Kirk Hamilton
๐ค SpeakerAppearances Over Time
Podcast Appearances
And I was like, well, you know, but video game sequels are really cool because it's this kind of, it's an opportunity for a team to have really dialed in what they were making and then iterate on it.
I think that very clearly happened here.
You know, the developers at Housemarque have talked about how this was like a pretty good development cycle and they had all the pieces in place so they knew what they were doing already.
At the same time, you can see how refining something in some ways, like,
It's a little, it's not lesser, but it is a little, I don't know, it's not quite as pure.
It doesn't quite have something that Returnal had.
So you can iterate and improve in a lot of ways, and this is a fantastic game, and yet you can still also lose something in that process, which is something worth paying attention to and just kind of noticing.
But it is also kind of Returnal, too.
Yes, it's an idea I want to throw out.
Especially, I want to throw it out and I want to throw it out from the place of having played 30% of the game.
Every time I'm playing it, I'm just like, woo, I'm having a great time.
I think I'll probably stick with it and at least get to that eighth death.
And then I think by the end I'll have an even stronger idea of that.
But it is, I think, actually just really neat that we get these two very similar and yet different games from the same team to kind of just compare and contrast them and understand how their creative process has changed and how they approached the second crack a little differently than the first one.