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S2 Ep129: Ghostrunner image

S2 Ep129: Ghostrunner

S2 E129 · Soapstone
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69 Plays5 years ago
Join Dave and Jake as they jack in to this year's most anticipated cyberpunk title!

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Transcript

Intriguing Introductions

00:00:01
Speaker
You're alive. Can you hear me? They are already looking for you. Relax. Your implants are still adjusting to the software. I'm in a prison. You have to get me out of prison so I can get your software in order. Careful now. They'll be waiting for you.

Podcast Vibe and Elections

00:00:32
Speaker
How's it going, everyone? Welcome to another episode of Soapstone. My name is Jake. I'm joined by my co-host, as always, Dave. How's it going, Dave? It is going pretty swell. How about you? I'm doing pretty good. Just had some candy, holding it together, trying to stay energized through these trying times.
00:00:55
Speaker
Nice.
00:00:59
Speaker
Yeah, I we're so we're recording this in the middle of like all of the election fun stuff, which will have been resolved. Thankfully, I hope by the time that this goes live and it's all it's it's hard not to focus on it or get stressed out about it throughout the day. Yeah, I've I've checked it a couple of times in the past two days. Yeah. It's like, are they done yet? No. OK. I'm not following every single thing around it because there is a lot.
00:01:29
Speaker
I mean, I, I think that might be healthier from a certain perspective. It's just occasionally like open the door, checking in on the room. It's like, are they still alive? Are they still like in decent shape? Okay, let's close the door. We'll come back in a couple of days. Let them fight it out. Yeah.
00:01:50
Speaker
Maybe, maybe that's just because I had a brother and you know, that's what the parents would do. Just be like, the good, still breathing. Okay, cool. They'll sort it.

Parenting Humor and Gaming Chair

00:02:01
Speaker
If I were a parent, I would just get a baby monitor and just keep getting new batteries, but use that to monitor my kids. Yeah. Just like duct tape it to them around the chest area.
00:02:17
Speaker
Remember, take this off when you're in the shower. My new news, which I guess is just news, which is why it's called news. I got a new chair because I'm a gamer. I immediately noticed it and didn't need to have it pointed out to me blatantly over the course of 20 seconds. I feel that I could change my hair color and you'd be like, Hey Dave, how's it going?
00:02:46
Speaker
Like, all right, cool. I think I think if you showed up and you and someone else was on video but had your voice or you were on video and it was someone else's voice, I might not catch it immediately. I find that concerning, but.
00:03:05
Speaker
I'm also more of like a detail oriented person where I look for weird small nuances and like, something's different about that. And other people be like, you're crazy, calm down. I'm like, no, didn't this used to sound different? Didn't they change their jingle? They definitely changed the recipe. This tastes different.
00:03:23
Speaker
You're the person who sees the repeating cat in the matrix or something like that. You're like, oh, wow, deja vu.

Podcasting Reflections

00:03:31
Speaker
What's your perception? I don't know. It's like a French phrase. People say it. Yeah. What if that's where that scene went? They're just like, F the French. And then they just kept going up the stairs. How's the church? The church reading you.
00:03:46
Speaker
Uh, so far so good. Literally just got it today. Uh, I went to go check mail. There's just a box there, which again, delivery people ring my fucking doorbell once or knock. I'm home. I'm always home. Um, the show delivery people.
00:04:03
Speaker
Yeah, it's kind of similar to my other one, but it's more leathery, less whatever fabric because God forbid, but it's going to happen. I will fart in this chair and I want it to be fixable and not just like a cavernous urn of farts. That's fair.
00:04:27
Speaker
Yeah, that doesn't sound like the ideal we should be aiming for when it comes to chairs. This is probably our best intro. I mean, this is what the people are here for. As soon as we start talking about an actual game, they'll be like, all right, I'll come back next week. We'll just have intro clips uploaded separately to also pad out our episode numbers.
00:04:49
Speaker
But we did have that super recap with a cut from a bunch of different intros. Yeah, that was actually fun to fuck around with.
00:05:00
Speaker
but I mean, nobody listened to it besides, I think I listened to it like six times. I think that was it. I mean, there's definitely a question, a question we get all the time is like, why do you guys continue to record episodes? Which honestly I get, I would be a little less concerned about it if it wasn't the same person asking over and over again regardless of what we say. No, I'm just kidding. But I mean, it really is just,
00:05:30
Speaker
a passion project more than anything else, right? We don't make money off of this. Hopefully, someday in the future, that retroactively becomes a lie, but in the present, that's not true. Truthfully, I've been cutting Jake out of the ad reads. I only put this in on weeks that I edit, and I don't tell him the time stamps. He doesn't know. Yeah. That would be hilarious if, like, a year ago, I stopped listening to the podcast. And there's just been ads injected to the center, and I never would have known.
00:06:01
Speaker
Secretly, you've been supporting Chef Boyardee. I'm just imagining you're on the phone negotiating with the advertiser. They're just like, oh yeah, we'll just send the check over. Who should we make it out to, like, to Soapstone or podcast or something? We're just like, um, Dave. Typically, I handle the finances.
00:06:24
Speaker
But no, it's fun. It's a pleasure to produce content. This is really more of an outro than an intro at this point, but I don't know. It's a fun hobby. Yeah. This is the one thing keeping me off of being a content creator on OnlyFans versus a content and gesture.

Diving into Ghostrunner

00:06:43
Speaker
Right.
00:06:44
Speaker
In fact, if the podcast didn't cost money, we would be on OnlyFans more consuming content because we would have more disposable money to spend for it. There you go. Throw up the hands. Again, the Patreon will be live one day. It'll be a running joke. Also, if you're listening to this episode, I promise by the time that you're listening to it, I will have posted the video by now.
00:07:10
Speaker
Check that out. I make Jake do things on occasion and he loves it. Anyway, we should start talking about the episode. Yeah. You were talking, you were talking about a running joke a moment ago and running is the theme of the episode from spectral entities or as a spectral entity and ghost runner. That was a pretty good transition. So this has been, I feel like we saw an E3 trailer or something. Sounds right.
00:07:39
Speaker
And it just looked like it was going to be a shorter game, but it looked like it was just going to be hella enjoyable. And I don't think I was disappointed in any way. I felt like it exactly met expectations and probably exceeded some because I didn't really know what to expect outside of it being enjoyable and kind of ninja runny.
00:07:58
Speaker
Yeah. So this is like a made by a Polish developer called One More Level. And honestly, one of the reasons I bought it when I bought it was because it does have a lot of cyberpunk vibes. It's very much a cyberpunk world type game. And I just need anything at this point. Just grasping at straws. But it's yeah, just fast place.
00:08:25
Speaker
How would you compare this to other games? Because we've covered a lot of games, I think, that have aspects of this. But what would you say is it's match or pair? Like, if someone had played this X game, Ghost Runners, an extension of that were related heavily.
00:08:41
Speaker
Well, high level, I would definitely call it Genji Simulator. And I think anybody would agree. But for some games that it's kind of comparable to. In Ultimate. And Genji uses it. Oh yeah, in his Ultimate form. Yeah, sure. It's definitely similar to Mirror's Edge in a lot of regards. Because you are kind of just running around a level, running off walls, grappling to things, sliding. So that's used for a lot of your momentum aspects.
00:09:10
Speaker
And then as far as the if you get hit by anything, you die. It's very close to Hotline Miami. Yeah, you fuck up, you restart. You're like, all right, I have to go through these obstacles and kill these things in this order. Yeah.
00:09:24
Speaker
It's kind of like the choreographed kill type space where you just plan your route and things are deterministic. Like there's not RNG. I mean, there's some variability as far as like enemies and where their aggro range is and some other stuff that can happen. I think it's mostly, I think it depends on how you approach, but I think like enemies always turn around at the same radius and
00:09:53
Speaker
take a certain amount of time to fire at you. Oh yeah. It's not like one time. It's like a guy's on Advil PM. Another time he's just like, he's like, there he is. Yeah. Pour you around the corner. Um, but it's really interesting for like how I played an approach. I'm very like, this is what I'm going to do. I'm like go in this order. I'm gonna keep going bash my head against the wall until I get it right. And then I'd watch you do stuff and I'm expecting you to like follow my path. Cause I played the game like a week before you and I watched you play a lot of it.
00:10:24
Speaker
And you did lots of things where like you were very patient, you used like the air dodge time to stall, you were deflecting bullets and I'm just like, we're not even trying that shit. We run, we stab. Yeah, I actually thought reflecting was just based into the game. Like you just had it from the point that you unlocked. I think you can kind of like, stop it as you time it perfectly but it doesn't reflect.
00:10:51
Speaker
It threw me off a lot earlier because I like removed all my skills and like redistributed some things. I was like, why is the reflect just not working? The projectiles just vanish. It took me a while. I was like, is this the game bug in Google?
00:11:07
Speaker
I like the comparison to Mirror's Edge. It has a lot of the wall running. It's a little bit faster, I think, than Mirror's Edge was. But Mirror's Edge would like to keep you at head level for whatever Faith was doing, which could lead to some weird feeling effects. And I don't get that as much with Cyberpunk.
00:11:26
Speaker
What do you mean by head level? Like, so if her head was going underneath a bar, the camera would be down, like, on the ground. Oh, yeah, a lot more. It was disorienting to me a little bit. It was very point of view. Mm hmm. And this is like. I was thinking of it as we're saying, Mira's Edge is like, yeah, they should have just titled this murderous edge or murderous edge or something like that. And it would have been hilarious, like pun pun pun name. And then they get sued. But that's fine. That's fine.
00:11:56
Speaker
But yeah, I got drawn into this a lot more than I was expecting. Yeah, it was one of those things that I'm like, hey, I'm going to pick it up. If you're interested, like you can watch me play it or like watch a trailer. I think you'd like it. But I knew you'd fucking get it and play it because it was just one of the things that we always talk about together is.
00:12:16
Speaker
If you have a game where it's like, hey, you fucked up. You are doing challenges and it's kind of quicker. It's nice to have that instant restart time. You're not like wallowing in the penalty of you fucking up. You're like, okay, I fucked up. Let me try it again. Let me try it again. And then when you get it, it feels like you're a god. First try.
00:12:39
Speaker
Yeah, there's definitely a scale for how obnoxious the replaying content due to dying is. There's like old games where it's just like, oh, you got your game over your screen, restart the console, load up your save or whatever, like keep playing or don't have a save.
00:12:58
Speaker
Excuse me. There's all the games since then. Eventually we got to Dark Souls, which is obnoxious by having you died showed up, even though they know they died. They don't need to be made aware of the fact they died. But then kick them right back into it. Put them at the bonfire. Don't make them load from a menu. So that alleviates a little bit of it for me.
00:13:20
Speaker
And then there's games like Super Meat Boy or literally this one where when you hit that reset button You're just like straight back to the beginning. I think there's like two or three frames of It's almost like a you know, how like an emulator is they have the save state and then you can load the state It's like that
00:13:41
Speaker
when you hit the reset button, you're just like, whoop, here we go. It's like pressing F7 or is it F8? Try to remember the old PC default quick save, quick load. Yeah, but no loading bar. It just kicks you right back into it because it's like based on Unreal. So they do that whole like,
00:13:59
Speaker
It's watching the textures load in in real time sometimes. They're like, oh, they're low quality. Now they're higher quality. All right, we're good, right?

Ghostrunner's Gameplay Mechanics

00:14:06
Speaker
Oh, that's such a weird feel. Yeah, they don't really do any of that. It's just you're in it. Yeah, they immediately put you back in there. And it feels really good because I'm not the most patient person normally, but I really enjoy Hotline Miami, obviously, and games like this because they don't give me a chance to quit.
00:14:27
Speaker
It's not just like, oh, do you want to just stop playing the game? You're just one button press and like two frames from another shot. So it takes more effort to hit Alt F4. Double the effort to hit Alt F4 than to just say R and keep playing.
00:14:44
Speaker
That's true. And I felt like every time that I did fuck up, it was on me. There were definitely some points in the game. I'm like, fuck you, game. But then I realized there was kind of a rhythm to it and it very much rewards. Hey, you have the path, you have the rhythm down. Each different enemy type has like a consistent pattern. You have the one guy who has a single pistol and he will shoot every second or so.
00:15:11
Speaker
And you're like, okay, wait for him to fire, kind of pause mid-air, shift left, resume time, or at like normal speed, and just cut him down, and then go onto the next thing, run up the wall. Yeah. And there's an obvious tell for him, like his laser, his pistol barrel starts to glow right before the shot comes out. So it's like, the game's pretty good at giving you those cues to know when you're about to get eviscerated by anything.
00:15:39
Speaker
The only time you really die and you don't know what happened is because there was an enemy around the corner that you didn't know about the very first time and you got shot. But now you know. Exactly. So that time you're just not going to blindly dive down this hallway. You're going to run up the wall and jump planning to intercept that person. Yeah. There's a
00:16:01
Speaker
I feel like the first time you go through the game is the most times you're gonna feel like you get cheap shot which is fair and this seems like a weak kind of argument but it doesn't feel bad to play the game that way since you can learn from you can learn from what kill do like really rapidly
00:16:18
Speaker
Yeah, it's but once you know what you're doing It feels really good because you've got like your plan laid out and you're like, all right I'm gonna kill all these guys and I'll end up at the door to the next area Here's where the power up is something like that and that feels cool to execute
00:16:35
Speaker
Yeah, it's kind of like if you encounter a new block type in a platformer where as soon as you land on it, it starts to fall or it disappears. You're like, that's kind of dumb. But now you have that dictionary entry in your brain saying, OK, this will fall. I need to react quickly when this comes up.
00:16:54
Speaker
Yeah. Or it's like just meeting a new person for the first time. They just kick you in the kneecaps. It's like, hey, we're having a party. Jimmy's going to be there. You're like, I'll wear shame guards. Right. It's just like you go back in and you immediately have that knowledge. Yeah.
00:17:10
Speaker
And I think sometimes games like this might fall.

Strategizing in Ghostrunner

00:17:15
Speaker
Even going to Hotline Miami, there's not a large variety of enemy types there. Hotline Miami had enemies with melee weapons, enemies with guns, large thug type enemies that could take multiple hits, dogs, and bosses. That's it.
00:17:31
Speaker
Done. Full thing. And you can fight most of them the exact same way. Guns from afar. Right, right. Guns from afar or throwing away your bad at them and run up, execute them on the ground, all the fun stuff. But the enemies really kind of force you to mix up your approaches, which I really appreciate.
00:17:56
Speaker
There were some enemies here who gave me like a lot of trouble when I first encountered them because I just wasn't completely sure how to deal. And I think the only the game only gives you like a full tutorial on a new enemy you're seeing one time, like an actual let's pause the game and teach you how to deflect moment. Well, that was kind of in the puzzle sections. It's not like Borderlands was like, hey, this enemy,
00:18:21
Speaker
Well, specifically the Katana wielding enemy, they do literally pause the game to make you get the first reflect so you know how to beat them. I think it's the only one though, right? Yeah, it's literally the only time there's that in the game.
00:18:34
Speaker
When they show the fucking melee enemies for the first time, which they just have a big Doomfist type appendage, the announcer or the whisper inside your head says, this seems like a new enemy type. So in the back of your mind, you're like, okay, it's different. I don't know how. Yeah.
00:18:54
Speaker
And I think your character asks like, how? And the guy says, let's find out and see. And then the guy jumps at you from across the screen and punches you. You're like, OK, now I know. Yeah, now I know. I prefer that much more. Yeah. It slaps you once.
00:19:09
Speaker
Fool me once, shame on you. Fool me twice, shame on me. Fool me 37 times, this level's fucking bullshit. I'm full of shame. I like those because you can't actually, for the most part, if they're in their jumping animation, they're attacking the entire way so you cannot attack them from the front. You have to sidestep where they're going and then go back and kill them because they have a bit of a refractory period.
00:19:36
Speaker
And shield enemies are kind of the same way where you literally can't attack them from the front. You have to reposition around. Yeah, there's like a couple different types of shields. They're all meant to like it's it is the combat is a puzzle game in its own way. Like a lot of times, as soon as they unlock the shield generator orbs, you've got to go for the orb first before the people are even like vulnerable. There are exceptions to that. Some of the special abilities you get in the game can shatter the shields.
00:20:06
Speaker
and just kill them instantly. And it feels awesome. And I didn't know it until I had already beaten the game. Because I saw an achievement that's like, hey, kill this many enemies through shields. And I'm like, huh? You can do that? So yeah, that is something that I really did enjoy about the game, too. So obviously, running around with a fucking katana, hacking and slashing. You don't have a gun or anything. It's just the sword.
00:20:33
Speaker
Yep. I'm just clarifying. This isn't like a kit. You have multiple options to go through this. No, you're the melee guy. Yeah, you're entirely a full Genji. But you do get abilities unlocked as you play through the game. And they're all very situational. But you have like a meter that kind of builds over time from killing enemies. Or if you're dying a lot too, they'll kind of give you some pity points towards it. Yeah, it's a weird mechanic.
00:21:02
Speaker
It's it was kind of nice for certain things where I felt like I was literally slamming a head against the wall. They're like, hey, you also have this in your toolkit for an attempt to go nuts. So the first one you get is blink where if you're slowing time, you can kind of like line up enemies and dash through them and kill them all. Yeah. But also while you're dashing, you can go through projectiles. Because again, if you could hit by one thing, you're dead. Yeah. So it's a really nice option. But you have to have the meter for it.
00:21:32
Speaker
And all of the abilities, I don't know if we have to go into all of them, but all of the abilities take a full meter charge. And it was something I wasn't, I feel like if there were to be something I'd change about the game, perhaps it would be the way the abilities interact with the meter. Because a lot of them are kind of similar in how they are used.
00:21:52
Speaker
kill a bunch of enemies if they're lined up, kill a bunch of enemies if they're horizontal. You know, there's there's more unique ones later, but for the most part, like even on the first playthrough, I found myself not using them just because I personally had a goal to like, OK, reflect this projectile, reflect that projectile wall run.
00:22:12
Speaker
jump up counter while running, kill this guy on a ledge or something. And so the skills felt like cheating when you were trying to accomplish one of those choreographed paths. Right. I felt like I'd probably shied away from them as well. There was one section in the events level when you first go into that big room and you kind of grappling hook off something and you're falling down on top of one enemy. And it's like, this is the guy who you're meant to just stab in the back.
00:22:41
Speaker
I would pause time, dash to the guy above him with my charge just so I could change my route. And then I'd come down, slide through the wall run, kill that guy, go around the corner, get the guy at the corner, jump and dash to the right to get the guy who had the machine gun, kill him, grapple up.
00:23:01
Speaker
This must be so exciting for somebody just listening, not having played the game. And then I killed the last guy. Yeah, but that's that's how the game goes, though. Like you feel you you plan the mental route you want to take and then execute. And if you screw up the execution, you're like, I can do it. And that's why you don't quit, because it makes you want to actually run it and accomplish it.
00:23:21
Speaker
But literally every time I entered a new room, I'd see where an enemy was and I'd be able to get the first one. But then you kind of learn where the others are and you're like, okay, what are my options here? And it's not like I ever walked into a room for the first time like, oh, got this shit and then just cleaned it. There's usually some learning involved, I felt.
00:23:42
Speaker
Yeah, and I think it makes the game more rewarding because there's not really that many trivial areas unless you're like just really good at this type of game and I'm not like you're going to spend time learning when you when you get to areas. Yeah, but even so like
00:23:57
Speaker
I felt you saw some of my level times because it shares people's times on your friends list. Yeah. I had like 47 minutes on one level and it was awfully embarrassing, but it was just- I only played through it once. I might have AFK'd. I'll make whatever excuses I can. But then I would go back and replay certain levels, have whatever skills you've unlocked,
00:24:21
Speaker
You can just go back and do it, but you also have the knowledge and the practice from other levels. You know how to platform better, you know how to kind of keep momentum, and then just you kind of you're stomping on people. So it feels really good to go back with everything that you've learned. Yeah.
00:24:37
Speaker
Like the game resets off failures really quickly, so you oftentimes, unless you're like at the end of your choreographed sequence for an enemy room and you die, you might not lose that much time for just dying. So there were some levels that had like 40 deaths or something and like were significantly more and, you know, still making competitive times for people playing through the game for the first time.
00:24:59
Speaker
But then, like, I went back through and I tried to, like, beat all... Yeah, my times and also my friends' times. And... Fuck you. I need to go back and beat one of your times in a big... Hey, what's up? I know. And I was like, geez, I feel like it's a power trip compared to the first time through. It's like fighting a Dark Souls boss once you know what the moveset is. You're like, oh, yeah, I have the key to this problem right here, and I'm going to just use this and solve the problem.
00:25:29
Speaker
To make another analogy, it's like when you're in a middle school and you kind of get in like a tussle with like another fifth grader and you're like, man, I really don't know how to fight. And then you go back 13 years later and you can kick any fifth grader's ass. It feels good. Yeah, it is. It just feels like you're beating up kids. That's basically what the game turns into. Highest recommend.
00:25:55
Speaker
Five out of five. What is your favorite movement option? Let me rephrase. So there are certain things throughout the levels, like sections where you can slide down something to gain some speed, you can grapple onto stuff, you can jump from wall to wall.
00:26:14
Speaker
And like some other ones, like was there something that you really stood out to you for like, I really appreciate this freedom of movement. I want to seal two, actually, probably two ties. So the the tether grabbing the like grappling hook like effect is amazing.
00:26:31
Speaker
Because it's not limited use. If you pull yourself up to, it usually pulls you forward and up, but if you miss your platform or whatever, you can turn around, just grapple it again. They're not directional. It'll always pull you towards it, whatever way you're facing. You can use it for some sequence breaking stuff like that where
00:26:52
Speaker
the game's like, hey, here's the path you're supposed to take to the level. And you're like, see ya. And then just like do a couple wall runs up the side and do a grapple and you're done. That's literally one of the levels where there's like,
00:27:04
Speaker
It's in my complicated pattern you're supposed to run through when you're going back through the vent area. The same room that I was talking about for two minutes. That's the same one Jake's referring to now. Yes, exactly. And on the way back through, you can just be like, huh, that grapple is just out of reach. Do a couple wall runs, and you're done. And that's freaking awesome. The other thing I wanted to mention was the wall run itself, compared to the way it's implemented in pretty much any game. And like Mirror's Edge.
00:27:32
Speaker
in Prince of Persia, in insert game with wall running here, Titanfall. You pretty much always lose height because it kind of just makes sense. Gravity is a thing. Yeah, that's right. And it's not a thing. In Ghost Runner, you go horizontal the whole way through until you hit an edge on the wall so it's no longer continuous. Doesn't matter. You'll just keep going.
00:27:59
Speaker
And it feels great. It's like me a little bit of getting used to just for my timings for wall running. But once you get it down, it feels really good to wall run on something and then to jump to another section, another piece of wall.
00:28:16
Speaker
I feel like earlier on there was a certain section where it's like, hey, you got to go up. I'm like, how do I go up? There aren't really things to land on. And it's like, we're not going to be touching the ground. I'm like, oh, that's cool. Yeah. And so you're going between these wall running sections and a little bit of spider manning. And it really lends itself well to having more verticality in a level.
00:28:43
Speaker
That's another thing. A lot of those other types of quick games, granted Hotline Miami was literally a top-down 2D game, but having verticality as an option always makes you look up and around instead of just forward and a little bit left and right. Yeah.

Speedrunning and Mechanics in Ghostrunner

00:29:00
Speaker
I haven't looked at speed running for this, but the fact that I was able to see a couple shortcuts to break the intended flow makes me think that speed runners are going to absolutely destroy it, because you can just jump and turn around back and forth. So if you're running in a direction, you can jump off the wall, use sensory boost in time, whatever, hold shift, then come back and start running back the opposite direction with a little bit of a height boost. And those two facts together mean you can just climb vertically.
00:29:29
Speaker
Like, as long as you can run on the wall, you can just climb vertically. And it's crazy.
00:29:38
Speaker
So I think the fastest I've seen right now, just as far as like YouTube postings, I think it was around like an hour probably. Oh, dang. So I don't know if you can actually fully sequence break at this point. If you're going through an area and you have enemies, the enemies are called keys and they serve the key master. Yeah. Insert goes for a joke here. But basically you have to kill each of them for the door to open to the next area.
00:30:08
Speaker
It's the Doom problem, or the classical shooter problem. You could fly by everybody with your ninja powers. Yeah. Yeah, there's definitely been a couple of runs where they actually put the invulnerability orbs, the shield generators behind all of the enemies. So you're just like, all right, I'm not dealing with you. I'm not dealing with you. Get the energy, the shield generators. OK, now we can play.
00:30:35
Speaker
but it's necessary for pacing and still works fine. Do you have a favorite move? We haven't really talked about the sensory boost effect. We mentioned dodging projectiles, but not really how it works.
00:30:49
Speaker
I will first explain it, then pick my favorite. So you have the sensory boost, which is a dash. If you do it in midair, you have this little meter that goes down, but allows you to slow down time, reposition a little bit. So I can be jumping at this single pistol enemy, see his shot fire, and dodge out of the way, and then resume and kill him.
00:31:14
Speaker
I think that resets every time you land. Yeah, anytime you touch a surface. Yeah. So I can go and do it again. Or like Jake was saying, kind of reposition to go back up a platform that I fell off of or just try and ascend whatever. It has a lot of utility. I do like that a lot because without it, I don't think I would have killed as main enemies.
00:31:40
Speaker
There's still something I really liked about the rail sections. Oh, yeah. It wasn't.
00:31:49
Speaker
the most rewarding to do. It just felt cool to just kind of like get on essentially a zip line. Yeah. And just ride it the whole way. You jump off and then you kill an enemy and you're like, later, fuck, I'll get back on the zip line. Uh huh. It's it's been cool, right? Like other games have done it. It was in Ratchet and Clank. I'm pretty sure it was in Sonic. It was in very notably Bioshock Infinite. Yeah. Like it's just cool to go really fast on rails.
00:32:18
Speaker
Yeah, that was just fun. There's also some jump pads at a point. So you get one free mega jump on top of everything else you have access to. Yeah.
00:32:30
Speaker
I just like being able to jump really high and then kind of come down from the heavens and then get shot and restart. I really love the super jump type of power up. Yeah, it is specifically a power up. So like it will spawn at a certain point in a level.
00:32:50
Speaker
There's also one for literally slowing down time. Yeah. Which is one for shuriken. Yeah. Which is also pretty good. The powerups in general are pretty good. Um, yeah, they, they, did you find yourself like explicitly going out of your way to use the powerups a little bit? I actually used a skill to like increase the time of them when I was going through the first time.
00:33:17
Speaker
I'm not out of my way. Usually they were kind of placed before a given section where it would be needed or strongly encouraged. Like if you need a slow time to go through a fan blade, makes sense. Sometimes by the slow time I try and go back and try and find secrets because there's a couple of hidden things throughout the game. Yeah.
00:33:38
Speaker
I don't think I went back to usually abuse it as much because they don't ever force you to use it unless you're in like the skyscraper area and you have to jump up to the next spot. It kind of reminds me of in Doom 2016 when you like get berserk for the first time and like the power. The power up is not necessary at all. There's several sections like that where it's like, do you know where the power up is? Because if you do, this section is going to go a lot faster.
00:34:06
Speaker
But I was always the type of person who found the power up after I killed all the enemies. I'm like, oh, that's not gonna be useful. I'll slow time. I literally did this actually, because I'm trying to move real fast, right? Get through the game, get my good clear times. And I was like, I killed all the enemies in an area and I climbed up on a platform. I was like, oh, slow time, run up and grabbed it and then ran down to the green open door.
00:34:32
Speaker
that now I have to wait for it to slow, like unlocked door, slowly open in slowed time as I'm like, I am the stupidest person and got nothing for the power up other than literally being slowed down.
00:34:46
Speaker
It's just fun for options. The shuriken thing was interesting too, because usually when they give it to you, it's less so to kill enemies and more so, this is the only range option you really get, air quotes. But you have to hit specific
00:35:04
Speaker
tiles that will kind of like short circuit a door. So you might have to hit multiple of them in a row, starting with the longer circuits first. So they all short at the same time. You can go through the door. Otherwise you have to try again. Yeah. As you were mentioning the Shurikens and talking about them, I realized that there's actually a lot of correlations to Genji. Ultimate and not. Oh, it is completely Genji. Yeah. Huh.
00:35:33
Speaker
Interesting. Also, every level I would whisper, oh my my well, Shinderoo. As Genji does, obviously, right? Yeah, some of those puzzles made me think like, I kind of am hoping for like a B-sides like DLC.
00:35:50
Speaker
where they just have some challenge fights. They're just like, here you go. Here's a room full of enemies. I hope that you're literally Neo from The Matrix because it's the only way you're getting out of here or other platforming sequences. I would like that a lot because something like Alice I've played similar to it is Cluster Truck.

Future Content and Customization in Ghostrunner

00:36:10
Speaker
which is very much, hey, it's literally just platforming, but there's some random bullshit you're going to have with trucks, and you can choose your approach and what abilities you want to have access to. But it's just fucking around in that space. And then when they actually had DLC, I'm like, oh, more things for me to play around in. And they'll add some extra spice to it. So I'm already going to go back to try and beat some of your times.
00:36:38
Speaker
solely to rub it in your face. But it would also be nice to have additional content for me to go back to in like six months to a year and be like, oh, yeah, I enjoyed this. I'd definitely check out more of it. Yeah, I really like the arena like fights where it's just you and a vertical arena with some space you can wall run on and kill all the enemies. Like it's a good thing that's the core of the game because it's the strongest part, I think.
00:37:06
Speaker
Yeah, it's just it feels rewarding to just kill things but also to do it quickly Like yeah, you wall run over here to then dash to then grapple to then kill to then reposition It just feels cool to have like a fluid run through which obviously if you've had a successful one
00:37:27
Speaker
It's pretty likely that it was fluid. You might have like a very weird awkward janky thing where you kill each person one by one and you just kind of like hide around boxes and stuff. But typically, it's going to be like one fraley fluid thing. And that's like the good one. You're like, fuck you, I did it.
00:37:45
Speaker
It'll be the last enemy and I'm standing there trying to get the reflect off for like 17 minutes because I was like, no, I have this guy to do it. This guy does to reflect. How did you how did you feel about the skill system? Because I heard Lando actually said that it's similar to Kingdom Hearts, but I couldn't beat Kingdom Hearts three. Like I played it a bit and I was just like, I'm good. I haven't played any of that series, so I can't comment there.
00:38:14
Speaker
How do you feel about it here? Well, I haven't really played this game so... Okay, that's very good. So the layout is kind of like these Tetris-like pieces and you have space where you can put it into. As you progress through the game, you unlock more spots. So you can kind of rearrange these pieces to try and maximize whatever your build is.
00:38:35
Speaker
Yeah, you always have more pieces than you can like really fit into this. Yeah everything also certain abilities kind of go together for how it's configured But it's not I don't think it's physically possible to fill up all the space even if you've unlocked as much space as possible. I
00:38:55
Speaker
This is an achievement for it actually. Really? Yeah, even for, well, depends on what you mean by all the space. Cause there are like block spaces that you can't fill no matter what, but for everything you can unlock, it's like, I think four or five spaces that you will never be able to play something in. Um, cause they're just literally blocked. You can't put anything there, but you can fill all of the available space and get an achievement for it.
00:39:17
Speaker
Interesting. Okay. So it is possible. I'll take that back. It was fun to kind of play around like, oh, well, I definitely want this as an option. I definitely want more sensory time and to detect where enemies are. Oh, yeah. But later on in the game, I'm just like, give me all the dashes. You can call me La Dasha because we were going in.
00:39:41
Speaker
I don't get the joke, but I'm sure it's good. Yeah, no, it's a really interesting system where the, I use that a lot. Interesting. Interesting. It's interesting. I think it's interesting.
00:39:59
Speaker
The more blank spaces you have, the faster your passive energy region is. So if you just pick up one thing and you're just like, this is all I care about. I only want to see collectibles. So what is passive energy region in this case for the listeners?
00:40:13
Speaker
Yeah. So the skills we were describing earlier, like the dash, the energy region you have is just happening over time. You're filling a bar until you can use the ability. And then when you use the ability, it takes the entire bar. Getting kills increases it. Dying increases it, as we mentioned. So you're talking about the special.
00:40:33
Speaker
Yes, that's your energy region. And you also eventually can get a Tetris piece you can slot in there that's actually in a cross shape, which is, I don't know if people play Tetris, but there's a reason that a cross shape is not a legal piece to place. But it increases your energy region as well, passively.
00:40:55
Speaker
So you can kind of have a passive build. What was that? You said you didn't really use the special too much in your playthrough. So were you going special as much? Or did you try and just kind of gain one specific special? Because I feel like each ability has three or four options you can slot.
00:41:12
Speaker
Yeah, I definitely, I under, I only pretty much would put points into one special at a time, but I had like general enhancement skills. And so like the energy region collectible show up on radar, pretty essential. I went back through the game to do that. Cause I'm like, fuck, I miss some stuff. Yeah. Um, also reflect mandatory big L piece.
00:41:36
Speaker
It was an L for me. I didn't slot it. Just real quick on the collectibles, you do have some lore things, which are like very small trinkets and just kind of flesh out the game world a little bit. Not too drastic or important from as much exposition you get from just playing the game. But the key thing I like is you can get different sword skins. Yes. Hell yeah. Some of them are kind of samey. Some of them are awesome.
00:42:05
Speaker
There was something called the RG blade. Yeah, RG blade is what I'm calling it. I don't think it's the official name, but it's literally just like classic desktop RGB, like the top of the Ram stick or, you know, keyboard or whatever. Yeah. It had very rainbow slashes.
00:42:27
Speaker
I use it every time I'm like, like broadcasting the game. Do you remember rainbow unicorn dash? Yeah. Yeah. Yeah. It's like that. Right. But as a sword. No, that's entirely fair. Um, I liked it. I mean, it has, it confers no functional benefit to like change the ways where it looks. But so much of the game gets points because of the aesthetics, like,
00:42:54
Speaker
It's very cyberpunk, futuristic, like pumping, like dark synth type music. It's just great.
00:43:04
Speaker
Yeah, I think in the credits, it was actually, I don't think it was Trevor or something, but it might've been like Alex or somebody else in that dark synth space. There's like people who I have heard on Spotify helped with the music of this game. And I was like, oh, that's fucking awesome. And then the level design, things are actually fleshed out and it has detail. You're not ever just in a box room. Like when you're in the factory, it feels like a factory. That's cool. You're vibing in that.
00:43:33
Speaker
or when you're going outside on the city and you're going up these skyscrapers and wall running off of fucking billboards. Yeah. All of it is just really very choice. Yeah, it's an area that really spoke to you. Was there an area or like a level you're like, this was fucking awesome. Yeah. I mean, for me, it was so there's a point where you emerge kind of into the non-industrial quarters because the industrial quarters feel kind of like
00:44:01
Speaker
Sort of like a paintball arena to me. Yeah, it's more confined. Yeah, exactly. Just a lot of fans and stuff. As opposed to the completely outdoors and open three square miles of paintball. Yeah, exactly, right? And they just drop you in the desert and say, have fun.
00:44:19
Speaker
But as soon as you arrive up to these rooftops, there's a bunch of billboards flashing neon signs. There's food vendor areas. There's actual hovels in places people live. And it feels like it actually exists as a space. It's more alive compared to all that industrial area.
00:44:42
Speaker
and i kind of didn't expect it because i thought that the game just didn't have like they didn't have the assets for all of this and that was that was really nice for me i think you were watching me play at the time and i just like stopped and like read some of the signs
00:44:55
Speaker
Yeah. That was kind of a dead air for me, but whatever. Yeah, you're just like, this is how I want you. But no, they really do have good detail. I think there was a billboard of like a Shiba Inu drinking a Coke and like, that's cute. I appreciate it. Oh, man. Yeah, I looked up the OST. Some of the artists were like laser punk, Daniel Deluxe. Daniel Deluxe is who I was thinking of. I mean, obviously, is it laser punk or is it laser hawk?
00:45:23
Speaker
Uh, this one's actually laser punk. Oh, fuck. I, I mean, laser. Laser's like my first entry into synth music. Mm-hmm. They do have Perchabator, Magic Sword. All right, Perchabator, you're in fucking everything. You're not getting credit here. We already know you exist. Uh, there's some Power Glove in there too, of course. All right, Power Glove's still against respect, even though they're pretty common as well. It's a really good OST, uh, the demo OST. I think we might've even talked about it previously. I don't know if it was on record or not, but. I don't think so.
00:45:53
Speaker
I was like, some of these songs are like pretty sweet. I'm listening to it before the game came out. Game came out. It has more songs that are like even the whole thing is listenable. That's what I'm saying. Yeah. It never takes away from the action. It just kind of mumps you up while it's happening.
00:46:10
Speaker
You're like, get them or fuck you. Or I thought you'd be taller. And you're just like going through a vibe with the music and murdering and it's great. It 100% adds to the feeling of pace and like quick restarts and try again. Like if you're listening to some of this music and just like pumping in your ears and like pumping in your chest and you're like, all right, let's do this. You can't stop.
00:46:36
Speaker
You're not going to quit the game if you lose. Like, no, we're going back in there. I literally text my grow up hub driver. Not now. I'm busy. Right. He's just like fine, but I mean your food. He's just out there sipping on my soup. Fuck this.
00:46:57
Speaker
I'm just imagining like he's just sitting there like smoking on your porch or whatever. You like open the door, sit down next to him. He's just like, you beat the level. You're just like, yeah, nice. Then we click here. I know him really well. Well, he said your grub hub driver. So obviously my personal relationship. Yeah. How she is. You remember the pin for the keypad, right?
00:47:27
Speaker
Just let yourself in. He just sits down like behind you and puts some food on the desk to watch you play. Oh my gosh. Grab whatever you want from the fridge.
00:47:43
Speaker
I hope you're great. That's to be rich.

Challenging Enemies and Combat

00:47:47
Speaker
Yeah. I guess we've talked about a lot of the positive things in the game and I do love the game. Spoilers overall. I love it. Can I ask you one question before you remotely even try and shit on this? Yes. What did you think about the different enemies? Were there any of that really stood out to you as I fucking hate this guy or did you like them all as far as how you have to approach and change the pace?
00:48:10
Speaker
I think I like most of them. There's a couple that fell. There's one enemy in particular, the laser visor. Oh, the century. Yeah, the massive expansion.
00:48:24
Speaker
Oh, you're talking about the walking robot? Yes. Okay. The metal gear. Yeah. That one, I could deal with it. Its mechanic is the fire is a big laser actually that tries to track where you are. So you can throw it off by ducking or dropping an altitude quickly or something like that.
00:48:45
Speaker
But the reason I disliked it a little bit was because the projectile was just so absolutely massive. I'd get sidelined by it. Yep. It's fucking huge. Like even if I knew the enemy was there, there was a decent chance I could die to it at any given time. Whereas the rest of the enemies just felt like I need to adjust in this way and I'll be able to deal with it. That's where I was like using the abilities. So I just didn't have to bother.
00:49:12
Speaker
I really liked the Samurai guys because unless you use the special ability, you can only kill them through the parry. So you had to wait for their attack, attack them and then attack them again. So they kind of scatter them out or it's like, hey, here's a guy.
00:49:32
Speaker
The other guy's gonna be shooting you, but Perry, this guy. So you either have to go deal with the projectiles first or kind of block line of sight, fuck up that guy, and then go off and do other shit. Or reflect to get shot from the projectile guy into the samurai for a clean, honorable kill. Or you could jump on some of the floating robots, stab your sword in it, ride it into them,
00:50:00
Speaker
Yeah. The thing I liked about the samurai guys is they're all like four honor players or something, and they'll only attack you one at a time. Other enemies will continue to try to shoot you, but the samurai only come one at a time.
00:50:14
Speaker
Which is their weakness, honestly. That's the reason they're one of the least effective ways to kill me. Hesitation is to feed Sekiro. Yeah. As you just kind of like super jump up, like get visibility on their platform and wipe them all out with one move. You're just like, I have no qualms. I'm all out of qualms. They're all like back their arms crossed, like Tanaka will kick his face in. Yeah. You just like wipe out the spectator stance first and then go to the arena.
00:50:44
Speaker
I could only look on and watch as I waited for my turn. All right. What are your issues? Yeah. So I think we talked about this beforehand. So I know we share this, but there's the cyber void, which is like you gain a new ability.

Cybervoid Puzzles and Level Design

00:51:02
Speaker
Here's where you use it. And they also introduce some puzzles there.
00:51:05
Speaker
And if it was just the abilities, I don't think it would bother me that much. Fine. You got to learn how to use stuff. And if they didn't teach me to use the abilities there, I might never have used them like at all in the playthrough. Right. That's fair. But the puzzles? I don't know. How did you feel about the puzzles? Fucking suck, dude.
00:51:25
Speaker
Like they were interesting in ideas and aesthetically the cybervoid looked really, really fucking cool. But the puzzles really changed at the pacing of the game where I'm like, I'm nonstop murdering. Oh, I have to rotate some things here. Oh, that lined up. OK. Or I don't know what I have to do for this puzzle. I want to go kill things, but I'm literally gated by this. Yes. Yeah. So it's basically we didn't describe it all. It's Tron. It's Tron world. It's basically what it looks like.
00:51:55
Speaker
Yes. One suggestion I had for it was if those sections were optional, because like we said, we didn't really utilize the special abilities as much. But if you had like a, hey, if you want to do this challenge or puzzle or whatever, and you can unlock this thing,
00:52:14
Speaker
cool. If you just want to be caveman going around bashing stuff with your katana, you can do that too. So people who just wanted to continue with the core gameplay loop could. And people who wanted extra options or to just explore more could do that as well. But having it gated is like, and stop. We're going to need you to fill out the survey quick like fuck.
00:52:39
Speaker
Like it serves some functions. I understand why they had it in there. They probably did some testing with just the combat and they're like, okay, we need to like split up. We need to break up the pacing a little bit. But I think the unlocking of the abilities and using the tutorials for them.
00:52:55
Speaker
would have been fine. Like, that would have been a good baseline. The puzzles they inject in there, slow it down way too much. And they feel like it's completely user-proof list. Like, it has nothing to do with the standard gameplay. It's just to get you out of combat for a time. They would actually, for a lot of those puzzles, remove your ability to do other stuff. Yeah. It's like, hey, you can't dash. You cannot wall run. It is move and jump. So it just, it really just changed everything.
00:53:24
Speaker
Yeah, and a couple of them like they're cool ideas, but they belong to like anti chamber I think more than this type of a game without going into specifics. It's just they If you play through the game, I feel like most people would agree with us Because if you're here for the core gameplay like
00:53:42
Speaker
It's good to focus on that actually, right? Doom. I will say I did like the last level of Cybervoid, where it's just kind of like a platform rush. And Cybervoid is literally just moving as a wall, so you had to keep moving forward.
00:54:01
Speaker
Well, it's because they actually use gameplay for the last one. Yeah, it was it was full like platforming where it's like you got to keep doing these wall dashes and a lot of times because the momentum I had to after every jump slow time to reposition to go into a wall again so I can jump off correctly. Yeah.
00:54:21
Speaker
Yeah, no, I agree 100%. That last one, it was kind of obnoxious the first time I played through it because it was late at night. But I came back to it once I kind of knew it was coming. I was like, all right, I can probably improve on my time a little bit. And I freaking destroyed it. I was like,
00:54:36
Speaker
I was just bad last night and now I know. I'm enlightened or whatever. I think like the Christian song, I was bad, but now I'm good. Yeah, but now I'm not. But yeah, I mean, otherwise I would kind of remove the puzzles. They also
00:54:55
Speaker
If you're going back and you're replaying levels, um, some of those puzzles that take awhile to complete. Oh my God. Yeah. It's just running around or hitting buttons and none of it needs to be there. I actually mentally didn't want to play levels. I knew had like a puzzle at the end because I'm like, I don't care.
00:55:14
Speaker
You don't want that. If you're, if you're putting, press escape to skip puzzle. Yeah, exactly. Cause it's factored into your time for the level. So I don't have to remember a sequence of things of turning knobs to be like, I did it. I sped run the puzzle. Yeah. I like how I said sped run instead of speed ran.
00:55:37
Speaker
Yeah. I mean, either way, I got what you meant. Okay. Yeah. And I guess I don't want to get into specifics because we're still at the nice and minor spoiler level. We just talked about some enemies, nothing big, but how were your emotional impressions due to the effects of the bosses on your psyche?
00:56:01
Speaker
Initially, I thought they were all dumb and pains in the ass, but then as I went through and just the levels, there's definitely a rhythm and flow to it for how you have to approach things. It felt good once it was successful, but ranking them, I enjoyed the first boss the most because it was, hey, you know that platforming shit? You got to do it. You got to do it real good now.
00:56:25
Speaker
Yeah, like the biggest mechanic I had to use or kind of master was running off of a wall. That wall then became deadly. Yeah. Off of the wall, jumping back to the wall. Yeah. Which they show you in an earlier level, too. And it's like, hey, we're going to start shooting lightning across the wall because, yeah, fuck you. And you just have to like jump off, jump back.
00:56:51
Speaker
But it was really cool as far as platforming. Yeah. Even though I sucked at it initially, it was still fun and cool. Yeah. So I had to say good, good impressions. I had the same. I enjoyed the boss, that first boss, because it was mostly timing, not a lot of combat.
00:57:11
Speaker
Because I just felt like the setup was so cool and the theme was so cool for it that it like pulled me in and the music's pumping again, pulling me into it. And it covered a multitude, I guess, of sends. But anytime the game was actually using its gameplay, I tended to enjoy that more. There was some other bosses later that
00:57:32
Speaker
had sections where they depend on gameplay a lot less and more on just like, oh, you know, hit a button at the right time.

Voice Acting and Plot Simplicity

00:57:39
Speaker
And that might as well be like a quick time event in my mind. That's like, that's less engaging to me. I think for the second boss, I didn't realize what exactly I had to do. I found that accidentally and then clank, clank, clank, clank, right? Oh, I died because I got lynched. Okay.
00:57:57
Speaker
But I went full genetic algorithm on it and eventually, um, found out what didn't work and then found the one thing I did and repeatedly did that. Yeah. I think, I think the game is better for them though. Like none of them, I don't hate replaying any of the bosses. Um, and I would rank them all as better than the puzzle section. So there you go. 100% agree. Um, also the plot's good. Like it's not amazing.
00:58:27
Speaker
But it's cool and interesting, and the voice acting is very nice. Yeah. If this has been successful at all, you will have heard some voice acting by this point in the podcast. Yeah. Like the whisper voice, I forget the character's name. The architect. The architect, yeah. His voice, as far as deep, bassy guys I like in video games, is close-ish too, but doesn't yet compare to
00:58:59
Speaker
The doctor from Doom, I'm blanking. Dr. Doom. And Dr. Samuel Hayden. Dr. Samuel Hayden. Oh, that's so good. But he has like a really cool aesthetic and modulation on it. And he's also just, they wrote him very quippy.
00:59:19
Speaker
Yes. Uh-huh. You're like, oh, that was, you sassy bitch. It's just, yeah. Oh, that was cool. I really like his lines. It's like, I think part of it is just cause like, I like, I like characters that just don't care about the same things the protagonist cares about. And they're just like, oh, I understand that this is all important to you, but.
00:59:42
Speaker
I don't care. Here's all this other stuff that is important to me. And so that's what you'll be working on. Jake's saying he likes managers. Robot synth managers. That's what I'm going for here.
01:00:00
Speaker
But yeah, no, I think the the plot is like it's not too complicated and it's mostly like a single arc start to finish, but it feels it feels good. It feels like it they really just kind of like doom. Anything I can compare to doom is pretty good. It doesn't overstate it's welcome. Like they didn't try to make things overly complex. They didn't try to be like, oh, here's all this nonsense at the left field. You're just like, I could see pretty much all this. Yeah, there's no coming. And that's good.
01:00:28
Speaker
Right. The camera pans back and you're in a soap opera, you walk off scene, take a bite of a donut. Yeah.

Ghostrunner's Value and Future Prospects

01:00:39
Speaker
Like I said, it's, I think it's like 30 bucks. Yeah, I think it retails 30 right now. It might go on sale again at some point, but it's a fairly short game, but I've probably already gotten, ignoring the AFK time, probably six or seven hours out of it. And I'm still going to go back and do some more at some point.
01:00:59
Speaker
Yeah, I'm checking. I'm at 15. That's not to, I'm not trying to like one up you or anything like that. I mean, I just had, you won't know. I'm going to go back and do that level again until I beat your Jess and time. That's fair. A couple levels. I probably don't have the most competitive times yet.
01:01:16
Speaker
I will start with those then for some easy dubs. But yeah, I mean, it's surprisingly replayable for me. I was kind of just chilling and playing it as a casual end of work day sort of game. And I don't know, it's just fun. I probably won't play like another 15 hours, but I'll probably go back to it periodically and play it. I'm hoping
01:01:42
Speaker
When a game makes you hope for DLC, that's a good sign. I'm hoping there's more content that like get added to this so I can run through more of the story, more of the locations, maybe another little plot line or something. Yeah. I really just need more levels in it and less puzzles. If they had DLC with puzzles, I'd be like, come on, come on. DLC that removes the current puzzles from the game. I was like, hello. Yeah. Yeah. I think a solid game would is safe to say recommend.
01:02:12
Speaker
Oh yeah, definitely recommend for me. From us, from the Tuk Tuk family, we want to say this was a good game. Yeah, friend of the show Ghost Runner. No, it's all looking forward to see what else. One more level from Poland makes in the future because this was pretty solid. Was this the first game?
01:02:32
Speaker
I have no idea. Oh. But I don't care what they made in the past. I care about the future, where they go from here. I absolve you of your past sins. We start tomorrow. You're like, I've done mostly good things. It's just like you're absolved. None of that matters now.
01:02:52
Speaker
Oh man.

Podcast Outro and Listener Engagement

01:02:53
Speaker
Well, thank you guys for listening to yet another episode of Soapstone. As always, sure you have feedback or ideas for other episodes. You could send that in to soapstonepodcast.gmail.com or you could join the discussion on Facebook. It looks way different now than the last time I visited, but facebook.com slash soapstonepodcast. And as always, we'll see you in the next one. Or we'll
01:03:45
Speaker
We will. You will.