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Welcome to Prankers.
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Today I'm gonna prank my dad into funding
a God of War Game-as-a-Service.
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KYLE: This week, we were
graced and inconvenienced
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by a brand-new Xbox Developer Direct.
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Last year I thought it was funny
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that they used the exact same
opening song 2 years in a row.
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[bright music]
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Now, this year it would be silly
to assume they'd try anything new.
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It's copy and paste at this point.
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[same bright music]
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Why that's weird is that Xbox's whole business
has changed dramatically since January of 2023
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and so has its marketing.
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But for some reason,
the Developer Direct remains unchanged.
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Someone at Microsoft likes these
exactly the way they are.
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But you know what?
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That makes the small ways in which they
are different stand out even more.
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Here are:
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Firstly:
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For some reason,
there was a brand-new warning
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at the beginning of
this year's presentation.
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I'm not sure that would
stand out to anyone, right?
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That doesn't seem unusual.
But Xbox has never done that before.
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Even looking at their
most recent game showcase,
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all they had was this
Mature Content warning.
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But the Developer Direct warning
doesn't stop there.
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Turns out,
it's not really a warning. It says:
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Oh, got it!
So this is just commercial time.
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Back when Xbox deleted Day 1 benefits
from the regular Game Pass tier,
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I was making light of the fact they
couldn't say their favorite phrase anymore,
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"Day 1 with Game Pass."
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Look, Game Pass Ultimate
is the one that has Day 1 games.
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Core and Standard do not.
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How silly of you to think
Standard Game Pass would have Day 1.
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But they just keep saying it.
Nothing's actually changed.
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You gotta read between the lines.
PC and Ultimate is implied here.
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[HONK]
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You know what, you'll figure it out
when you get to the website.
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The good news warning continues:
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It sits in the same portion
of a presentation
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where you would typically have
some sort of disclaimer.
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However, at this point,
it is purely commercial speech.
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And this, to me, IS Xbox right now.
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This is the current mission statement
of the Xbox brand.
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Finally:
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appears
and then a silly little animation for it.
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And that's really what they give you.
They give you a little show.
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Less than ever, this feels like
developers directly talking to you
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and more like they're just
putting on a little play for us
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that was written by their PR managers
who are grinding their teeth backstage.
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Consider this moment here.
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MARTY STRATTON: --at our
most ambitious game yet.
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This is Doom: The Dark Ages.
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HUGO MARTIN: That was so stupid
I mouthed the words.
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[everyone laughs]
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KYLE: I think that's a fun,
honest, humorous moment.
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However, it is only funny,
it can only exist,
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because everything up to that point
WAS rehearsed, WAS scripted.
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It's funny because of how weird
everything else feels.
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This could be filled with developers
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genuinely talking off-the-cuff about
what they've been working on,
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but for the most part, it's fluffy,
meaningless mission statements.
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JASMIN ROY: At Compulsion Games,
we love to craft around central themes.
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Another big difference between
Developer Directs in previous years is:
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The very indignity of seeing PS5 advertised
in an Xbox showcase.
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Now, one might think,
"Obviously in previous years
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they were all Xbox exclusives.
There was no opportunity to put PS5 in here."
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But no, look at Visions of Mana
and Minecraft Legends here,
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free from the blight
of PlayStation references.
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By the way, they only did
these funny doodles Year 1.
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They stopped that immediately.
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But yeah, even as recently
as last year's Xbox Showcase,
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they didn't mention the PS5.
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But why would you?
You don't do that kind of thing.
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Nintendo doesn't do that.
Sony doesn't do that.
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You don't talk about-- You don't
advertise other people's consoles.
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That's ridiculous.
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[drawl] Well, lookee here.
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While this may not seem like
a big deal at first glance,
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it is the indubitable flag
representing the pivot.
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"From this day forth," says Xbox,
"We do not fear the PS5.
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'Cause remember,
all this stuff is on Game Pass.
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You could buy once, you could play it all on your Xbox and Xbox PC app.
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So really, if you buy this on PS5,
you're only hurtin' yourself.
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Really, it's kinda stupid
if you don't give us $20 a month.
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Kinda just wasting your income.
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Kinda think you're bad at economics."
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Last big change,
for the first time in one of these:
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Remember,
the beauty of a Developer Direct
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is that there are no
manipulative, hotshot trailers,
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no fancy editing.
Give me sloppy editing.
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HAZEL'S MOM: As long as you
didn't forget the--
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HAZEL: --flashlights and batteries.
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HAZEL'S MOM: Oh, shoot,
we've got 5 minutes.
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KYLE: Yeah, that hits the spot.
And you know what else?
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I like it when developers are talking,
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not reading off of some
teleprompter somewhere.
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STRATTON: A lot has changed since then
but our team is as passionate as ever.
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KYLE: That's what I'm talkin' about.
Trailers are for other shows.
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Developer Directs,
50 minutes of authenticity.
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But really, the most exciting portion
of this Developer Direct
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was not just the revelation
that a pretty nice Ninja Gaiden 4
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is in development
from Team Ninja and Platinum Games,
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but also that Ninja Gaiden 2 Black exists
and it looks better than this new game. And:
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Kind of confusing sentence.
I see now why they're typing out PS5.
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But what I mean to say is,
after all this, I do wonder if
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the tried and true Nintendo Direct method
of trailer, explanation, information
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is still the best way
to do this kind of thing.
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Look at how they introduced Expedition 33.
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[somber piano plays]
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[French singing]
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GUILLAUME BROCHE: Bonjour, everyone.
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KYLE: Yeah, they were in no rush
to show you that video game.
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"First things first,
look at these tall ceilings."
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To be clear, though,
I do think Expedition 33
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brought the best presentation
of the entire direct,
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demonstrating clearly how it's both
similar and different to your expectations,
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unafraid to expose its pointlessly
complicated passive effect system,
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and a true enthusiasm
to introduce the world map.
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Okay, almost true enthusiasm.
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Try to tell me when this developer
reiterates that there's a world map,
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that it comes off as unscripted.
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TOM GUILLERMAN: --a completely 3D
and navigatable world map.
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Yes, we've got a world map.
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KYLE: To me, it's just incredibly off-putting
how seemingly afraid they are
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to just let developers speak freely
in a potentially sub-optimal manner.
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"What if it's not entertaining enough?
We could lose viewers."
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But, in fairness,
they never promised a documentary.
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In fact, I wonder if that WAS a warning.
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MENACING VOICE: Enjoy the show.
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KYLE: Despite that,
despite the abundance of artifice,
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I do think Developer Directs are one of the
most interesting ways to present a showcase.
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That they really-- They spend a lot of
time on the games themselves.
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50 minutes for 4 games
is actually pretty crazy.
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And I really, really like that someone
at Xbox recognizes
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that some of these mid-budget games
are truly interesting
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and deserve the full spotlight.
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I don't think it was a better
presentation than last year's
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but I'm going to give it a better grade
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because my expectations are just
generally sinking across the board.
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Therefore:
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And that's Delayed Input.
I'll be back next week.
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Thanks for watching.
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Alright, so one of the things that
actually stands out to me the most
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from the entire presentation
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is how soft and silly the new Doom looks.
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That's right, I'm officially putting
Doom: The Dark Ages
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on Dum-Dum Watch.
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Doom is dangerously close
to transitioning from
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this absolutely unassailable,
cool guy franchise to
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an absolute dorkfest,
at least how it's presented.
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Doom somehow became this some sort of
Do What the Circle Tells You To Do game.
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Hit an enemy until a purple circle appears
and then walk over and kill it.
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It's made clear, just looking at it,
that the Doom team
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is trying to take this franchise in a more
broad, wide market direction.
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And they'll even tell you that.
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STRATTON: So in 2016,
we asked you to run and gun.
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In Doom Eternal it was jump and shoot.
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And in Doom: The Dark Ages
you're gonna stand and fight.
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KYLE: And remember,
that's the pre-approved PR.
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They're proud of that.
And what's-- It's--
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What's so funny about it, to me,
is that "stand and fight"
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is the least interesting option
of those 3 things.
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And it's not like we weren't
fighting before.
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And the accompanying clip
that demonstrates this is indeed boring.
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Looks like the player's just
pressing the buttons
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that game is explicitly
asking them to press.
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I'm not even sure you have to aim.
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Look at this example of one of their
big, new, expansive levels.
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It's so weird to me. It's so weird that
the demons are just organized.
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They're just lined up
waiting for you to come kill them.
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Look at these 5 shield guys.
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I guess that should be
an intimidating obstacle.
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Ideally, you'd look at 5 shield guys
and you think,
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"Oh, okay.
How am I gonna flank them?
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I gotta figure out what angle
to hit this from."
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When, no, we all know you're gonna hit 'em
with the shield and they all die in one hit.
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I don't care how much you
jack up the speed.
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It's gonna look stupid at any difficulty.
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And again, stupid is not necessarily bad.
I've been known to enjoy some stupid games.
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But Doom presents itself as cool.
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Let me ask you something:
Do you buy this?
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Do you believe those buildings
have occupants in them?
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Do you feel huge?
You feel like you're a big robot?
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'Cause to me, it looks airy.
It looks weightless.
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Epic on paper, cartoonish in practice.
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"Oh good, another purple circle."
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And look, I know I'm just basing this off
of the presentation I watched today,
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which was made for a mass market.
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I'm not saying for certain the game will be
dumb and silly and Disney XD-level drama.
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But
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it is officially on Dum-Dum Watch.
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STRATTON: And if that wasn't enough,
we also have for you
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your very own fire-breathing,
gatling gun-toting cybernetic dragon.