Jason Schreier
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So there's a kind of that feeling of soulsy exploration, then leveling up, then popping back out, and all the enemies are kind of back in the world.
Like, it has that kind of rhythm to it, even though you don't lose progress when you die, and it doesn't have that soulsiness.
Something really cool in this game, I think, is this idea that this whole, like, base, this whole area has been 3D printed.
And that lets you have things like these cool Earth memories that Hugh is giving to Diana.
It'll be like, you know, there's a set of them for each level.
And then the set, you kind of build them back in your home base.
So you've built a, like, camping site with, like, you know, a cool little tent and...
I don't know, a fishing area or there's like a playground with a slide.
And Diana freaks out because the whole story is like that Diana wants to go to Earth.
Like she wants to see what it's like to be a kid on Earth.
So you're showing her all these cool things from Earth that the staff of this moon base were printing to like remind themselves of home.
And it turns your home base gradually into this really neat looking space with like all of these little, you know, kind of Earth characters.
like little mini biomes that she can play around in.
But then also, because this whole thing is 3D printed, the levels are much more interesting than the 2010s version of this game, I think, would have been.
Like the Vanquish version would have just been a bunch of chrome and silver and shining lights and like, you know, a factory and then the like recycling plant and then the sewers and the outside area would have been the big variety.
You know, here, the second level looks like Times Square, this insane 3D printed, kind of like AI slopped
And then the level after that is a big forest.