It’s finally here!

We know that it took way too long (and we’re not proud of it), but we ran into some (many) audio issues and day jobs and stuff. This was really our first time managing live audio, so apologies in advance for the worse than usual audio quality – we already have plans in place to make things sound way better next time around!

In any case, this episode is nearly TWO HOURS of PAX developer interviews. Learn all about a ton of neat looking games that you’ve never heard of (but should be on the lookout for).

A big thanks for Shane O’Hare for making the audio somewhat audible!

https://soundcloud.com/geekscape-games/bonus-stage-pax-2018-developer-interviews

Geekscape Games Theme Song: Winter Frosts – MmcM

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Courtney, Mikaela, Derek, and Jake break down what they saw and played during the third day of PAX West!

THIS EPISODE:

Mikaela pretends to be a bee (and makes everyone cry). Derek goes crazy over horror titles Observer, The Padre, and The Blackout Club, Jake talks about Pizza Titan and compares it to Crazy Taxi, while Courtney digs deep into Felix The Reaper and the Xbox Adaptive controller.

The group chats about these games, topics, and more:

Bee Simulator
Party Golf
Party Crashers
Observer Switch
The Padre
Felix The Reaper
Able Gamers
Xbox Adaptive Controller
Pizza Titan
The Blackout Club
Balanced Media Technologies
Leisure Suit Larry: Wet Dreams Don’t Dry
Broadcaster Royale

ONLY! On the Geekscape Games Podcast!

https://soundcloud.com/geekscape-games/169-pax-west-2018-day-3

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Geekscape Games Theme Song: Winter Frosts – MmcM 

Outro – The Offspring – All I Want

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My second day of PAX began by heading to the Grand Hyatt to meet Juan De La Torre, Edu Verz, and Fernando Ortega of Brainwash Gang and Sindiecate Arts, the creators of Damnview: Built From Nothing, to demo and talk about the intriguing-sounding title. I found them hunkered down in the lobby on some couches, setting up to play on a computer with an Xbox controller. It was so totally casual, and not crowded or loud, which was a great departure from the rest of the PAX set up. I arrived a few minutes early, so I tucked myself away in a corner to quickly watch a gameplay trailer, as I hadn’t had much to go on to prepare for the interview (which you’ll be able to hear on Geekscape Games this coming week). Immediately, I was struck by two things: “oh god what have I signed myself up for, this doesn’t look like a game I would ever be drawn to,” and “wow this looks really interesting and I’m so glad I have signed up to find out more about it.”

Going into this meeting, I didn’t really know what to expect, I had just enough information to be hooked in, without enough to anticipate anything. The description I got of this game was: “I can’t share the name just yet as it’s unannounced, but the game is a simulation sandbox world examining occidental culture and its different social classes – conceptually it’s easy to relate it to Stardew Valley, where a set of systems put together the overall gameplay experience, except it reflects our western capitalistic society and its effect on our human spirit.”

I basically read this and thought: I LOVE Stardew Valley, plus capitalism IS awful… so YES! I am so in. In fact I’m pretty sure that was my exact emailed response. 

Upon meeting up with the guys we immediately watched the trailer again, this time with sound on, and what a difference that makes! The music accompanying the trailer is hauntingly beautiful and spells out a wonderful story. I am still wondering if the story at the beginning of the trailer is a symbol of the possibilities and random chance of life/the game, or if it is actually a storyline that is present within the game. As they explained the game things got a little bit clearer and I got more and more invested… Oh my goodness I can not wait to play this game in full! 

The style of characters in Damnview is pretty great. The landscape is drab and gritty, giving you the impression of a defunct society. It is done in an 8-bit style, but smoothed out a little to be more accessible to a wider audience. The characters are anthropomorphized animals, all different kinds, and from what I saw this seems like a great choice! Something about playing a game that can sometimes feel depressingly similar to real life is made much more enjoyable when you are a moose. Its funny that I, and obviously many other people, love to play games where you are basically living this characters life and going through the day to day tasks required to hold down a job, eat food, have a place to sleep. This game has all of those things and more, there are a wide variety of ways in which you can play the game, and goals you can choose to work towards. What you are doing really depends on what it is you are trying to accomplish and you get to choose what that is. It all just depends what kind of lifestyle you want your character to lead, what you want to put effort into,  and what kinds of challenges you wants them to face. 

Damnview: Built From Nothing takes life simulation to the next level. Every single thing you do has a legit consequence that impacts your game play. Accidentally crash your car, cool you have to pay for repairs now.  Late for work because you crashed your car, cool you’re fired now. Lost your job, cool you can’t afford to pay rent, guess you better find a good street spot to sleep now. Can’t catch a break and wanna get off the street, maybe you sell a little bit of weed, make a little bit of money. That feels pretty good, don’t need to sleep on the street any more, maybe you sell more drugs and with that strategy manage to move up in the world. Just hope you don’t get caught cause then you’re going to jail. End up in jail, welp now you gotta figure out how to work that system. Are you gonna smuggle stuff in and get ahead in prison, or are you gonna play by the rules in hopes of getting out earlier? 

On the other hand, you stay and work all the hours at work, cool you get a promotion, maybe you buy the laundromat, now you can move up in the world and maybe someday you can buy yourself a nice house and a nice car…. Literally the options are endless! Amazing. 

I got to watch Edu, one of the creators, play the game throughout our interview, which was great! He made driving look really easy, he got through his daily tasks quickly and went about his day fairly nonchalantly. If you want to hear the interview that we did during this you will have to keep an eye out for our up coming Geekscape Games podcast in which we will be compiling all of our audio interviews with the developers we spoke to over PAX weekend.

After finishing our interview I asked for a chance to play. I prefaced this by letting them know that I’m not so good at the video games, but actually as soon as I started playing it felt pretty easy and natural to navigate. The character I was playing worked in a laundromat, so I got into picking the clothes, putting them in the washer, making sure to separate colours/blacks/whites (which made my heart so happy as this is a constant battle in my household), choosing the right heat setting, etc etc. So it actually became quite involved to do this laundry, and customers were piling up, and as soon as I stopped getting any direction I messed up all the loads of laundry, and likely lost the guy a bunch of customers. 

Once I had thoroughly messed that up I was about ready to change gears, and headed out to the street to drive the car around. Driving was super intuitive, with straightforward controls that made sense, although may take some getting used to. One thing that really stood out for me is that you have to drive properly! I mean I failed miserably at this, but in the game there are consequences for your driving ability. So you need to make sure you are stopping at stop signs and using your turn signals! I joked that playing this game, people would learn to drive a little better in real life too… probably not though. You also have to think things through and put in some practice time to work toward a goal, for example if you are going to be robbing a bank, well you better be a good driver before you do that, otherwise you are never going to get away with it. 

This game is definitely situated in a capitalist, consumer driven society, and although your character is not necessarily born into a particular class, you definitely find your place within the class structure and deal with the daily consequences of that. One acute and very realistic example of this is the stamina bar. As you do tasks and spend time being awake your stamina bar will deplete. If you are working a well paying job then you will be able to afford higher quality food and your stamina bar will go up quickly. However if you are working an entry level job, you will only be able to afford junk food, which won’t raise your stamina as much and you will have to do all of your work with less energy to get you through the day. Gah! The struggle is REAL!

Basically I am so stoked for this game, and if you have enjoyed playing Stardew Valley type games and have any amount of social consciousness, I think there is a very good chance you could enjoy it too! 

So keep a look out for it next year on PS4 and PC. And if you want to hear me talk about Damnview even more, you can hear me talk about the game on this episode of the Geekscape Games Podcast.

Yeah… the Copilot Music + Sound rendition of Take Me Home, Country Roads from the Fallout 76 trailer is still stuck in my head.

https://youtu.be/FRPeYP6gS-s

The song opens with the line ‘Almost heaven,’ which is exactly what Bethesda Gameplay Days just a few blocks away from PAX West 2018 felt like.

If you’ve been listening to Geekscape Games for any amount of time, I’m regularly gushing about one Bethesda release or another (Prey remains one of, if not my favourite games of 2017, and I truly believe it to be an overlooked gem), so putting a bunch of new Bethesda releases under one roof, giving attendees Vault-Tec party hats and noise makers, and offering up Bethesda game themed adult beverages (and bottles of Nuka Cola Quantum for the kiddies… and for me) made Bethesda Gameplay Days my #1 must attend event of PAX Weekend. The company was showing off a ton of stuff, including Rage 2, The Elder Scrolls Online: Murkmire, Quake Champions, Prey: Mooncrash, and The Elder Scrolls: Legends.

Apparently the event was must attend for a lot of people, as before long the lineup stretched all the way down an alleyway and around the next block. The Hard Rock Cafe that the event was hosted in was big, but not huge, so these fans must have been truly dedicated – I simply can’t imaging that the alley smelled very good, and I absolutely can’t imagine that the line went very quickly.

Jake, Courtney, Mikaela, and I were among the first people inside (a huge thanks to one of the community managers who put us on the VIP list), so I immediately grabbed a Fallout 76 themed Quantum Quocktail (a neon-blue, sweet as hell drink that was super freaking delicious), and then saw a giant Vault Boy approaching the tricentennial photo booth. Each of us were handed a cool (and creepy) Vault Boy mask, a Vault-Tec noisemaker, and a Vault-Tec party hat, and then we were able to pose with the Vault Boy in a cool GIF-oriented photo opportunity. It was super cool.

mmmm. Themed drinks.
The shirt was pretty cool.

We collected our soft and subtle Gameplay Days t-shirts, and then Jake and Courtney decided to sit down for a bit (and then Jake immediately changed his mind when he saw an empty seat at the Rage 2 demo – listen to his thoughts on this episode of Geekscape Games), while Mikaela, who hadn’t eaten anything yet the entire day understandably wanted to check out the food situation… so I ditched them all and ran up to the rooftop bar to play The Elder Scrolls: Blades before there was much of a wait. Turns out that there was no wait, and I immediately sat down and jumped into the demo.

Jake was enRAGEd.

The demo (which was the same build offered at E3 where the game was announced) gives you an example of two ‘dungeon’ sections of the game, but of course the staff was quick to note that this was just a tiny snippet, and that you could expect to see so much more in the full game. I played through a forest section, and a traditional dungeon area, and regardless of the setting it’s clear that this game is freaking gorgeous. I’ve played some great-looking mobile games before, but the graphics in The Elder Scrolls: Blades felt like they were on another level. Amazing light streaming in through windows, particle effects in the air, detail on the weapons. It looked unreal. Hell, I wish that Skyrim (vanilla) could looks closer to Blades.

The controls were unreal. Bethesda noted that they built the game with gamers of all skill levels in mind, so to move you can either simply tap where you want your character to go, or you can use traditional first person two virtual analog stick controls. Both felt great, and you can switch back and forth between them at any point, without actually doing anything. Multiple points throughout the demo I went to take a sip of my drink, and naturally started just tapping on where I wanted my character to go instead of using the two analog sticks that I had just been using. Combat is just as fluid – you’ll hold either side of the screen, and let go at the appropriate time, to use your sword attack. Alternating between holding the left or the right side of the screen with build up combos for additional damage, and there are several magic options and a block button on the bottom. You can also, again at any point, switch orientation of the device to portrait. The controls will reorient automatically, and it’s just as freaking comfortable to play this way with one hand. This looked cool in Bethesda’s initial E3 demo for the game, but being able to actually try it solidified my need for this game to release as soon as possible. I’m naturally still very curious about the town mechanics, or the story for the game itself, but mechanic, gameplay, presentation, and control wise, it still feels crazy to me that this is playing on a freaking cell phone. You can hear me gush about the game even more on this episode of Geekscape Games.

Following the demo, I grabbed some food (super tasty buffet style, including salads, dips, vegetables, sliders, pulled pork sandwiches, chicken wings, the best strudels that I’ve ever tasted in my entire life, and much more), and then decided to head back downstairs to meet up with the others.

I had so much fun here. It was cool and casual – we were able to just sit in our booth to eat, drink, and chat, and would go off at random times to check out another game peek at one of the panels on the second floor. There were a ton of giveaways over the two days as well, including themed consoles, tables, a Blades themed iPhone X, and more.

A cool souvenir opportunity that I’d never actually seen anything like before was a custom penny press for Fallout 76. You put in three quarters and one penny, and could choose from four designs – after cranking a ton the penny was pressed into whatever design you chose (which apparently was harder to line up than anticipated, as more than one person in our group ended up doubling up). I, of course, needed a set of all four designs, and we also grabbed an extra set to give away on a future podcast, so keep your eyes peeled for that. Also, I thought that it was pretty cool that all of the proceeds from the penny press were donated to Habitat For Humanity.

We all had a blast at Bethesda Gameplay Days. It was unreal to jump into this cool, casual environment, be able to catch up with Jake and Courtney (I feel like this was the first real quality time I’d been able to spend with the group, as Friday I felt like death and we all instantly split up when we arrived at PAX), have a few drinks and some good food, and be surrounded by some fantastic games from my favourite publisher. My hype for The Elder Scrolls: Blades has skyrocketed even higher, I’ve now pre-ordered Rage 2, and I walked away with some neat, original feeling swag, and one of the ever elusive photos where I look genuinely happy.

A huge thanks to Bethesda for hosting the Geekscape team at Bethesda Gameplay Days – our experience was truly #AlmostHeaven.

I’ve just barely begun to walk the expansive show floor at this year’s PAX West (my first time at the expo, aside from that time I borrowed a badge for like 30 minutes), and it’s freaking tough not to be immediately overwhelmed.

There are incredible, unreleased games everywhere. As far as the eye can see, in absolutely any direction, you’ll see a myriad of titles that you’ve never heard of that look like the coolest things that have ever existed in your entire freaking life.

Seriously, this place is amazing, and I’m so excited to peruse the floor, to play more games, and to buy buy buy buy buy (or pre-order).

But today, I fell in love with a beautiful, simple, weird co-op game called With Friends Like These.

The game comes from Shy Kids Club (which I accidentally labelled as simply Shy Kids Games in my still to come audio interview, so apologies for that), the husband and wife duo of Nicole Lawson and Craig Brown from Canberra, Australia. With Friends Like These is set to be their first retail release after finding some success with game jams in the past, and I think that it’s pretty clear that they’ve come across something special with the mechanics at work here.

See, With Friends Like These is a co-op title (there is also single player, so if you’re all alone, don’t worry) where two players control parts of the same ship. One player can move the ship, while the other controls the ship’s single gun. It sounds really simple, but can get complicated really quickly, as who is doing what changes depending on whether the ship is in the air, or in the water.

To start, it’s pretty hard to get used to. In many instances I had just been controlling the ship, and it took way too freaking long for me to figure out that this was no longer the case. As time goes on, however, your brain gets used to it, and you begin to better anticipate and prepare for just when these switches will happen. The game does a phenomenal job of forcing verbal communication between you and your gaming partner, as timing is crucial – near the end of our demo, a giant, angry monster was chasing us and frequently shooting different coloured projectiles (one player is blue, one is pink, and each can only destroy enemies or projectiles of their respective colour), we had to time just when our controls would switch (again, the players have no control over this, it happens automatically when you switch between moving through water and air) so that we could keep our momentum, and so that the player who would become the gun could immediately shoot the already incoming projectiles.

I just made it sound way more complicated than it is. As I said, after a few minutes of play, you’ll get used to the mechanics, and it becomes all about timing, teamwork, and communication, and it’s so much fun.

Naturally, it’s beautiful too. Nicole does all of the gorgeous art for the title, and Craig says that she’s pretty weird, so, for instance, in an area that needed a gate, she added a slug that was vomiting rainbows instead. Even during the short demo, there were a lot of interesting, hilarious moments that you could easily miss if you weren’t paying attention.

Also, that story tho. Here’s the synopsis:

Everyone on your home planet is super bored and over worked! So you and your bestie have decide to take everyone on a trip to crazy time planet where everyone can let off some steam. Unfortunately, things go wrong and you crash into Super Chill world, your friends don’t realise they’re on the wrong planet and start to cause chaos. It’s up to you to collect up all your friends before they cause too much damage and drive the super chill residents insane.

Super Chill planet is made up of water and air floating around everywhere. Players have to work together to navigate their way around and find their crazy friends. While the blue player flies the ship in water, the pink player will zap pink ‘bullets’ that teleport your friends back to the bus. When the ship flies into air, the roles will swap, the pink player will then fly and the blue player will zap blue bullets. You also have to match the colour bullets to the colour of your friends eyes.

Yeah. I love it (and you can hear me gushing over it on today’s Geekscape Games episode).

With Friends Like These will launch in 2019 for PC and Switch. Take a look at the trailer below, and be sure to let us know what you think! Look for my audio interview with Craig on Geekscape Games later this week!