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1:08
What is up, super nin friendos?
1:10
Welcome to Nintendo Voice Chat episode 676.
1:14
I'm your host, Rebecca Valentine, subbing
1:16
in for Seth Macy while he recovers from Gamescom
1:18
with a much needed vacation. I am joined
1:20
here in the San Francisco studio by the wonderful
1:23
Jada Griffin. Hello! I love your
1:25
excitement. I want to bobble it. I freaking
1:27
love doing this podcast every week, Jada. I'm
1:30
also joined by surprise, he came on the Nintendo
1:32
podcast. It's Ryan McCaffrey.
1:34
I parachute in every so often,
1:36
usually to talk about Mario games on this
1:38
podcast. Because that's my favorite
1:40
thing on the Nintendo platforms is I'm a Mario
1:42
guy.
1:43
It's a really great reason to show up. And
1:45
we are joined remotely by industry legend, Kat
1:47
Bailey. Hello, Ryan.
1:49
I'm surprised you found time with Starfield managing
1:51
to drop.
1:52
Well, we recorded a big
1:55
ol' long podcast unlocked episode
1:58
just reacting to our thoughts on the game. So
2:00
that's out if you want to check that out. But yeah,
2:03
after this, I'm going to try to finish up my work as
2:05
quickly as possible so I can go play more star fields.
2:07
But no star field
2:10
here. Instead, we're going to talk about
2:12
a sea of stars. Oh, yeah. That
2:14
was a good joke. I'm out of that one. That was a really good segue.
2:16
We have brought a wonderful guest.
2:19
It is Thierry Boulanger from Sabotage
2:22
Studio to talk about Sea of Stars before
2:24
we talk about Mario Wonder. Thierry, thank
2:26
you for joining us.
2:28
Hello. Well, yeah, thank you for having me. It's
2:30
a real pleasure to be here with you. Thierry,
2:33
you're the star for the first half of this show.
2:36
So I'd love to just sort of start this
2:38
podcast off. Tell everybody
2:40
a little bit about yourself and Sabotage.
2:42
What makes a Thierry? What did you eat for breakfast? Like,
2:45
who are you?
2:46
Sure. Well,
2:48
I usually skip breakfast. But I am.
2:50
Oh, my god. But yeah,
2:53
well, except for coffee without milk. But, um.
2:55
Oh, well, I got it. Right here. Oh,
2:59
yeah, well, there you go. No, so for
3:01
me, well, so I've been making video
3:03
games for, I'm about to
3:05
celebrate 15 years in the. Dang,
3:07
congratulations. So for, thank
3:10
you. So for the first eight years, I was
3:12
a gameplay programmer. I wanted to become
3:14
a game designer. But I, my
3:16
read of the game designers that I was
3:18
looking up to growing up was
3:20
it seemed to me like you go in through one of the crafts.
3:22
And then eventually you get enough of an understanding
3:25
of the production floor. And you feel
3:27
ready to maybe call some shots. You know, because
3:29
another thing that you learn on the production floor is that a bad
3:31
vision call will really, you know, derail
3:33
a team. And so, yeah, after
3:35
a while, I pitched my ideas to
3:37
my employer who said that I think we would rather
3:40
have you keep coding. So
3:42
I realized I needed my own studio if
3:45
I was going to make my own
3:46
ideas. And so in 2016, founded
3:48
Sabotage. The
3:51
idea was to go from retro aesthetics, but
3:53
modernize a bunch of the systems
3:55
and the gameplay and everything to
3:57
in short, make games that are as good as our
3:59
memory.
3:59
of retro games. So
4:02
pruning, you know, kind of keeping what aged
4:05
well and rethinking maybe what didn't to
4:07
try to present to,
4:09
you know, modern day players a distill
4:12
of what we feel
4:13
was great or made these games sing. So
4:15
our first game, The Messenger, came out in 2018.
4:18
It was an action platformer that
4:21
kind of flips on its head to become a Metroidvania,
4:23
which is a linear portion of Hidden
4:26
Plain Sight all along kind of. Yeah,
4:28
and then that worked out well enough that we were able
4:30
to grow the team and move on to the next
4:33
idea, which was to make our
4:35
own turn based RPG, heavily
4:38
inspired by Super Mario
4:40
RPG for like timing hits gameplay
4:43
and put
4:43
in things like that, and a bit of a wacky
4:45
world as well. And also
4:47
obviously Chrome Trigger, which from from a
4:49
lot of the presentation and the seamlessness of,
4:51
you know, no combat on the world map. And then,
4:54
you know, so anyway, I could go on,
4:56
but that's basically the gist of it. And here we are just
4:58
released after five years after pitching
5:00
it to the team. We were
5:02
here at launch two days ago. Yeah, congratulations.
5:05
I meet myself. Data and Kat have
5:07
all been playing it. I'm I'm
5:09
about 13 hours in just as a disclaimer for
5:11
anybody listening. So first half of this episode
5:14
is going to be focused on Sea of Stars. I
5:16
know a lot of people are very like they
5:18
super don't want spoilers. So if you just want to know
5:20
literally nothing about Sea of Stars because you're
5:22
going to play it yourself, skip to the halfway mark. We're
5:24
going to talk about the Super Mario Brothers Wonder
5:27
direct in the preview that just went up today. And you
5:29
can listen to that discussion. We will be talking
5:31
about Sea of Stars here. Generalities,
5:34
we're not going to spoil anything for you. But you
5:36
know, we might talk about the first
5:39
three characters that you get very, very early
5:41
on in the game or some real broad basics
5:44
of what the plot just fundamentally is
5:46
stuff you'd like reading the game manual or find on the back of the box.
5:48
So we won't spoil anything deep for you. But
5:51
if you just really don't want to know anything, you
5:53
can skip the discussion. But we'll keep it light.
5:55
So Jada, Kat, Sea of
5:57
Stars. What do you think? How far are you?
5:59
I think I'm right around you. You
6:02
said you're about 13 hours in. I think I'm somewhere around 14,
6:04
15 hours, so I'm not much further.
6:07
I just got to the point where,
6:09
not wanting to spoil anything, but
6:11
the point in an RPG where things kind of open up and
6:13
you can sort of explore a little more freely
6:15
than you were earlier. That's exactly where I'm
6:17
at.
6:18
I kind of hit that first kind of dungeon
6:21
kind of experience that you get. And
6:24
so it's definitely gave me a little bit
6:26
of Zelda vibes where you get this ability. It's like,
6:28
oh, now I can use this to solve the puzzles
6:30
that I saw. And I was like, I
6:33
didn't know this game was going to have this. I really like
6:35
this. Because I've been missing that. I've
6:38
talked about how I miss the
6:40
traditional Zelda format since we went to Breath
6:42
of the Wild and Tears of the Kingdom. And so
6:44
this kind of brought it back for me. And I was like, yes, I
6:46
get my RPG and I get my Zelda mechanics.
6:49
This is like a PB&J
6:52
sandwich for me. This is perfect. So
6:56
yeah, I'm freaking loving it. And I think
6:58
the writing is so smart.
7:01
It's like the animations that go along
7:03
with it are just excellent. And
7:06
I find myself smiling and laughing, even when
7:08
there's no like audible dialogue. Just
7:11
the characters interacting with each other. It's just
7:14
so,
7:14
so wonderful. Garle. Garle
7:16
is great. Garle. Garle is wonderful. Garle
7:18
is a joy. My warrior cook friend. I
7:21
love him so much. How about you, Kat?
7:24
Kat.
7:28
I'm not nearly as far as either of
7:31
you, though I do have Garle in my party. Thierry,
7:34
I was a big fan of The Messenger when it first
7:36
came out. And I gave
7:38
it a very good review on US Gamer,
7:41
RIP.
7:42
The thing that stands out
7:44
to me about The Messenger versus
7:46
Sea of Stars is that The Messenger was
7:49
definitely an ode
7:50
to Sega Genesis visuals.
7:53
Whereas Sea of Stars definitely,
7:55
it's more evocative of, say, the
7:57
softer, more colorful.
8:00
colorful 16-bit visuals. And
8:02
I'm curious, how hard was it
8:04
to go from one to the next,
8:08
because they're very different? Right,
8:11
right. Well, I can't speak directly
8:14
to the art, because I don't do any
8:16
of the pixel art. We just have people who
8:19
work on that full time, and they refine. But
8:21
what I was able to see on
8:24
the team, people working on it, is there was really
8:26
this concerted effort
8:28
to really capture the essence. And
8:30
we, for sure, you're correct about
8:32
the genesis. That was true for the audio as well,
8:34
right? The
8:35
sound bank that Eric worked with for
8:38
the soundtrack. But in terms of
8:40
the visuals, with Sea of Stars, we really refined
8:42
and did iterations until it felt more
8:45
like a super NES inspiration
8:47
as the base to use. But
8:50
also making it colorful was
8:52
a,
8:52
because in the end, it's
8:55
about the game feeling like a day off
8:58
during your childhood, is what we tried to capture. And
9:01
so those colors and the idea that there
9:03
should be some whimsicality to everything
9:06
that you do, yeah, it was very
9:08
core to it. So
9:09
color played a big role, for sure. Makes
9:12
me think a little bit about Shovel Knight
9:14
when it first came out, and how it was specifically
9:17
pitched as sort of an eight or even
9:19
16-bit tribute to
9:22
classic platformers, but heightened.
9:25
And Sea of Stars definitely feels like a
9:27
heightened 16-bit experience,
9:29
maybe 24-bit, 16 and 1-1-half,
9:31
I should say. Right.
9:35
Right, for sure. And especially with the, because
9:37
we have dynamic lighting in the game, which
9:40
is something that you would, obviously, that would
9:42
never run on assembly code
9:44
on a super NES. But to
9:46
tell the story of the moon
9:49
and the sun coming together and those children having
9:51
these wrangling light
9:52
to do magic
9:54
spells and all, we kind
9:56
of needed that to also
9:59
be in the environment.
9:59
and then the puzzles that we use, having the light
10:02
and the shadows and all. So, yeah, we push
10:04
it a little bit, but we always take
10:06
a step back if it kind of breaks
10:08
that immersion that like, oh, I can't pretend that
10:10
I'm pretend anymore with my big shirt over my knees.
10:15
I do that you mentioned. I love that he mentioned
10:17
the the lighting because it's and that thing,
10:20
Terry, that you were saying about about
10:22
trying to make the game look like what
10:24
you remember. Yes. Yes. Like
10:27
I think we all have the same brain. But that's
10:29
such
10:29
a such a smart way to go. Like
10:32
I feel like the the 2D HD
10:34
games that Square's done, Octopath, which
10:36
I I adore that art as well.
10:39
Like that's such a good example of it. I mean, that's
10:41
I I I
10:44
just wonder where how how you sort of define
10:46
the parameters of that. I
10:48
know I know again, you're you're
10:51
not the first person on the ground in
10:53
terms of the art, but but even from the from
10:56
the programming sense, design
10:58
sense, like, you know, if you're trying to
11:00
make this sort of retro styled game,
11:03
there must be temptations along the way
11:05
to to to go grab
11:07
some like modern thing that you know you could do.
11:10
But it might break the the
11:13
sort of 16 bit vibe
11:15
you're going for.
11:17
There's the thing is and you're right. And
11:19
there's even like shortcuts that we
11:21
can't use. Like we go out of
11:23
our way really often because the engines
11:25
are they try to do too
11:28
much, right? They're not pixel
11:30
based. Your code doesn't run like per
11:32
frame. It's a lot now in a separate loop.
11:35
You have multi threading. Now there was just something
11:37
about these games that, you know, was closer to a toaster
11:39
than a PS5. And
11:42
so now we have all these tools
11:44
and everything wants to do easing for you.
11:47
And it wants to smooth out the image for you. And
11:49
we need to walk all these things back to
11:51
keep it
11:52
kind of like have the rough pixels
11:55
because that's where it feels right for us. And
11:57
in terms of dungeon design and enemy placement.
11:59
and groups like that. That's one example
12:02
from Messenger was, we're
12:04
never going to have a screen with 25 enemies, right? Because
12:08
NES game never did that.
12:09
So it would feel out of
12:11
place on the timeline
12:15
of where we're trying to kind of
12:18
imprint this thing that we're making. And so the
12:20
same happens with the enemy varieties and
12:22
the length of some of the dialogue and the complexity
12:25
of some of the systems. It's always about keeping
12:27
it light. We're trying to distill and always
12:30
keep the thing going. One
12:32
thing we can afford, though, is we have
12:34
more memory, more
12:37
space for a big build. We're not stuck
12:39
on a cartridge having to cut Singing Mountain and
12:41
the best track on the Chrono Trigger soundtrack. Yeah.
12:45
So we can do what we can do
12:47
is we kept the idea of there will
12:49
be very little to no
12:51
reuse. And so in terms of the environment
12:54
art that we do, it's not like, cool, we made a tree now. We
12:56
can use a tree everywhere.
12:58
And so we're keeping these biomes very
13:01
small and very self-contained. It's
13:03
like you did the forest. That was
13:05
the forest in this game. We did the marsh. That's
13:07
the marsh. We did the cemetery. That's the
13:09
cemetery.
13:10
We don't let everything bleed into all
13:12
the areas. And so the idea was to create
13:14
all these pockets of these little moments
13:18
that you feel like, oh, we had this adventure,
13:20
this fantasy. Now we move on to the next one. So
13:23
that's something that also wouldn't run
13:27
on the console
13:29
older system and older game, if you will.
13:31
Tyria, I'm so glad you're here because
13:33
now I get to selfishly insert
13:36
one of my favorite games into the conversation that I
13:38
try to insert into as many conversations as possible.
13:41
So we've talked about Chrono Trigger a lot. But
13:44
to me, this game gives
13:46
mega Golden Sun vibes, especially
13:49
in the environment design. Chrono
13:51
Trigger, the dungeons were mostly
13:53
just like these mazes with occasional treasure chests
13:55
and stuff. There weren't gobs
13:57
of environmental puzzles. But Sea of Stars
13:59
feel like it's a fun game. like it has more of a golden
14:01
sun feel and that there's like cool
14:03
things happening in the environment and blocks to push
14:06
and things to climb and all these other stuff. Was
14:09
that among the inspirations? Were
14:11
you thinking of it? Am I totally crazy here?
14:14
No, absolutely. It was one of the
14:17
core pillars of the game is that
14:20
everything that we just all put it under the umbrella
14:22
of traversal. So a world
14:25
you can touch is something we kept on repeating. Instead
14:28
of you're not like on your catwalk
14:31
and the art is around you. It's
14:33
like no, you actually go and interact with
14:35
everything. The click moment
14:38
I had when it comes to that, it was a very long
14:40
time ago, but it's the first time I played the illusion of Gaia
14:42
and you're in
14:44
your classroom at first and then you
14:46
go up on the roof or at least I did, I guess you can make it right,
14:49
but I went for the roof and then you just jump
14:51
down. And just that moment
14:53
of like,
14:54
it's not like a big arrow that's locking
14:56
my character in something. It felt
14:59
so diegetic, so natural, so organic. You're
15:02
just getting to jump down. It's like, can we push this
15:04
idea even further? And then yeah, of course,
15:06
golden sun is another great example, just the hopping
15:09
off from one pillar
15:11
to another and things like that. And I
15:13
also heard a mention of classic Zelda dungeon design.
15:16
That was certainly this idea of, you know, you
15:18
see something out in the world, you
15:20
can't interact with it yet. You enter a dungeon, you
15:23
see this annoying thing that you
15:24
can't do anything about. Eventually you're
15:26
stuck in a dead end. You have to open
15:28
a big chest. Then you start, you have this
15:31
empowering thing of like, you know, taking
15:33
all the boxes of all these things you can do. And then when
15:35
you come back out, you now have
15:37
this and you can go back for an optional chest if you want.
15:39
And it's also paced, you know, moving
15:42
forward. Yeah. In puzzles and whatnot.
15:44
Yeah, it's a cliche, but it's such a pleasant
15:46
one. And it's one that Sea of Stars leans into where
15:48
you're going through and like you see, the
15:50
first one is you start seeing like these big green
15:52
crystals in the way, like all the time. And you're like,
15:54
okay, I know it. I'm going to get something that's going to help
15:57
me deal with these. When am I going to get it? And then you walk into
15:59
the room and you see the big chest.
15:59
and you're like, there it is. Yes.
16:02
Finally. That's a trope I
16:04
never die. I love it. It's it's a really
16:07
good one. Yeah. I
16:09
remember when you first I
16:12
remember when you first revealed this game, you first
16:14
announced it with the beautiful piece of key art
16:17
and everything. And this was, I think, 2018, 2019.
16:19
And
16:22
then there was a very early 2020. Yeah.
16:25
Yeah. Early 2020. And
16:28
something happened around
16:30
that time. And I'm
16:32
just wondering, can you talk a
16:34
little bit about grappling with
16:36
development on this very ambitious game
16:39
during that time? What aside from
16:42
having to deal with remote work, what were some of your
16:44
biggest challenges in making
16:47
this, especially amid very challenging
16:49
circumstances?
16:51
Sure. Yeah. Well, the first very
16:54
challenging thing was that we were
16:56
going. So the moment we wanted to
16:58
announce was on the spring equinox.
17:01
You know, it's kind of cute. It's it's kind of on brand.
17:04
And it would it was also going to be the
17:06
I believe the Thursday of GDC.
17:09
Oh, yeah. That's going to be GDC. You're going
17:11
to be doing hands on or something like that. Yeah,
17:14
exactly. And so, yeah, so, you know, we ran the
17:16
suite close to the Moscow. And
17:18
it's like, oh, we're going to have, you know, press rolling
17:20
in ready to give the pitch to everyone
17:23
and have these moments, answer all the questions, have
17:25
a hands on like preview of
17:28
the vertical slice. And then, yeah, of course, like,
17:30
you know, a week, a week before
17:32
we hear that
17:34
GDC is canceled, you don't get the go.
17:38
And then it's like, you know, because we're launching
17:40
a Kickstarter, the day that we're revealing
17:43
and everything hinges on that. And now it's
17:45
like, now it's officially locked down worldwide,
17:48
the acceptance or at least in North America.
17:50
And so it's like,
17:52
OK, do we still do
17:54
it? You know, we're a very small team and
17:57
everything hinges on it. You only get like the one.
17:59
opportunity to kind of reveal
18:02
your thing. And
18:04
so we shot the
18:07
pitch in video form at the studio.
18:10
And then we booked all of the appointments that
18:12
we had. We tried to do as many as we could.
18:15
It was still on Skype back then. That was before
18:17
any Zoom call or things like that.
18:22
And so yeah, and so from there we decided
18:24
to still go for it. But it was very
18:26
scary. And then, well,
18:28
to your... So we were blessed with a
18:30
very
18:31
overwhelmingly positive response. So
18:34
we reached our goal. We exceeded our goal,
18:37
which allowed us to kind of, okay, cool. That gives
18:39
us that social proof that we can now
18:42
do, have negotiations with
18:44
publishers who are coming to us because they've
18:46
seen that there's hype for what we're
18:49
proposing. And yeah, from there,
18:51
we just figured out the remote work pipeline. But that
18:53
bit, I would say, was really easy because we're
18:55
a small team as everyone is super self-driven
18:57
and we kind of each own our own
19:00
parts anyway. And
19:01
the way that we work, we're kind of like a... We're
19:03
a bit more of a flat organization. Like I'm the CEO
19:05
of the company, but I don't have my own office. I'm
19:08
just on the floor with everyone. And I only use
19:10
the crown to enforce
19:12
that we keep everything even as the way
19:15
that we approach things. And so everyone
19:17
is already owning their parts. And so
19:19
we just... We did what we would do in person,
19:21
but
19:21
each from our own places, we didn't really see... I
19:25
would say we didn't really see an impact on either
19:27
velocity or quality or anything.
19:29
Well, I backed it on Kickstarter. And
19:31
now I've been following along on all the updates
19:34
and I've got my steam code now from
19:37
back in the game. And I think this is going to be an awesome
19:39
travel steam deck game. That's how I've
19:41
been playing Open Image exclusively. It's amazing
19:44
on the deck. It does it's just such a great job
19:46
and doesn't drain the battery, which is awesome.
19:48
So it means you can get plenty of hours on
19:51
the steam deck. I love it. Also on that Switch OLED
19:53
screen with all those colors. Yeah. It
19:55
gosh, it feels... I mean, okay, look,
19:57
I sorry to keep bringing up golden sun, but I played
19:59
golden...
19:59
on so many road trips on my Game
20:02
Boy Advance, little handheld screen and Nintendo
20:04
Switch and portable, just, I don't know. Never
20:07
apologize for bringing up one of your favorite games.
20:09
Never apologize for like, for just
20:11
shining. I want to sneak
20:13
in a couple listener questions, if that's okay. And
20:16
conveniently we have one that addresses a topic that
20:18
we absolutely have to talk about. This is from Robin
20:20
Friend. What was your reaction
20:23
when you learned that Yasenori Mitsuda was
20:25
interested in composing several tracks for Sea
20:27
of Stars? Because dang, that music.
20:29
Sorry, that last, the end of the sentence I may have just added.
20:34
The whole soundtrack is phenomenal.
20:36
Oh yeah.
20:40
Well, when we, so
20:42
the way it worked is we reached out, because
20:44
that's the dream, right? Yeah. And
20:46
it had been for a couple of years, because
20:49
since 2017 I had been sort of, well
20:52
you know how it is, right? You go to GDC, you kind of have these meetings,
20:54
like about what you might want to do next
20:56
or whatever, and you meet some people that are like, hey
20:59
we can get composers, like that's kind of our business,
21:01
do you want to? And it's like, oh yeah, can
21:03
we get Mitsuda? And I always got
21:05
like just a wall, you know, it was like, well no, not,
21:07
well no,
21:08
I can have anyone, oh, I should have said except
21:11
for him, because you should know not to ask for
21:13
this guy. And so, but it turned out that
21:15
it was actually like really easy. We
21:17
sent an email to his studio,
21:20
and with a pitch
21:22
deck, and samples of what our own
21:24
composer had done, and
21:26
he replied
21:27
that he was interested, and
21:29
so we just started looking at everything, like okay here's how
21:31
much room we might want
21:34
to give a guest composer, it would be up
21:36
to, so it will depend like to the players that might
21:38
not feel like 12 tracks, because, but
21:40
in production they are, because we have day and night versions of
21:42
everything. So 12 tracks is
21:44
the total, but they, it might feel like
21:46
them for players, but, and
21:49
so like we would want to go up to 12, you
21:51
know, but we can only do the one, and
21:53
we'd be over the moon, and he basically
21:56
said yes to all 12,
21:57
which, yeah. No
22:00
idea what he saw or why he
22:02
said yes. Was it a timing thing? Did
22:04
he see something in the pitch deck or
22:07
we know he liked the messenger? So
22:10
that that probably helped as well. But
22:12
no that has been absolutely Surreal
22:15
and a cause for many many tears. Yeah
22:18
that had to just give an
22:19
Incredible jolt of of momentum
22:22
to the team when that when that yes came
22:24
through that's gotta just pump everybody
22:26
up Yeah, yeah, but
22:28
I mean I gotta say the the stuff the
22:30
the rest of the soundtrack is none too shabby
22:33
either I was I like playing so I like
22:35
playing a game with myself when there's a guest composer
22:37
of like trying to see can I identify? what
22:40
you know which of these tracks are his
22:42
and There's like I
22:44
haven't I haven't checked myself fully yet, but there's
22:46
like a couple where I'm like Oh, that is a
22:48
specific like sound font that he used in chrono
22:51
cross I'm pretty sure this one's his but I
22:53
found out that What's the
22:55
the track that plays in the water area very
22:57
early on with all the falls and stuff I felt
22:59
the coral cascades.
23:00
I found out that was his and
23:02
I had no idea because
23:04
it like felt so seamless with the rest Of the soundtrack.
23:07
I I thought that that was just one
23:09
of the original ones. So I All
23:12
of the music. Yeah, no, I've been it's been
23:14
headphones on for me the whole time playing this
23:16
the soundtrack for this game Is a complete vibe
23:18
like I? Just I
23:20
just can sit there and just listen The
23:23
battle theme is so great Like
23:24
it just does such a really good job and like the
23:27
battles are generally pretty quick,
23:29
which I love But
23:31
like
23:32
sometimes I find myself just kind of chill in there like
23:34
I really just have like not really contemplating my action
23:37
I know
23:37
what I'm gonna do, but it's just cuz I want to wait
23:39
for that next yeah I'm like, all
23:41
right now we attack there we go
23:43
I think the absolute most important thing
23:45
in an RPG is for battles To
23:48
be done relatively quickly like
23:50
under 30 seconds if you go
23:52
any longer than that They starts to get
23:54
monotonous kind of a drag so and
23:57
see if stars does hit that mark
23:59
I think they're a lot of fun and the
24:03
action, the button inputs,
24:06
the interaction with it works really well, I
24:08
think.
24:09
Yeah. Speaking of speed, I'm going to sneak in one
24:11
more listener question before we have to move on.
24:14
I really like this one from Charlie Gardner. Is
24:16
there such thing as too long of an RPG? And
24:19
how do you balance the story that you want to tell
24:21
while keeping the expected length in check? Asking
24:23
in part because I love the look of Sea of Stars,
24:26
but also recognize that my time is limited right now as
24:28
a new father and not sure if I will have time to complete
24:30
it. I will say for Charlie, the
24:33
reason why I really want to do this question is I looked
24:35
up Sea of Stars on how long to beat. Like
24:38
between 25 to 30
24:39
hours, I was so happy.
24:41
That's like perfect. Yeah, that's
24:44
literally
24:44
the perfect sweet spot for
24:46
RPGs nowadays. Yeah, but Thierry,
24:48
I'd love to hear your thoughts on that. So
24:51
here's one thing that's actually a bit,
24:54
I don't know if it's funny
24:56
or what, but I didn't look any of this up
24:58
before writing the script or
25:01
doing the skeleton of like all the dungeons and all
25:03
the bosses and everything that happens. But I looked it up when
25:06
we were done and we are within a
25:08
few units in terms of both word count
25:10
and amount of bosses. To Chrono
25:12
Kriegar, which was not by it. It wasn't a metric
25:15
that we started from. But the
25:17
one thing is as some might
25:19
infer a little bit from our friend Garl there,
25:21
I was trained as a cook first. I was
25:23
a cook for a few years before I was like ready
25:26
to go to school to do something that I
25:28
thought my brain couldn't do.
25:33
And one key takeaway that I had was
25:35
as long as there is water, there is sauce, right?
25:37
That's something that a chef will teach you.
25:40
When you're in the rush, you're running out of something. Now
25:42
there's water left, so you can still dilute,
25:45
you can still add, you can still... And so that
25:47
was a great takeaway, right? Which is you can
25:50
do that, but you also, it's the last resort.
25:52
And so the approach in
25:54
designing our games is always to distill
25:57
rather than dilute. And so to the question
25:59
of how...
25:59
long it
26:02
is, for us it's
26:04
mostly making sure that every beat and every
26:06
moment is actually
26:09
like meaningful and engaging and
26:11
you feel like it was worth your time. And so
26:13
what we usually
26:16
do
26:17
is
26:20
we will have most of the dungeons, level
26:22
designer just goes, does blocking, tries ideas
26:25
for puzzles and everything, and almost
26:27
every single dungeon in the game we ended up cutting
26:30
about 30%. It's kind of like the pied
26:32
five idea, if you will, of like
26:35
you're doing stand-up comedy and you're just trying
26:37
and you're always keeping only the best ideas or
26:41
the things that really work out every single time.
26:45
And for us it's not that we
26:47
were like, oh 30% of the work was done, that
26:49
it shouldn't have been done, no, it's that by
26:51
not feeling this limitation, like trusting
26:54
that we will cut later if we need to
26:56
or wherever we need to, it kind of lets you flow
26:58
with the ideas a bit more because you're not worrying about
27:01
I need to make the definitive version of every
27:03
single thing all the time and then you feel this blank
27:06
page because it's not quite good enough or whatever.
27:08
And so we just play off of each other like
27:10
that in production where it's like, okay, here's like a first
27:12
version of something, oh yeah, this kind of feels good, I'm not sure
27:15
about this one. And sometimes we go from scratch, sometimes
27:17
we
27:17
remove half of it, sometimes we elevate
27:20
or emphasize a thing that really worked or we add more
27:22
anticipation to a payoff and things like that. And
27:24
so we really treated every
27:27
screen like one by one, every
27:29
single thing that you interact with was looked at
27:32
probably
27:32
too many times, but here
27:34
we are. Yeah, well, I mean, the result
27:36
is that I, you know, again, 13 hours
27:38
in, I don't know, I
27:41
feel my time is respected. Yes. Great.
27:45
It doesn't feel like blow, I think RPGs can tend
27:47
to feel a little bloated in the year of
27:49
our Lord 2023. Yeah. The year
27:52
of RPGs.
27:53
Well, I want to crowbar in
27:55
one more quick question for Terri's. Are
27:58
you a developer that likes to read
27:59
reviews because the reviews for this have
28:02
been incredibly good. I don't know
28:04
if you're somebody that would just rather not look at
28:06
them or if you're like reading every
28:08
word and either way I'm kind
28:10
of curious how you're feeling about the reception
28:12
of the game that if you were, you
28:15
know, if
28:16
you were confidently, like if
28:18
you really thought it was going to be as good or
28:20
if you're surprised at all, I'm always curious
28:22
to hear how developers from coming
28:24
from somebody that writes reviews of other
28:26
people, you know, that's critiquing other people's work. I always
28:28
like hearing from the person
28:31
being critiqued.
28:33
Right, right, right. Well, so my
28:35
main thing is I'll have some reviewers.
28:38
I don't want to make this awkward, but
28:40
Kat is one of them where I
28:42
really, I agree with them on what is
28:45
or isn't or you know what I mean? Like we kind of have,
28:47
I feel like kindred spirits in terms
28:49
of like intricacies and like what's
28:51
annoying, what's, it's okay. Cause it's part of the
28:53
game language or whatever. That's how most people should
28:55
read reviews. Yep. Oh yeah. You gotta find the ones you
28:57
align with.
28:59
Right, right. Exactly. And so I tend to
29:02
want to read those, right? Because
29:04
I'll be like, oh, did it come across what
29:06
I meant? Because I know that you are supposed to
29:08
see it if we did our job
29:11
properly. And then, well, yes, of course we're,
29:14
you know, our job is to provide entertainment. So
29:16
there is this hope that as a whole, you know,
29:18
people are feeling like, oh yeah, this was a welcome addition
29:21
to my life. It gave me a good time. And I'm glad
29:23
I spent my Friday night, you know,
29:26
escaping in that way.
29:28
So yeah, we'll look at the general
29:30
scores and I will especially read
29:32
the worst ones to
29:34
try to understand like, what are the things
29:37
that didn't really click? Are they like,
29:39
I mean, if we made an apple and you don't like apples,
29:41
I mean, then there's no, that's still what we're making, you know,
29:44
but if we made an apple and you're seeing a
29:46
banana, it's like, oh wait, hold on. Okay. So you're saying that
29:48
we got the color wrong. We got, we got the shape
29:51
wrong. We got, you know, and so maybe now there's
29:53
something that I can understand. How can we communicate
29:55
better to increase the odds that more people will see
29:57
what we meant to show.
29:59
So yeah, that's pretty I don't mean to not
30:02
answer the question. The answer is yes, I do read reviews.
30:06
But especially the bad ones
30:08
to try to have like take away that to
30:11
me that's a really evolved answer. I was an
30:13
excellent. Yeah,
30:16
like that's I don't know if I would
30:18
have the
30:19
if I would be like emotionally
30:21
strong enough to be able to do that if somebody were
30:24
reviewing, you know, if a bunch of people were reviewing
30:26
something I did. It is. It's
30:28
hard to make
30:29
art in like a public, a very
30:31
public way and have people like
30:33
tell you what they think of your art. I mean, it's
30:37
it's not horribly dissimilar to
30:39
reading a comment section, but maybe
30:41
slightly different because you have somebody who spent, you know,
30:44
hours and hours and hours and
30:44
hours. I think it's pretty different from a comment.
30:47
Certainly. But there's still
30:49
sort of this, you know, innate curiosity. What
30:51
do people think of the thing that I made? Yeah. There's
30:54
an emotional like kind of rawness to it when
30:56
you're when you put something that you've invested
30:58
a large amount of effort into out
31:01
into the world and have for
31:02
anybody with a computer
31:04
to judge, essentially, you
31:06
know, it's it it takes a lot of a lot
31:09
of strength to do that. So, you know, kudos.
31:12
And yeah, again, great response. That was fantastic.
31:14
I might steal that one. Not going to be not
31:16
even going to lie. Well,
31:18
Terry, I'm finding a lot of joy
31:21
in the art that you made for us. So thank
31:23
you very much. And thank you for joining us to talk
31:25
about Sea of Stars
31:27
and also to talk
31:30
about Super Mario Brothers Wonder, which
31:32
our good friend Ryan previewed for
31:35
us. Oh, hi. Hi. Hey,
31:37
what's going on? Let's talk about Super
31:40
Mario.
31:40
As the previews editor here at IGN,
31:42
all all pre-release coverage in
31:45
whatever form it takes runs up through me. So
31:48
between that and having been at IGN for a while,
31:50
every now and again, I can an opportunity
31:53
to see a real come along. I'll just go. I'll
31:55
just take that myself. I'll handle this. I'll
31:58
handle this personally. He
32:01
emails like everybody for a bunch of them's like these
32:03
I didn't even see an email for Mario Ryan was like I'm
32:05
not even fair. I did a
32:08
few other folks Because
32:10
you know, I'm not sort of one of the normal Nintendo
32:12
crew, but I do love I mean I've grown up
32:14
with Mario the original I'm old the
32:16
original Super Mario Brothers It was my first video
32:18
game ever and I've just always loved the
32:21
big Mario mate the mainline Mario games
32:23
both 2d and 3d ever since and and
32:26
from From the moment that
32:28
wonder was unveiled
32:29
at the direct in June I
32:32
was just taken aback like this it it
32:34
was so beautiful with
32:36
with all the
32:38
cute awesome little animations
32:40
and and the wonder effects I was just
32:42
I mean it just it knocked me
32:45
over in the best of ways and You
32:48
know cuz I know coming out of that
32:51
The the conversation seemed to be more about
32:53
the Super Mario RPG remake Yeah,
32:55
I feel like but kind of since then
32:58
wonders picked up some more steam and now everybody's
33:00
kind of paying attention to it and and Everybody
33:03
watched the that 15 minute direct
33:06
today, which which shows off
33:08
a lot of Of
33:10
the joy of this this game. I got to
33:13
play it for about an hour
33:14
And you can read or watch the preview that I put
33:16
together on IGN I also
33:19
had the privilege of Sitting
33:21
down with with Morison
33:24
and Tuzuka son the director and producer
33:26
respectively of Super Mario Brothers
33:28
wonder and you know Nintendo was kind enough
33:30
to send along a Cup
33:33
just bios of each guy ahead of time because
33:35
you know googling them But you know Nintendo
33:38
you guys know better than anybody they
33:40
they normally they don't really it's it's it's
33:43
just a different thing than most of the
33:45
West where
33:47
Nintendo doesn't put their developers
33:49
especially on these mainline games
33:51
out For
33:53
to talk to very often. We don't get to hear
33:56
from them. And so what I had the
33:59
added opportunity to
33:59
to do the interview, I jumped
34:02
at that because interviews are some of my favorite things
34:04
to do at IGN and and Tuzuka-san
34:06
in particular, what Morison
34:08
the director has been at Nintendo since 1997. He's
34:11
worked on some 2D Zeldas for DS and 3DS
34:15
and he directed, now I'm
34:17
blanking on it, but it was either I want to say is
34:19
either maybe new Super Mario Brothers or
34:21
Super Mario Brothers U, but he's directed one of
34:23
the the console 2D
34:26
Mario games.
34:29
Be it by land, air, sea,
34:32
or an ever-changing digital landscape, our
34:34
nation is threatened by the unexpected and
34:37
unrelenting, but as our enemies shift
34:39
and evolve with every passing moment,
34:42
Marines will adapt to defeat any
34:45
threat. Because in the battles for
34:47
America's future, there is only
34:49
one constant, Marines
34:52
who will win them, the few, the
34:55
proud, the Marines.
35:01
And then Tuzuka-san,
35:03
when I read, I just, I was, my like jaw
35:05
hit the floor when I read his bio. He's
35:08
been at Nintendo since 1984. Wow.
35:12
He worked on the original Super Mario
35:14
Brothers as a designer and producer. He also
35:17
was a designer and producer on The
35:19
Original Legend of Zelda and
35:21
Link to the Past.
35:23
So like this dude like, what
35:26
a resume that, three
35:29
Hall of Fame games. Yeah, the pedigree player.
35:32
So I was genuine legend. Yeah, I was so
35:35
excited to talk to both of these guys and there's
35:37
a, so it was a 45 minute chat
35:40
and there's some, some
35:42
stories that are on IGN that Reb
35:45
and Kat helped me, helped me get together and get on
35:47
the site. And I think we're going to put up the entire interview
35:49
just in its transcribed form.
35:52
Everybody go read it. It's really good. But so there's
35:54
some really fascinating insights to that, but,
35:56
but kind of getting back to the game itself. Yeah.
36:00
playing this was
36:03
was delightful. I mean, it's as delightful as
36:05
the game looks. Would you say it was wonderful?
36:08
No. But
36:14
I'll phrase it this way, which is how
36:16
I said it at the end of my preview is, I
36:19
think if they had wanted to, and I actually
36:21
did ask Tzuka-san and Morison
36:24
this, and their answer was fun, but
36:28
if they would have called this game, if
36:31
instead of Super Mario Brothers Wonder coming
36:33
up as the name
36:33
of this at the end of that unveil trailer,
36:36
if it had said Super Mario Brothers 4, I would
36:38
have been like, yeah,
36:40
yeah, I can see it. Like even
36:42
though that would have come with so much baggage, this
36:44
really feels like the next big
36:47
awesome step forward for 2D Mario
36:49
games. Now again, I only got to play an hour.
36:51
It was mostly early stage stuff.
36:54
They skipped us ahead a little bit to a couple
36:56
of slightly later stages, but
36:59
yeah, it's just a treat. And this
37:02
is like the most
37:04
multiplayer-tastic Mario game
37:05
that's
37:08
probably ever been made. Like there are
37:10
12-player online friend rooms
37:13
in this. There's four-player online
37:15
co-op with up to two per console. So
37:20
they really tried to make the multiplayer stuff seamless.
37:23
They did stuff like, you don't bump into each other.
37:26
You know, it's just sort of, you're running around together, but it's
37:28
you're just ghosts basically. The amount
37:30
of times I got pushed into lava in like-
37:32
Right.
37:32
So they tried to just make it like
37:35
literally remove the friction from the multiplayer
37:37
side of it when it comes to online. So
37:40
yeah, I really,
37:42
I asked
37:43
the two developers about the origin
37:45
of this. Like, because
37:48
I was curious, again, we never get to hear
37:51
from Nintendo developers like this. So
37:53
when you're working on
37:55
the next big 2D Mario game,
37:57
like where does the idea come from? Where does
37:59
it start?
37:59
And they talked about how they had
38:02
an idea for the wonder effects
38:04
so that they could maybe just transport
38:06
you somewhere else. And then to Zuka,
38:09
the like super decorated veteran was like, well,
38:12
well, no, that's why would we take you
38:14
somewhere else? That's just that seems
38:16
like we're just kind of taking you to
38:18
another level. Let's have it all on the same
38:20
stage. So transform the whole stage. And
38:23
then he's and then to Zuka, said
38:25
to Maurice on, well, well, we can't just
38:27
do this. The original idea was to was
38:29
to do the wonder effects for a few stages.
38:32
And then to Zuka sounds like, well, no, we got to we
38:35
got to do this on all the stages. And
38:37
so that's how it evolved. And then they
38:40
solicited ideas for wonder effects
38:42
from the development team. And they got back a
38:44
total list of like a thousand plus ideas
38:47
and whittled it down.
38:49
And this thing, yeah, it's to
38:51
me,
38:52
Mario games, both 2D and 3D, meaning
38:55
the mainline ones, which are
38:57
the ones I really love the most. They
39:00
find a way every single time to
39:02
just exude joy. And that's
39:04
what I just
39:06
love the most about Mario games is they're fun
39:09
and they're joyous and they can be challenging
39:11
if you want them to. And wonder
39:13
just seems to be doing that all
39:15
over again in a in a, you
39:17
know, a way that evolves what we've seen before.
39:20
So it's it's awesome
39:22
so far, but there's
39:24
so much more to see than what I saw.
39:27
Oh, yeah. I know we talked a little bit about like
39:29
the online earlier and stuff, but
39:31
like I love that you mentioned
39:34
how they did it goes to kind of remove the friction, because
39:36
I don't think anything would frustrate me
39:38
more in a Mario game than like an Internet connection
39:41
kind of skipping for a second, lagging for a second,
39:43
and that person like bumping me into
39:46
a lava pit or whatever. So I love
39:48
that they're doing goes with that. I think that is the like
39:51
one of the most ideal ways to do a platformer
39:53
with online co-op. So we
39:54
were saying on the reaction
39:56
to the director earlier today that it.
39:59
felt very from soft of them, like between
40:02
the standees and the ghosts and kind of the different
40:04
little like that, like the what was it, Kat, you said
40:06
asynchronous communication. Yes.
40:07
Yeah. I mean, it's not like I'm
40:09
not trying to say and I don't think anybody would
40:12
is interpreting it this way, but it's not like Nintendo's
40:14
inventing this, right? We've seen this before
40:16
going back to like trials HD.
40:19
Oh, yeah. Many years. But but it's it's
40:22
really nicely and
40:23
seamlessly integrated here. Yeah.
40:26
I like.
40:27
Uh, Terry, what thoughts,
40:30
questions. Mario Wonder, you watched the direct
40:32
this morning. Oh, yeah,
40:35
I did. And I'm super excited.
40:37
I like the saying that like
40:40
Super Mario Brothers Ford, I would have been so
40:42
bold and so so cool. But also
40:45
I agree. Like I I can feel this way
40:47
by looking at this. It's such a good iteration
40:49
and everything that they're adding. My only thing
40:51
I raised an eyebrow at was when they
40:54
first mentioned online in the direct. But
40:56
then they started explaining like everything
40:58
that it did. And it was just growing
41:00
on me. And I was like, oh, this is yeah, this is amazing.
41:03
No, I'm just
41:04
way too excited for this. I'm just
41:06
happy our game is out. I'll get to get
41:08
some meaningful play time. You know, I'll be able
41:11
to. Yeah. No, it looks amazing. I
41:13
mean, you have a love for retro
41:16
games and you made a platformer
41:18
in the past. And I'm just wondering what's your
41:20
relationship to
41:21
the Mario games and how do you
41:23
think Mario Wonder compares? Well,
41:27
the main one for me will always be three Super
41:30
Mario Brothers. It's the one. Yeah. And
41:33
I I
41:35
have to beat this game. No
41:37
flute a few times every
41:39
year. It's just I don't know. It's
41:41
kind of a happy place. And
41:43
I still learn new things. I learned
41:46
recently that when with the Tanuki suit,
41:49
when you turn into a statue, did you know that you can kill
41:51
fire with that? Like the flamethrowers
41:54
and the flying ships. I didn't know that. And
41:56
I was like, you get points. I'm like, you know, line
41:58
them up. Can I do the points keeps.
41:59
stacking and it's like, I don't know, this game just
42:02
keeps on giving. No, obviously Mario
42:05
is everything they did, you know, Mario 65.
42:07
I mean, all of them, all the way to Odyssey
42:10
is just, they keep showing us
42:13
the way it seems, right? It kind of has this responsibility
42:16
of like, okay, everyone here's like, we're
42:18
done, you know, reconvening,
42:20
here's the next thing, here's how we
42:22
take things further, here's how we
42:24
stay true to it being in the end, a
42:26
game, right? While also
42:29
bringing new stuff. So no, I'm just, I'm
42:31
just ready to like sit down and be like,
42:34
okay, show me, tell me, I'm ready to take it all
42:36
in. I think that's a big reason why I've personally
42:39
just continued to love the mainline Mario games
42:41
over the years is because every single
42:43
one,
42:44
whether it's 2D or 3D, particularly,
42:46
I mean, more recently, recent years, the 3D
42:49
ones, but they, Mario reinvents
42:51
himself every time. In terms of again,
42:53
the mainline Mario games,
42:55
you know, we got a million Mario spin-offs, but, but
42:58
yeah, and, and Wonder feels like another
43:01
great like next step evolution.
43:03
In fact, I did get to my
43:05
last question, because I probably had an
43:07
hour to an hour and a half's worth of questions prepped
43:09
for Morison and Tazuka-san, but
43:12
I, you know, again, this rare opportunity
43:14
to sit and talk with two
43:17
ultra decorated veteran Nintendo
43:19
developers. So I asked them both, what
43:22
is your favorite 2D
43:24
Mario game of all time? And
43:26
you can't say Wonder, you can't say the one you're working on
43:28
now. And Morison, the director,
43:32
who's a little younger, he's been there since 97. So
43:35
he certainly, he's got a,
43:37
quite a resume himself. He said Super Mario
43:40
Brothers won, like great, full
43:42
respect. But then Tazuka-san, the
43:44
aforementioned OG developer
43:47
of, of the original Super Mario Brothers
43:49
and, and Zelda and Link to the
43:51
Past. And he goes, he
43:53
says right away, no hesitation. He's
43:55
like Super Mario Brothers 3. And
43:58
we had a little like icon.
43:59
Like, yes, I'm
44:02
with you moment. And he goes,
44:04
he said something like, I have it exactly
44:07
written down, which you can all, I guess, read whenever we
44:09
put up the full thing. But he said something like, he's
44:12
like, yeah, we really pushed
44:14
ourselves super hard on that one. Like, he
44:17
clearly had some sort of recollection of
44:20
how tough that game was. All I could say in response,
44:23
I was like, well, just thank you. Because that game's like
44:25
the greatest game of all time. Oh
44:27
man.
44:28
Super Mario Brothers 3. Super Mario Brothers 3, love
44:31
is genuinely warming my heart because
44:33
there's been this movement to people saying, Super
44:36
Mario World is far superior. And I'm like,
44:38
oh, OK. And those people are 100% correct, Kat. That's
44:41
a fine take. But
44:44
all I ask is that Super
44:45
Mario Brothers 3 get the respect
44:47
and love that it deserves because it is a
44:50
truly remarkable game. The
44:52
question that I have with this game,
44:54
and maybe Ryan, you can answer for me with Super
44:56
Mario Wonder, is what's the exploration
44:59
like? Because
45:00
Super Mario Brothers 3, it's really
45:05
remarkable how open-ended the actual
45:07
levels feel, how well they
45:10
incorporate verticality and
45:12
going into the sky versus
45:14
going underground. And I'm wondering
45:16
if Super Mario Wonder, at least in the early stages
45:19
that you got to play, managed to capture some of that
45:21
feeling.
45:22
It's tough to say because
45:25
with one exception, the
45:29
handful of stages I got to play, I only got to play them once.
45:31
Right. I did. The
45:34
stage that I think was in the original
45:36
trailer and may have appeared in the direct today
45:38
as well, I can't quite recall. But the
45:40
Bull Rush stage, where you're jumping
45:42
on the backs of the rushing, they're called Bull
45:45
Rushes, B-U-L-R-U-S-H. And
45:48
you just surf on their backs, basically.
45:51
That one I went back and did a second
45:54
time at the end because I begged Nintendo. I was
45:56
like, I came all the way out
45:58
to New York from San Francisco. I want to
46:00
play more. We had
46:02
a few minutes so that we ran through that stage
46:04
again. But there does
46:06
seem to be some of that, Kat, in the sense of
46:09
the reason I mentioned the bull rush thing is because
46:12
that stage, if you get
46:14
that Wonder
46:15
Flower and
46:18
trigger that bull rush stampede,
46:21
the bull rushes will
46:23
charge through the goal
46:26
pole and knock it down and
46:29
keep the level going until a
46:32
new ending to the level earlier. And then
46:35
when I went back and did it a second time, I
46:37
just went to the regular goal pole.
46:42
But there's definitely, of course,
46:46
there's pipes that will open up secrets. There's
46:49
a lot of hiding in plain sight secrets
46:51
in this that are dependent on
46:53
the different either badges, the
46:56
badge effects, or different
46:58
mushrooms like the drill mushroom
47:00
that gives you the drill bit for a head that we saw
47:03
in the Direct Today where you can burrow
47:05
on the ceiling. Yeah. You just go into
47:07
the ground.
47:07
There's tears of the kingdom. Why not? They're
47:10
the ceiling. And you can work your way and you can go get a
47:12
hidden coin or some other hidden thing. So
47:14
it does seem like that's going to be
47:17
a definite part. I mean, there's a
47:19
good example of it in the footage right now if you're watching us
47:21
on video. But
47:23
yeah, there does seem like there's going to be a good bit of that. But
47:26
I, again, being honest, I didn't
47:28
necessarily see too much of that in
47:30
the early stage stuff I got to play
47:33
since I only got to run each stage once.
47:35
Yeah. Yeah.
47:40
Ryan, I have a question for you. How
47:43
obvious was it to you that there was no
47:45
Charles Martin A involved?
47:47
I have to say, whoever they got
47:50
sounds pretty good to me. I
47:53
don't know.
47:54
I don't like and I'm usually I usually have a pretty good
47:57
ear for that stuff. And I.
48:00
I'm not sure I would have known had they not
48:02
and I'm sure I'm gonna get roasted in the
48:04
comments for this
48:05
No, I mean people were saying that
48:07
they could tell they could tell and then the other half of
48:09
us were like before they announced It we're going stop
48:11
being weird conspiracy nuts about this. It's
48:14
still Martinet and then it wasn't so, you know
48:16
It's like it's it is very close.
48:18
Yeah, I mean Yeah, for
48:20
me. I didn't really
48:22
It didn't really throw
48:24
me off at all. I it was whoever they
48:27
got seems to have
48:29
Nailed it pretty well. Yeah other
48:31
people may feel differently and
48:34
That's fine. I mean, this is their flight is Nintendo's
48:36
flagship. This is this is Nintendo There's
48:39
no Nintendo without Mario So like they're
48:41
gonna they're gonna put the time and resources
48:43
to find the right person to take
48:46
up this mantle Unfortunately, it's not as if in
48:48
the video games Mario's a particularly verbose.
48:51
No I just know you could it's
48:53
easier that even if you have a
48:55
great sound alike, which it I think
48:58
they have
49:00
It's it's not as if
49:02
there's a lot of dialogue to analyze and be
49:04
like, oh no, that's totally not Charles
49:07
Yeah, right. No, it's it's
49:09
If you've got to replace an iconic
49:11
voice actor On
49:14
the grand scale of things is probably one of the
49:16
easier ones to replace in the sense
49:18
that again I'm not trying to be disrespectful Charles, but just
49:20
in the sense that there's not a lot of dialogue
49:23
to have to have to worry about
49:26
Yeah, I I did notice during
49:29
the direct itself that the the little
49:32
flower guys they talk
49:33
Yeah, that's
49:35
one of the fun part
49:37
is it weird so they actually do talk.
49:40
Oh, yeah. Yeah. Oh my god
49:42
Yeah, they're fun. They have stuff to say on
49:44
like every stage.
49:45
Yeah, I saw people already like Taking
49:48
screencaps of those guys talking and then like
49:50
blanking out the beach bubble and
49:52
then filling it
49:53
to make silly memes
49:57
So like a very very meme-ified
49:59
very meme-able game as Nintendo games
50:02
somehow tend to be. Yeah, right, Nintendo
50:04
trying not to be really hard. They
50:07
keep making silly characters all I love the
50:09
monster design to or the like the
50:11
I love that this
50:14
is in the is in the flower kingdom rather than
50:16
the kingdom. Just for that
50:18
exact reason. Yeah, we get a little, little
50:21
freshening of the environments. It's not the same
50:23
mushroom kingdom type of environments that we're used to
50:25
seeing. And on the enemy
50:27
designs as well. We know Yeah, the the standbys
50:30
are there the goombas are there. The
50:33
Koopas are there but yeah, you get you
50:35
will get some new
50:36
new creatures to face off as
50:39
at face off against as well.
50:42
Like the it was in here. The
50:44
we're not it's not on the screen right now but the mama's
50:47
Yeah, you're the like giant wide
50:50
mouth things that kind of slowly
50:52
walk around. And if you catch their
50:54
attention, they'll
50:56
scurry after you and open their mouths
50:59
cartoonishly huge and
51:01
swallow you. And there was one
51:03
of the last I think it was the last stage I
51:05
got to play. And when
51:07
I was at an intent in New York playing
51:09
it with the Nintendo event,
51:11
which there's footage of it in the
51:13
preview. And again, we may see it here too. But
51:16
the he
51:17
you hit a you hit a wonder effect and your
51:20
trance your you and any co op
51:22
friends with you, you're all transformed
51:24
into goombas. So he can't
51:26
attack. You can't jump. And
51:29
you're just trying that you're sneaking through the level.
51:32
But the mama's are are there.
51:35
You can as the goombas you you go
51:37
behind you automatically go behind
51:39
any bushes or trees. You have to hide
51:41
from them as they
51:43
almost a genre.
51:45
A little bit. Yeah, a little little
51:47
baby self gameplay there. But it's
51:49
just you're it's so adorable when you're a little
51:51
goomba with a Mario hat and then the mama's
51:54
are coming at you and you hide by in the bush and then you you
51:56
keep moving. It's it's just that's the
51:58
kind of stuff that
51:59
just
51:59
brings a smile to my face and I just I
52:02
love
52:02
more than anything.
52:03
It's full of personality. Nintendo
52:06
is all about surprising and delighting. And
52:08
that's something you know. I don't know like there.
52:12
My dream like someday this will
52:14
never happen but I would love to
52:16
just especially since I don't speak Japanese but I
52:19
would be so cool to just embed
52:22
like be a fly on the wall at Nintendo
52:25
for the course of an entire like mainline
52:27
Mario or Zelda project be it 2D or
52:29
3D just just to observe them. Like
52:32
how does the design process work? How like because
52:35
yeah they you know you're hinting
52:37
at it. They really just it's not again
52:39
it's not like they necessarily
52:41
are inventing everything every time
52:44
that other developers haven't done. But just
52:47
their
52:48
their execution on it execution
52:50
and their amalgamation of yeah of
52:52
the ideas always comes out in this uniquely
52:55
Nintendo way in the most awesome
52:58
ways. Yeah
52:59
well friends we're out of time here. No.
53:02
No all right. We're
53:05
going for another five hours. Let's go. You can
53:07
go. Stack time set this up. OK. Yeah
53:11
so we are unfortunately out of time but I'm like
53:13
so stoked to see more of Mario Wonder because
53:16
that's coming out in October. Sea
53:18
of Stars on the other hand is available
53:20
right now on all the platforms
53:23
including Nintendo Switch. So you should totally
53:25
check that out. Before we
53:27
go I do have a couple of favors to ask. If
53:29
you're watching us on YouTube leave
53:31
us a like and a nice comment including comments
53:33
that say nice comment. If you're listening
53:36
to
53:36
us on a podcast app please leave us a
53:38
review. It helps us spread the good NVC word
53:40
and we will be forever in your debt. Thank
53:43
you so much Kat and Jada as always for joining
53:45
me and special thanks to Ryan
53:47
for coming and joining us talk about Mario Wonder and
53:49
Thierry for coming to talk about Sea of Stars. We're
53:52
so glad to have you.
53:53
Thank you. Thank you. And remember
53:55
everybody NVC is the only place where
53:58
you can. Get the thing. The
54:00
thing.
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