Joshua Rivera
π€ SpeakerAppearances Over Time
Podcast Appearances
Like, uh, or a character designer.
And, uh, like it's like a game made by a gear head or a bunch of gear heads and like all that stuff looks cool.
Um, I just, uh, I just don't care for the story, but it's also like not like intrusive.
So it doesn't really bother me that much.
Um, I just, uh, I, I love the central thing where it just sort of like you're doing these hacking puzzles to, uh,
um, in order to have permission to play a shooting game, you know?
Um, and, uh, I, I, I love it a lot.
And I kind of, um, you know how Metal Gear had the VR missions?
Um,
This game has a version of that, and there's like a part of me that wish it was just that, you know?
I think that it's much more expressive than it probably sounds, right?
Because part of what you're doing with these nodes that Matt was talking about is that you're sort of influencing what these mazes do to the robots.
Um, so it's kind of like building your own play style and the way that feels like just stuff like tickles your brain, um, in a really fun way.
Um, and I think, um, uh, it's, it's, it's just like, again, it's hard to talk about in a way that doesn't sound very dry.
Um, but, uh, I think, I think they have done something really cool and compelling and, um,
you know, like not too frustrating, right?
Like the, the, the, they, they have like on the standard difficulty, right?
Like they, I feel like the encounters are just right, right?
Where it's just sort of like just enough to get you like a little tense and
And then, like, when there's a big fight, like, you know, and then you're able, like, at least I was able to, you know, like, pull it off by, like, not quite the skin of my teeth, but I feel like, you know, like, oh, I really could have, you know, beefed that one, you know?