abilities are meant to be used in tandem, and even just the gameplay outside of the abilities. This isn't a co-op game like Shovel Knight, or like Fear we were talking about, or anything else where
00:52:31
Speaker
You can kind of just show off trying to be better than the other person at whatever. It is actually co-op. Like you have to work together at so many sequences that. I don't know. It feels dumb to say you're playing the game together more fully, but you are really, you are.

Cooperation in 'It Takes Two'

00:52:50
Speaker
There are definitely games where it just, there are two people. One person could technically do the entire game, but the other person is just there. Yeah.
00:53:00
Speaker
Or even if it's slightly more involved, the second player has to press a button next to a door at the same time you do. Right, exactly. Which is very classic, like, oh, it's two player. Yeah, you must gather your party before venturing forth the game mechanic. Which feels really weak from a co-op standpoint.
00:53:19
Speaker
Like that shouldn't be an ongoing thing. It should be like a happens three times in the entire game. But yeah. And this game does that. It's like, hey, we do need both people to move forward. But it doesn't feel nearly as forced because that's also just so many of the mechanics like work together to figure this out and move forward.
00:53:42
Speaker
And also it was really funny anytime like one of us completed like a chat set radio grind section, like significantly faster than the other person kind of just like sit there at the the co-op door and just like lean against it, arm raised, grinning, waiting for the other person to catch up. It's a fun time.
00:54:07
Speaker
So what was your favorite area that we can keep it semi vague? Yeah, I would like to keep it semi vague. I was. I was a big fan of.
00:54:24
Speaker
Uh, the clockwork type area. Um, I think some of those abilities were really cool. Um, and I, I love the aesthetic. I absolutely love the aesthetic. Absolutely loved the boss fight. What am I going to go into details on? Um, but that was an absolute standout for me. Yeah, that's probably the most.
00:54:49
Speaker
complex mechanic overall Mine wasn't like too crazy, but the inner they could have gone crazy with the interactions They kind of chose not to but they were both really fun powers to use I think oh, yeah What was your favorite area I'm looking at this. I have to give snow the snow area mention. Yeah, because all the content it was like really cool But my number one area still has to be
00:55:17
Speaker
everything in the castle. And I do mean everything in the castle. Yeah, like a lot happens in there, but like the design is cool. But it definitely has a bit of a twist there, which I did not expect. No, no, no, no, no, no, no, not expect.
00:55:36
Speaker
Not a kid's game. No. But it was really cool. It was very much like, here's life-size toys and not the Lego, but like mega blocks type knight characters. Yeah. And some other stuff. Oh, yeah. Yeah. That whole sequence. Yeah.
00:55:54
Speaker
There's so much like, man, this is a great mechanic and it must have spent a lot of development time on this and the game. And then like two minutes later, you're doing something completely different and you never come back to it. I'm like, did they just like, did they kill the developer? What did they do? The game actually had 47 different contract developers given like one sole task. Right. Make mechanic around this go.
00:56:20
Speaker
They took all of the games at like a game jam and then turned them into a bunch of different mechanics and called it a day. Legitimately, I don't think it's a bad idea. It might be hard to get them to work in the same engine. You have to set that up as your prereq. This one said, oh, it's just a text adventure. That's weird. Yeah. That's the one thing it doesn't have is it doesn't have a text adventure, but that's probably better for pacing. Yeah.
00:56:47
Speaker
Yeah, it's a couple of the mechanics and games and things like that, I think could legitimately be the base for like an entire, not game of the same length, because this was like something like 12 hours or so, maybe, for our clear. 10 to 12-ish. Could be like a little bit longer if you were slightly more casual than we were. But
00:57:11
Speaker
Yeah, there's so much, not just novelty in the mechanics, but creature design, like enemy design, level design, all of that. It's just good.
00:57:22
Speaker
Yeah. I really, I would love to like talk about all of the sections and all the little mini games and things that I found, but like with most games and experiences, it's something you're going to appreciate so much more if you find it yourself. And then you can talk to us about it and be like, Hey, did you find this one thing? And be like, yeah, that was so cool. Or no, I missed that. Where'd you find it? Right. Yeah. It's a good game.
00:57:51
Speaker
It really is. And again, um, it was taken by surprise because it was not remotely my radar. I saw a trailer. I saw the annoying book. I'm like, this looks like some try hard triple A bullshit, but marketed towards kids. Um, but it's not that at all. It is super solid. I kind of want to, if I do play through with Mike, I want to play as may plays me. Cause I didn't get to do that and just try out the other side of the, some of the mechanics.
00:58:20
Speaker
Yeah, I think it would be a pretty novel experience. There's plenty of times where it's very divergent and what the characters are doing to work together. And that's great. I don't know. It's it's just great. I think like
00:58:35
Speaker
It's easy to grow disillusioned with the industry or if not disillusioned, then at least you grow accustomed to the types of games that you play and types of games you enjoy. And you may still have fun with it and it's still a recreation thing, but it's rare that a game just like reaches so far back into your like juvenile mind, the inner child. And it's just like, Hey, so.
00:59:03
Speaker
And you're like, Oh, right. There's other things out there that are just pure novelty, wonderment and enjoyment. And that is something that you can put into a video game. You know, like that's really, that's really how I describe this game.

Praise for 'It Takes Two' Gameplay

00:59:20
Speaker
It deserves all of the perfect scores it's gotten, I think. Oh, it's been getting a lot of perfect scores.
00:59:25
Speaker
It's gotten a couple tens, for sure. Oh, nice. I think right now it has. So Steam doesn't technically do 10 out of 10s or whatever, but there are sites that will average the reviews to whatever it would be for Steam. And it's overwhelmingly positive and so overwhelmingly positive that functionally on Steam it is a 10 out of 10. That's good. I know we mentioned Away Out a couple of times.
00:59:54
Speaker
So that's the studio's first game. That game is pilot trash. It's real bad. That's you guys escaping prison, I think. Yes.
01:00:10
Speaker
As far as I remember seeing about it, it's not novelty, it's just how many things can we make two people do. It feels like an ongoing quick time event type of game versus this is a fun co-op platformer, puzzle platformer with two people. Right. So I think this one just blows the other one out of the water.
01:00:35
Speaker
I'd like to see more things like this, honestly. Like, if they had a sequel, where they're like, we're getting divorced, for we- It takes three. Yeah. Oh, they, uh, they open up their relationship. Maybe it'll work if we have a third person we can both find.
01:00:53
Speaker
I also want to I also want to clarify because I was going to Metacritic to fact check myself before all of the comments on Facebook fact check me It hasn't gotten many tens IGN game spot. They both gave it a nine a couple places gave it like 96 95 93 I don't know how Does that mean that they have a hundred point score that seems like actual insanity but? regardless
01:01:23
Speaker
It has an 88 on PC overall. I think in my own personal opinion, that's too low. I think it should at least be a nine. Yeah, I'm really really blanked on stuff to dock it for. Because usually if I go through a game in the back of my mind, like, oh, this this this part kind of sucked or they could have done something else here to improve on it. I don't really have anything.
01:01:53
Speaker
Yeah, it's really solid. Too short, maybe? I could have kept playing that for a bit. I was having enough enjoyment that if it was longer, I wouldn't say that was bad. Right, exactly. It would have been very difficult to make this game be like, oh, I've had too much of this because they never give you that much of this. Yeah.
01:02:15
Speaker
I also did like that as we were playing, I would call out certain things like they're probably gonna do this next. And then I was right. You didn't credit for that. I think it got like four or five calls. Yeah, it was literally like, and this is the part where they kill us and then they killed us. I was like, wow, Dave, how did you know that? Not literally that, but more specific thematic calls about what was going to happen. Yeah, it's just.
01:02:43
Speaker
I don't know. If you're remotely interested, check out the trailer or check out like a brief bit of gameplay. It's

Podcast Conclusion and Listener Engagement

01:02:51
Speaker
just, it's really fun. Yeah. I don't know how else to describe it outside of the hour long episode we gave you, but it was just a ride of enjoyment. I enjoyed riding. That's fair.
01:03:06
Speaker
Uh, there's a lot that I would love to mention that I'm explicitly not because I think that people should play this game and I don't want to go over that line and actually spoil some of the stuff, but there's, it's a game where I played it and there's things I want to talk about. I can't talk about because it's just that enjoyable. That should be, I think, high priest. So the sex scene, you said we shouldn't mention it. Oh, yeah, no, we should leave that one out. Yeah. I mean, they should have an idea when they say the AO rating, but you know,
01:03:36
Speaker
That also probably, I don't know if they even told the marketing guy at EA that they're like, a person needs their friend to play the game and they don't need to buy two copies and it's going to be rated AO. And it's got great graphics and stuff. He's like, what was that? What were those first things? Like there's a set.
01:03:53
Speaker
The game's so good to make people go, hey-o. Yeah. So pick up the game if you're not in Australia, because AO games get banned there. And let us know how you enjoy it. Let us know what your favorite section was. If you have any ideas for other games like this, good luck. They don't exist. But if you do know about them, you can send it in to us at soapstonepodcast.gmail.com.
01:04:21
Speaker
Or you could join the discussion on Facebook, which is basically just a looking for group space for people who are trying to play this game at facebook.com slash soapstone podcast. And as always, we'll see you in the next one. So long.